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HateDread

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Everything posted by HateDread

  1. Hey all, I'm attempting to use a particular function from Charon's Undead Mod; But I would like to select the position that shall be '_Spawnpos' as a random direction from the player, and at a random distance, so they won't know where the group will come from (they won't know what direction from, and how far away they'll be spawned). How does one achieve this? Also, how do I calculate a position of a group? Ie. the centre of four grouped soldiers. This would be the basis of the above question - I would need it to be a random direction and distance from the -centrer- of the group of four. Cheers in advance, - HateDread
  2. Thank you so much, guys. @Ruebe I ended up with this for average position. Works well, thanks... @Deadfast Thanks a lot. That's really helped out :) If anyone's interested, the script ended up looking like this:
  3. Hey guys, How do you make a vehicle explode and catch alight? "this Setdamage 1" doesn't work - it turns the vehicle into a wreck. The ideal solution would be for the vehicle to be explode, and catch alight, with a simple command. And for other situations, how do I get this without creating a sound? Like if I want burning wrecks at mission start, but don't want player to hear the 'BANG's. I know you can set fire to wrecks, but it isn't the same. I'm after the fire with the large plume of smoke, etc.
  4. HateDread

    Zeus AI Combat Skills

    I know this is going to sound stupid... But what is the difference between the common and ACE 2 versions? I assume ACE 2 version is obviously set-up for use with ACE 2? And so, to get this to work, I just drop in the addon folder it comes in, and activate using AddonSync, and then all AI are changed? Is there a way to test how good they are/what's different? Any examples? Cheers for this. - HateDread.
  5. I'd love to know this as well. Cheers for this.
  6. I'm in the same boat. Anyone?
  7. Hey all, When playing a custom song in game using a trigger, and I open the ESC menu mid-mission, when I return to normal play, the music is much further ahead - as if it is sped up when not heard. This is also true of sounds played using the 'unit say "SOUND";' command - when the player leaves the audible distance and instantly returns, the file is further ahead than it should be. Having the song play properly is very important for the ambience. How do I stop is fast-forwarding when the player opens the ESC menu? And is there a way to fadeout a specific sound or music file on a trigger cue? Like, when the drama begins, I can fade out the nice gentle music and fade in some dramatic music? Also, is there a way to check when a song/sound has finished playing? Cheers!
  8. Hey there, Your mentioning of this sparks my interest, as a similar sort of thing was to be planned for my current mission, but through a menu, from a distance. How were you going to implement this? Or was it simply an idea you did not try? Cheers.
  9. I'll join the queue for the English version :)
  10. HateDread

    The Undead Mod

    Charon, would it be possible to allow the mission designer to spawn zombies that move through a selection of waypoints, not just one? Like a "MOVER" group but more like a "Travelling", or "Route" group. Ie. The waypoints/various destinations could maybe be put into an array like the one location written for "MOVER" groups. If it could be possibly done by the mission designer either through spawning individuals/groups via command, OR through configuring the spawn module, it would be fantastic! :) Also, is it possible to turn the module on and off using "CHN_UNDEAD_INITIALIZED"? - Can one disable the migration/envoy elements of the module using a similar command? - Can I set a town to NOT get envoy's/migrated to, but have others receive such normal activity?
  11. Brilliant find! I'll be sure to check it out. Thanks, man!
  12. HateDread

    The Undead Mod

    Charon, what if I want to add the Infected Dog, but I'm using the Undead version of the module, not Infected? It seems you can't cross the types over. Is it possible in future to get a dog like the Infected one, but in the Undead category and maybe one that's slow/shambles, as well? In Resident Evil, for example, the zombies are slow, but the dogs are fast. :)
  13. HateDread

    A Zombie Mission

    In this case, yes. Charon's zombie mod over-writes standard waypoints and move commands, so you couldn't simply put it in the initialisation field of a zombie unit and expect it to follow the command. It has to be done via a "MOVER" style group, as I mentioned earlier. Remember, you must put in the commands for sending the zombies to a particular location, and what type of zombie groups to spawn, in the initialisation field of the spawn module. Hope that's everything regarding that, sorted :) - HateDread
  14. I got it! If the unit is at full health AND THEN triggered to setdamage 0.99, it instantly bursts into flame, with the explosion and the plume of smoke! Thank you to all involved! Much appreciated. - HateDread
  15. This seems like a step in the right direction - anything higher than 0.9 causes the car to eventually catch fire and become destroyed. The only thing missing is the sound - the small 'boom' when a vehicle reaches 0 health in a more conventional manner. Any ideas? And thank you for trying, TankBuster :)
  16. Still a no-go. :/ Any other ideas, matey?
  17. In Trigger's OnAct: BoomTruck1 inflame true; Where the truck is called BoomTruck1. Doesn't seem to have any effect? The only way I achieved what I wanted in the past is to setpos the vehicle a few hundred metres in the air, so it blew up on impact with the ground. It's clumsy and hard to do without the player noticing, though. Any ideas?
  18. Ahh thank you. This does create the final effect I was after, but my only problem is with the sound, and the actual explosion. I am after the effect of a car reaching 0 HP via gunfire or something - there isn't a big explosion with a big cloud, just a bang, fire, and a smoke plume. I will be using your solution untill I find the exact effect I am after. Cheers.
  19. HateDread

    A Zombie Mission

    Game logics? Well... I am only familiar with locations. They are simply ways to mark an area you can refer to. Ie. placing a location down, giving it a name, then being able to reference that position by the name. I think Undead Location is simply a way of allowing the mission editor to do the same thing, but use those labelled as 'Undead Locations' for any references they use for the Undead Mod, so it kind of sorts out the different locations and their purpose, so it's easier to understand for future reference. Think of a gamelogic location as a marker. You give it a name. You are able to reference this 'marker', as a location. So, if we use... ... we can use a gamelogic location, named LOCATION, or whatever you want it to be. It's just an easy way of selecting positions without actually writing in the coordinates, as that would be very tedious. At least, that is my understanding of them.
  20. HateDread

    The Undead Mod

    Charon, do you know if ArmAHolic ever fixed up their download to the current version of V0.84? Can't wait for V0.85!
  21. HateDread

    The Undead Mod

    --Relaxes-- Welcome back Charon! --Cheers--
  22. HateDread

    The Undead Mod

    I personally use PBOview. Good luck!
  23. HateDread

    A Zombie Mission

    Well, if you name your module, you simple add it to the code, like this; Which becomes; Or if it was in the initialisation field of the module, you replace 'MODULENAME' with 'this', as it still refers to the module, that way, and is kind of neater. Do that for the waypoint command as well, but make sure you add in where you want the waypoint to be, such as; Where 'Base' is a location under the game logic menu (basically an invisible object you can use for this kind of stuff). Hope that clears it up for you. - HateDread
  24. HateDread

    A Zombie Mission

    I'll keep looking into the exponential zombie increase. But about the waypoints for the module... From documentation included with the mod; Hope this helps. - HateDread.
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