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Donnovan

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  1. Like
    Donnovan reacted to salival in Disable Radar (Sonsors of Vehicles)   
    This is an A3 thread :)
  2. Like
    Donnovan reacted to Blestda86ta in Disable Radar (Sonsors of Vehicles)   
    '_DZ' variants of vehicles come without radar as well. EX: MV22_DZ
  3. Like
    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);  
  4. Thanks
    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 
  5. Like
    Donnovan reacted to carl101 in Anyone know this problem?   
  6. Like
    Donnovan got a reaction from Helion4 in Error   
    Error
  7. Thanks
    Donnovan got a reaction from zhaleks in Error   
    Error
  8. Like
    Donnovan got a reaction from Helion4 in Error   
    Error
     
     
  9. Thanks
    Donnovan got a reaction from salival in Error   
    Error
     
  10. Thanks
    Donnovan got a reaction from zhaleks in Error   
    Error
     
  11. Like
    Donnovan got a reaction from Helion4 in Error   
    Error
  12. Like
    Donnovan reacted to Kenobi in Error   
    I am so sorry, now it works great and thank you, He-man :-)
  13. Like
    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;  
  14. Like
    Donnovan reacted to Kenobi in Error   
    Hello Donnovan,
    noticed, that admin menu owners in epochAH.hpp can't see zombie map icons. How to fix it?
    And like Cubitron wrote, fix for damage Epoch system would be appreciated. Thank you very much.
  15. Like
    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.
  16. Like
    Donnovan reacted to Helion4 in Error   
    Love it, nice work @Donnovan
  17. Like
    Donnovan got a reaction from Helion4 in Error   
    Error
  18. Like
    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
  19. Like
    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 
  20. Like
    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.
  21. Like
    Donnovan reacted to Kenobi in Error   
    Thank you. I found epoch CfgRemoteExec in:
    mpmissions\epoch.Altis\epoch_config\Configs\CfgRemoteExec.hpp
    Solved issues 4 and 5 that I mentioned.
  22. Like
    Donnovan got a reaction from Kenobi in Error   
    Error
     
  23. Like
    Donnovan reacted to Cubitron in Error   
    Hi, its only on my Testsererver and i have  atm no enough time , im moving to a new House Next 3 Weeks im out of Order 
     
  24. Like
    Donnovan reacted to Cubitron in Error   
    Working great, one thing you get dmg but the dmg dont show in the epoch debug monitor. always Damage 0.0000
  25. Thanks
    Donnovan reacted to Grahame in Error   
    @Donnovan They are CIV
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