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HateDread

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Posts posted by HateDread


  1. 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.


  2. 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.


  3. 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.


  4. 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)) && this

    Where 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.


  5. (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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