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HateDread

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Everything posted by HateDread

  1. HateDread

    The Undead Mod

    Is it possible to check if a unit is of an infected classname -without- listing them all? Like, a command to check if a unit's classname starts with 'CHN_ZOMBIE'?
  2. Anybody know of a way to force the tail rotor to fail as determined by a trigger? It would need to stay at full health, so setdamage doesn't work - if I use this, the chopper rarely survives the impact of the hard landing. I know I can disable the main rotor with setfuel 0, but that isn't what I'm after. Cheers, guys!
  3. I used this in the 'condition' field of a trigger for a searchlight. Probably won't help you as streetlights lack an action, but here goes:
  4. Sorry for late reply. Yes, you just add each of those 'sections' to it :) Hope it all helps!
  5. I only meant that in the event that he wanted additional conditions, such as the player being in vehicle X AND the first trigger having already been fired. Hope this thread clears it up for you, psvialli :)
  6. How I would do it, is, for example: And so on. Fill in blahblah with whatever you'd normally have (your own conditions, your own 'on act' stuff, etc. Just add in my stuff too. This way you can have a chain of triggers!
  7. Is there any way to make it so that if the player leaves the area, it simply outputs info that other scripts and triggers can pick up on their own? What about spawning a low amount of patrols to harass, not to kill? Cheers for this!
  8. Maybe spawning it then attachto? So it detonates ON the heli's position? Not too sure, mate. If you find out, please tell.
  9. HateDread

    The Undead Mod

    Ahh I thought so :( How about this (and this would be done on a mission-by-mission basis, so it'd be up to me to do, of course)... Having it set so that if zombies get with x distance of a barricade or particular type of fence, etc, (and possibly if for y seconds), the fence is destroyed, much like a car ramming it. Is this possible?
  10. HateDread

    The Undead Mod

    Ahh, I get you. Thanks, that'll help. I also meant how they can physically overcome the barricades. If they rush them atm, they get stuck. :(
  11. HateDread

    The Undead Mod

    I'm sorry, but I don't understand what you mean. Could you please explain?
  12. Haha okay, it's just all the scripts in my archive have a name, such as 'Mando Heliroute', 'Flak', etc. Just gave you a chance to name it, that's all...
  13. For my archiving purposes... What do you call this?
  14. "The key you provided for file download was invalid. This is usually caused because the file is no longer stored on Mediafire. This occurs when the file is removed by the originating user or Mediafire." :(
  15. I haven't tried this yet, but is there an option for landing too? Like, landing exacting on a certain pos using the same ideas? Would be harder because you can't just fly down like you can up; you'd need to know height and gradient. Hmm... might be too ridiculous :p
  16. Can you please provide more information? What tutorial? What are the instructions?
  17. HateDread

    The Undead Mod

    Okay thank you, I thought that may be the case. I just thought I would throw ideas out there for you. About the barricades; I know about the markers, but I'd like the zombies to try and get past it, so it has to be defended, you know? Like, they rush it, and break out of the quarantine.
  18. HateDread

    Enforcing Quarantine?

    Okay, so now it seems to work, with testing the idea itself with two triggers, one with And the other: And checking with the earlier script: Now it seems to not kill the player after activating the second script, over-writing the first. I am still unsure if this is the best way to handle point one: Does anyone have any ideas, or answers for the other two? Once the first is handled, the others should be easy, I'm hoping. Thank you.
  19. Hey all, In my latest Zombie/Infected mission, set in Zargabad, the town is infected, and the US army has quarantined it. I have snipers set up around it, all set to 'combat' mode, etc. The only problem is that they don't fire - they need to be engaging OpFor, and 'Independents' (including civilians) in general, but also specifically if they escape the quarantine zone. This results in a few questions: 1. How do I detect, in general, if a unit has exited the quarantine (I'm dealing with units generated by the zombie mod, so I can't put it in the 'init' line, or use named units). 2. How do I enable snipers to engage said targets from long-range (at night). 3. How do I get the position, etc, of the units, so I can call artillery, send in air support, etc, designed to stop the player? (Will post more as I find them). Thanks in advance! - HateDread.
  20. Not just these points above, which are important, but: - Does anyone know of any minefields where it's not a guaranteed kill? I.e. for effect to partially stop a horde (yet still allow a big-enough group through). - How would one cut through the wire barricades, etc? I need to be able to 'escape' from the enclosure, possibly with some tool. Would I setdamage using the nearest object 'fenceclassnamehere' style command? Thank you for the earlier answers, and for those to come!
  21. Hey all, I'm trying to build a perimeter for a quarantine. Apart from using the 3d editor, how can I place wire fences all around Zargabad? And how can I 'cut' them silently if its an objective to escape? Can I dim searchlights so they only light up the area leading to the fences, not the entire damn city? (They shine through everything at the moment and ruin the night atmosphere). Are there any other suitable lighting devices? Think the scene of 28 days later where the zombies rush the compound with the British Military defending. Also, that reminds me; anti-infantry minefields? Possible? If so, how? Cheers! -HateDread
  22. Whilst I don't have any results per se, I do have a question: If a unit were set to 'guard', and had its movement disabled using disableAI, would it then only be used to gain awareness of units its team encounters, and it would attempt to engage from its position? I.e. A sniper on a hill overlooking a city with a guard waypoint. When units in the city encounter the enemy (in this case zombies... yaaay), it should know of them, get them as a target, and hopefully engage? Food for thought.
  23. HateDread

    The Undead Mod

    I love this part: Anyways, a few things; 1. Is there any way, or do you have any ideas, for dealing with fortification and barricades? I mean like this quarantine zone in my latest mission: The zombies simply run into it, then die as we shoot them. How can I make it more terrifying/realistic? At present, zombies can't understand the barricades, posing no threat. I'm guessing some sort of interaction, where the zombies can 'destroy' it? Would be impossible to script/model them climbing it, right? (If it were, could inflict damage simulating the wire of the fences). 2. I can't seem to find the old command to hide the infection map markers for towns. Charon, may you refresh my memory? 3. In future, would you consider improvements to the way in which the AI approaches its attacks (if possible). I mean, instead of this (beware bad Paint art, Where zombies tend to stack in a single file, and therefore lose a lot of the fear of their attack (it's hard to appreciate the size of the 'horde' if they stand behind each other).: We have this: My only guess on how this is possible would be to have the zombies communicate, in a sense - if they 'check' how close the others are, and adjust accordingly, plus if you run the motion calculations (like the scripts for artillery, where the AI must predict the unit's movements to score a hit), it should be even more possible for them to almost 'plan' together, not that the zombies I've encountered in real life plan like this. It's just, the player wouldn't know about the communication, but would see its wonderful effects. That's all from me, for now :D EDIT: I also noticed, when sending a wave of zombies at a position (6 men, one on a 50. cal machinegun vs 50 infected), that they all focus on the first guy, and leave the rest. Is there a way to split the targets between the nearby zombies, so they all just pour into a defensive position and hit everyone? I set infection time to 2 seconds, but due to the aforementioned script lag, it takes forever to register the hit (even from 50 zombies), and so many are neutralised while waiting to continue to the next target. I assume the new system will also help in this regard?
  24. Is a unit set to 'guard' always called in regardless of sentry units? I.e. helicopter set to 'guard' far away flys in to engage even though not called, when friendly units encounter hostiles in a distant city.
  25. This works: INIT: E.G. xhandler = [this,"sniper"]execVM "loadout.sqf"; Loadout.sqf:
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