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Cakeonslaught

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About Cakeonslaught

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  1. Cakeonslaught

    The Undead Mod

    Does anyone know if this mod cleans up after itself? For example, does it remove dead infected after some time and remove empty groups and such?
  2. I'll check it out soon, and most of those items are grenades actually. It's worth noting that i am using ACE and ACEX for these but i'm not sure what versions(not the most recent ones). Make sure to add -showscripterrors to your arma shortcut, it might point you in the right direction. Haha, i haven't actually gotten to the point where i've tried to play with the items yet but i'll definately post the fix here if i figure it out. I'm having problems with errors saying _mag is undefined and i tried to add checks for (isnil) weapons because i added some that weren't in my version of ACE which is what i think causes it. Maybe at some point a real scripter will come in and say "Hey, just do it like this...". Even so i think it generates items just fine but it takes an extremely long time to finish.---------- Post added at 05:38 PM ---------- Previous post was at 05:18 PM ---------- Okay, so the reason that one doesn't work is because i forgot to feed it the list of items to choose from. Needs to be changed from: then {_cache addMagazineCargo [[] call BIS_fnc_SelectRandom,round (random 6)]} else {}; if (random 100 > 0) then {_cache addMagazineCargo [[] call BIS_fnc_SelectRandom,round (random 3)]} else {}; To: if (random 100 > 0) then {_cache addMagazineCargo [_magazines call BIS_fnc_SelectRandom,round (random 6)]} else {}; if (random 100 > 0) then {_cache addMagazineCargo [_magazines call BIS_fnc_SelectRandom,round (random 3)]} else {}; I had brackets instead of _magazines before "call BIS_fnc_SelectRandom" (selects randomly from array). Also where it says "if (random 100 > 0) then..." You will want to change the 0 such that you get the odds you want of that set spawning. So "if (random 100 > 90)" would be low chance and "if (random 100 > 0)" means always (or almost always if it can pick 0).
  3. Thanks, i was scared i would have to figure out the pre-load manager or something...
  4. Awesome, thanks! I was hoping it was that simple... ---------- Post added at 05:42 AM ---------- Previous post was at 04:39 AM ---------- I don't think this warrants a new thread so i'll ask here; does anyone know if it's possible to run a particular script before the missions starts? Specifically, i would like the loot placing script to finish before my character is at the mercy of all the hostiles.
  5. I just spent all day doing something similar. I was using a simple script earlier, but now i've managed to get buildings to spawn stuff. If you put these in your missions folder and put them in something's init you can effectively make random loot zones. Just set the placement radius to randomize position. You will almost certainly want to modify them, not all the weapons are there and some that you might not have may be in there. To use these just place down a game logic or something else invisible and set it's placement radius to whatever you want, then just put call{[this] execvm "insertscriptnamehere.sqf}; in the init box. This one will spawn random weapons: waituntil {!isnil "bis_fnc_init"}; _log = _this select 0; _weapons = ["ACE_M249_AIM","ACE_M249_PIP_ACOG","ACE_MG36","ACE_MG36_D","ACE_RPK","ACE_RPK74M","ACE_RPK74M_1P29","ACE_RPG22","ACE_RPG27","ACE_RPG29","ACE_RPG7V_PGO7","MAAWS","ACE_M72","SMAW","ACE_BAF_L7A2_GPMG","ACE_M240B","ACE_M240L","ACE_M240L_M145","ACE_M60","Pecheneg","ACE_APS","ACE_APSB","ACE_Flaregun","ACE_Glock18","ACE_P226","ACE_USP","ACE_USPSD","Colt1911","glock17_EP1","M9","M9SD","revolver_EP1","Sa61_EP1","UZI_EP1","UZI_SD_EP1","AA12_PMC","ACE_AK103","ACE_AK103_1P29","ACE_AK103_GL","ACE_AK103_GL_1P29","ACE_AK103_GL_Kobra","ACE_AK103_GL_PSO","ACE_AK103_Kobra","ACE_AK103_PSO","ACE_AK104","ACE_AK104_1P29","ACE_AK104_Kobra","ACE_AK104_PSO","ACE_AK105","ACE_AK105_1P29","ACE_AK105_Kobra","ACE_AK105_PSO","ACE_AK74M","ACE_AK74M_1P29","ACE_AK74M_1P78","ACE_AK74M_1P78_FL","ACE_AK74M_1P78_FL_F","ACE_AK74M_FL","ACE_AK74M_FL_F","ACE_AK74M_GL","ACE_AK74M_GL_1P29","ACE_AK74M_GL_1P78","ACE_AK74M_GL_Kobra","ACE_AK74M_GL_NSPU","ACE_AK74M_GL_PSO","ACE_AK74M_GL_TWS","ACE_AK74M_Kobra","ACE_AK74M_Kobra_FL","ACE_AK74M_Kobra_FL_F","ACE_AK74M_NSPU","ACE_AK74M_NSPU_FL","ACE_AK74M_NSPU_FL_F","ACE_AK74M_PSO","ACE_AK74M_PSO_FL","ACE_AK74M_PSO_FL_F","ACE_AK74M_SD","ACE_AK74M_SD_1P78","ACE_AK74M_SD_Kobra","ACE_AK74M_SD_PSO","ACE_AK74M_SD_TWS","ACE_AKM","ACE_AKM_GL","ACE_AKS74_GP25","ACE_AKS74_UN","ACE_AKS74P_1P29","ACE_G36A1_AG36_UP_F","ACE_G36A1_AG36A1","ACE_G36A2_AG36A2_F","ACE_G36A2_AG36A2_UP","ACE_G36A2_Bipod","ACE_G36A2_D","ACE_G36K_EOTech_D","ACE_G3A3","ACE_G3A3_RSAS","ACE_G3SG1","ACE_gr1","ACE_gr1sd","ACE_gr1sp","ACE_HK416_D10","ACE_HK416_D10_AIM","ACE_HK416_D10_COMPM3","ACE_HK416_D10_COMPM3_SD","ACE_HK416_D10_Holo","ACE_HK416_D10_M320","ACE_HK416_D14","ACE_HK416_D14_COMPM3","ACE_HK416_D14_TWS","ACE_KAC_PDW","ACE_M1014_Eotech","ACE_M14_ACOG","ACE_m16a2_scope","ACE_m16a2gl_scope","ACE_m16a2gl_scope_UP","ACE_M16A2GL_UP","ACE_M16A4_ACG_GL_UP","ACE_M16A4_CCO_GL","ACE_M16A4_CCO_GL_UP","ACE_M16A4_EOT","ACE_M16A4_EOT_GL","ACE_M16A4_EOT_GL_UP","ACE_M16A4_Iron","ACE_M27_IAR","ACE_M27_IAR_ACOG","ACE_M27_IAR_CCO","ACE_M4","ACE_M4_ACOG","ACE_M4_ACOG_F","ACE_M4_ACOG_PVS14","ACE_M4_Aim","ACE_M4_AIM_GL","ACE_M4_AIM_GL_UP","ACE_M4_Eotech","ACE_M4_Eotech_GL","ACE_M4_Eotech_GL_UP_F","ACE_M4_RCO_GL_F","ACE_M4A1_ACOG_F","ACE_M4A1_ACOG_PVS14_F","ACE_M4A1_C","ACE_M4SPR_SD","ACE_Mk12mod1","ACE_MP5A4","ACE_MP5A5","ACE_MP5SD","ACE_SOC_M4A1_TWS","ACE_SPAS12","ACE_UMP45","ACE_UMP45_AIM_SD","AK_107_GL_kobra","AK_107_GL_pso","AK_107_kobra","AK_47_M","AK_74","AKS_74_kobra","AKS_74_pso","AKS_74_U","BAF_L85A2_RIS_ACOG","BAF_L85A2_RIS_SUSAT","BAF_L85A2_UGL_ACOG","BAF_L86A2_ACOG","bizon","bizon_silenced","FN_FAL","FN_FAL_ANPVS4","G36K","LeeEnfield","M1014","M4SPR","m8_carbine","m8_carbineGL","m8_compact","m8_sharpshooter","m8_tws","m8_tws_sd","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_RCO_EP1","Saiga12K","SCAR_H_CQC_CCO","SCAR_H_CQC_CCO_SD","SCAR_H_LNG_Sniper","SCAR_H_LNG_Sniper_SD","SCAR_H_STD_TWS_SD","SCAR_L_CQC_CCO_SD","SCAR_L_STD_EGLM_TWS","SCAR_L_STD_Mk4CQT","SCAR_L_STD_HOLO","ACE_ALICE_Backpack","ACE_BackPack_ACR","ACE_Backpack_FL","ACE_FAST_PackEDC","ACE_Rucksack_MOLLE_Green","ACE_AS50","ACE_M109","ACE_M110","ACE_M110_SD","ACE_TAC50","ACE_TAC50_SD","BAF_AS50_TWS","BAF_LRR_scoped","DMR","huntingrifle","ksvk","m107","m107_TWS_EP1","M110_NVG_EP1","M110_TWS_EP1","M24","M40A3","PMC_AS50_TWS","SVD","SVD_des_EP1","ACE_VTAC_RUSH72"]; _pos = getpos _log; _cache = "WeaponHolder" createVehicle _pos; if (random 100 > 0) then { _weapon = _weapons call BIS_fnc_SelectRandom; _cache addWeaponCargo [_weapon,1]; _mag=(getArray (configFile/"Cfgweapons"/_weapon/"magazines")) select 0; _cache addMagazineCargo [_mag,round (random 5)]; } else {}; This one will spawn some items: waituntil {!isnil "bis_fnc_init"}; _log = _this select 0; _pos = getpos _log; _cache = "WeaponHolder" createVehicle _pos; _items = ["ItemMap","ItemWatch","ItemCompass","ItemGPS","NVGoggles","Binocular","ACE_MX2A","ACE_YardAge450","Binocular_Vector","Laserdesignator","ACE_MugLite","ACE_ALICE_Backpack","ACE_BackPack_ACR","ACE_Backpack_FL","ACE_FAST_PackEDC","ACE_Rucksack_MOLLE_Green","ACE_DAGR","ACE_Earplugs","ACE_GlassesBalaklava","ACE_GlassesBalaklavaGray","ACE_GlassesBalaklavaOlive","ACE_GlassesBlackSun","ACE_GlassesBlueSun","ACE_GlassesGasMask_US","ACE_GlassesGreenSun","ACE_GlassesLHD_glasses","ACE_GlassesRedSun","ACE_GlassesSunglasses","ACE_GlassesTactical","ACE_HuntIR_monitor","ACE_Kestrel4500","ACE_Map","ACE_Map_Tools","ACE_SpottingScope","ACE_WireCutter","ACE_Knicklicht_Proxy","ACE_MugLite","ACE_ALICE_Backpack","ACE_BackPack_ACR","ACE_Backpack_FL","ACE_FAST_PackEDC"]; if (random 100 > 60) then {_cache addWeaponCargo [_items call BIS_fnc_SelectRandom,1]} else {}; if (random 100 > 70) then {_cache addWeaponCargo [_items call BIS_fnc_SelectRandom,1]} else {}; if (random 100 > 80) then {_cache addWeaponCargo [_items call BIS_fnc_SelectRandom,1]} else {}; if (random 100 > 80) then {_cache addWeaponCargo [_items call BIS_fnc_SelectRandom,1]} else {}; if (random 100 > 90) then {_cache addWeaponCargo [_items call BIS_fnc_SelectRandom,1]} else {}; This one will spawn different items(specifically things that need to be added with addmagazinecargo): waituntil {!isnil "bis_fnc_init"}; _log = _this select 0; _pos = getpos _log; _cache = "WeaponHolder" createVehicle _pos; _magazines = ["ACE_ANM14","ACE_Bandage","ACE_C4_M","ACE_Knicklicht_B","ACE_Knicklicht_G","ACE_Knicklicht_R","ACE_Knicklicht_Y","ACE_Knicklicht_W","ACE_LargeBandage","ACE_DM25","ACE_DM31","ACE_DM31_M","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_DM51","ACE_DM51A1","ACE_Epinephrine","ACE_M84","ACE_HuntIR_M203","PMC_ied_v1","BAF_ied_v2","BAF_ied_v3","ACE_BBETTY_M","ACE_CLAYMORE_M","ACE_M34","ACE_TRIPFLARE_M","HandGrenade_West","ACE_M7A3","ACE_M86PDM","ACE_Medkit","ACE_MON50_M","ACE_Morphine","ACE_OSM4_M","ACE_RDGM","ACE_RG60A","HandGrenade_East","PipeBomb","SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellRed","ACE_TORCH_C","ACE_Knicklicht_B","ACE_Knicklicht_G","ACE_Knicklicht_R","ACE_Knicklicht_Y","ACE_Knicklicht_W"]; if (random 100 > 70) then {_cache addMagazineCargo [[] call BIS_fnc_SelectRandom,round (random 6)]} else {}; if (random 100 > 90) then {_cache addMagazineCargo [[] call BIS_fnc_SelectRandom,round (random 3)]} else {}; This is the one i'm currently using to add loot to buildings, I've pieced it together from http://forums.bistudio.com/archive/index.php/t-102796.html and https://dev-heaven.net/issues/32590 so i can't take any credit. //////////////////////////////////BUILDING LOOT////////////////////////////////////// _weapons = ["ACE_M249_AIM","ACE_M249_PIP_ACOG","ACE_MG36","ACE_MG36_D","ACE_RPK","ACE_RPK74M","ACE_RPK74M_1P29","ACE_RPG22","ACE_RPG27","ACE_RPG29","ACE_RPG7V_PGO7","MAAWS","ACE_M72","SMAW","ACE_BAF_L7A2_GPMG","ACE_M240B","ACE_M240L","ACE_M240L_M145","ACE_M60","Pecheneg","ACE_APS","ACE_APSB","ACE_Flaregun","ACE_Glock18","ACE_P226","ACE_USP","ACE_USPSD","Colt1911","glock17_EP1","M9","M9SD","revolver_EP1","Sa61_EP1","UZI_EP1","UZI_SD_EP1","AA12_PMC","ACE_AK103","ACE_AK103_1P29","ACE_AK103_GL","ACE_AK103_GL_1P29","ACE_AK103_GL_Kobra","ACE_AK103_GL_PSO","ACE_AK103_Kobra","ACE_AK103_PSO","ACE_AK104","ACE_AK104_1P29","ACE_AK104_Kobra","ACE_AK104_PSO","ACE_AK105","ACE_AK105_1P29","ACE_AK105_Kobra","ACE_AK105_PSO","ACE_AK74M","ACE_AK74M_1P29","ACE_AK74M_1P78","ACE_AK74M_1P78_FL","ACE_AK74M_1P78_FL_F","ACE_AK74M_FL","ACE_AK74M_FL_F","ACE_AK74M_GL","ACE_AK74M_GL_1P29","ACE_AK74M_GL_1P78","ACE_AK74M_GL_Kobra","ACE_AK74M_GL_NSPU","ACE_AK74M_GL_PSO","ACE_AK74M_GL_TWS","ACE_AK74M_Kobra","ACE_AK74M_Kobra_FL","ACE_AK74M_Kobra_FL_F","ACE_AK74M_NSPU","ACE_AK74M_NSPU_FL","ACE_AK74M_NSPU_FL_F","ACE_AK74M_PSO","ACE_AK74M_PSO_FL","ACE_AK74M_PSO_FL_F","ACE_AK74M_SD","ACE_AK74M_SD_1P78","ACE_AK74M_SD_Kobra","ACE_AK74M_SD_PSO","ACE_AK74M_SD_TWS","ACE_AKM","ACE_AKM_GL","ACE_AKS74_GP25","ACE_AKS74_UN","ACE_AKS74P_1P29","ACE_G36A1_AG36_UP_F","ACE_G36A1_AG36A1","ACE_G36A2_AG36A2_F","ACE_G36A2_AG36A2_UP","ACE_G36A2_Bipod","ACE_G36A2_D","ACE_G36K_EOTech_D","ACE_G3A3","ACE_G3A3_RSAS","ACE_G3SG1","ACE_gr1","ACE_gr1sd","ACE_gr1sp","ACE_HK416_D10","ACE_HK416_D10_AIM","ACE_HK416_D10_COMPM3","ACE_HK416_D10_COMPM3_SD","ACE_HK416_D10_Holo","ACE_HK416_D10_M320","ACE_HK416_D14","ACE_HK416_D14_COMPM3","ACE_HK416_D14_TWS","ACE_KAC_PDW","ACE_M1014_Eotech","ACE_M14_ACOG","ACE_m16a2_scope","ACE_m16a2gl_scope","ACE_m16a2gl_scope_UP","ACE_M16A2GL_UP","ACE_M16A4_ACG_GL_UP","ACE_M16A4_CCO_GL","ACE_M16A4_CCO_GL_UP","ACE_M16A4_EOT","ACE_M16A4_EOT_GL","ACE_M16A4_EOT_GL_UP","ACE_M16A4_Iron","ACE_M27_IAR","ACE_M27_IAR_ACOG","ACE_M27_IAR_CCO","ACE_M4","ACE_M4_ACOG","ACE_M4_ACOG_F","ACE_M4_ACOG_PVS14","ACE_M4_Aim","ACE_M4_AIM_GL","ACE_M4_AIM_GL_UP","ACE_M4_Eotech","ACE_M4_Eotech_GL","ACE_M4_Eotech_GL_UP_F","ACE_M4_RCO_GL_F","ACE_M4A1_ACOG_F","ACE_M4A1_ACOG_PVS14_F","ACE_M4A1_C","ACE_M4SPR_SD","ACE_Mk12mod1","ACE_MP5A4","ACE_MP5A5","ACE_MP5SD","ACE_SOC_M4A1_TWS","ACE_SPAS12","ACE_UMP45","ACE_UMP45_AIM_SD","AK_107_GL_kobra","AK_107_GL_pso","AK_107_kobra","AK_47_M","AK_74","AKS_74_kobra","AKS_74_pso","AKS_74_U","BAF_L85A2_RIS_ACOG","BAF_L85A2_RIS_SUSAT","BAF_L85A2_UGL_ACOG","BAF_L86A2_ACOG","bizon","bizon_silenced","FN_FAL","FN_FAL_ANPVS4","G36K","LeeEnfield","M1014","M4SPR","m8_carbine","m8_carbineGL","m8_compact","m8_sharpshooter","m8_tws","m8_tws_sd","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_RCO_EP1","Saiga12K","SCAR_H_CQC_CCO","SCAR_H_CQC_CCO_SD","SCAR_H_LNG_Sniper","SCAR_H_LNG_Sniper_SD","SCAR_H_STD_TWS_SD","SCAR_L_CQC_CCO_SD","SCAR_L_STD_EGLM_TWS","SCAR_L_STD_Mk4CQT","SCAR_L_STD_HOLO","ACE_ALICE_Backpack","ACE_BackPack_ACR","ACE_Backpack_FL","ACE_FAST_PackEDC","ACE_Rucksack_MOLLE_Green","ACE_AS50","ACE_M109","ACE_M110","ACE_M110_SD","ACE_TAC50","ACE_TAC50_SD","BAF_AS50_TWS","BAF_LRR_scoped","DMR","huntingrifle","ksvk","m107","m107_TWS_EP1","M110_NVG_EP1","M110_TWS_EP1","M24","M40A3","PMC_AS50_TWS","SVD","SVD_des_EP1","ACE_VTAC_RUSH72"]; _items = ["ItemMap","ItemWatch","ItemCompass","ItemGPS","NVGoggles","Binocular","ACE_MX2A","ACE_YardAge450","Binocular_Vector","Laserdesignator","ACE_MugLite","ACE_ALICE_Backpack","ACE_BackPack_ACR","ACE_Backpack_FL","ACE_FAST_PackEDC","ACE_Rucksack_MOLLE_Green","ACE_DAGR","ACE_Earplugs","ACE_GlassesBalaklava","ACE_GlassesBalaklavaGray","ACE_GlassesBalaklavaOlive","ACE_GlassesBlackSun","ACE_GlassesBlueSun","ACE_GlassesGasMask_US","ACE_GlassesGreenSun","ACE_GlassesLHD_glasses","ACE_GlassesRedSun","ACE_GlassesSunglasses","ACE_GlassesTactical","ACE_HuntIR_monitor","ACE_Kestrel4500","ACE_Map","ACE_Map_Tools","ACE_SpottingScope","ACE_WireCutter","ACE_Knicklicht_Proxy","ACE_MugLite","ACE_ALICE_Backpack","ACE_BackPack_ACR","ACE_Backpack_FL","ACE_FAST_PackEDC"]; _magazines = ["ACE_ANM14","ACE_Bandage","ACE_C4_M","ACE_Knicklicht_B","ACE_Knicklicht_G","ACE_Knicklicht_R","ACE_Knicklicht_Y","ACE_Knicklicht_W","ACE_LargeBandage","ACE_DM25","ACE_DM31","ACE_DM31_M","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_DM51","ACE_DM51A1","ACE_Epinephrine","ACE_M84","ACE_HuntIR_M203","PMC_ied_v1","BAF_ied_v2","BAF_ied_v3","ACE_BBETTY_M","ACE_CLAYMORE_M","ACE_M34","ACE_TRIPFLARE_M","HandGrenade_West","ACE_M7A3","ACE_M86PDM","ACE_Medkit","ACE_MON50_M","ACE_Morphine","ACE_OSM4_M","ACE_RDGM","ACE_RG60A","HandGrenade_East","PipeBomb","SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellRed","ACE_TORCH_C","ACE_Knicklicht_B","ACE_Knicklicht_G","ACE_Knicklicht_R","ACE_Knicklicht_Y","ACE_Knicklicht_W"]; hint "placing loot"; _buildings = nearestObjects [player, ["house"], 60000]; _markernum = 0; { _building = _x; hint "placing loot."; // search more positions _positions = 0; _i = 0; _loop = 1; while {_loop == 1} do { _next = _building buildingPos _i; if (((_next select 0) == 0) && ((_next select 1) == 0) && ((_next select 2) == 0)) then { _loop = 0; } else { _positions = _positions + 1; _i = _i + 1; }; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; hint "placing loot.."; if (random 100 > 80) then { _weapon = _weapons call BIS_fnc_SelectRandom; _mag=(getArray (configFile/"Cfgweapons"/_weapon/"magazines")) select 0; _weap = "weaponHolder" createVehicle [0,0]; _weap addMagazineCargo [_mag,(round (random 5))]; _weap addWeaponCargo [_weapon,1]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)]; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; hint "placing loot..."; if (random 100 > 70) then { _weapon = _items call BIS_fnc_SelectRandom; _weap = "weaponHolder" createVehicle [0,0]; _weap addWeaponCargo [_weapon,1]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];; }; if (random 100 > 60) then { _weapon = _magazines call BIS_fnc_SelectRandom; _weap addMagazineCargo [_weapon,(round(random 6))]; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; if (random 100 > 50) then { _weapon = _magazines call BIS_fnc_SelectRandom; _weap = "weaponHolder" createVehicle [0,0]; _weap addMagazineCargo [_weapon,(round(random 6))]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; if (random 100 > 50) then { _weapon = _magazines call BIS_fnc_SelectRandom; _weap = "weaponHolder" createVehicle [0,0]; _weap addMagazineCargo [_weapon,(round(random 6))]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; if (random 100 > 50) then { _weapon = _magazines call BIS_fnc_SelectRandom; _weap = "weaponHolder" createVehicle [0,0]; _weap addMagazineCargo [_weapon,(round(random 6))]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];; }; hint "placing loot...."; } foreach _buildings; hint "Finished! Unless it didn't work..."; It takes a long time to complete.
  6. So I've managed to piece together a script that randomly spawns loot in buildings, and my next project is to get something similar to happen in vehicles spawned through SILVIE. I know there's a variable created exactly for that porpoise and i've tried adding: BIS_silvie_mainscope setvariable ["vehicleInit",{call{[this] execvm "carloot.sqf"};}]; to my init.sqf, and also: BIS_silvie_mainscope setvariable ["vehicleInit",{[this] execvm "carloot.sqf"}]; (seemed wrong to me but i saw it somewhere without the "call{}") but the vehicles still spawn with 2x regular smoke, 2x green smoke, and a 5m tow-rope in their gear. I think ACE is what spawns these items but i'm not sure. Whatever it is, it seems to be overriding the vehicleinit specified in my init.sqf. I've also tried putting the raw script instead of just the call{} but that didn't work. Does anyone know what might be spawning these items and how i might disable it?
  7. Thanks savage, you're right it's alot better with the scripts(especially because it allows you to turn off the dynamic weather). One thing i've noticed that i can't identify the cause of; after about an hour or so of play, DAC missions always slow to a crawl(about 10 fps) and the markers on the map seem to freeze. Has anyone experienced this?
  8. I'm having a problem with my DAC(v3.0c) missions. It seems that the waypoints are being generated at the lower left corner of the map for some reason. I was reading http://forums.bistudio.com/showthread.php?117516-AI-moves-to-the-bottom-left-instead-of-waypoint&p=2034448#post2034448 and it seems that someone found a fix but i have no idea what he means. Could somepony please enlighten me? EDIT: I may have found a fix. I fiddled around a bit and it seems that i have to have this in the init.sqf: if(!isServer) then {waitUntil{!isNull player}}; DAC_Zone = compile preprocessFile "DAC\Scripts\DAC_Init_Zone.sqf"; DAC_Objects = compile preprocessFile "DAC\Scripts\DAC_Create_Objects.sqf"; execVM "DAC\DAC_Config_Creator.sqf"; Also, i had to remove the DAC_Intern from my map. Now during waypoint generation, i can see it create waypoints all around the map as well as generating all the black rectangular markers in the bottom left corner. As it generates units, they begin to move toward the corner of the map, but once initialization is finished they cease and begin following seemingly appropriate waypoints. My guess is that the waypoints and markers were being misplaced before, whereas now the markers are still being misplaced, but the waypoints are working correctly. It is also important to have the folder labelled "DAC" from "DAC_Basic_Files" in your mission folder for the init code above to work. Hopefully someone can correct me if i've done something that will break the game later, and i hope that other people can test this out if they have the same problem. DAC or a similar system should be integrated into ArmA3.
  9. Cakeonslaught

    The Undead Mod

    For those having problems with V.90, it seems to work when you load both V.84 and V.90 at the same time. I'm assuming whatever is missing from the V.90 that was posted earlier is contained within V.84? That sounds fishy, but for some reason i am getting the mod to work better/correctly recently. Loading .90 alone yields missing cfg blahblahblah CHN_UNDEAD_MALE.scope or something on startup, like the earlier posts say. I was having problems with infected spawned via "THE UNDEAD - SPAWN MODULE" just standing there/not migrating(i wanted them to spawn on the road into Chernarus and take over the whole region), but now they seem to migrate after i have the module spawn them as MOVER groups and send them to a waypoint first (even if the waypoint is right next to the module, it seems the module doesn't set them as migrating groups on spawn for some reason and they get set as migrating after finishing the waypoint). I was testing a mission a moment ago and the zombies seemed to be attacking more quickly than usual, they weren't screwing around running back and forth past their target. The civilians dont seem to care any more than usual, although i have seen groups of them fleeing from the zombies, which is massively entertaining. Can having too much going on the map inhibit the functionality/responsiveness of the module? I currently have about 30 groups of 5 zombies spawn on init and there appears to be no lag, although this seems to exceed the cap for zombies and prevents my spawn module from spawning(even though i set it to 250 in the init for my mission?). Can anyone confirm if loading both versions works to get V.90 running? Perhaps someone a little more knowledgeable can tell me if it should even be possible. Sorry for the long-winded post, i was getting depressed at how abandoned this great mod was and im hoping this will shed some light on it/help people who are having trouble getting it to work for them.
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