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thelegendarykhan

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Everything posted by thelegendarykhan

  1. Thank you for the reply Zeno. I am a basic 'beginner' in scripting you can say. Not 100% noob. I make and play SP missions alone, hence honestly I do not decorate my init.sqf with titles as the above example. Like I usually do with mods, I just copy pasted your call script lines along with relevant sqf files in mission folder. My init.sqf is bland as: 0 = [p1, 1600, 10] call Zen_SpawnAmbientVehicles; 0 = [m1, east, 0.8, 3] call Zen_SpawnInfantry; I believe the scripts with text "0 =...." or "null = " dont come in init.sqf but rather in unit init or trigger. But like I said, I tried putting these there also. Anyway I will try your approach tonight. In layman's terms, can you please explain to me where the script lines with "..call so-and-so" and "....execVM so-and-so.sqf" are put? Ive seen execVM's are usually in init.sqf. But call function? and I also observed that in your "call" lines you have not put ".sqf" in the end. Is it a usual practice to leave ".sqf" word in "call" lines? Thnks man :D
  2. thelegendarykhan

    DAC V3.1 (Dynamic-AI-Creator) released

    DAC is amazing no doubt. But I am unable to make the spawned enemy groups patrol as "Safe" "Careless" and with "limited speed". In short, trying to make 'em unaware of my presence so that I can scare the butterflies out of them without a warning. But no matter how much I play with "_setCombat", "_setSpeed", and "_setBehav", those idiots keep running around since the mission start as if they spotted some thing. Unnerving. I use just the extern logic ( was using intern but the single config thing appears broken) and in the DAC folder inside mission folder, the case 1 of behaviour files (which I am using on spawned enemy) looks like this: case 1: { //_setSkill = ["aimingAccuracy","aimingShake","aimingSpeed","Endurance","spotDistance","spotTime","courage", "reloadSpeed","commanding","general"]; _setSkill = [[0.2,0.8],[0.2,0.8],[0.2,0.8],[0.2,0.8],[0.2,0.8],[0.2,0.8],[0.2,0.8],[0.2,0.8],[0.2,0.8],[0.2,0.8]]; _setCombat = ["blue"]; _setBehav = ["careless","safe"]; _setSpeed = ["limited"]; _setForm = ["line","vee","column","wedge","stag column","ech left","ech right","file","diamond"]; _setFleeing = [0,200]; _setHeliVal = [50,100,0.7,1]; _setPause = [[5,10],[5,10],[5,10],[20,30,5,5],[1,3],[0,0]]; _setBldgBeh = [4,50,120,600,2]; _setPatrol = ["45 + (20 * (skill _leader))","(60 + (random 60)) + ((skill _leader) * 50)"]; _setSearch = ["40 + ((skill _leader) * 150)","50 + ((skill _leader) * 50)"]; _setSupport = [1,2];//support for other zones //blufor arti _setJoin = 2; _setEmpVeh = [[150,100],[150,100]]; _setSupTime = ["5 + ((skill _unit) * (5 * DAC_AI_Level))",2,5]; _setHidTime = ["(((10 * DAC_AI_Level) + ((skill _leader) * 50)) / ((count units _group) + 1))"]; }; //------------------------------------------------------------------------------------------------------------------------- Please help man. What am I doing wrong?
  3. I am putting this in player unit (p1) init field it doesnt work, i tried putting it in init.sqf it doesnt work, same for trigger also: 0 = ["p1",1600,10] call Zen_SpawnAmbientVehicles; // Trying to spawn 10 vehicles in agia marina. nothing spawns even 600 kms from town 0 = ["m1",east,.8,3] call Zen_SpawnInfantry; // should have spawned 3 units on marker m1, doesnt spawn. And yes I am putting both the Zen_SpawnAmbientVehicles.sqf and Zen_SpawnInfantry.sqf files in the mission folder. what gives? Please help
  4. Is it possible to select playable side at the start or is BluFor hardcoded?
  5. Very handy scripts indeed. However, mikey, I am trying to achieve a wasteland like mission in SP. So: 1. When the Ai and even my player unit if killed, the script should scan the entire map and then randomly choose a cover point far off. To maintain the Search and Destroy element. Can you please send me the edited script for this? 2. If I use your markername approach to determine more than one respawn location, how do you put the array of different markernames in unit init so that a random spot is chosen? take for instance markers named "m1" and "m2". I tried altering your init script but to no avail. Thank you.^^
  6. thelegendarykhan

    DSS: The Mod

    - Oh and please make the "Detected by zombie" condition realistic. As in, there is a zombie mod (dont wanna name it coz he has also put up hard work :) ) so i am trying to sneak closer to the zeds and they appear to have developed a mutation to see through walls and the entire stealth effort goes down the drain. :P Zombies are silly. Only obvious "running around" and other loud noises and visuals should make them active, not walking or strafing IMHO. :) Ranwer you are trying to achieve the "till-now" impossible feat man. And nearly there. I rarely get so excited but this IS IT. Please dont mind my hysteric posts. ;) - Another great thing would be occasional red zones on map showing the nearing Zombie apocalypse. That would be a huge herd of zeds about to enter that area. Like battle royale's Red Zone, one would be wise to leave that area asap. Or just stay put without moving a muscle. Brings a rushing piss just at the thought of it. lmao - Sorry to make it too long and demanding, but if not with the first release, then in the following updates, just introduce different zombie walking/moving/attacking animations? slow and fast zombies etc. I will happily try to find legal and free to use zombie skins on the net for you man. :) There is this guy at the armaholic forum who had also started it. I dont know where he is or the progress now. You might wanna check there are 3 in it. http://www.armaholic.com/forums.php?m=posts&q=27881 You must take over a dinosaur mod after this. I am sure you WILL do justice to it.
  7. thelegendarykhan

    DSS: The Mod

    Thats a ****** Alien for heaven's sake!! O.O
  8. thelegendarykhan

    DSS: The Mod

    Such build-up to the finale man. lol under 100 MB? O.O OMG fo real ? How did you manage the zombie animations man? those animations will make all the difference. love em. add more more MOREEEEeee.. bigger meanier zombies. :P
  9. thelegendarykhan

    DSS: The Mod

    Ranwer my man. Where have you been? I remember seeing your older WIP videos on youtube which you referred to me wayyyyyy back in a forum. Love the progress. SP compatibility is gonna make it a Wasteland like mod but with Zombies and other things. Legendary Brah'.. Cannot wait. Seriously. Release it as it is already, lol. Btw, can you share the estimate size your masterpiece is gonna have? :P
  10. Wow you 2 guys are 5 year old whining babies. Isnt it?
  11. thelegendarykhan

    Zero Dark Zero

    We live in a free world dont we? :(
  12. I want to play as OPFOR. Simple isnt it?
  13. you have given all the world's options but I believe not the simple option to select player side at the start?
  14. thelegendarykhan

    Zero Dark Zero

    Just noted one thing. I used the socom mission/objective generator. Worked well and even initiated missions, but on remote corners of Stratis. Literally "corners", one of the missions just 3-4 metres from coastline. When I approached it, it was a hut and only 3-4 OPFOR Units around it. and the object was clear the area. lol And I was playing as OPFOR, so please in the next update, detect the player side and have enemy faction spawn automatically. or give a "Select enemy faction" option inside a module. Not every one is a fan of NATO side ;) To all others, Goblin's mod refers to using his modules for, like he said, immersion rather than full on A-Z mission generator and spawner (Atleast not till this version). A quick hint, whatever modules you want to use, it is coupled with a twin module. I mean, for example there are 2 modules which begin with the word "HALO", so you need both of them to make the entire HALO thing to work. And similarly for others. As he said syncing isnt required but earlier I anyway synced them to my player unit with no issues. Similarly, the "scout/sniper" module isnt a mission generator with random targets on the map, it includes sniper details like study of ballistics, wind direction etc through items like that "kestrel" thing which looks like a radio with fan. :p Anyway, from what I have understood Spook War creates that "environment" for you to feel like an organised bada$$. Play around his modules in the editor on a small maps like stratis or porto to avoid long frustrating load times on larger maps. Then after practice, you can use other brilliant addons like EOS, DAC, Zombies and Demons to spawn stuff then go at it. Regards
  15. thelegendarykhan

    Zombies & Demons 5.0

    I didnt see that 'roaming enabled' logic yet. Can you please elaborate a bit? :)
  16. thelegendarykhan

    Zero Dark Zero

    I want to do it if the mod maker "Goblin" is okay with it. :D
  17. thelegendarykhan

    Zombies & Demons 5.0

    An update, amazing. Man I know you may already have the following points on your to-do-list, still I want to mention them as I find your work very VERY promising: 1. Make them linger around. They seem to converge to a point and just stand there. Give them small waypoints with limited speeds so they can limp around. (btw the "coming-out-of-the-ground" animation looks fabulous) :) 2. When they detect me, they do move towards me, but they halt at regular intervals. All of them as in synchronising motions. I believe they think at each waypoint? 3. Animations are cool for a starter but make them limp as in twisted ankle etc etc. I am sure you can achieve the best zombie mod in the coming updates :D And if BIS thinks you are a threat to DayZ, I will defend you. lol 4. I know you will continue on more diverse textures 5. Some "Huge" versions of zombies will be much appreciated :D I will post more as they come in my mind. Again, good luck and may you succeed in this endeavour.
  18. thelegendarykhan

    Zombies & Demons 5.0

    lol true. I will just use for personal SPs man and dont even play coop. I will give license credits if they wish. Just need those pbos plz. Their launcher looks like a nuclear reactor and downloading issues worsen the situation.
  19. thelegendarykhan

    Zombies & Demons 5.0

    Amazing start man. :) Just what the community had been waiting for. Btw, can any one please extract and send me the "zombie" only files from breaking point? They appear to be the best at the moment but I am having serious troubles downloading that mod in my country. bandwidth sucks guys. please help :(
  20. Its been over 1.5 years that Arma 3 came out and a great amount of time since DAYZ for arma 3 came out. What beats me is that how come such a talented and creative frenzy community like ours has not released a simple zombie script for SP purposes atleast? I am not mentioning those scripts where normal civilians are running into you which I am sorry is not at all appealing IMHO. I agree maybe BI has put some copyright stuff on making zombies like Dayz given the fact that Dayz is one heck of a money making machine for them. But then again, scripters have even introduced a lot of otherwise paid features of ARMA 3 via their own (if not perfect) scripts or addon. Whats the problem with Zombie? There is a fantastic mod for Raptors and a Trex in production. Why not the madly popular Zombie genre? Whats wrong with zombie textures atleast? Animation may come in the next release. Please excuse my blabber but it is really annoying that money is the only way to play a zombie version of Arma 3. Regards
  21. thelegendarykhan

    switching maps between missions?

    Wow thanx AZ Coder. Will check it out :D
  22. Just like some moments in the ARMA 3 campaign, how to make a small campaign mission in editor and lets say put 3 of its missions in one map eg Stratis and remaining 3 on Altis. So is it possible to automatically change the maps after 3rd mission is successful and a black fade out screen leads to the start of next mission on Altis? I am ok with a loading screen in between swiching :) Please be specific as what to put where. Regards
  23. thelegendarykhan

    =BTC= Quick revive

    *bump*
  24. thelegendarykhan

    Mag Repack

    Would love this mod to re-initiate on mission loads also. Sad.
  25. thelegendarykhan

    Simple zombie addon/script/texture?

    Mmmm not to stretch this but, can you release a zombie "unit-only" mod or addon first? :) I mean if I can just throw it in editor, spawn zombies and go haywire without the need for other systems like food, water etc. I mean I will obviously try your full RPG type version but right now I will appreciate a smaller file. I am sure releasing such a SP friendly zombie "unit-only" mod will make you a blockbuster instantly :D Regards
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