benxcore
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Everything posted by benxcore
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I'm not sure. I had never meant for these to be a replacement. They have different names. However if someone has a workable way, your more then free to help him get them over. @Stewy I really like the Desert Large Pixelated Camo. However I can't find a good swatch of it. If have one, feel free to post it.
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6thSense.eu Presents: WeaponPack
benxcore replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Beautiful Addon. Thats really all I need to say. -
I don't think I they ever said they should "Disapear" when they leave. Though this is a suggestion you can push on Sleeper when he gets back.
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There can only be 144 zombies on the map at once, say 144 zombie spawn at your ONCE spawn, the first one. You move to the next spawn, no zombies will spawn, because they are at their max, fly back, shoot 5 zombies, now 5 zombies will spawn at the next spawn.
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Say what?
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You unpack it. You pull all the files except for the mission.sqf into your new mission folder. Say you saved your missions as OMFGYOMIESATEMYMOM. Look for that folder, then put All the files into that folder. Now. Go into the editor and open up the mission called OMFGYOMIESATEMYMOM and go to Markers, create an Elipse marker say 200 x 200. The name of the marker should be yomie_spawn. Now in the text part of the yomie_spawn marker, this is how you set how many yomies you want to spawn and what type, Civilian, West etc. Put [75,'C','ONCE'] Now you will have 75 Zombies spawn in the Civilian clothing once. You have to be close to the Markers outter rims to activate it. This is a quick brief from the website basically. Its all really there honest. But what I just said will get the zombies in the game.
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Go to the website listed in the first post. You'll find your information there. OFP Missions are very very very similary to creating Arma missions. I really didn't notice any change switching over. As for the BIS Vanilla Faces. Pshaw, those look like zombies made of green marbled stone. Not to my liking, I want fresh, bloody wounds. I just sent out 15 fresh faces to Sleeper, and some sounds that will be included in the next release of the Yomies. Here is a preview.
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The U.S. Army has actually declined to use the Multicam Units. However. I've skinned some Special Forces Units and have had them sitting in my addons folder without releasing for a long time.
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The U.S. Army has actually declined to use the Multicam Units. However. I've skinned some Special Forces Units and have had them sitting in my addons folder without releasing for a long time.
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I guess you haven't read the readme, or anything. Download the sample mission, the scripts that are needed to make the zombies attack are located in a scripts folder inside your actual mission. The zombie sounds are currently being made by me. There will also be updated face pack to in the future versions. The BIS Faces/Sounds are just placeholders. This is a Beta release. So, review the readme, or visit the website for information on how to use the zombies.
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Rifles as Secondary Weapon
benxcore replied to Yossarian's topic in ARMA - ADDONS & MODS: DISCUSSION
I talked to a WWII vetran that hauled fuel to airstrips in WWII, he said he carried a Thompson and an M1. -
I reported this bug to Sleeper last nite, as I was experiencing zombies just walking around, not attacking in multiplayer, but attacking in single player. So, I think the new update fixed it Kamikaze.
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Hey guys! I'm excited your enjoying the addon. Sleeper has done an excellent job with all the coding. The absence of lag when having 144 zombies is amazing. You don't even notice the lag when they spawn! What my current ideas are creating faces for the zombies, that shows more fresh of wounds, bloody faces/mouths, gaping neck wounds, blood shot eyes. I'm using some medical photos out of books, and things I find on the internet to texture these Yomies. My goal is to have 25+ Unique Zombie faces. Variety is the spice of life, and seeing a zombie cloan next to his buddy isn't every appealing. Keep runnin guys, the Yomies are at your heels. //ben
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This looks like some SS I saw from the ACE MOD, or a very similar Hummer. Is this a stand alone addon?
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Wrong forum bud. Head to the addon request thread. Or use the loverly button.
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The Helo factor isn't a problem. I just want the original for the no lag factor.
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Can anyone post a link to one of the first CZM that came out.
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What I've considered with this mod, and my friends, is to have an off base camp, with supplies, ammo and what not, and a little bird, or boat. And the whole goal will be to go dinosaur hunting, the bigger/more skillfull/rare Dino you kill, the more points, unlocking better weapons for killing them. Has no real point, other then just hunting down these creatures with friends. Also, a respawn system, so that they will repopulate the island.
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Excellent Killjoy. I'm sure the other small co-op based squads will appreciate this!
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Hey guys. I've used the search, here, and on Ofpec.com and I am unable to find the answers I need. Probably due to the fact they are very Specific. I'm using Several Scripts in a Small Scale Co-op Capture the Island Mission. I had several neat scripts running that many of you awesome scripters made, nbs spawning, McMurrays Artillery, and Vehicle Respawner by Doolittle. Respawn Vehicles = Questioned Artillery NBS Spawning & Triggering ObjComp when only 5 Units Left = Solved [finally found what I was looking for] I however want to customize all these scripts to make my mission function as well, how I want it. I'll start with the vehicle spawn. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;By Doolittle _vlogic = [] _vtime = [] _count = count vehicles _delay = 30 _i = 0 #load _v = vehicles select _i _vl = "Logic" createVehicle getPos _v _vl setDir getDir _v _vlogic = _vlogic + [_vl] _vtime = _vtime + [0] _i = _i + 1 ?_i < _count : goto "load" #init _i = 0 ~3 #alive _v = vehicles select _i _vl = _vlogic select _i ?alive _v and _vl distance _v < 100 : goto "continue" ?alive _v and count crew _v != 0 : _vtime set [_i, 0]; goto "continue" _vt = _vtime select _i ?_vt != 0 and _vt < _time : goto "notalive" ?_vt == 0 : _vtime set [_i, _time + _delay] #continue _i = _i + 1 ?_i < _count : goto "alive" goto "init" #notalive _vtype = typeOf _v deleteVehicle _v ~1 _v = _vtype createVehicle getPos _vl _v setDir getDir _vl vehicles set [_i, _v] _vtime set [_i, 0] publicObject = _v publicVariable "publicObject" goto "continue" What I want to know how to do, is to make my Vehicle Respawn only if It has been damaged beyond flying capabilities, because if it is still in the field in service, I don't want my teammates to hop out of the vehicle, only to be left on the main island with no transportation. The script I just posted respawns about 1 minute after its blown up, and if its still serviced and abandonded, it'll disapear and respawn in about 20 seconds. I also want to customize McMurrays Artillery script so that a radio message with sound comes across after the fire Mission is sent.Then at the end of the Salvos another radio message with sound will declare it done. And set a cap on the limit of Arty requests, like 1 Every 30 minutes or so, also, the ability to play a voice when requesting a mission and it is denied due to 30 minute limit not being up. The Fire/Salvo part of McMurrays Artillery Script. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Script & Idea by Mr-Murray 2006 ;mr-murray@bossmail.de ;www.mapfact.net #Loop @(fire) ERadio say "Rauschen" fire=false ?(!(local server)):exit ~ Random 10 [W1,ATarget] exec "westari\feuer.sqs" [W2,ATarget] exec "westari\feuer.sqs" [W3,ATarget] exec "westari\feuer.sqs" [W4,ATarget] exec "westari\feuer.sqs" [W5,ATarget] exec "westari\feuer.sqs" ~6 [W1,ATarget] exec "westari\feuer.sqs" [W2,ATarget] exec "westari\feuer.sqs" [W3,ATarget] exec "westari\feuer.sqs" [W4,ATarget] exec "westari\feuer.sqs" [W5,ATarget] exec "westari\feuer.sqs" ~6 [W1,ATarget] exec "westari\feuer.sqs" [W2,ATarget] exec "westari\feuer.sqs" [W3,ATarget] exec "westari\feuer.sqs" [W4,ATarget] exec "westari\feuer.sqs" [W5,ATarget] exec "westari\feuer.sqs" "Firepoint" setmarkerpos [0,0] goto "Loop"
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Thanks. I honestly didn't think of that. That was unbelievably easy. But what happens when your team leaves a server, and just spent an hour clearing half of Delores. Killjoy also needs to work on a paremeter spawn script for the Officer, You can visual set off, and watch the units spawn, and unspawn, then respawn, then unspawn. And if you do fly over a town after leaving it, you can actually visually see them spawn. The trigger needs to cover more range, to avoid the visual spawning. You have to agree with that.
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The AI doesn't repopulate, or isnt' so visual about doing so. Seeing them actually spawn in mass whords isn't so great. And Try sending loads of orders to your squad mates having to avoid the AI set at F3.
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If 2 or more people are playing the map, why aren't there 2 or more people's AI in the area? I love how it is now, dumbing it down and making it easier only hurts the masses who play it with more than 2 guys at a time. We don't use AI. We use real human players. And we have 6 Human players playing. We aren't asking for it to be dubbed down. 1.5a worked well for us.
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Still having a the same problem as you. Killjoy told me to keep an AI player in the zone? How am I suppose to do that if I one of us crash, and the AI gets booted, then the town is repopulated. I think if it were to repopulate to save CPU usage while out of the city, only REPOPULATE THE SAME AMOUNT OF UNITS THAT WERE IN THE TOWN WHEN YOU LEFT. Else, the Tower is Still up, keep the re-inforcements, but I step out of the gray area or engage from outside the gray area, its useless. I have my viewing distance at 2100m, and I don't want to think, no I better not engage that Tank with my Javelin just yet, I'm not in the gray area. We are still playing Evolution 1.5a on our Letum VeloX server. I just wish I could tweak the respawn of the AI, because honestly this kills our small 6 man squad base. (Yes you can take your time, yes we can be 40 kills and 0 deaths, but then some freak accident may happen, or super AI cracks us off.
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This is a rather rough situation though. While giving orders to my Human players, I have to avoid giving the AI the same director orders. Which will be rather cumbersome in fast pace scenerios.Maybe, along with the ongoing list of options, add a small group option, that would spawn a WEST AI below the surface in the town, once a human player is present in the zone. This way, you don't have to worry about AI.Just my two cents. But the way it is now, its durn near impossible, because we are engaging enemies from outside the gray area, thus they just respawn in mass groups elsewhere. Also, we were having a problem with capturing the officer. We finally had him captured, then I crashed (I was the squad leader). I came back, and the Officer we had to capture was the leader of the squad. Needless to say, we had the inability to return him. We could also see his enemy guards spawning, as I had a sniper on overwatch, he'd give us the clear, then we'd run up to the officer, only to have a group of 7 Infantry spawn and lay waste to us.