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Zeddy

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Posts posted by Zeddy


  1. Use the code in the condition of an end mission trigger, note slight error in that version should have been
    {alive _x} count [w1,w2,w3,w4,w5,w6,w7,w8,w9,w10,w11,w12,w13,w14,w15,w16] == {captive _x} count allUnits;

    Also a bit tidier since this is for COOP you could try

    {alive _x} count playableUnits == {captive _x} count playableUnits;

    They seem to work OK at the moment from the limited testing I have managed to do on our dedi server at the moment.

    Sorry, is this a trigger I place in the mission editor, or are you referring to a line of coding in a specific .sqf file?


  2. Try it with the latest beta patch as one of the main changes is

    [91055] Fixed: Respawn with backpack

    EDIT: Reread your post and noticed you said not respawned so may not work but then again may as looks like the code respawns a new body.

    EDIT2: @Terox May be a bit messy but from looking at the scripts when a unit is awaiting revive they are setcaptive, as such a messy fix could be something along the lines of

    {alive _x} count [w1,w2,w3,w4,w5,w6,w7,w8,w9,w10,w11,w12,w13,w14,w15,w16] <= {captive _x} count allUnits

    in the condition of your ending trigger where w1-w16 are my unit names. Appears to work.

    BearBison

    Where exactly should this code be inserted? I'm pretty much illiterate in scripting, so I'm kind of hoping to copy-paste your solution if it works well. :)


  3. Last night I did a mission and discovered that after players were revived (not respawned), the contents of their OA packs vanished. The backpack was listed with loaded weight, but nothing could be accessed from them. We are running V2.0.

    I've done a quick search of the thread but couldn't find the any post addressing this. Are there any plans to fix this, or are there workarounds?


  4. I have seen this question asked but not answered. I purchased the game from gogamer through amazon.com and installed the software but am unable to play because it is asking for a serial #. The only # I have is the installation key on the back of the manual. I have tried this multiple ways but it doesn't work. Can someone help me resolve this issue. I have tried to email tech support listed on the error message and am waiting for a response. I ask here because someone might have some insight to my issue. Thanks

    I bought it from a local game store in Hong Kong. I paid FULL price for it (ie NOT pirated, barely cheaper than Steam), and have the exact same issue.


  5. Now... May I ask you dear Charon. Is there a way I can disable the module message that appears on screen when the game starts? My Arma friends don't know I downloaded this and I am preparing a surprise for them. I don't want them to know there will be zombies in the game until they see an army of them.

    I want them to think we are doing our usual "clear the town" thing.

    Can I bump this?

    I promise we'll give full credit to Charon, but only AFTER the mission has been played! :bounce3::bounce3::bounce3:


  6. Vino3, it depends. If you're sticking to the ZSU template, you'll notice there's a scripts folder we use to prevent everything exploding all over the place. Usually I'll drop Victim's deconstruct script, my little custom scripts to pick up/drop objects, addactions etc - you can easily end up with a dozen little sqf files. Putting them in the scripts folder keeps things neater.


  7. Hi all

    I've put down some MG nests in the editor and put this in their init line:

    nul = this spawn { while {alive _this} do { _this doWatch [(markerpos "arc1" select 0)+(random 50), (markerpos "arc1" select 1), (markerpos "arc1" select 2) ]; _this fire "PKT_MG_Nest"; sleep 0.2 } }; nul = this spawn { while {alive _this} do {_this addMagazine "100Rnd_762x54_PK"; sleep 30 } };

    I plop marker "arc1" down in editor, put the script in a PK MG nest and they hammer away happily. I can go away for 10 minutes, come back, and they're still firing. However when I do it on a server, they fire maybe a mag or two then just stop. I killed one of them and climbed in to check the ammo. Ammo is definitely being loaded up, so they're not running out of ammo. It's almost as if they're forgetting how to reload their weapons after a while.

    Any idea what's going on? And more importantly, any advice to make them behave on server as they are doing in the editor?

    Edit: I have accelerated time in the editor and checked the above is correct. They have now run for 30 minutes of non stop firing. This does not happen on server. :(


  8. Hi guys

    I'm trying to create a truck with destroyed wheels. I've tried lowering the damage slider in the editor, but either the truck has wheels or undergoes spontaneous self-combustion - no in between.

    I've also dug around in the scripting references, but haven't found anything to destroy the wheels only.

    Anyone able to point me in the right direction, if it's even possible? :o

    ---------- Post added at 03:45 AM ---------- Previous post was at 03:41 AM ----------

    Sorry, found it after all!

    http://community.bistudio.com/wiki/setHit

    Set hit command! :D

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