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Pudd'n

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About Pudd'n

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  1. I have searched and tried a few different things but to no avail. I am trying to setFuelCargo on a petrol station on Chernarus but the ID numbers of the pumps are obscured by the station's canopy on the map. Can anyone help me find the ID numbers?
  2. Pudd'n

    The Undead Mod

    My friend and I have spent a long time creating a very large mission using this mod only to discover that the antidote doesn't seem to work. We get infected, inject the antidote, and get the message "Your infection has been reversed." The infection countdown clock disappears. The player will remain crouched in the injecting pose and until the player stands him up manually and then, after the time that the infection WOULD have taken effect we die. Anyone else had this or, even better, know how to solve it?
  3. We have solved the problem thanks (I say we, since there's two of us working on this mission and my mate did it). With thanks to Rogue Trooper who gave us some very useful information which, coupled with my mate's computer engineering knowledge enabled us, after 3 hours of checking and testing to complete the basic framework of the mission. We do have some other stuff that needs doing, but, I am nervous of asking for advice on here since whenever I do someone always ends up getting upset about it.
  4. Pudd'n

    Official Zombies ?

    ALL games should be shipped with a standard mode, a zombie mode (just shambling zombies headshot kills only) and a Star Wars mode. Of course, this would mean that modders would have to find a new hobby.
  5. I have the following in a trigger Condition: alive PLAYER_001 On Act: {if ((side _x == resistance) and (_x distance PLAYER_001 > 25)) then {deletevehicle _x}; } forEach allunits; Does anyone know of a line of code that will make the trigger check this every 10 seconds so that the process repeats? So: Every 10 seconds game should check all resistance NPC's to see if they are more than 25M away from PLAYER_001 and from PLAYER_002 and if they ARE delete them.
  6. {if ((side _x == resistance) and ((_x distance PLAYER_001) > 100) and ((_x distance PLAYER_002) > 100)) then {deletevehicle _x}} forEach allunits; Returns: Type Nothing: Expected Bool Anyone?
  7. Thanks very much, I'll give it a try tonight
  8. Thanks very much, I'll give it a try tonight.
  9. Could anyone help me, I've had a look around but not found anything that really fits the bill. I require a line of code to put into a trigger that will delete all INDEPENDENT units that are more than 1000m from PLAYER_001 AND PLAYER_002. Thanks in advance.
  10. There's some new ones up. Glad you like them. I have had several people tell me that they have bought PC's and copies of the game based on our vids. Silly sods.
  11. Does this mission not require any other addons (zombie mods or anything)? If not I will definately be 2-player CoOp-ing this for my youtube channel in the very near future: www.youtube.com/neddle69
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