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TheodoreCHill

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Posts posted by TheodoreCHill

  1. I've been having problems making the AI attack zombies... up until now. I have the BI tools that allow you to work on the FSM files. You have to call the zombie_initialize file from your custom compiles, then in the zombie initialize file recall the zombie_agent.fsm file to the root of your mission folder. Add _agent addRating -1000000; to the **begin** category like this;


    _agent setBehaviour "CARELESS";
    _agent setSpeedMode "FULL";
    _agent addRating -1000000;
    //hint "run local zombie";
    _isSomeone = true;

    Otherwise it seems to slow the server FPS because the AI have to run a script to engage the zombies, and it takes them longer to spot the zombies because usually these scripts are looped.

  2. Just a heads up;

    Removing the following

        [[DIK_1], _rifle] call _addArray;
        [[DIK_2], _pistol] call _addArray;
        [[DIK_3], _melee] call _addArray;

    Will break any HUD using the quickswitch function.

    The AI otherwise work just fine with the space bar, ~, backspace, and numberpad '.' (period).

     
  3. On 3/13/2018 at 7:59 AM, DAmNRelentless said:

    Adding this to your client files will result in a kick from all servers that don't have this pbo in allowed extensions. Furthermore if you install it on your server, users that don't have this extension installed will get kicked for missing files.

    Users these days are lazy and I doubt you get a full populated server with a custom extension that isn't automatically installed.

     

    I figured as much, albeit I was a bit hopeful that you could call it somehow because it IS default in Arma II. Pity.

  4. On 3/14/2018 at 2:55 AM, DAmNRelentless said:

    I have to take a look when I am back home but you can find the keyboard.sqf in your @Dayz_Epoch\addons\dayz_code\compile\keyboard.sqf. You need to copy it to your mission and adjust the path in your compiles.sqf.

    It doesn't hide the menu, the keyboard.sqf just uses a method to block the control keys.

    Yeah I know that, the issue is that the squad index is hidden. I'm trying to figure out how to un-hide it so that you can see what soldiers you have selected when giving them specific tasks.

  5. 7 hours ago, DAmNRelentless said:

    The HUD in the corner is disabled because of  the Group Menu. When you are the group leader and invite people, you will see them in the HUD as well that's why ebay decided to hide it. If you are using the group menu I would leave it how it currently is but if you don't, you should be able to toggle in back on without a problem.

    The F keys on the keyboard are disabled in the keyboard.sqf. They are defined in a _block array. There are all keys that are blocked. Just take them out and you should be good to go.

    So what would need to be done to enable the hud, exactly? Where in the keyboard.sqf does it 'hide' the menu?

  6. Hello

    My server uses a feature that allows players to recruit AI via the radio.

    The AI work well and there aren't many problems with them except for the fact that the command HUD (the green group icons at the bottom left hand corner of the screen showing your soldiers) is disabled.

    The ~ and backspace button allow you to select and order them around but the numberpad ' . ' and f1-f10 keys are already bined to other features/disabled.

    Does anyone have any idea how I might go about un-hiding/enabling the command hud as well as adding the ability to select them with the f1-10 keys?

    Thanks.

  7. Hello

    The DayZ Epoch sky is very bland. Playing regular Arma 2, I noticed that the sky had a natural constellation which could be used for navigation. Is it possible to re-texture the sky so that we have the default Arma sky without using extensions?

    Thank you.

     

  8. This does not work. Fresh install on a fresh server and you get this error:

     6:31:49 Error in expression < _countr)];
    };
    _countr = _countr + 1;
    } count _objWpnTypes; 
    
    
    _objWpnTypes = (_>
     6:31:49   Error position: <count _objWpnTypes; 
    
    
    _objWpnTypes = (_>
     6:31:49   Error count: Type String, expected Array
     6:31:49 File mpmissions\__cur_mp.chernarus\custom\system\server_monitor.sqf, line 216
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