DirtySanchez Posted July 1, 2015 Report Share Posted July 1, 2015 Hello WESD can you tell us what you change with this sound [] = { "\sounds\zomb1.ogg" , 0.9 , 1, 250 }; Sound Volume ??I believe that sound array is start, sound level, distance Link to comment Share on other sites More sharing options...
bombajack Posted July 2, 2015 Report Share Posted July 2, 2015 Hello. How to eliminate zombies in Safezones? They can damage player but player cant kill him.. Best will be delete or black listed in this area. Thanks for answer Nobody does not solve this problem? Link to comment Share on other sites More sharing options...
Wesd Posted July 2, 2015 Report Share Posted July 2, 2015 Hello WESD can you tell us what you change with this sound [] = { "\sounds\zomb1.ogg" , 0.9 , 1, 250 }; Sound Volume ?? volume,replay speed,distance Link to comment Share on other sites More sharing options...
LucyDemoon Posted July 2, 2015 Report Share Posted July 2, 2015 Hey, how can I make more aggressive zombies? if you wish you are welcome to try my server. PM me for IP Anyone have a idea Link to comment Share on other sites More sharing options...
Mr.XXX Posted July 2, 2015 Report Share Posted July 2, 2015 hello I use https://github.com/WARChuMa/Zombi but no zombies spawn can anyone help me Link to comment Share on other sites More sharing options...
Sniperguru Posted July 2, 2015 Report Share Posted July 2, 2015 Is it possible to extraxt the addon files need this mod and put it in the mission.pbo? that makes the mod smaller and you dont need a addon!!! Sorry for my English :unsure: :) :) Link to comment Share on other sites More sharing options...
Wesd Posted July 2, 2015 Report Share Posted July 2, 2015 No Link to comment Share on other sites More sharing options...
Wesd Posted July 2, 2015 Report Share Posted July 2, 2015 LucyDemoon set a marker Link to comment Share on other sites More sharing options...
W4lly Posted July 3, 2015 Report Share Posted July 3, 2015 Nobody does not solve this problem? need to create trigger in safezones if not exist and use variable inSafeZone = true or false (enter or exit) and put condition in zombi script if(!inSafeZone) then{ code that spawn zombies }; like in my nuke script in my github .. :) or send me version that u use i can modify.,. Link to comment Share on other sites More sharing options...
Wesd Posted July 3, 2015 Report Share Posted July 3, 2015 need to create trigger in safezones if not exist and use variable inSafeZone = true or false (enter or exit) and put condition in zombi script if(!inSafeZone) then{ code that spawn zombies }; like in my nuke script in my github .. :) or send me version that u use i can modify.,. https://github.com/WARChuMa/Zombi Link to comment Share on other sites More sharing options...
W4lly Posted July 3, 2015 Report Share Posted July 3, 2015 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... ;) Link to comment Share on other sites More sharing options...
Wesd Posted July 3, 2015 Report Share Posted July 3, 2015 It does not work Link to comment Share on other sites More sharing options...
W4lly Posted July 3, 2015 Report Share Posted July 3, 2015 whats happen? rpt error? Link to comment Share on other sites More sharing options...
W4lly Posted July 3, 2015 Report Share Posted July 3, 2015 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.. Link to comment Share on other sites More sharing options...
Mr.XXX Posted July 3, 2015 Report Share Posted July 3, 2015 No matter what I do there will be no zombies! Link to comment Share on other sites More sharing options...
Wesd Posted July 3, 2015 Report Share Posted July 3, 2015 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.. Continue to spawn,No errors .rpt Link to comment Share on other sites More sharing options...
umfufu Posted July 3, 2015 Report Share Posted July 3, 2015 Spawning is ok , they just shouldn't do any harm in a safezone Link to comment Share on other sites More sharing options...
W4lly Posted July 3, 2015 Report Share Posted July 3, 2015 Spawning is ok , they just shouldn't do any harm in a safezone 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... Wesd 1 Link to comment Share on other sites More sharing options...
Sniperguru Posted July 3, 2015 Report Share Posted July 3, 2015 any one can change the spawn script of blckeagls Real Zombies ? Link to comment Share on other sites More sharing options...
Wesd Posted July 4, 2015 Report Share Posted July 4, 2015 W4lly thank Link to comment Share on other sites More sharing options...
Totto005 Posted July 4, 2015 Report Share Posted July 4, 2015 Zombies at safezone damage player. Can i set false ? Link to comment Share on other sites More sharing options...
umfufu Posted July 5, 2015 Report Share Posted July 5, 2015 Spawning is ok , they just shouldn't do any harm in a safezone Sry W4lly but this was a response to Wesd (Continue to spawn,No errors .rpt) Also for the class sensors use unique names , same name no safezone class Sensors { items = 3; class Item0 { position[] = {13326.5,0.16426,14515.2}; a = 75; b = 75; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "centresafezone"; expCond = "(player distance centresafezone) < 75;"; expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;"; expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects{}; }; class Item1 { position[] = {6192.46, 0.00154114, 16834}; a = 100; b = 100; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "westsafezone"; expCond = "(player distance westsafezone) < 100;"; expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;"; expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects{}; }; class Item2 { position[] = {18451.9, 0.00143814, 14278.1}; a = 100; b = 100; activationBy = "ANY"; repeating = 1; interruptable = 1; age = "UNKNOWN"; name = "eastsafezone"; expCond = "(player distance eastsafezone) < 100;"; expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;"; expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects{}; }; }; And ive reduced Chuma's @zombi/addons a bit so its a zombi event , no need for old Dayz-mod items or whatevers (itembandage ???) https://mega.co.nz/#!CZZxlBzR!MuHC8b7PlfpZb5nPEzLfNESCzzk95blEPKSTU9-PyRk Read the "just 3 pbo's needed.txt" , to reduce the @zombi/addons size W4lly 1 Link to comment Share on other sites More sharing options...
W4lly Posted July 5, 2015 Report Share Posted July 5, 2015 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... Mr.XXX and bombajack 2 Link to comment Share on other sites More sharing options...
Wesd Posted July 5, 2015 Report Share Posted July 5, 2015 This amazing work :) Link to comment Share on other sites More sharing options...
bombajack Posted July 5, 2015 Report Share Posted July 5, 2015 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... Nice W4lly! Gogo..cant wait..:) Link to comment Share on other sites More sharing options...
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