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Pyrodyne

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About Pyrodyne

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  1. Pyrodyne

    Monsters, zombies and so on

    Is there a way to modify the civilian module to force citizen spawns to vacate the door vehicles more quickly? If not, could a similar script be used, triggered by a civilian spawn? And even if we do this, would it be able to reduce door vehicle checks?
  2. Pyrodyne

    Monsters, zombies and so on

    Is there a way to only check door vehicles within a defined radius of the zombie? It sounds like each pass of the script is polling every door vehicle on the map.
  3. Pyrodyne

    Monsters, zombies and so on

    We should donate some pure caffeine powder to the project, you can get it from most vitamin vendors... Charon can just choff down on the powder to keep going! I'd like to see an update too, maybe a call for help. I've been brushing up my Arma 2 mission building and scripting skills and would be willing to lend a hand. In many previous open source and closed source projects I have lent a hand for code optimization.
  4. Pyrodyne

    Monsters, zombies and so on

    Perhaps they could "frenzy" and run straight for the nearest identifiable human? That would wrap up wandering zeds nicely without them running away from food... That or have the town "clear" with a few remaining zombies still on patrol, that could reinfect the town. This option would really have me on my toes.
  5. Pyrodyne

    Monsters, zombies and so on

    I've been watching this thread for some months with deep anticipation since about october! I can't wait for the release. Having made some rather minor missions for racing in Arma 2, I feel your pain. I had created everything for SP and tested in SP and when I took it to MP by simply adding more players it didn't come close to working as expected, and it broke many features... Charon, you are the Picasso of zombie games!
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