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Namalsk immortal Bloodsuckers


CR4NK

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Hi guys,

 

I got bloodsuckers spawning trough DZAI but when i shoot theme they won't die. I tried to kill theme with Mk Mod, ER7, Tank and RPG but they don't care. My Question is now how can i resolve this problem?

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ok problem is not fixed yet, idk what to do if i try to spawn theme with dzai they are just invisible and attacking or they become visible when attacking players and they have god mod -.-

 

PS: One time they worked perfectly but after restart same sh** thats so frustrating.

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make a custom "building_spawnZombies.sqf" (same way you make other tweaked dayz_code files) and add this before the buildingmonitor line near the bottom:

	//Add bloodsuckers
	if ((_type == "Land_bspawn" || _type == "HeliCrash" || _type == "HeliCrash_No50s" || _type == "Land_aii_upper_part" || _type == "Land_Mil_Barracks_i") && dzn_ns_bloodsucker && ((random 400) < dzn_ns_bloodsucker_den)) then {
		private["_content"];
		_rnd = random 1;
		if (_rnd < 0.18562) then {
			_content = "this addMagazine 'ItemBloodbag'";
		} else {
			_content = "";
		};
		"ns_bloodsucker" createUnit [[(_originalPos select 0) + (random 60), (_originalPos select 1) - (random 60), 0], group sefik, _content, 1, "CORPORAL"];
	};
The "_type == " bits define what types of structures they'll spawn near.

Added these lines to the init.sqf (I just had the spawn chance maxed out for testing):

dzn_ns_bloodsucker = true;		// Make this false for disabling bloodsucker spawn
dzn_ns_bloodsucker_den = 400;	// Spawn chance of bloodsuckers, max 400, ignore if dzn_ns_bloodsucker set to false
And added this to the mission.sqm under class Groups:

  class Item3 //This Item# might change depending on the numbers of the other entries
		{
			side="EAST";
			class Vehicles
			{
				items=1;
				class Item0
				{
					position[]={78.115158,1.8671114,112.9837};
					id=52;
					side="EAST";
					vehicle="TK_INS_Soldier_EP1";
					leader=1;
					skill=0.60000002;
					text="sefik";
					init="this allowDamage false;";
				};
			};
		};
Make sure to add 1 to the "items=" line directly under the "class Groups" line.

copy pasted from a thread months ago.

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ah ok nice but one last question, how long will it take with a spawn chance of 400  until a bloodsucker will spawn? So i can see if it works.

 

PS: is it ok if i use the building_spawnZombies.sqf i already use for custom loot table or do i need to creat a new custom building_spawnZombies.sqf?

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hm still not working i added everything in the right place and run for 1 hour and 30 mins arround and no bloodsuckers with a spawn chance of 400. Maybe i missing something in the Missions.sqm some addons maybe?

 

Atm i have:

version=11;
class Mission
{
    addOns[]=
    {
        "namalsk",
        "ca_modules_animals",
        "dayz_anim",
        "dayz_code",
        "dayz_communityassets",
        "dayz_weapons",
        "dayz_equip",
        "dayz_epoch",
        "dayz_vehicles",
        "cacharacters_pmc",
        "ca_modules_functions",
        "warfarebuildings",
        "ind_tank",
        "camisc_e",
        "glt_m300t",
        "pook_h13",
        "csj_gyroac",
        "map_eu",
        "jetskiyanahuiaddon",
        "ns_dayz",
        "ns_modules",
        "ns_mutants"
    };
    addOnsAuto[]=
    {
        "dayz_weapons",
        "ca_modules_functions",
        "ns_dayz",
        "ns_mutants",
        "ns_modules",
        "namalsk"
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i don't use 122555 i'm still on 103718 with Namalsk 0.741 but the bloodsuckers won't spawn :(

 

here's my building_spawnzombies.sqf

private ["_obj","_type","_config","_canLoot","_unitTypes","_min","_max","_num","_zombieChance","_rnd","_position","_positions","_iPos","_nearBy","_noOneNear"];
//_t1 = diag_tickTime;

if (dayz_maxCurrentZeds > dayz_maxZeds) exitwith {};
if (dayz_CurrentZombies > dayz_maxGlobalZombies) exitwith {}; 
if (dayz_spawnZombies > dayz_maxLocalZombies) exitwith {}; 

_obj = _this select 0;
_type = 		typeOf _obj;
_config = 		missionConfigFile >> "CfgBuildingLoot" >> _type;
_canLoot = 		isClass (_config);

if (_canLoot) then {
	
	//Get zombie class
	_zombieChance =	getNumber (_config >> "zombieChance");
	_rnd = random 1;

	//Get zombie class
	_unitTypes = 	getArray (_config >> "zombieClass");
	_min = 			getNumber (_config >> "minRoaming");
	_max = 			getNumber (_config >> "maxRoaming");
	
	//Walking Zombies
	_num = (round(random _max)) max _min;
	
	_position = getPosATL _obj;		
		
	_noOneNear = (count (_position nearEntities ["CAManBase",30])) == 0;
	
	if (_noOneNear) then {
	
		_positions =	getArray (_config >> "lootPosZombie");
		
		if (count _positions > 0) then {
			
			{
				if (random 1 < _zombieChance) then {
					_iPos = _obj modelToWorld _x;
					_nearBy =  count (_iPos nearEntities ["zZombie_Base",1]) > 0;
					if (!_nearBy) then {
						[_iPos,true,_unitTypes] call zombie_generate;
					};
				};
			} forEach _positions;
			
		} else {

			for "_i" from 1 to _num do
			{
				if (random 1 < _zombieChance) then {
					[_position,true,_unitTypes] call zombie_generate;
				};
			};
		};
	};
	//Add bloodsuckers
	if ((_type == "Land_bspawn" || _type == "HeliCrash" || _type == "HeliCrash_No50s" || _type == "Land_aii_upper_part" || _type == "Land_Mil_Barracks_i" || _type == "Land_budova4_winter" || _type == "Land_misc_deerstand") && dzn_ns_bloodsucker && ((random 400) < dzn_ns_bloodsucker_den)) then {
		private["_content"];
		_rnd = random 1;
		if (_rnd < 0.18562) then {
			_content = "this addMagazine 'ItemBloodbag'";
		} else {
			_content = "";
		};
		"ns_bloodsucker" createUnit [[(_originalPos select 0) + (random 60), (_originalPos select 1) - (random 60), 0], group sefik, _content, 1, "CORPORAL"];
	};

	dayz_buildingMonitor set [count dayz_buildingMonitor,_obj];
};
//["building_spawnZombies.sqf",(diag_tickTime - _t1)] call fnc_dump;
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@ insertcoins

 

What antihack are you using?

 

With infiSTAR I have them spawning they hit and do damage but always stay invisible and no cuts image shows on the screen when getting hit it only goes red.

 

With Dami's they spawn but always invisible and do no damage.

 

Without antihacks they work perfect on epoch and namalsk 0.75.

Dami wont help me anymore and infiSTAR wont reply to me lol.

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thats actually very simple and now that they work with antihack (thanks to chris) they will decloak normally

 

look for the skin names in " DZAI\init\world_classname_configs " ofc choose the map you are using remove the other skins if you dont want the random ai and add " ns_bloodsucker " as the clss name

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I don't believe anyone that says they got this working on any map. It simply doesn't work. You can't spawn in bloodsuckers using DZAI on any other map than Namalsk and when you do get them spawned in on Namalsk they're cloaked (with or without antihack). 

 

ns_bloodsucker is an invalid classname for skins on Chernarus using any type of mission system; this method will simply not work. Anyone that believes people (like I believed) on this thread is wasting their time. 

 

Without configuring other .pbo content that will require server modifications beyond @epoch and @overwatch (for overpoch servers) spawning in Bloodsuckers is impossible. 

 

For those that say you got bloodsuckers to spawn in on a standard overpoch server.... send me real evidence and your server.pbo. Otherwise you've all been dishonestly leading people on, which is pretty shitty considering how awesome of an idea Bloodsucker additions to Overpoch servers potentially could be. 

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ElDubya. Doesn't work. This is not possible without adding in additional launch parameters. Anyone saying this works provides zero evidence it actually does. I have worked through this for ages and confirmed it is not possible. I attempted without anti hack, with AI skins, and using the method described in that link.

 

Bottom line is... doesn't work. 

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