HateDread
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Posts posted by HateDread
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Thank you very much for clearing that up.
What is the most efficient way to run a long-term mission involving recapturing towns, etc, and a growing number of zombies, without using the CPU-hogging ALICE, that you can suggest?
Cheers.
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Sorry Charon, I did read the documentation, and it was helpful (I recommend it to everyone). I simply forgot the variable, and I just couldn't find it again.
When I said should I group them, I mean... Do they attack as normal, and move as normal, when grouped, or do they spend effort trying to stay in a formation instead? And if a civilian is in a group, and they're infected, they come back in a zombie group, right?
For some reason, maybe coincidence, I've never had the infection markers, etc, show up when not using ALICE. Is this the cause? If we should not use ALICE, how do we get a constant, persistent world like you designed?
Cheers.
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Is it advisable to place zombies, infected, etc, in those pre-made groups, or run them seperate? Same for civilians who will later be attacked - in groups or solo?
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Rayers, Zombies are Slow, Infected are fast.
He's doing bloody well, all things considered (:
How do I change infection speed? I saw a variable somewhere but I lost it.
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How do I maintain the number of groups within say, a trigger's radius?
Ie. How do I check for any groups of a certain side, then spawn another group from that side if the number is too low? The groups would have to spawn randomly within the zone.
I don't need the groups to be deleted if there are too many, but that is always handy to know.
Help appreciated.
- HateDread.
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This may be silly, and primitive...
But couldn't you just run a trigger looking for the presence of VIP1 on the map? Then output a warning via 'On Act'? Just have said trigger covering the entire map, or just the area where VIP1 starts, and on 'Once', so it only fires if the game starts without that slot occupied?
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Caprera, use those codes in the 'On Act' field of a trigger. It will execute those lines.
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Thanks Avager, I just picked that up then.
Yeah, I noticed it's a bit funny with ALICE. How many zombies are needed for a town to be marked as 'infected'?
And do you know of any such scripts that you mentioned?
Edit: Avager, maybe try lowering the time it takes for infection? Couldn't that theoretically speed up the spread?
Lovin' the mod.
Zombies can't seem to hurt you in, say, a HMMWV?
Edit:
RapidContainment1c and Undead Chernogorsk10 are requiring TroopMon.
I can't for the life of me get the infection spreading across Chernarus. It's just so slow? Even with ALICE and/or groups of civilians placed around.
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I'm also wondering about fast/slow zombies.
Which ones in the list are which? And how do I confine it to that?
Also, if we're not meant to allow females to get infected (as per the readme), how do we stop this when using ALICE as well? Doesn't it just spawn females anyway?
I get an error regarding a 'damsel' model, presumable when she is infected. Any ideas?
My big question, here; is there a way to update this mod without re-download? I'm on 64K. Anyone got a mirror up I can use AddonSync on?
Cheers.
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W0lle, your method seems the most appropriate.
How do I halt the respawn feature if the tank is destroyed?
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You could combine 'isFlatEmpty' with an AND, and 'nearestobject' style command, with the distance command, where you check 'isflatempty' and whether the nearest object is above a certain distance.
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Considering the horrible experiences I've had with the search engine on these forums, I don't blame him for not being able to find it.
Ease up, eh?
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Make a trigger;
Cond: !isnil "bis_fnc_init"On Act: [] call BIS_fnc_help;
From http://community.bistudio.com/wiki/BIS_fnc_help;
Regards.
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How does one fix a respawn marker to say, a tank? I want the 'SIDE' respawn option to respawn players at the tank, wherever it has moved to, and with the equipment they died with.
Thanks,
- HateDread
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Thanks, W0lle! Brilliant stuff to know.
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Ok, so you want him to get out, then activate the death?
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Sorry, that was a guess on my behalf. Gimme a minute.
Hmm...
Alright, I got it.
In the condition field of the trigger, you put
(not (Player in H1)) && thisWhere player is the unit and H1 is helicopter name.
Group the trigger with the guy, and in the activation drop-down, select 'Group leader'. Set the radius to whatever you need.
Since that condition says '&& this', it basically checks for both conditions - not being in the chopper, AND what you selected in the drop-down menu, as 'this' refers to the activation option you selected.
In the 'On Act';
CaptainName setDamage 1;Hope this helps!
Regards,
HateDread.
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Could you just have
!alive nearestObject [bridgeMonitor, "House"] && !alive nearestObject [bridgeMonitor1, "House"];Or something like that? Considering you need/want them both to be destroyed for the trigger, right?
May be wrong syntax slightly, but I hope that's it.
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I answered in your other thread, mate.
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(not (unit1 in helicopter))Maybe put that in conditions for trigger, as well as 'this', so I believe it should say
this && (not (unit1 in helicopter))Just changed Unit 1 to name of that soldier, and helicopter to heli name, I believe.
Have you grouped the trigger to the squad, and made it so the leader has to be within the radius for it to work? If you combine that with my code... might work.
Mess around with that a bit.
Regards,
- HateDread
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I tried this deletion script, and I do believe it works well. I'm going to try it for infantry soon - are they counted as 'vehicle's?
Cheers.
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Haha, I knew you'd love that one. I said it just for you :P
Makes copy-pasting units on to different-height buildings sooo simple!
Bump for simplicity! (As in, people need to see this (: )
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Just curious - how does one turn off these markers for everything apart from selected groups? Like, I'd like to see my squad on the map via ACE markers, but not the units I placed around the base just to look good.
Any ideas?
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It's all good, mate, this is a tough one. Thanks for trying! (:
Refresher; I need to get my troops to swim from far out at sea, into the shore, without losing their equipment.
Any ideas, anyone?
The Undead Mod
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Will they actively seek out players? Ie. a base in the middle of nowhere.
And do they communicate enemy positions?