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charon productions

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Everything posted by charon productions

  1. charon productions

    The Undead Mod

    The health is entirely config-related. You can script a reduced health by setting all members of the returned group pointer to a certain damage value right after spawn. That´s the reason why the module returns the group to offer the freedom for scripters to alter attributes of that group or its members
  2. charon productions

    The Undead Mod

    No, this variable is just indicating IF the module is completely initialized after startup. Just set the group to : this setvariable ["CHN_UNDEAD_SM_GRPTYPE","NON-MIGRATING",true]; Yes, simulate a migration by keeping the towns name somehow in the array and create an empty resistance side zombiegroup (or maybe put one zed inside) : Make sure the town is always in the array, the it wont be considered by other zed groups for migration/envoy.
  3. charon productions

    The Undead Mod

    The issue that the zeds appear half in the ground can sometimes happen when a human gets infected dies and gets replaced by a zombie. It has to do with Arma´s borked way of playing animations, so a complicated workaround had to be found. If they appear like that right after spawn, then i dont know the reason for that behaviour.
  4. charon productions

    The Undead Mod

    I`ll add that to the list. It´s basically just a simple config entry.
  5. charon productions

    The Undead Mod

    @Minizzzile: If you just want the dog to be in the possible spawned array then just add somewhere: CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_DOG"]; ---------- Post added at 12:45 PM ---------- Previous post was at 12:43 PM ---------- Soon.
  6. charon productions

    The Undead Mod

    From whom do you want to get that permission lol? What is it that you want to edit? There is a thing called "real life" and work duties for those that don´t know it ;)
  7. charon productions

    The Undead Mod

    Name the module in the editor something like : "Spawnmodule1" then when the time has come to stop spawning make a script (or a trigger) execute the command line : Spawnmodule1 setvariable ["CHN_UNDEAD_SM_ACTIVE",false] Now you are in business. If you don´t know how triggers work please read the respective manuals/tuts as i can only limit my explanations to undead-mod related stuff.
  8. charon productions

    The Undead Mod

    Hmm, it is never advisable to play on differing versions. Why dont you guys use the same version, thus no problems ?!
  9. charon productions

    The Undead Mod

    Hehe, the whole forum should be renamed to "ACE2 posts only in the ACE2 thread" and this thread should be renamed like "Undead Mod-All your answers are in the docs" ;) Well i lost count of how many times i had to point to the docs in this thread, actually i should just stop doing it :rolleyes:
  10. charon productions

    The Undead Mod

    Directly from the documentation coming with the mod that nobody reads :
  11. charon productions

    The Undead Mod

    The module is not designed to behave like that nor could i explain why that should happen. The spawn code is extremely simple and does not check for proximity of anything. ---------- Post added at 03:31 AM ---------- Previous post was at 03:29 AM ---------- The main module makes heavy usage of that eventhandler, so even if you try to override it with your script, it will be interfered by the modules EH scripts, because they ARE being executed even if you set yours to false.
  12. charon productions

    The Undead Mod

    No incompatibility per se, it all relates to the Bohemia Interactive Arma2 introduced 3ms script execution limit, that aggressively stalls ALL scripts that are running. The undead main module runs a lot of code, because the potential run-time spawn of zombies has to be checked or a potential script invoked variable change to turn a unit into a zombie, so at any time all groups and units have to be checked even if there are no zombies on the map. So it is inevitable that overall script execution slows down with every new script executed. However, i stated multiple times that i can not guarantee for flawless function with other user-made addons, because i did not write them. Hopefully you can play this anyway somehow. No fix for that, because as described before, i have no time to make zombie textures for every new released unit addon out there. Instructions have been given however, how an addon maker can make his units "zombie-compatible", if he so desires.
  13. charon productions

    The Undead Mod

    The marked parts are actually also set by the main module init scripts, so they are not mandatory. You just assign the group variable "CHN_UNDEAD_NONMIGRP" "STATICGRP" dont move until they spot a human,
  14. charon productions

    The Undead Mod

    Create a group with the group member zed types of your choice and set the group variable : Then that group will stay in that place
  15. charon productions

    The Undead Mod

    That´s why there is demo missions included. Analyze the missions in the editor and look into the init.sqf(s) in the mission folders. All your answers are in there. Your problem is most likely that you have to place a player first and he must be of any side other than resistance. Furthermore you must set "independents friendly to nobody" manually in the editor.
  16. charon productions

    The Undead Mod

    You use it slightly wrong, the names need to be of the type string and not object like you use it:
  17. charon productions

    The Undead Mod

    I would be surprised if this works, because _caller is not being used as an argument to call the script. It has to be determined by the script itself at runtime in relation to the _npc.
  18. charon productions

    The Undead Mod

    Well, again it`s ALL in the documentation that nobody reads: Make sure you have Arma2 1.05 installed and your island DOES have named locations, then the zed groups WILL migrate if you either spawn a "MIGRATING" group via the spawn module or just put down editor placed zeds.
  19. charon productions

    The Undead Mod

    It`s relatively easy (AI_DUDE is the AI with the action attached):
  20. charon productions

    The Undead Mod

    Make sure your island DOES have named locations Don`t spawn anything other than "migrating" groups Make sure you placed the undead module (and the right one for the type of zombies you use) It is as easy. Look at the demo missions, you probably miss something ---------- Post added at 07:03 PM ---------- Previous post was at 07:01 PM ---------- You would have to search the zombie´s (this) nearestobjects and check if isplayer is true, then save it into a variable and join to the group of that human player.
  21. charon productions

    The Undead Mod

    The correct syntax would be : [this] join [b]group[/b] player ---------- Post added at 03:44 PM ---------- Previous post was at 03:42 PM ---------- zed1 needs to be of the type "group" for this to work.
  22. charon productions

    The Undead Mod

    You do have an undead module placed in that map, right? And the map does have named locations, right? What "trigger in the field" are you referring to?
  23. charon productions

    The Undead Mod

    Only a slight mistake, the variable "CHN_UNDEAD_SM_GRPTYPE" refers to the spawn module, not to a group. If you use the spawn script like you listed here, the spawned group will migrate anyway as it is the default behaviour for every spawned zombie group. Hope that helped
  24. charon productions

    The Undead Mod

    Look into the script "InfSupport.sqf" in the demo mission rapidcontainment
  25. charon productions

    The Undead Mod

    The proximity of the zeds to the player is checked by multiple scripts because the arma2-inherent script lag has always prevented the zeds to actually hit the player even if you just run through a whole mob of them. So that makes it not possible to be player and zed in the same time. @Raserisk: The information is in the documentation:
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