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HateDread

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Everything posted by HateDread

  1. HateDread

    The Undead Mod

    Does a unit getting infected broadcast the message over direct channels - can you hear them if you're close by? The player flys over the top of some civilians being infected, in a helicopter.
  2. HateDread

    The Undead Mod

    When Civilians become infected, and I am a Bluefor soldier, I am hearing the sound. That, or it automatically fires it a small while after mission start-up? And THANK YOU! I was going to beg you for that change! Ahhh, that's so helpful! Thank you, thank you, thank you!
  3. HateDread

    The Undead Mod

    Condition Field: CHN_UNDEAD_INITIALIZED On Act: CHN_UNDEAD_NOZEDRADIO = true; player sidechat "Module Init-ed"; This trigger fires very quickly after the start of the mission, and the radio sounds are still played. Remember these are civilians I can hear, as a Bluefor unit.
  4. HateDread

    The Undead Mod

    How would I implement the command, then? Maybe I am doing it wrong? I have a trigger set to 'true' in the Condition field, so that it fires instantly, with CHN_UNDEAD_NOZEDRADIO = true in the 'On Act'. Am I writing this correctly, and executing it correctly? Does the module overwrite it?
  5. HateDread

    The Undead Mod

    Working on getting v0.84 now. In case you didn't know, Armaholic has now mirrored your latest version, in a combined pack. Screw download planning for 4 am, for now - I'll be able to test soon. In future it would be a massive help if you could contact Armaholic ASAP, so guys like me can plan for off-peak, as a small update requires big files, with this mod. Cheers. EDIT: Alright, so using CHN_UNDEAD_NOZEDRADIO, can I write, say, CHN_UNDEAD_NOZEDRADIO = true? That seems to have no effect. Also, is it possible to add an option for the starting credits to be set to a black background, and have the 'Charon Productions' credit fade in from that black? I needed to fade it to the mission, to hide the weird behaviour of choppers at the start, but your titles overwrote mine. Will continue testing.
  6. HateDread

    The Undead Mod

    --Bows-- Can we get a combined package of all three files? Preferably at somewhere where one can use a download manager/planner, such as Armaholic? Surely this update justifies 'bugging' them to do it for you? :P
  7. HateDread

    The Undead Mod

    Much better. Was only thinking of your sake, buddy. If Charon or a mod saw that... big trouble.
  8. HateDread

    The Undead Mod

    Do yourself a favour and edit that out.
  9. HateDread

    The Undead Mod

    So I'm guessing we need all 3 parts for this update? ArmAholic doesn't have its own mirror of the update yet :/
  10. Here, here! Good luck, mates.
  11. HateDread

    The Undead Mod

    Oh, I understand. These things happen. Would it be possible to include an option to turn off the audio radio messages altogether? It sorta breaks the atmosphere I'm trying to build in my mission. For that matter, is it possible to turn off the text radio messages too? Just out of curiosity. Good work so far. Once I finish my mission, do you want to take a look, to see how people use your mod?
  12. HateDread

    The Undead Mod

    Any ideas? This is driving me nuts.
  13. HateDread

    The Undead Mod

    Nah, it's because markers are handled differently to 'objects'. You get them to spawn at standard objects, move to them, etc, just not markers.
  14. HateDread

    The Undead Mod

    How are you calling this function? Is it via a trigger? Try replacing those markers with 'locations', under the 'game logics' tab of the unit placer in the editor. Make them named the same, though. See how that goes.
  15. HateDread

    The Undead Mod

    Is 'ambush' the name of something you've created? Such as a location, etc, and is 'defend' also another position?
  16. HateDread

    The Undead Mod

    Is there any way to limit/disable the audio of the infected deaths? It seems it is triggering when the player is Bluefor, and civilians are being infected. Civilians don't have radios?
  17. I presume at least one of each? Ie. one magazine proxy, one tripod proxy, and one gun proxy? One to each person? Then they setup as a team. Guessing I'm missing the mark, here.
  18. Sickboy, I know you weren't talking to me, but I just want to say I completely understand that it is your teams' work, and you have -complete- control over it. I just think that your reply to Jason hit a nerve, as it was directed at him, and it was rather... unpleasant, and in a way, mocking. It seems like his main reaction is to what you said, not the actual rejection itself. Just my two cents. EDIT: Disregard. Sickboy answered in previous post. Regards, HateDread.
  19. Guys, whilst I don't agree with Jason's suggestion, the reaction to it was unnecessary. The point of a discussion thread is to discuss. Some of the guys have been discussing it... good, that's the sorta thing you do. But at what point does discussion = personal attacks? Sickboy's comment obviously offended Jason, and rightfully so. It appears as an attack, not a rejection. A simple "Thanks, but no thanks, Jason. That wouldn't exactly work. And please try to refrain from over-posting suggestions - there's only so much we can handle. Thanks." would have worked. I just don't see how Sickboy's hurtful comment was justified.
  20. I'm with Jason - there was no need to speak to him like that. But hey, I only make suggestions, not scripts, right? I don't have any value or opinion...
  21. HateDread

    The Undead Mod

    Either one of those options is fine. Like, having a single Undead Hooker, for example, stand under a streetlight, all by herself. It'd be kinda creepy. Not moving untill it detects the player. But I am also trying to have randomly placed groups of zombies around, which, considering mission is at night with no night vision, will appear to be coming/running from some far-off hill or something, when in reality, they are standing still, unrealistically, untill the player gets close enough. Patrolling the countryside will also work in this situation. You get me? The migration/auto-guard counters all these ideas.
  22. HateDread

    The Undead Mod

    Charon, I am talking about me trying to stop a group I place out in the wilderness from running to a town. I tried to stop them from 'migrating' to the nearest town via the script I posted, but they run off, regardless. Are we talking about the same thing? Also, your help with the moving groups once spawned was excellent! All I did was forget the 'MV', as you said. Silly me - works wonderfully, now! Cheers.
  23. HateDread

    The Undead Mod

    Two more questions... In an infected group leader's init; Zedgrp1 = group this; and in a script being executed at the start; And, obviously, I have two more groups also with "____ = group this" in their init fields. The groups still run off to the towns? Also, when spawning a group through the Undead functions, how do I; A) Get the spawned group, via the 'create group then moveto' function of yours, to move towards the players position? B) Spawn as a non-migrating group? This is simply to go in a trigger. At the moment I use [busAmbush,2,Player] call CHN_UNDEAD_fn_CRTZEDGRP;, but that spawns 2 infected that don't go to the player, but instead migrate. Cheers.
  24. Right windows key should open a menu with the option, if you stand next to it. (:
  25. As of latest update, I receive this on mission start-up;
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