Donnovan Posted March 28, 2015 Author Report Share Posted March 28, 2015 @ FBI, For Chernarus original location you can use the files in Post #1. For custom location, use the instructions on post #1, but with the files in post #21. @ kriogenics, Is not you running the script two times? @ ElDubya, The version with custom location is working ok? I have not tested it. Just waiting some feedback before to rise it to the first post. Link to comment Share on other sites More sharing options...
ElDubya Posted March 28, 2015 Report Share Posted March 28, 2015 @ ElDubya, The version with custom location is working ok? I have not tested it. Just waiting some feedback before to rise it to the first post. Hi Donnovan, it works a treat mate. Middle of the camp exactly where I wanted it, thank you. A couple questions though? Are the zombies meant to die at all? Because I shoot them from a distance, they explode and lie down, then get back up and I can't kill them? Also, when they get back up, if I shoot them again they explode again? I don't know if this is the way it is supposed to work or not. Link to comment Share on other sites More sharing options...
Donnovan Posted March 28, 2015 Author Report Share Posted March 28, 2015 @ ElBubya, Its like that, they stay off for x seconds when they explode. than they became danger again. //Zombie Spawn Array donn_terror_zomb = [ [ [[_cx,_cY,0],'cid_salv', 400, 3], //Special line, not realated to spawn //[ // [position], // Spawn Radius, // number os zeds, // zeds view distance, // dist from player to start to walk, // special zed? 0 or 1 or 2, // zed life multiplier 1 is normal life , // time to be on the ground after explosion //] [[6660-3735+_fx,14177-5342+_fy,0], 25, 15, 60, 15, 0, 1.1, 60], [[6786-3735+_fx,14320-5342+_fy,0], 25, 15, 60, 15, 0, 1.1, 60], [[6791-3735+_fx,14091-5342+_fy,0], 25, 15, 60, 15, 0, 1.1, 60], [[6668-3735+_fx,14121-5342+_fy,0], 25, 15, 60, 15, 0, 1.1, 60], [[6599-3735+_fx,14260-5342+_fy,0], 25, 15, 60, 15, 0, 1.1, 60], [[6624-3735+_fx,14212-5342+_fy,0],100, 40,100, 15, 0, 1.1, 60], [[6624-3735+_fx,14212-5342+_fy,0],120, 14, 60, 15, 1, 1.2, 60], [[6624-3735+_fx,14212-5342+_fy,0], 10, 1, 60, 15, 2, 3.5,120] ] ]; The last number (mostly 60) is how much time they will stay off after the explosion. When they are on this state they offer no risk. If you think its too much hard or too much easy, it's a matter of ajusting this array. I used zombies with less vision distance and that start to walk 25 o 30 meters from the player, but since it was running in the HC, i had more than 250 zombies. This version is a attempt to make it run on the server, so zombies are fewer (130) but they have a bigger distance vision, and start to walk more near the player. Tell-me what is wrong and i will try to adjust the array for you. Link to comment Share on other sites More sharing options...
ElDubya Posted March 28, 2015 Report Share Posted March 28, 2015 I was thinking that they would spot the player like normal and coming running right up to them. That would create the danger whereby the player must kill them all before accessing any loot otherwise risking death themselves. Essentially : Die like normal zombies after the explosion of course. Full speed, no walking. When headshot, they die and are no longer a threat. But don't go changing it up just for me man, it's your script and it works flawlessly as is. Link to comment Share on other sites More sharing options...
Donnovan Posted March 28, 2015 Author Report Share Posted March 28, 2015 Nice ideas! Have you shot the zombie with 2 spheres above hin? It make a huge explosion that kill nearly all zombies in 100 meters. What about that? Will be easy to kill all zombies forever then, its just a matter of kill this special zombie. Any idea? Link to comment Share on other sites More sharing options...
ElDubya Posted March 28, 2015 Report Share Posted March 28, 2015 I took the coloured spheres off them for this reason. That way players don't know which one puts out the big explosion :) Link to comment Share on other sites More sharing options...
mark303 Posted March 29, 2015 Report Share Posted March 29, 2015 Hi, Kicked many times for setdamage Restriction #0.Help with the BE filters? Thanks Link to comment Share on other sites More sharing options...
kriogenicz Posted March 29, 2015 Report Share Posted March 29, 2015 ...i have doble spawn of everything (ikarus,zombies and buildings)..... @ kriogenics, Is not you running the script two times? Guess not, correct me if i'm wrong 1) in @DayZ_Epoch_Server\addons\dayz_server\init\server_functions.sqf execVM "\z\addons\dayz_server\basezombie.sqf"; 2)in MPMissions\DayZ_Epoch_11.Chernarus\init.sqf execVM "scripts\basezombie\basezombiemp.sqf"; 3) MPMissions\DayZ_Epoch_11.Chernarus\terror_zombies\zombie_agent_terror.fsm Link to comment Share on other sites More sharing options...
Donnovan Posted March 29, 2015 Author Report Share Posted March 29, 2015 kriogenics, On basezombie.sqf you have the script in item 1 and in basezombiemp.sqf you have the script in item 2? Link to comment Share on other sites More sharing options...
kriogenicz Posted March 29, 2015 Report Share Posted March 29, 2015 yes it is Link to comment Share on other sites More sharing options...
Donnovan Posted March 29, 2015 Author Report Share Posted March 29, 2015 There is no reason for the script to run two times in this situation, i don't know what is happening. Sorry. Link to comment Share on other sites More sharing options...
kriogenicz Posted March 29, 2015 Report Share Posted March 29, 2015 ok, i fix it... i have custom compiles runing again the server_functions.sqf //Server Only if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf"; } else { eh_localCleanup = {}; }; i just delete it, Donnovan 1 Link to comment Share on other sites More sharing options...
Donnovan Posted March 30, 2015 Author Report Share Posted March 30, 2015 Nice! Good to know you sorted it! Link to comment Share on other sites More sharing options...
kriogenicz Posted April 1, 2015 Report Share Posted April 1, 2015 ok, new problem, sorry but i really want to enjoy this camp :3 it's just me or they sometimes do 500damage and mostly not damage at all? and zombies with espheres don't explode by touching it and don't attack players :P Link to comment Share on other sites More sharing options...
tylerjohnson Posted April 6, 2015 Report Share Posted April 6, 2015 This brings up the idea about just making your default epoch zombies explode. Nothing huge, but using the same functionality you have here and making some zombies explode when they are running up on people or vehicles and also controlling how much damage they do. Link to comment Share on other sites More sharing options...
BigCrazyCat Posted April 10, 2015 Report Share Posted April 10, 2015 I get kick from BattleEye with SetDamage Restriction #1. Log: 10.04.2015 17:41:20: Name (95.132.xx.xx:2304) 320a168206351bc1b857808d82e52ced - #1 0.600000 2:5739 z_suit1 My SetDamage.txt: //new 1 "" 5 !="0\.000000" !="0\.990000" !="1\.000000" !="5\.000000" !="0\.150000" Link to comment Share on other sites More sharing options...
includes08 Posted April 27, 2015 Report Share Posted April 27, 2015 Any answers on this one? :D 27.04.2015 22:44:10: Name (127.0.0.1:2322) guid - #0 0.600000 2:3046 z_hunter 27.04.2015 22:44:10: Name (127.0.0.1:2322) guid - #1 0.600000 2:3046 z_hunter 27.04.2015 22:48:23: Name (127.0.0.1:2322) guid - #0 0.600000 2:3016 zZombie_Base 27.04.2015 22:48:23: Name (127.0.0.1:2322) guid - #1 0.600000 2:3016 zZombie_Base How do i add the exceptions? Link to comment Share on other sites More sharing options...
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