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MrSanchez

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Everything posted by MrSanchez

  1. MrSanchez

    Zombies & Demons 5.0

    Yeah it was designed like that on purpose to make zombie bites more "severe", e.g. not requiring one bandage. But I guess it makes more sense to have one bodypart at a time... As far as we're concerned, the crashing issue is something that came with 1.54. People that downgraded back to 1.52 did not experience the crashing. So it's a Bohemia thing, guess we'll be waiting for 1.56 :)
  2. MrSanchez

    Zombies & Demons 5.0

    The mod is ACE compatible yeah. When you get hit by a zombie, your torso/arms are injured w/ ACE damage.
  3. MrSanchez

    Zombies & Demons 5.0

    I'm guessing Exile uses https://community.bistudio.com/wiki/getBleedingRemainingfor their bleeding effect. In vanilla it doesn't actually affect your hitpoints/health at all, it just creates a blood trail. I guess we could add an option to disable that in the next update......Funny because we've been using this bleeding effect since 3.0 or 2.9, I guess Exile is the only thing ever to use getBleedingRemaining for an actual bleeding script. Regarding donations, Ryan's details are on the first page.. Kind regards, Sanchez
  4. MrSanchez

    Zombies & Demons 5.0

    Oh wow, I didn't even know about this command. Zombies shouldn't be affected by stamina btw because they never sprint, in fact, zombies ALWAYS walk, we simply replaced their walking animations and speeds. (This is why zombies can run inside buildings unlike regular AI which are forced to walk inside buildings). setAnimSpeedCoef seems to not only affect the speed of the animation but also the actual running speed of a zombie (tested by controlling a zombie in SP). So I guess we may be able to implement something like this eventually :P Kind regards, Sanchez
  5. MrSanchez

    Zombies & Demons 5.0

    We won't be adding in more classes like that. It's way too time consuming and ultimately clutters the editor/spawners. Guess you're going to have to balance your mission out differently :P Kind regards, Sanchez
  6. MrSanchez

    Zombies & Demons 5.0

    Health, attack distance and all that are all scripted. You can change scripts/variables once the game is running. You cannot change config values when the game is running. Engine limitations I'm afraid. If you want to, you can unbinarize the PBO, open the config.cpp in the /anims folder and change the speeds yourself, repackage the PBO and test it. Re-distribution of that modified PBO (other than within a closed community) is however not allowed. With the way we've got things going, it's just not possible to do what you request, it would be amazing though....but impossibru. Kind regards, Sanchez
  7. MrSanchez

    Zombies & Demons 5.0

    Lol, I appreciate your effort :P Anyway, speed of zombies is decided by config. You can't change config values on the fly, so dynamic speeds are pretty much impossible with the way we've got the zombies system set up right now. Kind regards, Sanchez
  8. MrSanchez

    Battle Bus

    This bus has the X-factor huehuehuehue :D
  9. MrSanchez

    Zombies & Demons 5.0

    Your missions don't need to be updated afaik. However, if you have a dedicated server and it checks for signature verification, then you probably want to update as clients will have different signatures.
  10. RG31s as you can see in these pictures; http://www.armaholic.com/page.php?id=18130
  11. Was already reported and possibly fixed for the next update. Kind regards, Sanchez
  12. MrSanchez

    Zombies & Demons 5.0

    I'll inform Ryan to switch BIS_fnc_MP to the engine execution version, namely: remoteExec. If that doesn't work then welp, screw it xD Kind regards, Sanchez
  13. You having a derp moment? :P You can use weapons & units together....units doesn't depend on vehicles...vehicles depend on units :D Kind regards, Sanchez
  14. Amazing but the UH-13B M60 is a bit broken :P In first person you appear to be facing the skies. The bullets of the M60 also go straight up into the sky :D
  15. Ah I like how the guy in the corner appears to be vomiting :D
  16. MrSanchez

    Zombies & Demons 5.0

    Yeah, it's fine if it's a script. I was just saying IF ;) Kind regards, Sanchez
  17. MrSanchez

    Zombies & Demons 5.0

    I know you can put the cfgremoteexec in an addon but imagine having it both in addon and in description.ext, in that case, description ext one overwrites. Anyway please test the animations without exile running and tell me if it works. Also, regarding the consumable stuff...I intend to script it so you can use the pills and or injector by double clicking it in the inventory. Now, you may modify this behavior to fit exile, but I'm not sure what I think of it if you were distributing a modified version of our mod... So... I'll talk to Ryan about this. Kind regards, Sanchez
  18. If in single-player I advice to set Zeus to allow unofficial addons.
  19. MrSanchez

    Zombies & Demons 5.0

    What addon config cpp are you talking about? I suspect exile has a cfgremoteexec in their actual mission - that would overwrite your config one - try testing the animations without exile enabled
  20. MrSanchez

    Zombies & Demons 5.0

    The bogan has currently turned them into objects, equipable by addAction - we/i intend to change that to an item-based system next update. So right now you can find them under Empty -> Zombie Antivirus - I believe. Kind regards, Sanchez
  21. MrSanchez

    Zombies & Demons 5.0

    Exile probably blocks CfgRemoteExec? Try overriding it and whitelist the zombie functions. E.g. we wrote a small function to sync switchMove as there is no global variant of switchMove in arma (playmove interpolates too much). Kind regards, Sanchez
  22. We don't have the characters for UN yet do we? The blue helmeted cdf skins.
  23. MrSanchez

    Zombies & Demons 5.0

    We didn't find the problem that was crashing exile and epoch servers, however we've done various script and config improvements. Please put feedback on the crashing issue on our tracker
  24. Well...It took another weekend but I managed to summarize my progress on this so far and upload it ;)
  25. MrSanchez

    Zombies & Demons 5.0

    Ryan is currently suffering from Boganini, a rare disease which prevents people from responding to forum posts on-time, so I'll do it for him. The next update contains exactly what you said - a custom difficulty module allowing you to change all the variables such as knockback, individual damage, attack speed, etc. In the current version I guess you can try and change these values manually or use the difficulty game-logics. Kind regards, Sanchez
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