Saije Posted January 27, 2017 Report Share Posted January 27, 2017 Has anyone gotten this working right? Link to comment Share on other sites More sharing options...
Saije Posted February 1, 2017 Report Share Posted February 1, 2017 perhaps you could share your wild_spawnZombies.sqf , zombie_agent.fsm , zombie_generate.sqf , and zombie_loiter.sqf following the instructions my zeds just stand around. they just stand there. they dont walk or run, and only attack if your standing right in front of them... Link to comment Share on other sites More sharing options...
Saije Posted February 5, 2017 Report Share Posted February 5, 2017 got it working finally. just needed the right fsm editor. however if I use infistar to spawn zeds, it breaks the whole script apparently and every zed thereafter is running. Link to comment Share on other sites More sharing options...
Saije Posted February 5, 2017 Report Share Posted February 5, 2017 @McKeighan Where do I change the random chance of slow/fast zombies? also I used your zombie attack sqf, but the zombies dont hit any harder than before. On 2014-11-21 at 11:14 AM, McKeighan said: yes you are correct - you want to keep the disable simulation stuff insert those new updated lines after the publicVariableServer "PVDZE_Server_Simulation" and then update your //start behavior with the call to the custom place you're storing your zombie_agent.fsm (it should look roughly like this when you're done) Our random Chance is currently @ .925 for slow zombies. Adjust that up and down. @.8 - we were getting about 8 fast zombies per pack of 50, which seemed a bit much. (they also hit really hard on my server, so it was getting overwhelming for under-equipped players.) //Disable simulation PVDZE_Server_Simulation = [_agent, false]; publicVariableServer "PVDZE_Server_Simulation"; // Make AI Companions fire at zeds _agent addRating -1000000; // Set zombie initial walkspeed - McK 11/18/14 _agent forceSpeed 2; // Create random runners - McK 11/18/14 _rnd = random(1); if (_rnd > .925) then { _isrunner = true; } else { _isrunner = false; }; //Start behavior _id = [_position,_agent,_isrunner] execFSM "custom\dayz_code\system\zombie_agent.fsm"; }; }; Link to comment Share on other sites More sharing options...
lwbuk Posted February 5, 2017 Report Share Posted February 5, 2017 7 hours ago, Saije said: got it working finally. just needed the right fsm editor. however if I use infistar to spawn zeds, it breaks the whole script apparently and every zed thereafter is running. You just need to point infistar to the new z files you made, as it will be pointing to the default ones. Its in either AH or AT.sqf, cant remember exactly. Link to comment Share on other sites More sharing options...
Saije Posted February 5, 2017 Report Share Posted February 5, 2017 right on yeah. found it in AT.sqf didnt seem to make a difference though. script worked the first time testing it, but now all of them are runners again without me even spawning any. confusing lol. guess I will start over again. Link to comment Share on other sites More sharing options...
Saije Posted February 5, 2017 Report Share Posted February 5, 2017 this script is so weird. I get it working, but then randomly it stops working and every zed goes back to being a runner. frustrating. Link to comment Share on other sites More sharing options...
l1nkrx7 Posted April 9, 2018 Report Share Posted April 9, 2018 Since i built files on 1051 it still works on 1062 so dont see how it can only work sometimes i find 1 in 5 will run and all them move towards players Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now