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 classname is "CHN_UNDEAD_Logic" for the infected module and "CHN_UNDEAD_Logic2" for the zombie module. An easy way to find out module classnames is to look it up in the mission.sqm ---------- Post added at 02:04 AM ---------- Previous post was at 02:02 AM ---------- And you know why that is ??? ;) Because you probably use way too many units/groups on your map for the speed of your PC, i have pointed that out many times before. The module DOES spawn, but it probably has a hard time initializing all those units. The normal init time is around 12 seconds. -
Freaky idea ! ;) Nice one.
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The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sure, same way as any standard body clean up script approach works. But a feature like this will be in V0.85 -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well it takes time to make missions for people, so i am sure that anyone who has a mission will make it known in this thread. I have a couple of fixes for V0.85 now and wanted to include the advanced MP features, but there is not enough testers with multiple machines and enough time to do the tests. So V0.85 will be out in a couple of days. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This mod works in multiplayer already and with ACE according to many people who tested it. There is only some advanced aspects of the mod that don`t work as intended yet in MP. -
ArmA 2's Artillery Module
charon productions replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for confirming it, so the error is not on my side. -
Make AI not attack Helo?
charon productions replied to Kovah85's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure if this works, but you could also try to disableAI "Target" and disableAI "AutoTarget" to make him not automatically assign the helo as a target, for the case that you want the shooter to run away. If you want him to shoot at the infantry getting out of the chopper, maybe manual commands like shooter dotarget leader infantrygroup would work. EDIT: to keep the syntax correct it would be : -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Anybody who is using the module to create multiplayer missions and has the ability to test on multiple machines and is willing to test some multiplayer improvements out, please contact me. -
ArmA 2's Artillery Module
charon productions replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can someone please test this mission. I am quite certain that the BM-21 Grad has been rendered incapable of firing in conjunction with the artillery module with the introduction of patch 1.05. All my missions that worked fine with the Grad BEFORE patch 1.05, now don`t work anymore. When the module is synced to the group, also it is not possible to be the gunner of the BM-21, because the turret won`t respond to user input and also the gunner position is totally off. A bug ticket related to the gunner view issue has been created on dev-heaven : http://dev-heaven.net/issues/8084 But the fact that the Grad won`t fire at all is not listed in the issues yet. The MRLS works fine in the same position and no gunner problem either with that. However i can`t believe that no-one has been experiencing such a bug, that`s why i put this to an open replication test before i create a ticket about it. So it would be nice, if someone could replicate this. Here the mission: GRADHE_Test.Chernarus.rar -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It is considered: So just use something like : CHN_INFCOUNTER = 200 + random 200; -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You have not really been clear about why you think that altering the timing of that "sequence" would have a desirable effect and what it is that you want to achieve with this? -
ArmA 2's Artillery Module
charon productions replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you still want to know where you made a mistake. You did not correctly use the given editor name for the module in the function call. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
First you talk about singleplayer Now you talk about multiplayer. Maybe i don`t get your point or something. I mean you are aware of a mission maker`s possibility to actually pack a mission up for use in the single player/multiplayer folders? The guys playing online have made their own missions and packed them to a .pbo. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@CarlGustaffa: I gave a little consideration to improve the artillery illum rounds. A new ammo type was added that simulates the parachute-braked movement as opposed to the vanilla arma flares just falling from the sky. Burn time is unfortunately hard-coded, but i might come up with some "cheat" to make it look like the proper real life 120 seconds rather than 25 seconds. The brightness is difficult to alter.Things get easily just too bright and blurry in Arma2. EDIT: I found a workaround to have them burn 120 seconds now and descend slowly. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You have to add the demo missions to your arma2 user mission folder, then simply load them in the editor. Or make a mission as you usually do following the guidelines of the demo missions. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes it locks up. No idea why, really. So no possibility to fix it. All i can say is that the warfare code must be super heavy, as i have never seen texture delay drawing on utes and with the warfare module even utes seems slow. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So who wrote that script then? If that varibale "BIS_COIN_items" ever gets used later on by whatever module/script , it has got to result in a serious error. Zip up a .utes test mission with that vanilla warfare thing set up and i look into it. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Okay, i`ll test it out, even though there is really not much i can do, because it is the warfare code that freezes. EDIT: I really have to open a school lol. Ok, first add the following start-up option to your Arma2 shortcut: -showScriptErrors Had you done that, you would have found out that your script contains MULTIPLE errors , namely: Fix these errors and then try again. Errors like these are highly likely to crash other scripts, because if the next array element is not found and hyphens are left open, then the code lines after processing the array will never be executed. I am afraid then there is something wrong with the armaholic version?! I`ll test-DL them and see if it is an older version. I know it`s a problem for you to DL, but i recommend you use my sendspace V0.84 links, they for sure work. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Anything from dark ambient to trance, EBM, rock and goth. My roots are in new romantic/punk/goth. Tips? I dont know, it`s not so much about equipment, it`s more about mood. Nowadays folks rely too much on technical aspects and most contemporary music has no atmosphere at all (nor emotions). In that case, you seem to not have the latest version of the mod. It is right between the infected and the zombie modules ;) ---------- Post added at 01:23 PM ---------- Previous post was at 01:21 PM ---------- I had that possibility in mind as a cause for your problem, but considered it very unlikely that someone would not want to enjoy the major improvements of the game with the post-vanilla patches. The mod uses some scripting commands that have been introduced with a later patch. In 1.01 this mod would have been simply impossible. So just update to 1.05 ---------- Post added at 01:28 PM ---------- Previous post was at 01:23 PM ---------- That is a big trouble. Because: With all respect to the work of the BI developers, but these construction/purchasing menus are the lamest thing in Arma2. It`s actually the reason why i stopped playing the campaign, because i could not get the menus to update with 10 minutes waiting to be able to buy new soldiers. So in case that these menus freeze, what can i do to prevent that? If i could modify the warfare module`s scripts too, then maybe it could work. But i have really not the time to study the functionality of that module until i can fix that. Really sorry. EDIT: Does this happen in vanilla warfare´s construction menu too or only in those scripts from the guy? ---------- Post added at 01:45 PM ---------- Previous post was at 01:28 PM ---------- Glad you enjoy playing it ;) I also enjoyed observing the infection spread with TroopMon2. It`s really like a bacteria study, scary in a way hehe. ---------- Post added at 01:48 PM ---------- Previous post was at 01:45 PM ---------- This part of the mod is not working very reliably. Have to look into it again. In the tests i did at least, they did react to me firing at them and hunt me. The variable is "supposed" to allow the zombie group to swap the current target (let`s say sitting in a car) to the shooter who tries to pick them one by one from a distance, because the shooter is obviously a bigger threat than the guy in the car. So when the variable is true, they will hunt the shooter. If false (or nil possibly i think too) then they will just not react to the shooter, only when he someone manages to get closer to them than the guy in the car which is diffucult to actually do hehe. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It`s just 2 searchlights, illum rounds for artillery and a main lamp on the roof of one building. Looks like more though, because lighting isn`t really physically accurate in Arma2 compared to Maya for instance. It works more like an ambient light. Yes, i composed that track (music is my RL occupation). There will be a couple of more soundtracks for the mission or i`ll even add them to the final release of the mod. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=uUPG7g9DBHI&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=uUPG7g9DBHI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> This video shows the safezone compound that the player´s team is operating from and that has to be defended against undead attacks. Due to the night setting, there is not much to see, but it shows nicely the atmosphere of the mission. A lot of fire can be heard, the snipers run out of ammo after some time and ammo deliveries have to be secured to make sure that they have their rifles filled with ammo apart from the many tasks that the mission offers. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I recommend to read this to educate on the correct usage of global variable assignments. The correct timing to assign the variable is right before mission start via init.sqf or after CHN_UNDEAD_INITIALIZED is true. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please read the section "Description of the Spawn Module:" of the documentation file named "ForMissionMakers.txt". -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can place as many as you want and it will spawn groups with a random selection of undead types. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice gesture, there is for sure some people that appreciate it very much