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loop.exe

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Everything posted by loop.exe

  1. loop.exe

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    @haleks hey maybe just talking with you fixed my problem. I sort-of managed to spawn Ryan Zombies and get them as Ravage agents. Are Ravage zombies able to attack civilians normally? It did not work for me, they were only attacking me:
  2. loop.exe

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    I tried the other way around (having Ryan Zombies transformed as Ravage agents) but they stay stuck without moving, because Ryan script is not deactivated until they are dead. The only reason I'm trying to change the way Ryan OR Ravage Zombies initialize is to allow players to use both at once and to make it compatible with my mission (and thus decide if zombies are agents or opfor units, because it impacts my own frameworks as well). If I use both mods without any change, Ryan and Ravage zombies will attack each other. While quite fun to see, it's not helping ^ ^ I understand this is not your issue, you have a mod perfectly working, but I like the challenge to give as many options as I can to players of my own humble scenarios (same with "content" mods being automatically integrated etc.
  3. loop.exe

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    Credits page added on the wiki; link available in OP. @haleks I did not check for a few weeks, sorry if I say stupid things. Last time I tried I believe your script zedMonitor.sqf is active per default, thus all entites tagged as "zombies" are thrown in your system. If I could deactivate that it could help, I would simply decide manually to use an edited version of your rvg_fnc_zed_init function. I do like the idea of using agents, it's fantastic in terms of optimization. I cannot do this however for Ryan Zombies though I tried as well to manually push Ryan Zombies in your own system but it conflicts with the fact they are also added in a specific system. I have an extra challenge, I currently use Opfor for zombies and replace them with regular AI if player is playing without zombies. I would also have to find a way to integrate your agents in this, but that would be step 2 anyway. Sorry for the nonsense, what I'm trying to say is: I would love players playing my scenario able to decide if they want Ravage Zombies, Ryan Zombies, both at once or none - an interesting challenge ;)
  4. loop.exe

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    Pleasure, I can quote the two of you. I'm really eager to give the proper credits but I'm not very organized so I hope I did not forget anyone (-actually I did forgot for one of the SQF file, thanks for the heads up!) Well noted for the credit page, I just wrote one for my next update in-game as well. For Ryan: sadly not. I'm not a very good coder but I already spent hours trying to have both your zombies and Ryan zombies as options: the idea of my scenarios is that you can play with or without zombies depending on your taste. Your zombies seemed much more optimized but the only problem is that you have a function picking all the units declared as Ravage Zombies. If I could deactivate this feature I could actually have both your zombies and Ryan zombies at the same time: I would use only your AI features without transforming the zombies as agents. Unfortunately Ryan zombies can not be pulled away of their main framework either, there is also a loop that I cannot deactivate if I use the mod.
  5. loop.exe

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    Hello Halek, Thanks for coming here, I'm honored! I gave you credits for the wreck spawner in the code, but I will double check if it's missing in the SQF files. Normally I do give credits, I'm more happy to do so! I confirm I used Larrow's script as a base for my own loot spawner or at least this is what I thought after my initial searches on Google. The loot page on my wiki is not written yet however. You can also see I credited Hero's survive for the same loot system. Basically I'm using a merge of the two systems because I found both ideas to be really great in the same scenario (searchable + dropped loot). Should I understand I misunderstood who came first with this original "searchable loot" script and I should credit you instead of Larrow? Your mod Ravage definitely inspires me. You probably have seen I actually integrated it for your outstanding zombies. Unfortunately the scenario was coded originally based on Ryan's Zombies. I was unable to write non conflicting systems for Ravage zombies, Ryan Zombies and my systems to work altogether, especially because I was unable to get your "agent" zombies stop fighting “Ryan" unit zombies and both mods have loop to detect zombies and force them into each mod's behavior. Is there any trick you would have for me to be able to give the choice to the players to actually play with Ravage?
  6. loop.exe

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    1.50 live: new game mode, Kunduz support and tweaks. 1.50
  7. loop.exe

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    First trailer created!
  8. loop.exe

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    1.49 rolled out; ads basic vitals in a new HUD and few other changes. 1.49
  9. loop.exe

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    1.48 live - cargo framework modified, GUI tweaked and some fixes. 1.48
  10. loop.exe

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    1.47 online, adding admin panel, DLC exclusion votes, mercenaries and some other changes. 1.47
  11. loop.exe

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    New update up, few tweaks & fixes 1.46
  12. loop.exe

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    New version deployed, adding single player support, new game option, new missions, etc. 1.45
  13. loop.exe

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    New update live. Temperature fixed + dialog system to pick game options at the beginning (I finally started understanding how they work \o/) 1.44
  14. loop.exe

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    New version up. Chernarus support added, more diversity for secondary missions and survival pillars revamp. 1.43
  15. loop.exe

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    Hello zagr! , Savegames are stored on your computer, please follow this link for a quick step by step http://forums.a3wasteland.com/index.php?topic=595.0 Hope this helped!
  16. loop.exe

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    Just posted the Takistan version as well.
  17. loop.exe

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    Actually, new update live: I played quite some time without bugs (except with Unsung, somehow some vehicle scripts were not working well) Wetransfer >> https://we.tl/2V4SLACZw7 1.42
  18. loop.exe

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    Although...again 1.41 has some weird bugs I just fixed ;) (headless client not initialized properly if you use one, noise framework not working when no players are alive etc.) Still a slow learner!
  19. loop.exe

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    It is not, there you go >> https://we.tl/xNhzWoNjW0
  20. loop.exe

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    Minor updated pushed to correct a few bugs 1.41
  21. loop.exe

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    Yes, progress is saved every 60 seconds.
  22. loop.exe

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    Thanks for the feedback. Yeah maps are something you can loot ;) Just so you know current persistent saves are broken for the Point of Interest missions (tasks labelled "Unknown contact"), I've just fixed them for the next version (ETA unknown).
  23. loop.exe

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    Hello kremator, happy to share them, here are the sources >> https://we.tl/Rve711lepx Stupid question, why not on Steam?
  24. loop.exe

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    New update available; construction materials can now be crafted from loot, towing works better and more buildings to build! 1.40
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