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About CR4NK
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Maybe this help you a bit ;) OriZombies.hpp
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they defined in the origins dayz_code to get theme working with epoch you need to add theme in the dayz epoch dayz_code under the zZombieBase part in the config.bin and then every player have to download this file Example: class z_policeman : zZombie_Base { model = "\ca\characters2\civil\Policeman\Policeman"; zombieLoot = "policeman"; class Wounds { tex[] = { }; mat[] = { "ca\characters2\civil\policeman\data\policeman.rvmat", "ca\characters2\civil\policeman\data\w1_policeman.rvmat", "ca\characters2\civil\policeman\data\w2_policeman.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat" }; }; };
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the origins files get overwritten by the epoch files, for example you can load in the namalsk zed cause they get loaded in trough the ns_dayz file but if this file would be called dayz_code.pbo they won't load in cause they get overwritten by the epoch files
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The zombie models are in the origins_pack.pbo in the folder characters. Btw i know how to change the gear interface but i can't find the option in epoch to replace the buttons for clos bag, filter, close ect. they are always the default arma 2 oa gear buttons. Another thing is if you try to open the Origins config.bin files it says that the file isn't a Arma file.
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Is there any chance to get this mission system?
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Try this one if it doesn't work i know only one person who get these zeds working and that is kamikazexex maybe he can tell you then how to get theme work correctly
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Can you upload your CfgBuildingLoot.hpp for me? But not the one i'll send above
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Here you go ;) You can add theme to every class from Default to MassGrave. The more classes you add theme the higher is the chance you see one spawning of theme
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Thats how the first zombieClass line looks in the Origins Loot tables: Origins line: zombieClass[] = {"zZombie_Base","z_policeman","z_Boss_zed","ori_zombie1","ori_zombie1n","ori_zombie2","ori_zombie2n","ori_zombie3","ori_zombie3n","ori_zombie4","ori_zombie4n","ori_zombie5","ori_zombie5n","ori_zombie6","ori_zombie6n","ori_zombie7","ori_zombie7n","ori_zombie8","ori_zombie8n","ori_zombie1L","ori_zombie1Ln","ori_zombie2L","ori_zombie2Ln","ori_zombie3L","ori_zombie3Ln","ori_zombie4L","ori_zombie4Ln","ori_zombie5L","ori_zombie5Ln","ori_zombie6L","ori_zombie6Ln","ori_zombie7L","ori_zombie7Ln","ori_zombie8L","ori_zombie8Ln","ori_vil_zombie_woman1","ori_vil_zombie_woman2","ori_vil_zombie_woman3","ori_vil_zombie_woman4","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_doctor","z_teacher","z_hunter","z_villager1","z_villager2","z_villager3","z_priest","z_soldier","z_soldier_pilot","z_soldier_heavy","ori_pozarnik"}; Epoch with Origins Zeds added: zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_villager1","z_villager2","z_villager3","z_Boss_zed","ori_zombie1","ori_zombie1n","ori_zombie2","ori_zombie2n","ori_zombie3","ori_zombie3n","ori_zombie4","ori_zombie4n","ori_zombie5","ori_zombie5n","ori_zombie6","ori_zombie6n","ori_zombie7","ori_zombie7n","ori_zombie8","ori_zombie8n","ori_zombie1L","ori_zombie1Ln","ori_zombie2L","ori_zombie2Ln","ori_zombie3L","ori_zombie3Ln","ori_zombie4L","ori_zombie4Ln","ori_zombie5L","ori_zombie5Ln","ori_zombie6L","ori_zombie6Ln","ori_zombie7L","ori_zombie7Ln","ori_zombie8L","ori_zombie8Ln","ori_vil_zombie_woman1","ori_vil_zombie_woman2","ori_vil_zombie_woman3","ori_vil_zombie_woman4","ori_pozarnik"}; Try one of this lines or both and i think you have to keep the standard zed models.
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You need custom loot tables and in the CfgBuildingLoot.hpp file you add theme at this line: zombieClass[] = example: zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_villager1","z_villager2","z_villager3","z_Boss_zed","ori_zombie1","ori_zombie1n","ori_zombie2"};
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I have still the files from Origins 1.7.8.5 and in this version of Origins they have their Loottables still in the dayz_code.pbo ;)
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"z_Boss_zed","ori_zombie1","ori_zombie1n","ori_zombie2","ori_zombie2n","ori_zombie3","ori_zombie3n","ori_zombie4","ori_zombie4n","ori_zombie5","ori_zombie5n","ori_zombie6","ori_zombie6n","ori_zombie7","ori_zombie7n","ori_zombie8","ori_zombie8n","ori_zombie1L","ori_zombie1Ln","ori_zombie2L","ori_zombie2Ln","ori_zombie3L","ori_zombie3Ln","ori_zombie4L","ori_zombie4Ln","ori_zombie5L","ori_zombie5Ln","ori_zombie6L","ori_zombie6Ln","ori_zombie7L","ori_zombie7Ln","ori_zombie8L","ori_zombie8Ln","ori_vil_zombie_woman1","ori_vil_zombie_woman2","ori_vil_zombie_woman3","ori_vil_zombie_woman4","ori_pozarnik"
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z_us_soldier, z_us_soldier_light, z_ru_soldier, z_ru_soldier_light, z_ru_soldier_pilot, z_nac_soldier, z_nac_soldier_heavy
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Hi, i would like to creat new missions for WAI but there's a probelem i don't know what the _position select parts mean: _baserunover0 = createVehicle ["MAP_fort_bagfence_corner",[(_position select 0) - 40, (_position select 1),-0.2],[], 0, "CAN_COLLIDE"]; exactly this part: [(_position select 0) - 40, (_position select 1),-0.2] what does the -40 stand for or the -0.2 and what does _position select 0 and 1? Does it stand for setDir and setPos? And a other question is does someone know how i can setup a Vehicle init? For example i want that UralWrecks or HelicopterWrecks are burning when they spawn at a mission. I thought on this: _baserunover setVehicleInit "BIS_Effects_Burn = compile preprocessFile ""\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf""; nul = [this, 5, time, false, false] spawn BIS_Effects_Burn;";
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Thanks, works perfect :)