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Posts posted by ryker
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Add some different buildables to what we already have, if the Epoch team were working on some for a later release :)
+1
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sorry , ccant help you but i like this idea - following it...
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Hello survivors,
i installed P4L many times successfully without any problems.
Now i updated to the latest version and all seems ok, but after death iam not able to remove any previous built items or the plotpole itself.
My Char-ID was saved to the database, but it seems that i am not the owner.Has anyone a clue what file can cause this or where i have to take a look at?
Thanks, Ryker
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Edit: Another wired issue, that on a fresh server - without any other scripts installed - P4L gives me a a warning about "server_monitor.sqf in line 105". I stuck at black auth-screen, hearing sound, but it doesent continue.
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Thanks for the -stable- release. Wicked is one of the "musthaves".
Looking forward to the patrol-mission tonight...
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Usefull - thx vampire.
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running well here to, would like an option to turn off ai spawn points marked on the map without having to comment the lines of code out though :)
+1 - But with basic knowledge you will be able to do it on your own. Its just one if-else statement. Just have a look at the other options.
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Nice, and again one of the more usefull scripts. Will definitely add this to our server!
What do you think of
- adding a humanity-check which will affect the chance of failure/success.
- adding the option to open locked doors.
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would be good if the 3 spawn points marked on the map could be taken away
+1
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Hey there.
the zed-horde-thing is a liitle bit offtopic, hope thats ok.
Imo running zeds on their normal speed and strength are unintersting,
(unfortunately they can only run or walk, i didnt figure out how to set speed between running and walking)
we changed them to badass zeds who are walking, headshot only, stronger and more infectious.
They need to be allways as a group? May be dismantling the group when players are spoted? Then rejoining as a group?
I like the idea of a slowly moving group of zeds who are trying to encircle player/s...
What could be a acceptable number for this group, keeping the server-performnace in mind?
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ryker, you saw my post about the _CUF option in infiStar? The post is right above yours. May be you also had this problem.
About Explosive zombies:
Can be done, but i believe only a percentage of the zombies should explode.
i mean only a horde of zeds who are travelling from one town to another by default, engaging and acting a player as "group" when they see one.
had nothing to do with your current script -so no explosions, just a nice atmospheric addon to the "not running && headshort only" zeds.
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iam using the same version and couldnt find the mission f3cuk was talking about. I added the mission he posted here but it didnt work as it produces several rpt-errors.
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Kind of what u did with convoys but with walking hordes
Man, that would be awesome. I wonder why nobody has done this yet.
Wandering hordes should should be a built in feature for this kind of game.
Donnovan, is it possible?
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I teleported directly 20-30 and 30-50 meters in front of them.
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Feedback:
Bombas are running towards the player and explode approx. 10 meters in front of you.
Nice, but wether the bombas nor the others are shooting at me. Also the vehicle gunners are zzz-sleeping...
Edit: Maybe they are not shooting because i put it after the is dedicated-section?
Edit II:
If you want to be able to enter in a vehicle if the specific crew of this vehicle is dead (and not all the convoy units) make the change bellow
This should be default, because it makes more sense...
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Great update Donnovan. Will try it asap and give feedback.
FYI: In the previous version theres was an incompatible backpack-classname and an offroader with lowres-textures (didnt rememeber the correct classnames).
Where's the best place to put execVM "andre_convoy\andre_convoy.sqf"; - i mean before, inside, after the is dedicated-part
and has the folder "andre_convoy" to be in the root, where mission.sqm, init.sqf etc. is stored?
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Feedback/Suggestion:
- When all AI are bomberman, and i shoot one of them as they stand close together, they nearly all die immediately.
I suggest when shooting at the convoy and they get out, they share out more, meaning each one runs in another direction, at least for N meters.
- i didnt experience a thing i was reading about earlier this morning: Bomberman who will run in zig/zag towards you (but maybe i was only dreaming of this ;-) )
- dunno if its already implemented, but will they only explode by a "body/chest-hit" and not by headshot?
- another thing is that when using an atv in the vehicle-array and there are two AI on it and you shoot one of them he explodes while the other is still sitting (uninjured) at the back.
- on napf some "yellow dots" are shown in the lower left of the map when using the default chernarus-spawns.
- I read about why the vehicles are undestructable, but for me its a problem, because once you've killed all the AI in one convoy you could tow and sell them. One possibility is to make them not sellable, another is that If all AI are out of the vehicle, is destructable again.
code bright, later
ryker
- When all AI are bomberman, and i shoot one of them as they stand close together, they nearly all die immediately.
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Sorry to interrupt, but try not thinking of an actual convoy with independent soldiers. Try thinking of a group moving together.
If you put each driver of those vehicles in a Group you can assign the driver of the first vehicle as leader, then simply set formation for other units and they will follow the leader even if they're in different vehicles.
all that magic stuff is above my level. i have to wait till schwede wakes up ;-)
till then, everyone whos intersted in convoys should take a look at donnovan's convoyscript:
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thanks for your reply, very helpfull. is there a difference between:
player distance < 300
and
player in thislist ?
player distance assumes that there is a "player" - or am i wrong?
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mhhh... that doesent work and i have no clue why.
anyway- thanks a ton for your help.
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awesome - it works! thank you raymix.
edit: unfortunately it works on the whole map and not only in the radzone... :blink:
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No errors anymore, but the radzone doesn't "radiate" - no bloodloss, no geigersound!
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lol....we're not defining, we are executing.
indeed sir, we do ;-) - thanks again!
i think there is a "(" missing?
if ( ( player == vehicle player) || (typeOf player) in radiationSkins) then { //in vehicle or has skin
MOSTWA - Andre most Wanted Script
in A2: Epoch Mods (1.0.5.1)
Posted
Awesome script Donnovan, nice idea :-)
Expect my donation for another great script for the community! Thanks for sharing your work!
Edit: What if the fugitive stays in the safezone all the time?