thevisad
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Posts posted by thevisad
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Ah gotcha. Got a fix in mind....
oh duh.
if (count _this > 3) then { _secondHand = true;
right?
That would work, I made it an actual trigger effect and use it for our "agro" zombies.
_position = _this select 0; _agent = _this select 1; _agro = _this select 2; _secondHand = false; if (_agro == "agro") then { _secondHand = true;
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You're missing the issue, second hand zombies where used for debugging and are not normally the process in which they are handled. It was toggled by sending the variable debug, causing _this to be more then 2. You have now added a third option to _this, triggering second hand zombies to occur. Now the debug script is running and the zombies all target and move towards the player. Spawn in a city, go into a building and stand, within minutes you will have zombies coming towards your position. Setting them to forcespeed of 2 only slows the transition down. As it shows in the below code example, it is told that if it is a second hand zombie, then move to this location.
The loiter behavior remains the same thevisad (server standard). Within that file, down near the bottom, all loitering zombies are set with a forcespeed of 2. This puts them back into the loiter behavior, and not just wandering around at some silly fast speed.
if (_secondHand) then { diag_log ("Zombie " + str(_agent) + " Loiter " + " distance: " + str(_newDest distance _myDest)); _agent doMove (getPosATL player); _agent moveTo (getPosATL player); };
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_position = _this select 0; _agent = _this select 1; _secondHand = false; _isrunner = _this select 2; if (count _this > 2) then { _secondHand = true; //diag_log ("Second Hand Zombie Initialized: " + str(_this)); };
You have now made this a secondhand zombie, which means if you did not correct the the movement in Loiter, then all zombies will move towards the player that created them.
if (_secondHand) then { diag_log ("Zombie " + str(_agent) + " Loiter " + " distance: " + str(_newDest distance _myDest)); _agent doMove (getPosATL player); _agent moveTo (getPosATL player); };
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I am just poking fun, I am more then happy to have anyone use anything I build.
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You could have at least given credit where credit is due! Enjoy using my code/artwork!
[Release] Random Speed Zombies (walking and running)
in A2: Epoch Mods (1.0.5.1)
Posted
If you really want to get fancy, use this block from Unleashed for the zed movement, in conjunction with your mod. I ripped out our agro, speed and targeting controls.