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gulozwood

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Everything posted by gulozwood

  1. gulozwood

    Infected Script by Gulozwood

    HI, Glad to see my babies do their duty ^^
  2. gulozwood

    Infected Script by Gulozwood

    nope, triggers are used to define targets, here the trigger detect everything exept east. you can change the faction of the infected by changing the spawned character. in files "pop*.sqf" look for _object=[_buildingPos, 180, "O_Soldier_F", EAST] call bis_fnc_spawnvehicle; and change "O_Soldier_F" by another one, but you have to adapt triggers detection. that would be perfect, but it's another kind of job and this script still not finished... anyway if you have a model ready to use, just spawn it , you just have to replace "O_Soldier_F" ;)
  3. gulozwood

    Infected Script by Gulozwood

    for now markers are spawning zone and triggers are used to detect players for the targeting system. so infecteds are "linked" to their trigger yes you can, look for the line: if(!alive _me)then in files "infectedinit.sqf" and "fnc_attack.sqf" and modify the sleep value Infected are just OPFOR, so you know how much you kill at the end of the mission. by the way, I forgot to put airfield and Aigia marina triggers on repeat mode on the last exemple mission :/
  4. gulozwood

    Infected Script by Gulozwood

    hey, thank you foxhound
  5. gulozwood

    Infected Script by Gulozwood

    nope, the one on armaholic is not up to date.
  6. gulozwood

    Infected Script by Gulozwood

    I'm sorry, that's "on act." box... if you have download the new exemple mission, it's inside, look at the airfield. something like this in on act. box: null= thisTrigger spawn zoneInit; null= [thistrigger,"zone02",100] spawn fncPopOutdoor;
  7. gulozwood

    Infected Script by Gulozwood

    Hi, at start you have trigger that detect BLUFOR only, changed to a trigger that detect every factions exept OPFOR. triggers are created at mission start and used to make target list that will be used by infected inside the trigger only, infected AI is disabled exept for walking, in that way they are just like "moving empty vehicles" and you can spawn hundreds of them in coop on a "normal" server.
  8. gulozwood

    Infected Script by Gulozwood

    spawn rate is based on the house count in the marker zone, from 10% to 70%. 70% if you have 10 houses or less in the marker, 10% if you have more than 100 houses. these probabilities are used for every "buildingPos" of houses in the marker. in Aegia Marina filled at 10% I can get from 30 to 70 spawned units ... :/ you can find _probability in the popinfected.sqf file at line 19. here a little test with 300 spawned, still working in coop ---------- Post added at 21:48 ---------- Previous post was at 21:47 ---------- Thank you Karneck yep that's it, infecteds are just angry peoples :).
  9. gulozwood

    Infected Script by Gulozwood

    @Droopypiles: they all spawn when you enter the area, you have to leave then enter the area to make them spawn again. @karneck: I'm sorry but can you explain what is a "shacker" gameplay?
  10. gulozwood

    Infected Script by Gulozwood

    hi, i've tested this and it seems to work. first in the infected.sqf file at line 68 find: _x setTriggerActivation ["west", "PRESENT", true]; and replace with: _x setTriggerActivation ["any", "PRESENT", true]; then in the infected\zoneinit.sqf file at line 16: if (alive _x ) then and replace with: if ((alive _x )and( side _x != east ))
  11. gulozwood

    Zombie Script

    Hi there, I'm new on this forum, and maybe the thread is a bit old but I just finished a "zombie" script, and based on the shaun Bluebär one (started it in march). A zombie don't run so I call them "infecteds" ;) Anyway it work on solo/server/dedicated, no limit in players or infected count, mission makers just have to create markers to determine infected zone and put markers name in the init file, then the script create triggers, creating activating infected when players enter the zone, depopping everything when they leave. Infected can only target blufor inside the triggers. I've made 2 missions with my old script (look for "dawn of the dead coop" in the workshop), but it was limited to 3 players due to my shitty targeting system, but it was the first script of my life ^^, so I'll post the new one as soon as find a way to create a thread in the correct one.
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