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loop.exe

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Everything posted by loop.exe

  1. loop.exe

    [CLOSED]

    This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support)
  2. loop.exe

    [CLOSED]

    1.60
  3. loop.exe

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    @Nekro PhiladelphiaAfter many attemps i cannot make the scenario compatible with ALIVE. The framework is fantastic but too many systems conflict with mine.
  4. loop.exe

    [CLOSED]

    Hey thanks for sharing this, I will investigate. No ETA sadly as I'm just coming back to Arma. Hello there, sorry for your trouble. Could you also share your logs? Thanks.
  5. loop.exe

    [CLOSED]

    PS about Alive, Ground Zero is compatible with vCom AI (enemies will flank, get in mortars and use them, etc.). This should give you some interesting challenges. I may consider alive later but first I need to stabilize the game itself. DLC x Faction selection is really cool to build but since it is really dirty code and i'm not brillant either :D I will be back in 2 weeks from now, hope you'll have fun til then. Cheers
  6. loop.exe

    [CLOSED]

    Can you send me server logs? It should display which mods/factions were activated. I tested hours yesterday without a selection bug :( Could be: A bug (would not surprise me :p) Wrong votes / someone miss selected Not enough content in DLC/Mods + factions selected Just some vehicles not filtered properly because of their configuration in Arma
  7. loop.exe

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    Unfortunately not as far as I can tell, Alive would conflict with missions and AI scripts. A workaround would be to tell me what you use in Alive that Ground Zero would need.
  8. loop.exe

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    New version up, tweaks & bug fixed 1.59
  9. loop.exe

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    Not sure yet, I'm rebuilding a few systems to make faction selection easier. I have not been able to reproduce "empty uniforms". Torchlight vs handguns is normal at night though.
  10. loop.exe

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    @Nekro Philadelphia You may want to disable AH-64D Apache Longbow for ArmA3 by Nodunit and Franze, thousands of error lines in your logs. Advanced Towing Init: Ground Zero already has such a system, it will conflict DCON's V-44 Valkyrie (Beta) is not compatible with the way I spawn vehicles The admin panel but is also reported on other channels but I have not found the issue yet. But for your loading and crashes I definitely see the 3 mods listed above conflicting with content tables.
  11. loop.exe

    [CLOSED]

    Hello there, if I understand it properly this is due to a "Point of interest" mission type. You have to find the item (computer etc.) and grab it to deactivate it. The sound will drop, but also the noise source luring opfor units will be disabled. Hope this helped. Sorry for your trouble. I will need logs to investigate loading screen, could you provide me with this? To exclude Arma assets I believe the usecase is to filter all Arma 3 DLCs with the vote system. You need however enough content from your mods. If content tables are empty after DLC exclusion (say for example you have no secondary guns left) then the system will still include vanilla assets for the game to not break. DLC exclusion is however a piece of crap code, there is nothing working / covering all usecases automatically unfortunately. Again here logs may help me in case of a bug.
  12. loop.exe

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    1.58 has been uploaded. Bringing Beketov support, a faction selector and other tweaks. 1.58
  13. loop.exe

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    New version live: new game mode, DLC exclusion logic changed to DLC selection, BWS zombies support and Kunduz fixed doors map support 1.57
  14. loop.exe

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    New version posted! Added Isla Duala support, new game options and extra stuff! 1.56
  15. loop.exe

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    New update up! Some iterations for point of interests, tweaks and debug. 1.55
  16. loop.exe

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    New update posted - you can now play on Vidda on the top of the usual tweaks & bug fixes. 1.54
  17. loop.exe

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    1.53 live, few fixes & Wake Island support. 1.53
  18. loop.exe

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    New version up: Ravage support (zombies), new map, etc. 1.52
  19. loop.exe

    [CLOSED]

    Thank you so much \o/
  20. loop.exe

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    @haleks hope you are doing well. I'm done supporting Ravage for the main game modes as an alternative to Ryan Zombies and this just works absolutely well in terms of performances with double more zombies, and they have a much cooler behavior. However I have a game mode for which I expect zombies to spawn arround a given position and move to the position if they are too far, to attack the units defending it. Currently zombies just sit still or move randomly until a player/unit come close enough. How can I force them to move or give them a working waypoint? Is there any trick I miss reading your code? Thanks in advance! I've tried the 2 following workarounds without success: if ((modeFoes==-2)||(modeFoes==2)) then { czeh_cba_init = compile "(_this select 0) setVariable ['_zTarget',selectRandom (allPlayers - entities 'HeadlessClient_F'),true];"; ["zombie", "init", {_this call czeh_cba_init}, true, [], true] call CBA_fnc_addClassEventHandler; ; [] spawn { private _array = []; private _players = []; private _player = objNull; private _zed = objNull; while {(laststandActive)} do { _players = (allPlayers - entities "HeadlessClient_F"); waitUntil { sleep 0.1; _player = selectRandom _players; (alive _player) }; _array = [] call getZAll; { _zed = _x; if (alive _zed) then { if ((isNil {_zed getVariable "_zTarget"}) || ((_zed distance respawn0 > 200))) then { _zed setVariable ["_zTarget",_player,true]; }; }; sleep 0.01; }forEach _array; sleep 10; }; };
  21. loop.exe

    Zombies & Demons 5.0

    @haleks please disregard my request about integrating manually part of your Zeds function. This will not work with Ryan Zombies, despite all my efforts there is still a Ryan code loop for each zombie targeting, and it conflicts with your behaviors. I will thus work on manually supporting each mod, without stacking possible. Cheers!
  22. loop.exe

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    Hey @socs glad you have fun. I'm currently downloading Chernarus 2035, I will try to integrate it for the next update. Cheers!
  23. loop.exe

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    @haleks thanks for the animation trick, I can confirm: It works technically Ravage Zombies using Ryan Zombies have indeed quite interesting animations. Looks more like my 2nd kid when she tries to grab a fly than zombies. Ryan Zombies are made to be units, not agents Now and that being said I do like Ryan Zombies models, but I prefer Ravage Zombies' behavior, and Ravage is much more optimized (I have so much to learn still!!) I would rather integrate Ryan Zombies in your own framework and rebuild every system based on Opfor units for Ryan Zombies to something compatible with Ravage agents. I have not been able to figure how to get zombies attacking civilians but I may find a solution. At least they attack me. May I officially request the permission to use more of your functions, namely the ones in rvg_zeds\scripts\zeds from Ravage, of course give you credits for them, but tweak them so I can force Ryan Zombies to go through this framework? The reason I ask: I also need to cover a usecase, when a player will have Ryan Zombies but not Ravage mod activated. If I switch all my code logic to support Ravage behavior I need it working/natively supported even if the mod is not activated. Thanks in advance. PS: I would love to ask more advices from you on my own code but you already spent enough time with me :) I try to optimize based on what I learn but this is generally not enough. Even re. my loot spawn is quite laggy yet.
  24. loop.exe

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    Hey thanks, I will try this for the next update (cause I tried to import your zed functions in my code but tweak them to make them work with Ryan, was not very satisfying! Also new version up, 3 new maps! 1.51
  25. loop.exe

    [CLOSED]

    Ah nevermind, even tweaking your scripts I cannot get it to work properly. Oh well, guess it was worth a shot.
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