Sandbird Posted December 15, 2014 Author Report Share Posted December 15, 2014 do not know if this will be, but I'm a newbie and have not much idea.My file is called 7847.RPT when I put code, the server does not work No, thats irrelevant to the script...hmm did you also put the RscPictureGUI class? Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted December 19, 2014 Report Share Posted December 19, 2014 Thanks for the script Sandbird. So far everything works and is playing nicely with the AH. I did notice that even-though DZ_zombiePartsNeeded is set to 1, if you have more than 1 zombie part in your inventory, they all get removed. Not a big deal, thought I would run it by you. Thanks again!!! Link to comment Share on other sites More sharing options...
{NSFL} Vaas Posted December 23, 2014 Report Share Posted December 23, 2014 I need a little help Im getting the error. Link to comment Share on other sites More sharing options...
F507DMT Posted December 26, 2014 Report Share Posted December 26, 2014 if (_isWoman) then { _type = ["z_fattack_"+str floor(random 4),"z_fchase_"+str floor(random 4),"z_fspotted_"+str floor(random 4) ]; } else { _type = ["z_idle_"+str floor(random 35)]; }; all sound for zombie. not need to sound files!!! Link to comment Share on other sites More sharing options...
F507DMT Posted December 27, 2014 Report Share Posted December 27, 2014 soundFly = createSoundSource ["Sound_Flies", position player, [], 0]; soundFly attachto [player,[0,0,-10]]; Link to comment Share on other sites More sharing options...
Sandbird Posted December 28, 2014 Author Report Share Posted December 28, 2014 lol about the sound flies :P yeah there are other sounds to use that are included in the config file. But i wanted to use sounds that you dont hear from zombies (since the epoch team failed to add them to the config file)...so you can separate the sounds you hear from your own. Link to comment Share on other sites More sharing options...
Mugzy Posted January 4, 2015 Report Share Posted January 4, 2015 So I have this installed on two servers. Runs great on one, and the other (installed the same way) the zombies will still chase and detect players, but won't attack them. So players have a trail of zombies chasing them. Any ideas? Thanks! Did you ever find a solution to this issue? Link to comment Share on other sites More sharing options...
Gamers Crowd Posted February 13, 2015 Report Share Posted February 13, 2015 I already had a CfgSounds. So I did this: class CfgSounds { sounds[] = {stronghold,z_wzombie1,z_wzombie2,introSong}; class stronghold { name = "stronghold"; sound[] = {\custom\origins\sfx\vrata_sound.ogg,0.1,1}; titles[] = {}; }; class z_wzombie1 { name = ""; sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_attack_04.ogg",0.3,1,40}; titles[] = {0, ""}; }; class z_wzombie2 : z_wzombie1 { sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_spotted_01.ogg",0.3,1,40}; }; class introSong { name="introSong"; sound[]={introSong.ogg,0.9,1}; titles[] = {}; }; }; But they are constantly playing, not one sound every 30 seconds like they use to. Annoying cause it sounds like a Justin Bieber song. :( Link to comment Share on other sites More sharing options...
Sandbird Posted February 13, 2015 Author Report Share Posted February 13, 2015 I already had a CfgSounds. So I did this: class CfgSounds { sounds[] = {stronghold,z_wzombie1,z_wzombie2,introSong}; class stronghold { name = "stronghold"; sound[] = {\custom\origins\sfx\vrata_sound.ogg,0.1,1}; titles[] = {}; }; class z_wzombie1 { name = ""; sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_attack_04.ogg",0.3,1,40}; titles[] = {0, ""}; }; class z_wzombie2 : z_wzombie1 { sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_spotted_01.ogg",0.3,1,40}; }; class introSong { name="introSong"; sound[]={introSong.ogg,0.9,1}; titles[] = {}; }; }; But they are constantly playing, not one sound every 30 seconds like they use to. Annoying cause it sounds like a Justin Bieber song. :( That looks right to me. Open the walkamonstthedead.sqf and try changing : _chance = ceil (random 10); to this: _chance = ceil (random 20); lower chances for the sounds to play. Link to comment Share on other sites More sharing options...
Gamers Crowd Posted February 13, 2015 Report Share Posted February 13, 2015 That looks right to me. Open the walkamonstthedead.sqf and try changing : _chance = ceil (random 10); to this: _chance = ceil (random 20); lower chances for the sounds to play. Thanks Sandbird, however, it's still doing it :( Link to comment Share on other sites More sharing options...
(AOW)Recon Posted February 26, 2015 Report Share Posted February 26, 2015 there's a bug but an easy fs you gain humaity Link to comment Share on other sites More sharing options...
Bob_the_K Posted September 15, 2015 Report Share Posted September 15, 2015 Anyone have a working link? The one in the thread seems to be not working. Link to comment Share on other sites More sharing options...
MeinCain Posted March 30, 2016 Report Share Posted March 30, 2016 Hello,I have some problem: in combat fire zombies do no damage normal players. If you play with admin rights, the damage is activated in combat fire. I think the problem in Infistar.Can you help me?Best regards Link to comment Share on other sites More sharing options...
Sandbird Posted March 30, 2016 Author Report Share Posted March 30, 2016 3 minutes ago, MeinCain said: Hello,I have some problem: in combat fire zombies do no damage normal players. If you play with admin rights, the damage is activated in combat fire. I think the problem in Infistar.Can you help me?Best regards Crap....yeah, i think infistar has changed something in his code. Did you do this line here like i said in the instructions ? player_zombieAttack = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\player_zombieAttack.sqf'; Try putting it back...see if the attacks are registered. Have an admin and a normal player test it. Does it kick the normal player? Link to comment Share on other sites More sharing options...
MeinCain Posted March 30, 2016 Report Share Posted March 30, 2016 Thanks for your answer! We do _zombieAttack = {}; and _zombieAttack = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\player_zombieAttack.sqf'; But nothing has changed.... And don't kick us. Link to comment Share on other sites More sharing options...
Sandbird Posted March 30, 2016 Author Report Share Posted March 30, 2016 1 minute ago, MeinCain said: But nothing has changed.... Crap.....i have no idea then. You'll have to contact infistar about this....Probably he forgot to add some exceptions about my script in his AH. If i remember correctly he did have some exceptions set for it before in the past. Unfortunately i have stopped playing Dayz. I dont even have the game installed on my PC anymore... :/ Unless someone else can help out, your best case scenario would be to contact Chris (infistar). Did it work with the previous AH version ? If yes, then use a text editor compare tool (like Ultraedit, or Beyond Compare 4) to compare the 2 different AH versions...Maybe you can see what Chris changed and be able to figure it out. Link to comment Share on other sites More sharing options...
MeinCain Posted March 30, 2016 Report Share Posted March 30, 2016 OK. We'll do that. Thanks for trying to help!And.... comeback in Dayz)) It's a great game! Sandbird 1 Link to comment Share on other sites More sharing options...
Airwaves Man Posted April 1, 2016 Report Share Posted April 1, 2016 On 30.3.2016 at 0:12 PM, MeinCain said: Hello,I have some problem: in combat fire zombies do no damage normal players. If you play with admin rights, the damage is activated in combat fire. I think the problem in Infistar.Can you help me?Best regards Got the same problem. If anyone has a solution please post it here. Link to comment Share on other sites More sharing options...
chi Posted August 18, 2016 Report Share Posted August 18, 2016 Is there a way to make the camo not wash away while in vehicles? and is so, can it be made to still wash away when on moto/atv/bicycle? Link to comment Share on other sites More sharing options...
Sandbird Posted August 18, 2016 Author Report Share Posted August 18, 2016 It is possible....but i stopped playing Arma :/ I dont even have the game installed anymore to test it. Basically you check if the player is inside a vehicle...and if he is, you exit from the main rain check loop. But i cant be sure to blindly write code for it. The check for 'if player is inside vehicle' is : if (vehicle player == player) then {}; Try changing the whole function sand_cleanCheck in walkamongstthedead.sqf to this: sand_cleanCheck = { private ["_isRain","_RefillTime","_countdown","_RainAmt","_startRefillTime","_onLadder","_canDo","_playerPos","_isWater","_canClean","_isPond","_isWell","_pondPos","_objectsWell","_objectsPond","_pondNear","_wellNear","_isInVehicle"]; while {true} do { if(hasGutsOnHim and (!sand_washed)) then { scopeName "rainloop"; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); _playerPos = getPosATL player; _isWater = dayz_isSwimming; //(surfaceIsWater _playerPos) or _isInVehicle = vehicle player != player; _canClean = count nearestObjects [_playerPos, DZ_waterSources, 4] > 0; _isPond = false; _isWell = false; _pondNear = false; _wellNear = false; _pondPos = []; _objectsWell = []; _isRain = false; if ((!hasGutsOnHim) and sand_washed) then {breakOut "rainloop";}; if (_isWater) exitwith { cutText [format["You have successfully washed away the zombie parts from your body."], "PLAIN DOWN"]; call sand_endScript;}; if ((time - DZ_ZCAMO_STARTTIME) > DZ_ZCAMO_USE_TIME and (DZ_ZCAMO_USE_TIME > 0)) exitwith { cutText [format["The zombie camo has faded away."], "PLAIN DOWN"]; call sand_endScript; breakOut "rainloop";}; // Gather global weather (rain) variable; ranges from 0 to 1 (none to very, very hard rain) _RainAmt = drn_var_DynamicWeather_Rain; // referenced from \z\addons\dayz_code\system\DynamicWeatherEffects.sqf // If global rain amount is higher than 0, then set flag isRain to true if (_RainAmt > 0) then { _isRain = true; }; _objectsPond = nearestObjects [_playerPos, [], 20]; { //Check for pond _isPond = ["pond",str(_x),false] call fnc_inString; if (_isPond) then { _pondPos = (_x worldToModel _playerPos) select 2; if (_pondPos < 0) then { _pondNear = true; }; }; } forEach _objectsPond; _objectsWell = nearestObjects [_playerPos, [], 4]; { //Check for Well _isWell = ["_well",str(_x),false] call fnc_inString; if (_isWell) then {_wellNear = true}; } forEach _objectsWell; if(!isNull player) then { if((speed player <= 1) && (_canClean || _pondNear || _wellNear) && _canDo) then { if (s_player_cleanguts < 0) then { s_player_cleanguts = player addaction["<t color=""#ff4444"">" + "Clean Guts" + "</t>","custom\walkamongstthedead\usewatersupply.sqf","",5,false,true,"",""]; }; } else { player removeAction s_player_cleanguts; s_player_cleanguts = -1; }; }; // It's raining! Remove the zombie parts if (!dayz_inside and _isRain and hasGutsOnHim and !_isInVehicle) then { // Set initial loop variables _startRefillTime = time; r_interrupt = false; r_doLoop = true; // Set refill time depending upon degree of rain (heavy, medium, or light) _RefillTime = DZ_ZCAMO_LightRainLoseCamo; // set as default if (_RainAmt > 0.53) then { // heavy rain _RefillTime = DZ_ZCAMO_HeavyRainLoseCamo; }; if (_RainAmt > 0.25) then { // medium rain _RefillTime = DZ_ZCAMO_MediumRainLoseCamo; }; if (_RainAmt < 0.25) then { // light rain _RefillTime = DZ_ZCAMO_LightRainLoseCamo; }; _countdown = _RefillTime; // Loop thru required time to fill and check for interruptions while {r_doLoop} do { if (!dayz_inside) then { _countdown = (_countdown - 1); // Inform the player how long it will take till camo wears off if ((time - _startRefillTime) <= _RefillTime) then { cutText [format["Its raining. Your zombie camo is getting washed away in %1 seconds.\nQuickly! Get inside a building.",str(_countdown)], "PLAIN DOWN"]; } else { cutText [format["Your zombie camo got washed away by the rain."], "PLAIN DOWN"]; sand_washed = true; hasGutsOnHim = false; r_doLoop = false; }; _RainAmt = drn_var_DynamicWeather_Rain; // Check for rain stopping if (_RainAmt < 0.025) exitWith { cutText [format["The rain has stopped. Your zombie camo didnt wash off."], "PLAIN DOWN"]; r_doLoop = false; }; }; if (dayz_inside) exitWith { cutText [format["Good, your zombie camo is safe now."], "PLAIN DOWN"]; r_doLoop = false; }; sleep 1; }; // end (timed) while loop }; }else{ if (dayz_combat != 1) then {hasGutsOnHim = true; player removeAction s_player_cleanguts; s_player_cleanguts = -1;}; if (sand_washed) then {call sand_endScript;}; }; sleep 1; }; }; This should check if the player is inside a vehicle and if he is, it wont wash the camo away. The motorcycle/atv etc is far more difficult to do it blindly...I am not even sure if this would work to tell you the truth :/ chi 1 Link to comment Share on other sites More sharing options...
chi Posted August 18, 2016 Report Share Posted August 18, 2016 Thanks for the reply @Sandbird. Hate to see someone with the skills you have stop developing... :-( Im gonna try this when i get off work tonight. Thanks again. Sandbird 1 Link to comment Share on other sites More sharing options...
Ghostis Posted August 18, 2016 Report Share Posted August 18, 2016 On 26.12.2014 at 10:27 PM, F507DMT said: if (_isWoman) then { _type = ["z_fattack_"+str floor(random 4),"z_fchase_"+str floor(random 4),"z_fspotted_"+str floor(random 4) ]; } else { _type = ["z_idle_"+str floor(random 35)]; }; all sound for zombie. not need to sound files!!! Fixed if (_isWoman) then { _type = ["fattack_"+str floor(random 4),"z_fchase_"+str floor(random 4),"z_fspotted_"+str floor(random 4) ]; } else { _type = ["idle_"+str floor(random 35)]; }; Link to comment Share on other sites More sharing options...
Sandbird Posted August 18, 2016 Author Report Share Posted August 18, 2016 1 minute ago, Ghostis said: Fixed if (_isWoman) then { _type = ["fattack_"+str floor(random 4),"z_fchase_"+str floor(random 4),"z_fspotted_"+str floor(random 4) ]; } else { _type = ["idle_"+str floor(random 35)]; }; Was there an update that fixed the Z sounds ? The reason i added the female sounds in the pack was that the config.bin within the map files had wrong name entries compared to the sound files names. Have you tested this for both male/female z sounds? Link to comment Share on other sites More sharing options...
Ghostis Posted August 18, 2016 Report Share Posted August 18, 2016 3 minutes ago, Sandbird said: Was there an update that fixed the Z sounds ? The reason i added the female sounds in the pack was that the config.bin within the map files had wrong name entries compared to the sound files names. Have you tested this for both male/female z sounds? sand_makeSounds = { private ["_type","_chance","_sound","_isWoman","_plsound","_bloodleft","_id"]; _isWoman = getText(configFile >> "cfgVehicles" >> (typeOf player) >> "TextPlural") == "Women"; while {true} do { if (!hasGutsOnHim) exitWith {}; if (_isWoman) then { _type = ["z_fattack_"+str floor(random 4),"z_fchase_"+str floor(random 4),"z_fspotted_"+str floor(random 4) ]; } else { _type = ["idle_"+str floor(random 35)]; }; _plsound = _type call BIS_fnc_selectRandom; _chance = ceil (random 10); if ((round(random _chance) == _chance) or (_chance == 0)) then { _sound = "z_" + _plsound; [nil,player,rSAY,[_sound, 10]] call RE; if (isNil "showNotificationOnce") then {systemChat ("Zombie ninja: You will be making random zombie sounds like this one."); showNotificationOnce = false;}; sleep 1; }; if (!DZ_ZCAMO_DEFAULT) then { if (!DZ_ZCAMO_HUMANITY) then { _bloodleft = r_player_blood - DZ_ZCAMO_BLOOD_AMOUNT; if (_bloodleft < 0) then { _id = [] spawn player_death; } else { r_player_blood = _bloodleft; }; sleep DZ_ZCAMO_SLEEP_BLOOD; } else { [player,DZ_ZCAMO_LOSE_HUMANITY, DZ_ZCAMO_SLEEP_HUMANITY] call player_humanityChange; }; }; if (DZ_ZCAMO_DEFAULT) then { sleep 1; }; }; }; last check , it works, it seems :) Link to comment Share on other sites More sharing options...
Sandbird Posted August 18, 2016 Author Report Share Posted August 18, 2016 5 minutes ago, Ghostis said: last check , it works, it seems :) Thanks, i added it on the 1st page. I left the old code since it wouldnt work for older epoch versions. Ghostis 1 Link to comment Share on other sites More sharing options...
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