charon productions
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The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The thing is that no zombie will be able to enter a safezone trigger. If you just called your town Safezone without using the triggers, then of course it works. I would recommend using the spawn functions if it is just a one time spawn, but thats totally up to you. Minizzzile explained it well. For the zeds to storm a safezone trigger- protected town you would just setpos [0,0] the actual trigger and the zeds can then enter. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sure, good luck with your mission! ;) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The spawn module provides the name of the group that it just spawned via: This will be overwritten with every new spawned group, so you have to read it out in the time you need it. Then the individual group members are easily accessible of course. Hope that helps. Just hang a killed EH to every zombie and it will enable you to script the score, i dont see any problems with that. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please read the thread, it has been answered multiple times You can`t change the config on the fly (unfortunately). I might consider in some future update to include player-scripted locations into the selection, but it was hard enough to get this working right already with the existing locations. It`s just so damn complex. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If the position is listed in the respective island config´s location array then the position will be considered. All islands are different, so it all depends on what the island maker has put into his config. -
I noticed something that could help to find the reason for the river surface disappearing. While even using the first version 1.0, when artillery shells hit the water in the south western part of the map, the splashing water particles get swept away by an enormous wind like a hurrican like 100m per second. I am not so familiar with visitor but isnt there a setting that you can use to set wind strength for example for high mountaineous region surfaces? It might be something with the surface. Because the smoke that the shells develop react normally once in the air. Maybe that is what is wrong in that area. If this might not have anything to do with it, i apologize. I like the map and wish you to find a solution.
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The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please do a quick after 6 minutes. If the group count goes beyond 144, then the change i had implemented, but did not have time to test, does not work. If it is below 144 then the reason for that problem lies somewhere else. The revert virus thing should not break the modules, they have completetly different functionalities. I don`t know how to fix that infected on respawn issue, i clear all variables for the players by script, still for some reason these variable changes are not accepted, no idea why. I did it first on the server transmitting to all clients, then on the clients with locally firing killed EHs that would clear the variables, both does not work. -
Sniper mission - assistance request
charon productions replied to Jedo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And what does this have to do in the "ADDONS & MODS: DISCUSSION" section? -
Weapons dispersion.
charon productions replied to Mysteryman5150's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would it be just not enough if you want soundmods to take over the sound to inherit the basic class and not assign any values to sound based variables? -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The command sequence would kill all declared zombies in the allunits array. You would have to specify an array like thisList to only kill certain zeds that are inside of a trigger. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Put a safezone trigger around the town in question. Look into the demo missions and set the safezone trigger up EXACTLY like in the missions. The zeds won`t enter. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just look into the Rapid Containment mission and do the chopper as it´s done in there and most of all read some threads here about chopper transport script. Since OFP this has been not too easy with the pilot AI. TroopMon2 -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, in the Demo mission Rapid Containment (That nobody semms to have actually every looked into lol) ACM does work with the Undead mod, a big amount of time was spent to make it work together for example zombies not hunting humans in their "door vehicles" and the envoy system that would spread the infection even thought the towns are pratically always inhabited. I personally mission-script island populations though, that makes survivor missions more controllable. You can actually do that. With scripting everything is possible. When you want such a mass hysteria just put everyone´s rating to a negative value, as easy as that. -
Yomies 2, porting the infamous Yomies to ArmA2
charon productions replied to 5133p39's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
EnableAI is the root of the whole problem, that is what is causing the pathfinding issues for 5133p39. What you say in regards to your hands being tied when using the Undead mod is just a consequence of you not having read the documentation and understanding how the mod works. It`s all in there and it is of course possible to let them perform actions etc. But enough for that here, as 5133p39 said, it is very unlikely that BI will revamp their pathfinding to make it easier for zombie mods. Pathfinding is a very expensive, calculation intense process. I tried to completely take over the pathfinding with checking for obstacles, but one iteration took like a minute. Maybe in a couple of years the implementation of better pathfinding algorithms into games like this will be made possible with much much faster CPUs. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The locationdefinitions have been made by the dev heaven guys to adhere to the Arma2 config standard of named locations. But the virtual infection system of the undead mod is based upon the same locations that the ACM uses and most maps DO have named locations that are listed in the island config. The object is inadvertently scoped for editor use, this is only in your personal V0.85 pre-beta version. It is not meant to be used by mission makers and it is part of the new feature that AI teammates will headshoot killed and infected teammates to prevent them from returning undead. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Have you added the caa1_c_locationDefinitions.pbo ? The island is an Arma1 island, you need the definitions otherwise ACM won´t find anything. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACM is looking up the island config`s locations stored in the according array. If there is no locations considered for an island, then there will be no way for a script to tell where to spawn inhabitants of villages. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah 4 is probably too much. Was just a test. It`s up to the mission maker to choose how many he wishes to fire up there hehe. By the way, the biki states that the maximum value for RGB colors is 1: Color So i am not sure if shooting above 1 really makes things brighter. What is missing is access to the actual brightness value in the config and this is what the candle power actually correlates too. Just setting the color will still have the light spread for the same distance even if its a very dark color, but that`s probably the only choice. And Arma2´s light engine (except for sunlight) isn´t much better than in OFP. So a huge area is lit by these flares with an ambient light type, regardless if you stand in a house or behind a hill, which is lame. I will adjust the burn times for 105mm, 81-ish mm and 60 mm accordingly. The HOB for the 60 mm rounds is pretty much determined by the maximum flight altitude of the round, which isn`t that high but around 350 meters. I have implemented many new rounds and made the ERGM now compatible with vilas M109 addon, so that it can engage targets 35 km away. Is there any ingame benefit of IR illum rounds? The NVS (simulation) of the game displays everything too well, that i don`t think that an IR illum round could be that majorly beneficial. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ok i have considered the wind vector and the smoke development of the flares now. <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=oLg1ddbY_io&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=oLg1ddbY_io&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Thanks for the input. Attention to details is valuable (if it is possible to implement that level of detail hehe) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would you bet one million dollars on knowing today with absolute certainty what your life would look like in 2 weeks? -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not yet implemented. You can spawn them yourself using the standard spawn script featured in the demo missions and just insert the dog´s config type into the createunit commands. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Modules need to be spawned into a group. Google-search or forum search for the correct way to do it. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You need all files for V0.84 And V0.85 will have additional models, so also for the next update all parts will be needed. Only when an update has minor script changes then it will be only one part. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for your observation. I will consider a little fix for long-term use in the next update if The reason for your problem is most likely that the script breaks out of the "while" loop although it seems unlikely that you had 10.000 zombie waves within 2-3 hours. But i remember that folks observed problems with while loops in long tests. I use "for" loops in TroopMon2 which run many days, that is for sure, so i might encapsulate the module script into a "for" loop. You are absolutely certain that has been true? The spawn module is very simple: So as long as you don`t deletevehicle the module itself or set "CHN_UNDEAD_SM_ACTIVE" to false or the undead count falls below your default (or changed) CHN_UNDEAD_ZEDLIMIT then the module loop will run. Another probably cause could be that you just exceeded the maximum allowed group number per (resistance) side of 144. Then no more groups will be allowed to be spawned limited by the Arma2 engine. Maybe just delete some empty groups. Good idea to add some function like that to the module in an update. Whenever it spawns a new wave, it will check if previously spawned groups are all dead and delete them. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=3mZ1F-l_21M&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=3mZ1F-l_21M&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>