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avager

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About avager

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  1. avager

    The Undead Mod

    I've done few tests today, planning on doing 1 huge experiment tomorrow with huge city (surround it with Blufor barricades/checkpoints and kill ANYTHING (civilians, animals and ofcourse zombies) leaving city's borders, to prevent any futher infections... my goal is to check how many zombies can infected city spawn. I will describe my "discoveries" on the end of this post, I will answer to Krycek first. At first: Infected - fast zeds, Zombies - slow zeds, (at least that's what I saw by messing around with units) This is what you have to do: 1) Place Infected Module, 2) Place 1 infected unit (or even better, whole group of infected) in middle of city, 3) Place civilian (or group of them) close to infected, or somewhere in city (If you want it to be infected fast, place it nearby), Repeat step 3 for each of other cities. DON'T EVEN THINK ABOUT USING ALICE WITH IT !!! Why ? I've used it at my first try, it failed pretty fast. Yea, zombies were infecting cities, but super slowly ! And only these where I was ! It took them 20 - 30 minutes to infect new city ! That's way too slow compared to what you get with just placing civilians without ALICE. Also, some of civilians were bugged (or something) and couldn't be killed by zombies, they were roaming them but doing nothing, just running around 'em - ALICE fails. And last thing, Alice provides zeds unlimited food, this doesn't only lead to huge CPU costs (after a while, long one) but it keep zombies in one place, and we don't want this in early infection phase. Now you may think that without high number of new civilians there won't be many zombies, right ? You are wrong. I've placed 2 infected in a village and a group of civilians (7 maybe), then I populated other villages with civilians but not with any of infected. After a while I decided to check a town from a safe distance (the first one that was infected), I thought I will see 5-9 zombies inside, I was so wrong. I saw about 20-40 zombies roaming in village, I shot one from high distance (500-600 meters) and whole swarm started running after me, epic -died ofcourse but who cares. Solution ? Do what I've said to do when placing modules etc, and create your own spawning script for civilians, which check if any zombies are in area, if no then spawn some civilians... That's what we need right now ;), civilian spawning script in "clear" towns. Now, about my weird thingies I discovered today ;) 1) Noticed some groups of infected traveling OUTSIDE of the map ! They were heading to the north of Chernorus, leaving borders of the map and keep moving towards north. 2) Infected are working on custom maps, pretty much flawlessly (infecting cities, spawning infected, moving from town to town), etc. There was 3rd point, but I can't remember what I wanted to type :S... Anyway, mod is GREAT ! It's really fun for any zombie fan ;) .
  2. avager

    The Undead Mod

    I think you can easly do that by just creating a new group (scripting basics) + assign a new waypoint to them... so you can just keep zeds coming. It's mission maker's thing to do, not mod's creator.
  3. avager

    The Undead Mod

    These are minor bugs. You could always use triggers to kill gunner in static ;) (Any zombies (resistance) in trigger area ? Yes ? Then kill gunner) ... Let CP take small rest, till he get back to work. EDIT: Megaupload is pretty fast (at least usually I get max speed out of it). RS is crap, with their 500 kb weird limit, hotfile got bad transfers last time...so please, avoid it.
  4. avager

    The Undead Mod

    O...M...G... It's OUT ! I was like o.O when I saw "The Undead Mod" in this section. You rules CP ! Can't wait till I download it from this super slow sendspace.
  5. avager

    Ultimate Realism

    You still don't get it.... "Why do it by yourself, if someone elese can do it?"
  6. As title says, I'm in need of getting this to work (currently reading whole documentation about scripting and trying to learn it ;) ). I was trying to throw myself on deep water and try something "hard" (at least for me in the current state). I want AI soldiers to have attached Chem Lights to their shoulders... puting it in their inventory is not a problem, problem is to force them to wear it ;) Anyone got some ideas how to do that ? (ofcourse ACE is needed for that, tried to look on biki but found nothing about it... so... I need your help guys) Thanks.
  7. avager

    Battleye Help?

    Reinstall whole game, probably...
  8. avager

    Monsters, zombies and so on

    Sorry, that I'm asking you for that, Charon (I'm drunk...yea). Is there any ETA right now when you will release it for public ? I can't wait for it to play with zombies on christmas time :P ? Thanks. I will probably kill myself tomorrow when I wake up, due this post (I've got a rule to not ask such a stupid questions ... but who cares ?! Good mood (Alcohol) took control over me ;) ).
  9. Too bad I don't know how to script :S None yet managed to write such a script :P ? It would be so useful (It would be even better if it was made through script...).
  10. I've got a small question regarding chem lights, is there a way to "attach" them to AI ? (yes, they got chem lights in inventory... but dunno how to force them to attach them to their shoulders ... ).
  11. Thank you Deadfast for fast reply, It's working flawlessly :).
  12. Hello. I want to say that I'm totally new to scripting (trying my best to learn it) but now I'm forced to ask for help (which is what I try to avoid, but now I have no other choice). What I'm trying to do is to create kind of a guard posts, where if any civilan come close to it (probably by using trigger to mark an area) US will flag them as enemies (could even be simple "AddRating"), but only those who enter the area. So my question is: Is there any way to add a negative rating to the unit that enters an area ? No waypoints used for them to force them to move just by their own (migrating, simple walking or fleeing from danger - these are probably why would civ enter that area). Edit: Units (civilians) don't have any names, they are generated by ALICE. Tried to search, but didn't find anything or I fail at searching (which I doubt). Thank you for any help.
  13. avager

    Monsters, zombies and so on

    Who cares if it will be 15 mb or 15 gb ? It's epicness of the epic epicness, you will HAVE to download it. My baby will be named Charon, if you don't mind ofcourse ;) . (JK ofcourse). Can't wait till release... But, could you tell us, if you will EVER work on MP mode for it ? I don't mean that you should release working MP after 2 months after working SP, but just somewhere in future, will you do it ? (talking about 6 "co-op" multiplayer with maybe limited amount of zombies, not 32 full server with 5k zombies around). P.S. You just gave me another reason to learn scripting in order to create custom missions ! ... dang you :)
  14. Guess, It's time to OC my gtx 260 too .... I'm just a bit afraid of doing something wrong. My old PC has (Yea I still got it) damaged Radeon x1950 pro, overheating in 3 minutes creating tons of artifacts. Because I don't leave in America (super cheat hardware & software) nor in euro zone (not yet), I don't really want to waste another 1 month of work for new GPU ^^ , but just by looking at how smooth it was on your video... I have to try something with my GPU . Hope it will work. Thanks for info.
  15. 1440x900 is my native, so I'm running only it. Changed textures from v.high to medium ... still same thing. Though, it's not that smooth as in other games, but still pretty playable (normally, games with less than 30 FPS for me are unplayable, especially FPS, but arma 2 is an exception). I will just have to live with that, praying to god for some fix for that thing. It's good time to learn some scripting in editor, at least FPS aren't that important there ^^ .
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