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MrSanchez

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Everything posted by MrSanchez

  1. Yeah I saw your name pop up in a few threads regarding this issue, many years ago... Here's hoping 2016 will be a good year for fixing ancient yet relevant issues ^^ Kind regards, Sanchez
  2. MrSanchez

    Zombies & Demons 5.0

    For setting units on fire, perhaps attach a Test_FireObjectBig(it's the wrong classname but the real one is similar, search it). Although I'm not sure whether that wouldn't kill them from fire damage...probably would. A scripted safezone isn't possible yet, maybe we'll add it in the next update since a nice 1.57 script command can help us achieve that (inArea). You can however block yourself in with solid objects, zombies don't walk through them afaik unless they are following the path LOD in buildings which basically noclips the AIs. In other words, it's impossible to stop AIs from walking through barriers once they've entered a building. Blocking the entrances should work though. I know that isn't what you want to achieve with the church and all but consider it for now. :P Will do some tests. Kind regards, Sanchez
  3. I sure hope this could be fixed for like 1.60 or something ;)
  4. MrSanchez

    Zombies & Demons 5.0

    It's scripted damage using sethit/setdamage or ace functions. I don't think assigning a killer is possible unless there's some secret arma script command that does that. Kind regards, Sanchez
  5. MrSanchez

    Zombies & Demons 5.0

    We haven't linked the infection system to the player-controlled zombies yet for numerous reasons. One reason being is the lack of variety on the player-controlled zombies so far (they're all pretty much super ninja zombies, haha. Based on subect 617). Either way you'll have to use the attachTo command. I'm currently unable to run ArmA properly so I can't help you with that right now. I do believe that if you use the search function on this thread you'll find one or two posts with examples. Uhhm, I'm pretty sure that version doesn't work with 1.56 anymore. I think it was like 3.3 or 3.4 or something like that. You can probably find the downloads on Play withSix. I don't know any other website/program that caches old versions of modifications. Kind regards, Sanchez
  6. MrSanchez

    Zombies & Demons 5.0

    Well, it was like that before. We however changed that to the inventory system. I doubt we'll be changing it back. Kind regards, Sanchez
  7. MrSanchez

    Zombies & Demons 5.0

    Hi, Thanks for your suggestions. 1. Pretty much already possible by using attachTo to attach a module to a player, I believe. 2. It is possible to use garrison scripts like EOS with zombies to kind of achieve that already. Perhaps a module for it will be made by us later though. 3. When a player is infected there are already some symptoms like coughing, yelling, deteriorated eyesight. Involuntary swipe attacks sounds fun though :D Kind regards, Sanchez
  8. MrSanchez

    Zombies & Demons 5.0

    I do some work for CUP now and then and a few people noticed the same issue with CUP factions, doesn't happen for everyone though, still unsure what's causing it. But at least it works for you now, I can't imagine it being a problem to add one zombie in the middle of nowhere for your missions. Kind regards, Sanchez
  9. MrSanchez

    Zombies & Demons 5.0

    Isn't this the mystery problem where at least one patchname of the mod needs to be inserted into the addons section of the mission.sqm? In English, see what happens if you place 1-2 zombies on the editor first and then try to access Zeus. Kind regards, Sanchez
  10. MrSanchez

    Zombies & Demons 5.0

    Hmm weird. Please report it here so we can take a closer look at the issue: http://zombiebugs.site40.net/ Kind regards Sanchez
  11. MrSanchez

    Zombies & Demons 5.0

    The spawner module only handles spawning. It does no deleting of any kind. The deletion module is what you're after. Although I realize that uses a global 'distance' variable until deletion which is not linked to individual spawners. Maybe that'll change some day. :)
  12. Cheers man. I'm still working on this every week. Livestreaming the progress. Unfortunately my Corsair PSU broke down today so development will be halted for a week or so until I get my replacement. Other than that I'll probably create a new progress video soon. Kind regards, Sanchez
  13. ArmA has this thing called weather forecasting which applies weather changes after some time. Sounds to me like that's what you're talking about rather than a bug with setRain. You sure?
  14. Oh I see what you mean then. It's similar to Minecraft (yes, I know..) with the disable rain command disabling the rain temporarily but it'll come back eventually after 15+ mins or so. I guess in that case ArmA would benefit from a disableDynamicWeather or something. How fast does the rain come back for you? Kind regards, Sanchez
  15. Hi, It's broken again :P This used to be fixed in 1.56 (and in the dev branch as of the 4th of February; https://forums.bistudio.com/topic/140837-development-branch-changelog/?p=2975691 ) However, it is now saving as integers which yet again renders all of my modules using drop down menus useless. :/ Kind regards, Sanchez
  16. But...forceWeatherChange makes the command instant without the need for a loop? What's the problem :P Or do you really want a smooth transition?
  17. On a side note, it's 2016. If you don't at least have a 500GB connection and a minimal download speed of 1,5MB/s you're either poor, live in some second or third world country or chose a bad ISP. My community has RHS + LOP + CUP, who cares about harddrive sizes these days..geez. It's an one time download. But yeah read what señor Chairborne said if you want a proper answer ;) Kind regards, Sanchez
  18. Alternatively, one can use the arma holy forgotten weather command : Forceweatherchange which you'd apply after setrain or overcast I believe.
  19. MrSanchez

    Zombies & Demons 5.0

    If someone has a nazi uniform for arma3 that they'd like to donate I'm sure we can add some ;)
  20. MrSanchez

    Zombies & Demons 5.0

    At the moment that is not possible, likely in a future update though. One thing to note about the player-controlled zombies is that they're not like the AI zombies movement-wise. Player controlled zombies can jump, climb buildings, run, sprint, walk, eat and ofcourse attack all as a single unit. So it'd be kind of odd to be infected by a slow walker zombie and then become this 'super' zombie after you die. :D Kind regards, Sanchez
  21. MrSanchez

    Zombies & Demons 5.0

    https://forums.bistudio.com/topic/188779-eden-numeric-attributes-set-using-module-drop-down-menu-are-saved-only-as-integers-not-floats/
  22. Are we talking AIs in player group? Regardless I believe that "EJECT" makes them eject immediately. It's an action.
  23. I sure hope Bohemia releases a hotfix for their hotfix :)
  24. Worked for me last weekend. Although I checked for systemChat msgs, not for rpt entries.
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