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ChardWreck

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About ChardWreck

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  1. For those interested you can turn the tracers on and off per unit with the following addAction. this addAction["<t color='#ff1111'>Trace ON</t>", {[_this select 1, [1,0,0,1], 3, 2, nil, 3] call hyp_fnc_traceFire}]; this addAction["<t color='#ff1111'>Trace OFF</t>", {[_this select 1] call hyp_fnc_traceFireRemove}]; I haven't fully tested this in multiplayer yet but works in editor preview.
  2. Is there a way to give players the ability to turn this on and off while in game like through an addAction on something?
  3. ChardWreck

    Enemy occupation system (eos)

    Hey Banga, Is there a fix planned for the vehicles not engaging you that was mentioned a few posts up? I've had to resort to placing vehicles instead of letting the EOS scripts do it.
  4. ChardWreck

    Enemy occupation system (eos)

    Hey Banga quick question for you. If I add vehicles to the spawn they always spawn way outside the marker and 'attempt' to drive to the marker location. I use attempt because well, it's driving AI :D. Is this deliberate or am I missing something when setting up the zones?
  5. ChardWreck

    Enemy occupation system (eos)

    Hey Banga. Loving the changes. Quick question on the spawn types. Housepatrols I assume are spawned inside houses and Heavypatrols are spawned outside of houses? If I'm wrong on this assumption let me know but I'm seeing the HousePatrols run out of the houses as soon as you engage the area. One of my favorite things about the EOS was you had to clear building by building which doesn't seem to be the case now.
  6. Yep, tried both of them in the units init field. this allowDamage false; was working in alpha.
  7. None of the solutions given here so far have fixed this issue. I personally was using 'this allowDamage false;' for testing and certain training units/players. Anyone else have a solution for making players/units invulnerable?
  8. ChardWreck

    =BTC= Revive

    ok I'm still seeing the same old bugs as the previous version with one new one. 1. If you get shot you automatically switch to your pistol. Doesn't matter if you die or not. This is a new one and a game breaker. 2. After getting killed you are laying on your back and twitching like you are trying to roll back over. (Saw this in the last version.) 3. If you respawn you are at the respawn location in free-fall about 2 inches off the ground for a couple of seconds. (Again, saw this in the previous version as well.) Any help here guys? Starting to get really frustrated with this script. And thanks MacScottie for the video. Made setting this up a lot easier. Now to get these bugs fixed. ----------------------- Followup: I tried just running the mission that comes with the download and that tosses errors and when you die your back at the respawn alive behind a black screen. Hitting esc lets you see past the black screen.
  9. ChardWreck

    Enemy occupation system (eos)

    Banga it appears to be an issue with your Occupation mission and not the EOS script. I can run EOS just fine on my dedicated server.
  10. ChardWreck

    OCCUPATION co10

    Hey Banga, The problem isn't with the EOS script unless it was modified in some way for the Occupation mission. I can run the EOS script on a custom map of mine with no issues on my dedicated server.
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