blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 http://i.imgur.com/3Gzjq6Q.png So when you decide to delete it all and start from stratch, it will probably work.. The server started for everyone else since ver 0.0.0.5. If you don't want to take the 2 minutes to try again, then stop complaining it isn't working. I know you didnt because your PBO is 2MB it should only be 3KBhttp://zombieville.net/pbo.png Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 31, 2014 Report Share Posted December 31, 2014 You sure about that? http://i.imgur.com/s9CBgxU.png Did it all from scratch again using v5, and some issues. ZombieMissions.pbo is 3kb for me. Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 Why is your pbo 2MB? it should me 3KB Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 31, 2014 Report Share Posted December 31, 2014 It's not. It's 3kb. Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 It's not. It's 3kb. Sorry read it wrong your correct.. Sorry for that.. I'll post up my files that work on my server give me a sec.. Are you using Chernarus or Altis? Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 Here is the complete mission set to run this: it's for chernarus though...http://zombieville.net/blck_Z_Mission.zip note: i have an editted epochconfig.hpp (it's not defult) Link to comment Share on other sites More sharing options...
1Man Posted December 31, 2014 Report Share Posted December 31, 2014 So if we change combat mode from careless to red will that make them follow the client? Mine pretty much just ran off as I changed them to sappers instead Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 So if we change combat mode from careless to red will that make them follow the client? Mine pretty much just ran off as I changed them to sappers instead Not sure. As a side note: i tried using Sappers, but they don't do the "hit" action that I wanted them to do... Since they don't have arms... I didnt try cloakers though Link to comment Share on other sites More sharing options...
reaperz73 Posted December 31, 2014 Report Share Posted December 31, 2014 Changing the combat mode to red made them chase me to the end of time Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 Changing the combat mode to red made them chase me to the end of time The zombies will despawn when you leave the city... Link to comment Share on other sites More sharing options...
B3nzi Posted December 31, 2014 Report Share Posted December 31, 2014 soooo... I finally made it :) the code in description.ext >> #include "zombie\zombie.hpp" is the problem. I have now put everything from zombie.hpp into my description.ext like other sounds into the command block below: class CfgSounds { sounds[] = {}; <content from zombie.hpp> }; I will try now if they spawn also - till now no errors. So long, B3nzi Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 31, 2014 Report Share Posted December 31, 2014 Same issue. Still does not run. Will check on a few things. Link to comment Share on other sites More sharing options...
fr1nk Posted December 31, 2014 Report Share Posted December 31, 2014 Just posted at the bottom of post #1 Don't have too much time at the moment, will need to diffmerge later or hopefully someone posts the zombie-specific exceptions. Temporarily disabled scripts.txt just to check functionality and the zombies do spawn properly. Thanks. Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 Same issue. Still does not run. Will check on a few things. Seee what this guys said fixed it for him: soooo... I finally made it :) the code in description.ext >> #include "zombie\zombie.hpp" is the problem. I have now put everything from zombie.hpp into my description.ext like other sounds into the command block below: class CfgSounds { sounds[] = {}; <content from zombie.hpp> }; I will try now if they spawn also - till now no errors. So long, B3nzi Link to comment Share on other sites More sharing options...
1Man Posted December 31, 2014 Report Share Posted December 31, 2014 Not sure. As a side note: i tried using Sappers, but they don't do the "hit" action that I wanted them to do... Since they don't have arms... I didnt try cloakers though OK combatmode red they follow and sappers headbutt you and it does cause damage Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 31, 2014 Report Share Posted December 31, 2014 Seee what this guys said fixed it for him: soooo... I finally made it :) the code in description.ext >> #include "zombie\zombie.hpp" is the problem. I have now put everything from zombie.hpp into my description.ext like other sounds into the command block below: class CfgSounds { sounds[] = {}; <content from zombie.hpp> }; I will try now if they spawn also - till now no errors. So long, B3nzi Worked for me. Waiting for zombies to spawn. Let's see how it goes. Can anyone make the number of zombies in the area of the player be set to a certain amount? Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 Worked for me. Waiting for zombies to spawn. Let's see how it goes. Can anyone make the number of zombies in the area of the player be set to a certain amount? It's the same per city.. You can edit the number per city in the ZombieMission.pbo init.sqf file here: while {_num < 5} do { //*********CHANGE 5 to how many you want, v0.0.0.5 has 2x this ammount (5 will spawn 10 not sure why************ _coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos; _num = _num + 1; Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 31, 2014 Report Share Posted December 31, 2014 So something of the sort? while {_num < 30} do { //*********CHANGE 5 to how many you want, v0.0.0.5 has 2x this ammount (5 will spawn 10 not sure why************ _coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos; _num = _num + 1; Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 So something of the sort? while {_num < 30} do { //*********CHANGE 5 to how many you want, v0.0.0.5 has 2x this ammount (5 will spawn 10 not sure why************ _coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos; _num = _num + 1; that will spawn 60 AI per city Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 31, 2014 Report Share Posted December 31, 2014 that will spawn 60 AI per city Great! I'll let you know how this works out. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 31, 2014 Report Share Posted December 31, 2014 Any videos of this? Stranger 1 Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted December 31, 2014 Report Share Posted December 31, 2014 As always, this is a WIP. Not a bad script at all, but a zombie animation+model needs to be made. Other than that, this is a pretty good script so far :D Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 As always, this is a WIP. Not a bad script at all, but a zombie animation+model needs to be made. Other than that, this is a pretty good script so far :D That is impossible without having the client download a seperate "MOD" before joining the server.. You could just use a SAPPER... To use the SAPPER model do this in the SERVER (ZombieMission.pbo) init.sqf: Change: //"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"]; "b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; To: "Epoch_Sapper_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; //"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; Link to comment Share on other sites More sharing options...
blckeagls Posted December 31, 2014 Author Report Share Posted December 31, 2014 Any videos of this? I have them running in my server: 192.99.101.58:2312 (@AllInArmaTerrainPack required) Link to comment Share on other sites More sharing options...
pr0dukt Posted December 31, 2014 Report Share Posted December 31, 2014 Might tinker with this a bit. cool idea all the same. Link to comment Share on other sites More sharing options...
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