edited: Figured out what i was doing or what arma was doing i should say.. the variable to stop the spawns wouldnt go off from trigger unless i had an actual unit pass through it after game start. maybe i can get past this if i put in init. but for now i just set all my modules to false on one trigger and have a unit fly through it at start. a unit standing in it wont work.. your trigger will go off but it just wont work lol.. weird. so now everything is fine. i have multiple modules and 2 triggers for each area one for true when group member enters zone and one to turn back false when all of group has left zone.. also just fyi, the countdown script on armaholic will kill this spawn module completly XD. dont use it with this module. and the killallzeds script works nice to if ya swap the < to a > it will kill anything outside of 400 meters from player for those stragler zombies who spawn in at start and keep ur zom cap down. and probably cause performance loss. thanks again enjoying the mod. hope this helps anyone else who encounters this.
building a fun longer 12 player mp mission with this mod, calling it "Panthera virus" on Panthera Island, ACE mod. I haven`t seen any missions that aren't only 2 objectives and done anywhere so figured id do it. Maybe ill figure out whats going on before i hear back from ya.. if so sorry to bug lol.. thanks for the hard work, these are the best acting,looking zombies ive ever seen for arma 1 or 2. and i love me some zombies. once i figure this out i can start playing this and hosting it.this is my last issue. at the moment XD
---------- Post added at 07:34 AM ---------- Previous post was at 07:20 AM ----------
if ya cant make him not take damage just keep healing him lol. run a loop script of this setdamage 0 :P
#start
~.1
man setdamage 0;
goto "start";
thats sqs format.