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Donnovan reacted to Blestda86ta in Disable Radar (Sonsors of Vehicles)
'_DZ' variants of vehicles come without radar as well. EX: MV22_DZ
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Donnovan reacted to He-Man in Disable Radar (Sonsors of Vehicles)
If somebody is also looking for a script function to disable the Radar of Vehicles:
{ _sensor = _x; if (_sensor isequaltype []) then { if (count _sensor > 0) then { _sensor = _x select 0; }; }; _vehicle enableVehicleSensor [_sensor,false]; } foreach (listVehicleSensors _vehicle);
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Donnovan reacted to Grahame in X groups of Y AI units or X*Y alone AI units?
Don't forget the limit on the number of groups in ARMA though. 288 now btw
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Donnovan reacted to He-Man in Error
For the damage:
Epoch Debug only check "damage Player".
In this scripts, you do "sethitindex" for all hits, but do not change the overall damage.
That is the reason, why the damage is not displayed.
If I have checked it correctly, you can change:
{_uTarget setHitIndex [_forEachIndex,_x + _damage,true];} forEach (getAllHitPointsDamage _uTarget select 2); to
_hits = getAllHitPointsDamage _uTarget select 2; _uTarget setdamage ((damage _uTarget) + _damage); {_uTarget setHitIndex [_forEachIndex,_x + _damage,true];} forEach _hits;
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Donnovan reacted to Kenobi in Error
Small changes I have done,
and now it is for me as I want.
If anybody want try..
In brpvp_zombies_loop.sqf
Replace:
_proneFactor = if (_stance == "CROUCH") then {0.5} else {1};
_proneFactor = _proneFactor min (if (_stance == "PRONE") then {-0.15} else {1});
With:
_proneFactor = if ((_stance == "CROUCH") && (speed player < 13)) then {-0.2} else {1};
_proneFactor = _proneFactor min (if (_stance == "PRONE") then {-0.4} else {1});
These changes with BRPVP_zombieFactorLimit = 35; giving this result:
Increase spawning (running straighten up, walking straighten up, running CROUCH mode) - One red zombie icon in 8 seconds.
Decrease spawning (walking CROUCH mode) - One green zombie icon in 28 seconds.
Decrease spawning (PRONE mode) - One green zombie icon in 14 seconds.
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Donnovan reacted to egamestudio in Error
The zombie is not attack players now :/ the civilian is not attacked are you a solution ?
my questions have been resolved: ) Now I'm fighting with BE
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Donnovan reacted to egamestudio in Error
Hello,
Sorry my bad english,
Your mod is very nice, so i not working for me..
so I did :
- Add brpvp_zombies in root mission
- Add in my init.sqf
//NEEDED FOR ZOMBIES VOICES TO WORKS CORRECTLY enableSentences true; enableRadio true; //THE CODE LINE BELLOW MUST BE ALLWAYS IN INIT.SQF if (isNil "BRPVP_missionRoot" && !isServer && hasInterface) then { BRPVP_missionRoot = __FILE__ select [0,count __FILE__ - 8]; publicVariable "BRPVP_missionRoot"; }; //EXEC BRPVP ZOMBIES call compile preprocessFileLineNumbers "brpvp_zombies\brpvp_zombies_init.sqf";
And launch the map, not zombie spawning :/
the zombie not spawning..
How to spawn zombie in town ?
[[4,5],[120,160],150,["NameCityCapital","NameCity"]]
Thanks for help
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Donnovan reacted to Kenobi in Error
Thats a main point all around my idea. The condition must be done for speed and coincidently for crouch mode. Runing in crouch mode with shift pressed give almost full max speed. If condition will be for crouch mode + speed max 12-13, then movement will be what i have on my mind. Player will moving silently and zombies will not spawns. I think everybody will want moving fast, everybody will want to kill zombies :-) But if player will want play silent assassin role, zombies will sleep deep under grass. Maybe I will have to forget about this feature. For me it is hard to explain in english this stuff. Google translator helping me every day. I hope you understand what i have on my mind. In all case, this script is very good and i want to add this one to my server. Thank you again.
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