HateDread
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Everything posted by HateDread
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Script who spawn randomly or accurately russian patrols who hunt your group
HateDread replied to FAR-FD AIR K's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This looks very nice! I'll be sure to test. Is there any chance of a version with US forces hunting the player? How would one add a custom group? Like, US Army units from the ACE2 mod? Cheers, - HateDread. -
A Zombie Mission
HateDread replied to steelblood's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just so you don't end up bumping this thread to hell, I'll take a look for you, matey :) Just gotta wrap my head around some out-of-the-box thinking. EDIT: Okay, so for #2, you want a delay for the modules to run? The spawn module is activated and deactivated with If you set that to false, as it says, the spawn module will halt. Do this on mission start, maybe? Then, running off of a trigger with a time delay (go to the three 0's in the trigger creation. Set them all to the number you want, and go to the boxes to the left and select "Countdown", instead of "Timeout". In the 'OnAct' you change this variable from false to true, so it begins to spawn zombies. To run an actual delay for this if you're running the spawn module out of a script, simply put in 'Sleep X;", where X is the number of seconds you want the delay running for, before the line that I showed you earlier that turns the module back on. In regards to #1 - so you want it exponentially growing each 'round' of spawn? How many times does this occur, and on number of zombies does it start, and what does it finish on? How long should it take? Hope this helps. - HateDread -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm going to be rather pathetic here, and quote my own post for you to see, Mini. Z (Haha, I like the sound of that). It might be of use to you. Sorry if I take up room, but these little facts and ideas will most likely help you. Pulled straight from the documentation: These guys stand perfectly still untill they detect you, which could possibly be manually set using doTarget, but I'm not sure. They have a fairly good range if you're not being stealthy, so it rewards the player. Also, it is how a zombie probably would be, in the real world, if there is nothing around it - it would stand still, as zombie's don't get bored or tired. You may also like to use this; And set the position they move to to be the player's position. For example, player enters base, trigger activated, and this code is run - zombie spawns at designated location (could be scripted to be random choice from list, etc), and runs at player. You could do it from multiple directions with random number of zombies. Throw in ambience, and you're even more likely so scare the player. It works really good at night :) One way I've done this in the past is use a quick-and-dirty script running out of at trigger's onAct field, triggered by the player's presence. You just change some of the numbers for a different effect on a different trigger. I realise my method for spawn location selection is off, but I'm sure you get the idea. Where FTL is the name of the player's unit; Another thing I've used previously to scare a player, is turning off the lights at night, when they have no nightvision, as per this post; And anyway, I'm making a mission similar to yours. I might ask you for help soon. Hope these help! - HateDread. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Pulled straight from the documentation: These guys stand perfectly still untill they detect you, which could possibly be manually set using doTarget, but I'm not sure. They have a fairly good range if you're not being stealthy, so it rewards the player. Also, it is how a zombie probably would be, in the real world, if there is nothing around it - it would stand still, as zombie's don't get bored or tired. You may also like to use this; And set the position they move to to be the player's position. For example, player enters base, trigger activated, and this code is run - zombie spawns at designated location (could be scripted to be random choice from list, etc), and runs at player. You could do it from multiple directions with random number of zombies. Throw in ambience, and you're even more likely so scare the player. It works really good at night :) One way I've done this in the past is use a quick-and-dirty script running out of at trigger's onAct field, triggered by the player's presence. You just change some of the numbers for a different effect on a different trigger. I realise my method for spawn location selection is off, but I'm sure you get the idea. Where FTL is the name of the player's unit; Another thing I've used previously to scare a player, is turning off the lights at night, when they have no nightvision, as per this post; And anyway, I'm making a mission similar to yours. I might ask you for help soon. Hope these help! - HateDread. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just out of curiosity, guys, what version is the mod at? I stopped following the progress around V0.83. And is the download on ArmaHolic finally the V0.84? Last time I checked, they screwed up and put up the wrong one. -
Music In Chopper
HateDread replied to warghost20's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys. Sorry if I dig up an old thread here. I used the earlier example shown... ...Using the 'say' command on a truck the player drives, using a trigger. That all works fine, but when I leave the small range the music extends to (I'm using -35Db to keep it short-range, as it's meant to be playing through the car radio), and I return, the music is gone. How do I keep it playing even if I'm too far away to hear it, so it is still going when I come back into range? And is there a way to fadeout a specific sound or music file on a trigger cue? Like, when the crazy stuff begins, I can fade out the nice gentle music and fade in some dramatic music? Cheers. EDIT: Oh, and when I change into 3rd person view of the truck, the music stops, and when I change back, it seems to be much further ahead - it's like the music speeds up in 3rd person. Any ideas? EDIT #2: And is there a way to check when a song/sound has finished playing? -
Halting Equipment Loss in Water? Patrols?
HateDread posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, How do I stop my men from losing their equipment after long periods of swimming? I want to be able to spend as long as I like in the water without losing equipment. Also, how do I set a unit to patrol between a few points? IE. between P1 and P2? Cheers, - HateDread. -
VTS3.5 - Live Multiplayer coop mission editor
HateDread replied to gonza's topic in ARMA 2 & OA - USER MISSIONS
I found that in Beta 4, the position of where objects are placed, and where the mouse cursor is actually pointing, is different. Like, I would go to place an object at a particular position, and it when would appear slightly to the right of where I had the mouse pointing to. Also, the example script you can execute, 'Enemy paradrop', doesn't seem to do anything, as does 'Nuclear Impact'. Great work so far. -
Arming Baddies With 100% Tracers
HateDread replied to jasonnoguchi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was going to suggest this, but I realised he may mean, like, -only- tracers. I realise that does't actually make technical sense, but maybe he means with no actual impact? Just lights, for show? -
Basic Briefing howto
HateDread replied to Mike84's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any ideas, scripting guru's? -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Alright, I've packed up a copy of 'War Welcome' with the Infected module. Without module, works fine, but as soon as you place it, and try to access construction menu, the entire game locks up. http://www.filefront.com/15519715/SP_WarWelcome_Infected.utes.rar Oh, and regarding version numbers - I noticed the intro credits (at the start of the mission) show it as Undead Mod V0.83. Armaholic made a mistake - I double-checked I put the right files in by re-moving them from the V0.84 Pack from Armaholic. Still says V0.83. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It was by some guy on a thread regarding the CoIn Module. My bad for not checking it. Also my bad for somehow removing -showScriptErrors. Sorry for that - I actually read the script, and I found those obvious errors. Sorry, what exactly do you mean? I can get you one of the vanilla missions that ship with the game, with the Infected Module placed as well, if that's what you mean. If not, then what? Cheers. EDIT: 2:34 AM. I can't keep working on my research regarding Undead + Warfare - it's killing my brain. I'll continue tomorrow. Thanks so far! -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
1. I already have -showScriptErrors 2. It isn't my script. I'm not a total noob :P I tested it with some of the example warfare missions that ship with the game. Same freezing issue. EDIT: Seems -showScriptErrors was removed from my AddonSync. Weird. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm. I thought v0.84 was latest? Got it from Armaholic, documentation says V0.84, but no spawn module? This freeze occurs with the vanilla Construction Interface. Simply create it in editor. Init field: xhandler = [this] execVM "coinvars.sqf", with Coinvars.sqf in mission folder saying; Without Infected module, construction menu appears when within 50m of module (I realise there are no options shown in this menu). Place the Infected module, and try again. It gets stuck on a loading screen, dead in the water. Is there anything that can be done? :/ EDIT: Does not occur in Benny's Warfare. Hmm, I'll look at some of that. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Also, I found some incompatibilities with this mod. I know that's not your fault, but it would help me greatly in making my new mission, if you could check it out. http://forums.bistudio.com/showthread.php?t=91022 When running this mission, an example of the Warfare Module, you approach your MHQ and hit 'construction' in the action menu, after which you can begin base building. If you try again, with an Infected Module placed in the editor, it freezes as soon as you hit 'construction'. This occurs with and without ACE2. I was going to develop a large warfare/zombie map, but this has stopped me dead in my tracks. Any ideas? Regards. -
BIS Warfare in your Missions
HateDread replied to lucilk's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Brilliant work so far! A few questions; 1. How do I limit certain buildings/units from being built? 2. How do I artificially add supplies/money to the player? 3. Can I start warfare with some other building/unit as the HQ? I want to use a custom building to base everything else around, not an MHQ. I'll think of more questions later. Cheers, - HateDread, NZARMA Commander. EDIT; - How do I give myself command of them? I want to be able to send squads places, to towns, etc. Would I have to combine the High Command module into it, or is there a built-in interface? - How do I get AI to automatically man defences that are built? It occurs in Benny's Warfare, but I don't know how it works. Can it be applied to defences that are already in place before deployment? - How do I start the mission with the MHQ deployed? - When the MHQ is removed, and a HQ is placed instead, and synchronised to the warfare module, an MHQ is still automatically placed right in front of the player at mission start. There's no way to interact with it, either - it's just... there. - How do I start the mission without any resistance units in the towns, but have them owned by neither Bluefor or Opfor? I just want empty, neutral towns. Cheers. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ahh, I ask because I myself am a musician. Piano approaching two years now, and I'm very into composing. You? What program do you use? (I use Reason 4.0) And what tips do you have, for this sort of genre? EDIT: I can't for the life of me find this 'spawn module' in the module list. Where is it? -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
From what I saw, that was brilliant. Can't wait! Got any tips for setting the atmosphere? You seem to have it working well. Things like lighting, etc. And did you say you compose your own soundtracks for it? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
HateDread replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, of course I do :P I get the equipment out of the box, and then no action is added to the menu, so I never use them. Any ideas? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
HateDread replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Since we're talking about the config files already... I've added my name to the clientside config, in userconfig/ACE, and in the @ACE folder as well, but I don't get any options in my scrolling action menu to put in earplugs, wear goggles, etc. The name I put in was what I play as - does it have to be the default one that is assigned, derived from my Computer Name? Cheers. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I asked before, but it might've been lost in the crowd... Is it possible to change the intro that you've added? I am referring to where it names the mod used, and lists your name. I need to fade in from black, but your effects overwrite mine. All I need is the exactly same, but with 'The Undead Mod' on a black background, and have 'By Charon Productions' fade in from black, to a normal screen. Any ideas? -
AddonSync2009 (downloader, launcher)
HateDread replied to Yoma's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I can't even begin to comprehend what you mean. Sixupdater never worked for me, so AddonSync; hence my question. -
AddonSync2009 (downloader, launcher)
HateDread replied to Yoma's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a way to schedule mod file updates? I'd love to be able to schedule my ACE update for my off-peak time. -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm not actually sure about that - who's to say they don't die quieter? :P Is there some variable that you could possibly add to give us the option of completely turning off those sounds for our missions? It's hard enough to build the silent/quiet ambience, only to have a very strange sounding gurgle fire off every now and again :P -
The Undead Mod
HateDread replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry. I initially thought it was, but upon further review, a zombie group was closer to the flightpath than I thought, where they infected a civilian. I can easily fix that. But yes, a lowered distance for the sound would be handy - I'm hearing it in a helicopter flying overhead at something like 25 metres.