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HateDread

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Everything posted by HateDread

  1. HateDread

    The Undead Mod

    Yes. Weird. Thing is, it activates no matter what. I can have 10 groups, and set it to activate when it's less than 2, as written there, but it still activates. I don't know how it thinks it's less than 2? :/
  2. HateDread

    The Undead Mod

    I'm trying to use CHN_UNDEAD_ZEDGRPCNT to control the activation of a trigger, but it doesn't seem to be working. Any idea, Charon?
  3. Thank you. I don't understand the first line of this; What does 'switching' the rounded result have to do with these 'cases'? Is case 0 selected where the rounded result equals 0, and so on? If so, is this always the case? (Pardon the pun).
  4. Thank you! The scripts finally run! Could you please explain what that code does? Like... Why have a 'random 2' instead of 3, if we're doing 3 options, etc? Cheers.
  5. Thanks a lot! I added that startup to modline, but I don't know where it shows those errors. Here's the script, meant to randomly select one of three spawn points. All checks fire, but the script being executed does not run. Any ideas?
  6. HateDread

    The Undead Mod

    Ah, so I need 0.81 to get the archive? Damn. I better start downloading, eh?
  7. HateDread

    The Undead Mod

    Sorry, I'm searching high and low for this 'archive'. Where is it?
  8. HateDread

    The Undead Mod

    Two scripts, first is run on a trigger when player enters the Bluefor base; It then executes one of the scripts, which is intended to spawn a group at one of three markers; East, West, or North. This is for a random spawn, at one of three positions, with a sleep timer in the first script, or second, so that I can control the 'attack' by the infected. Wanting the three scripts to each spawn a group at its respective marker. The first script will include a count of the infected, via one of your module's variables, to keep it above a certain number. Sorry for cluttering.
  9. HateDread

    The Undead Mod

    These parts;
  10. HateDread

    The Undead Mod

    Charon, I just don't understand some of this script. How does it work?
  11. HateDread

    Scriptors World

    Just jumped on. Nobody in Aussie timezones, eh?
  12. Thanks. That turned it off exactly how I needed it! But now I can't turn them back on so my squad says things. I've tried enable sentences true in a trigger, but no dice. Any ideas?
  13. How do I spawn a group from a random choice between three locations, (East, West, and North)? In the trigger, condition is CHN_UNDEAD_ZEDGRPCNT < 4 && true && isserver Where CHN_UNDEAD_ZEDGRPCNT returns the total number of infected groups in Charon's zombie mod. I need to spawn new groups at one of the three locations whenever the total count < 4. I started writing it, but it's obviously incorrect syntax, as the hint doesn't fire, and probably the wrong method, too. Any ideas? Cheers!
  14. 1. How does one set a unit or group to 'prone', and then stand them up, via script? I need everyone to stand up as the screen fades in from black, as we were just in a helicopter crash and blacked out a bit. Also, how do I add a blur effect to this? 2. When setting a 'moveto' command, etc, once the units reach the destination, will they continue as normal, attack targets, etc? Or do they 'moveto' the position permanently? Cheers.
  15. Thank you very much for that! Brilliant!
  16. My god, I can't believe I did that. Thank you! I got those mixed up somehow :S EDIT: So, I came up with that much of the idea so far, but I don't know how to connect this with the actual group spawn. Would it be something like if (East == 1) then...? I just can't think of how to proceed from there! Cheers.
  17. --Applause-- You guys crapped on my explanation, -AND- taught me something! I love it. (Taurus, good on you ;P )
  18. HateDread

    The Undead Mod

    @WMike; Not sure yet man, I'm still working on it. @Charon; What do we list your mod as in map names? UM (like ACE is, etc)?
  19. HateDread

    The Undead Mod

    @That Guy; If you can set up a Zombie spawn script that activates when zombie count is less than a certain amount, and give them a 'moveto' command, you can create this 'challenge' (:
  20. By modifying the command you gave me in another thread, {deletevehicle _x} foreach thislist;, can I say {_x moveto getpos Target} foreach thislist; in a trigger, which moves all groups in the trigger to 'Target'?
  21. Your suggestion may work for overall behavior, but there is not really a practical way for me to test even the slightest change to the way the AI functions after reaching the destination, hence my question. I only ask when I do not know :P Anyone got ideas for the blurring?
  22. In the following command; this setPos [(getpos <Object> select 0),(getpos <Object> select 1),(getpos <Object> select 2)] Select 0 is referring to the X coordinate, select 1 to the Y, and select 2 to the Z axis. It simply grabs the pre-existing value of the object you choose, for each axis, and applies them as if you physically entered them. It ranges from select 0 - select 2. To set this same command, but with a height (Z-Axis) that we determine, so that the object ('this') is placed at the exact position of <Object>, but with a height that we -want- to specify[/i], it would be this setPos [(getpos <Object> select 0),(getpos <Object> select 1),<Z-Value>] Hope this helps.
  23. How does one, via init field or trigger, get the AI pilot to switch on the headlights? I've tried things like H1 action ["lightOn", H1], where H1 is the heli, but it doesn't work. Also, how does one delete the pilots? How does one kill the pilots once they're out? They're part of a group called 'Heli', so maybe that helps? Cheers.
  24. Ahah! Those are the commands I needed! Thank you for all your help!
  25. I have been using those scripting pages and command lists. I am just trying to delete the automatically-generate crew of a helicopter I made via the 'units' tab in the editor, when activated by a script. :P
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