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W4lly

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W4lly last won the day on September 22 2016

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About W4lly

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  1. if u want that wai working fine with 1.0.6 need some changes in the code cuz some variables and functions names has been changed ... watch this 1.0.5 to 1.0.6 and watch your rpt file errors..
  2. sorry for inconvenience but i have fixed on fly without test it .... im not at home but working :-)
  3. Error correct and changed group side ... uploaded updated...
  4. Updated to 0.3.1 correct version tnx to A MAN for test
  5. tnx bro ... you have setup something about number of groups? cuz i have no error ... i have writed in comment that if change number of groups in array need to change group section too :-) when i have time whatch about it cuz maybe i have upload ai_spawn.sqf file old version... tnx
  6. Mission Mod for Arma2 Epoch - Tested on Epoch 1.0.6 RC1 - Dayz 1.8.8 HearthQuake Simulation Mission ALPHA 0.3.2 (is alpha , working in my server but not tested in 1.0.5.x) Description/Features Generates earthquakes around map after a time ... in the radius destroys a lot of Buildings, Spawn a loots crate and if selected (recommended) groups of AI Enemy ... It increases the difficulty of game... may happen to be in a building in the earthquake area... and die. It is not a classic mission because unknown location of crate in a radius of one km in a devasted area where there are various groups of AI is difficult to complete. HeartQuake in Random Zone with a lot of Buildings Destroyed Spawn Crate inside HQ Zone in Random Coords Spawn Some Groups of AI inside HQ Zone Player Effects HearthQuake Marker in map Ability to define HQ zone and dimension Ability to define blacklist coords Ability to define blacklist buildings Ability to define AI spawn or not AI Ability to use WAI or DZMS instead of AI included (disabled in ALPHA - can enable WAI - or DZMS working but not remove units when mission end for now) and more... AI included in mission are WAI inspired (all credits to F3cuk - https://github.com/f3cuk/WICKED-AI) Installation Server UnPbo dayz_server.pbo with pbo manager and copy inside dayz_server directory , downloaded folder HeartQuake (MOD_HEARTHQUAKE\server\Heartquake) (HearthQuake folder only) · Open init\server_functions.sqf and at the bottom add call compile preprocessFileLineNumbers "\z\addons\dayz_server\HearthQuake\starter.sqf"; · Open destroy.sqf and setup center coords and radius of HearthQuake Zone, HQ can Happen Random inside this area, normally setup center of Map and Radius (half map length) Setup too coords of blacklist places and Buildings (if u want) and others settings. Open spawncrates_HQ.sqf if u want setup type and numbers of loot thst spawn in crate. · Inside folder AI open ai_spawn.sqf if u want setup groups or numbers or other about AI. · repack dayz_server folder with pbo manager dayz_server.pbo Installation Mission Open/unpbo mission folder and copy or merge if exist downloaded Sounds folder and file HearthQuakeEffects.sqf Open description.ext and add or merge class CfgSounds (inside descripton.ext downloaded) Open init.sqf and add to the bottom [] execVM ' hearthQuakeEffects.sqf'; pack/close mission folder BE FILTERS I dont use BE and the filters are not provided certainly need to add to publicvariable.txt !=" effectHQ" DOWNLOAD
  7. there are some problems .. reducing distance to the zombies spawn from player .. zombies spawn is always behind player and you cant see when spawn........ can see if u walk on the contrary ..but this is possible to change.... other problem is correct animation MOVES and would be nice to have the effect of terrain that breaks ... cuz for example if u are in city rising from ground without breaking asphalt isnt so nice to see .. is too possible filter surfacetype for spawn only in grass without other effects .. I do not have much free time in this period .... but im working..maybe someone know how to speed up this ... can help . :) :)
  8. i would try to change for a spawn type like this :) https://youtu.be/P-ZM49u6yR4 but need reduce distance from player and maybe damage...
  9. yea if sensors and variable are setup correctly not damage to players .. try this .... fnc_Zmarkers.sqf /* file: fn_zombieinit.sqg author: corvobrok descripttion: create random zombies near the player (more zombies if you are in a city) */ _units = ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier_heavy","z_soldier","z_soldier_pilot","z_villager3","z_villager2"]; _suoni = ["zomb1","zomb2","zomb3"]; _marker = zombiemkr select 0; if (isNil "inSafeZone") then { inSafeZone = false; }; while {true} do { if !(inSafeZone)then{ { if (player distance getmarkerpos _x < player distance getmarkerpos _marker) then { _marker = _x; }; sleep 0.01; }foreach zombiemkr; if (player distance getmarkerpos _marker < markerdist) then { if (count zarray < zombielimit) then { _pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0]; _type = _units call BIS_fnc_selectRandom; _type createUnit [_pos, groupZMB,"[this]spawn fncZcontact;"]; sleep 0.2; }; } else {sleep 3;}; sleep 1; _rand = floor (random 2); if (count zarray >2 && _rand > 0) then { _one = zarray call BIS_fnc_selectRandom; _two = _suoni call BIS_fnc_selectRandom; _one say3d _two; }; if (zdebugging > 0) then { if (!isdedicated) then { hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)]; }else { hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)]; }; }; }; }; fnc_Zproximity.sqf /* file: fn_proximity.sqf author: corvobrok descripttion: create random zombies near the player (more zombies if you are in a city) */ _maxnum = zombielimit; _units = ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier","z_soldier_pilot","z_villager3"]; _suoni = ["zomb1","zomb2","zomb3"]; _zombienum=0; if (isNil "inSafeZone") then { inSafeZone = false; }; while {true} do { if !(inSafeZone)then{ _house= getPos player nearObjects ["House",120]; _nhouse =count _house; if (zombielimit > 50) then {_zombienum = _nhouse;}; if (zombielimit > 20 && zombielimit < 51)then {_zombienum =floor (_nhouse/2);}; if (zombielimit < 21) then {_zombienum =floor (_nhouse/3);}; if (_zombienum > _maxnum) then {_zombienum = _maxnum;}; if (count zarray < _zombienum) then { _pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0]; _type = _units call BIS_fnc_selectRandom; _zombie = groupZMB createUnit [_type, _pos, [], 0, "NONE"]; [_zombie]spawn fncZcontact; sleep 0.2; }; sleep 1; _rand = floor (random 2); if (count zarray >2 && _rand > 0) then { _one = zarray call BIS_fnc_selectRandom; _two = _suoni call BIS_fnc_selectRandom; _one say3d _two; }; if (zdebugging > 0) then { if (!isdedicated) then { hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum]; }else { hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum]; }; }; }; }; if sensors and variable are correct cant spawn zombies ... u have hint message enter /exit safezones? Edited...
  10. in fnc_zconctact.sqf can also change this _target setDamage (damage _target + (zombiedamage/100)); with this if(!inSafeZone)then{ _target setDamage (damage _target + (zombiedamage/100)); }; using with sensor safezones above..
  11. W4lly

    Suicide epoch

    watch inside this http://www.armaholic.com/page.php?id=26377 .. i dont know if is possible .. maybe AH stop this too....
  12. NOT TESTED!!! open mission.sqm with eliteness and add to class sensor (1 for every safezones and update items numbers too) class Item3 //update numbers { position[] = {947.996,0.756651,7475.45}; //coords of safezone change with corrects coords a = 1000; b = 1000; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "nozombiesafezone"; expCond = "(player distance nozombiesafezone) < 1000;"; expActiv = "hint ""You have entered A Safe Zone! ""; inSafeZone = true;"; expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects{}; }; if u have sensor in mission.sqm about safezone need only add inSafeZone = true; and inSafeZone = false; change fnc_zmarkers.sqf or compare with this /* file: fn_zombieinit.sqg author: corvobrok descripttion: create random zombies near the player (more zombies if you are in a city) */ _units = ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier_heavy","z_soldier","z_soldier_pilot","z_villager3","z_villager2"]; _suoni = ["zomb1","zomb2","zomb3"]; _marker = zombiemkr select 0; if (isNil "inSafeZone") then { inSafeZone = false; }; while {true} do { waitUntil { !inSafeZone }; { if (player distance getmarkerpos _x < player distance getmarkerpos _marker) then { _marker = _x; }; sleep 0.01; }foreach zombiemkr; if (player distance getmarkerpos _marker < markerdist) then { if (count zarray < zombielimit) then { _pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0]; _type = _units call BIS_fnc_selectRandom; _type createUnit [_pos, groupZMB,"[this]spawn fncZcontact;"]; sleep 0.2; }; } else {sleep 3;}; sleep 1; _rand = floor (random 2); if (count zarray >2 && _rand > 0) then { _one = zarray call BIS_fnc_selectRandom; _two = _suoni call BIS_fnc_selectRandom; _one say3d _two; }; if (zdebugging > 0) then { if (!isdedicated) then { hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)]; }else { hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)]; }; }; }; and fnc_Zproximity.sqf or compare with this /* file: fn_proximity.sqf author: corvobrok descripttion: create random zombies near the player (more zombies if you are in a city) */ _maxnum = zombielimit; _units = ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier","z_soldier_pilot","z_villager3"]; _suoni = ["zomb1","zomb2","zomb3"]; _zombienum=0; if (isNil "inSafeZone") then { inSafeZone = false; }; while {true} do { waitUntil { !inSafeZone }; _house= getPos player nearObjects ["House",120]; _nhouse =count _house; if (zombielimit > 50) then {_zombienum = _nhouse;}; if (zombielimit > 20 && zombielimit < 51)then {_zombienum =floor (_nhouse/2);}; if (zombielimit < 21) then {_zombienum =floor (_nhouse/3);}; if (_zombienum > _maxnum) then {_zombienum = _maxnum;}; if (count zarray < _zombienum) then { _pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0]; _type = _units call BIS_fnc_selectRandom; _zombie = groupZMB createUnit [_type, _pos, [], 0, "NONE"]; [_zombie]spawn fncZcontact; sleep 0.2; }; sleep 1; _rand = floor (random 2); if (count zarray >2 && _rand > 0) then { _one = zarray call BIS_fnc_selectRandom; _two = _suoni call BIS_fnc_selectRandom; _one say3d _two; }; if (zdebugging > 0) then { if (!isdedicated) then { hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum]; }else { hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum]; }; }; }; need to try cuz i havent script installed i cant try... ;)
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