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spidypiet

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Everything posted by spidypiet

  1. spidypiet

    Zombies & Demons 5.0

    @nomisum looks great
  2. spidypiet

    Hide waypoints

    why not change the difficulty settings HUDWp=1; // Shows Waypoints right after they're ordered to you HUDWpPerm=1; // Shows Waypoints permanently
  3. spidypiet

    Vcom AI V2.0 - AI Overhaul

    @ljcampos userconfig\VCOM-AI\aisettings.sqf VCOM_USESMOKE = true; to false ?
  4. i would guess in Open Terminal.sqf above: _closeaction = [[_object,["<t color='#ff0000'>Close-Box<t>","DataTerminal\CloseTerminal.sqf"]],"addAction",true] call BIS_fnc_MP;
  5. spidypiet

    Zombies & Demons 5.0

    +1 would be a great feature if they go back to roaming after 2-3 min when lost line of sight but anyway's a great Mod ;)
  6. setCustomAimCoef is used to reduce weapon sway 1= full sway 0= no sway my personal setting is 0.5 along with player setUnitRecoilCoefficient 0.6
  7. nice work arounds but to be honest tis should be general Game /server settings
  8. check _unit forceAddUniform "***";
  9. spidypiet

    Zombies & Demons 5.0

    did some testing i don't think those waypoints are needed just place the abilities logic Roaming they stay around the spawnpoint moving about soon as you'r detected all zombies will be going for you so place your spawners on obvious places
  10. spidypiet

    Zombies & Demons 5.0

    i use on every spawner a regular AND waypoint also the roaming logic so they roam about there spawnpoint but soon as you'r detected they ALL!!! will run towards you also to prevent long lines use more spawners
  11. spidypiet

    Zombies & Demons 5.0

    maybee you could change the position of the zombiespawners away from the players by a trigger soon as they reached a crusial point of the mission that way they only have to deal with the remaining zombies and they stop spawning
  12. spidypiet

    Fatigue Feedback (dev branch)

    just make it a server/host option that way any one has being served
  13. i would use 2 triggers on top of each other 1e for the countdown without player setDamage 1; 2e for the setdamage with a 4second timout delay and with only player setDamage 1; you stil get the countdown to 1 when you'r back in the trigger_zone but only die outside the zone
  14. in init.sqf WEST setfriend [WEST,0]; EAST setfriend [EAST,0]; RESISTANCE setFriend [RESISTANCE,0]; RESISTANCE setFriend [EAST,0]; RESISTANCE setFriend [WEST,0]; its all mayhem FFA
  15. 1.create new mission 2.add unit (player) 3.save mission 4. preview , add stuff , then save to .sqm(keep in mind its saved to clipboard instead) go back to 2D editor 5.find file yourmission.map in my documents/user/arma 3 other profiles/name/ 6. open mission.sqm then hit ctrl+a (all is selected now) hit ctrl+v clipboard is pasted in mission.sqm save file 7. while still in the 2D editor reload mission 8. all units are AI now so you have to edit them for player controll and save again
  16. try this on the end off your script camDestroy _camera; EndIintro;
  17. keep in mind in zeus or even with the get/set commands on small object placed on a desk it needs this enableSimulation false; in the objects init line ^^ D787 +1
  18. spidypiet

    How can I make a template mission?

    keep in mind create templates per island a template created on stratis will have other positions when merged on altis
  19. spidypiet

    How can I make a template mission?

    when its only editor placed objects and items then a merge is the way to go merge the template.mission in to your new.mission keep in mind all playable units and player unit will be converted to regular AI
  20. spidypiet

    How to make multiple respawns?

    you could use several MP respawn modules and sync it with triggers clear the area so that respawn point becomes active, that way you also add multiple respawn points to your respawn menu
  21. { if(side _x == east) then { _x addItem "NVGoggles_OPFOR"; _x assignItem "NVGoggles_OPFOR" }; } foreach allUnits;
  22. spidypiet

    Can I use Zeus 3d editor to build nonzeus missions?

    zeus is intergrated in MCC so if you use zeus for creating your mission in MCC and then login save/load All to SQM then all items objects units and even waypoints made with zeus wil alsol be saved to the clipboard i use the modded version of MCC create new mission create a player unit hit preview then hit Y key for the Zeus editor place objects and units what ever you want the hit Y again for leaving zeus then scroll up/down with mouse wheel you will see MCC in your action menu click MCC and login then save/load all to sqm now all is saved to the clipboard end the game backin the editor alt+tab out to desktop now find you mission in my documents/arma3-other profiles/username/missions/yourmission now open your mission.SQM with notepad++ then ctrl+a then ctrl+v and save go back to the editor reload your mission you will need to clean up some unwanted garbage surrounding you player unit (its now a regular AI unit change it back to player) like windfx.pollen save again in the editor now all is done and ready to go tip: creating missions can take many hours day's or even weeks to complete so i create my main mission where i create tasks and place DAC triggers and use seperate MCC/Zeus missions to Merge in to the main missions also create mission Backups before working altering or merging
  23. spidypiet

    Can I use Zeus 3d editor to build nonzeus missions?

    i use the MCC mod version Zeus is intergrated ,that way you can save your build mission i even build small portions of a mission and merge them with the Main mission
  24. not only it stops reading it also stops processing that entire line i agree he should use sleep 1800; or sleep (60*30); only way to be sure is to test it on a smaller delay like you said: sleep 5 * 20; //will only sleep for 5 seconds by that logic "sleep 1800*30;" should give a 30 min delay before the trigger resets and should the script work as expected
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