19AC Kilgore Posted February 9, 2015 Report Share Posted February 9, 2015 Hy, i installed this script and it works fine, than i put blckeagls' AI Mission - Version 2.0.2 Release on my server and at this time no zombies spawns rpt log with followed error 13:01:55 File q\addons\zombiemission\init.sqf, line 11 13:01:55 Error in expression < while {true} do { _numCaManBase = _pos nearEntities ["Man",300]; _playerCount => 13:01:55 Error position: <nearEntities ["Man",300]; _playerCount => 13:01:55 Error Type Any, expected Number have someone an idea? Mission is running My init.sqf from zombiemission [] spawn { spawnedZombies = spawnedZombies + [_pos]; { [_x] spawn { private ["_pos","_numPlayers","_marker","_numCaManBase","_trigger","_null","_aiGroup","_playerCount","_deactivation","_coords","_num","_ai","_skins","_selectedSkin"]; _marker = _this select 0; _pos = [(_pos select 0), (_pos select 1),0.2]; _aiGroup = ObjNull; _aiGroup = createGroup RESISTANCE; while {true} do { _numCaManBase = _pos nearEntities ["Man",300]; _playerCount = {isPlayer _x} count _numCaManBase; if ( (_playerCount > 0) && !(_pos in spawnedZombies)) then { //[_aiGroup, _pos] call activateZone; spawnedZombies = spawnedZombies + [_pos]; diag_log format["Added %1 - Spawned Zombies: %2",_pos,spawnedZombies]; _num = 0; while {_num < 20} do { _coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos; _num = _num + 1; //_ai = ObjNull; _skins = ["C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_polo_1_F_afro","C_man_polo_1_F_euro","C_man_polo_1_F_asia","C_man_polo_2_F","C_man_polo_2_F_afro","C_man_polo_4_F","C_man_polo_6_F_afro","C_man_p_fugitive_F","C_man_w_worker_F","C_scientist_F","C_man_hunter_1_F","C_journalist_F","C_Orestes","C_Nikos","C_Nikos_aged","C_Marshal_F"]; _selectedSkin = _skins call BIS_fnc_selectRandom; //"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"]; "b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; //diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai]; }; } else { sleep 1; if ( (_playerCount < 1) && (_pos in spawnedZombies) ) then { spawnedZombies = spawnedZombies - [_pos]; //diag_log format["Removed %1 - Spawned Zombies: %2",_pos,spawnedZombies]; { deleteVehicle _x; //diag_log format["Deleted Zombie %1 @ %2",_ai,_pos]; } forEach units _aiGroup; _aiGroup = createGroup RESISTANCE; }; }; sleep 1; }; }; sleep .01; } foreach (nearestLocations [getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCityCapital","NameCity","NameVillage","CityCenter"], 30000]); }; Thx for help Link to comment Share on other sites More sharing options...
Cubitron Posted February 10, 2015 Report Share Posted February 10, 2015 i Have a Problem the script dont start, i have a Nitrado Server Server Stuck before join the lobby. I try to put the Sounds in the description but dont work too. Yes i put the Zombie.pbo in the Hive addon folder. I try it only with this, without other scripts but dont work if (isDedicated) then { [] execVM "\q\addons\zombiemission\init.sqf"; }; [] execVM "zombie\compiles.sqf"; "playZSoundHurt" addPublicVariableEventHandler {(_this select 1) call fncNextSound}; "playZSound" addPublicVariableEventHandler {(_this select 1) call fncNextSound}; Link to comment Share on other sites More sharing options...
phenomax Posted February 15, 2015 Report Share Posted February 15, 2015 Please post your RPT errors. Link to comment Share on other sites More sharing options...
Metalfoundry Posted February 15, 2015 Report Share Posted February 15, 2015 Do the zombies looks zombie like or is the texture still buggy? Link to comment Share on other sites More sharing options...
Cubitron Posted February 15, 2015 Report Share Posted February 15, 2015 i have no Errors and the Server crashed bevor connect to steam, i cant join into the Lobby Link to comment Share on other sites More sharing options...
Breau Posted February 15, 2015 Report Share Posted February 15, 2015 Got the scripts working, only tried it for a bit seen 2 zombies and like it so far. The issue I am having (Maybe it's spose to be like that) zombies just look like regular AI, is the jpg file you put in there suppose to load and make them look like zombies ? Maybe I did something wrong somewhere ? Link to comment Share on other sites More sharing options...
Dobrowney Posted February 16, 2015 Report Share Posted February 16, 2015 To make them look more like zombies look at this mod Dawn of the dead: Infected Skins: http://www.armaholic.com/page.php?id=26716 Incsy 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted February 18, 2015 Report Share Posted February 18, 2015 I keep getting this BE error in setvariable since putting in the zombies.... 18.02.2015 02:23:12: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 98.2245 2:5453 b_g_survivor_F Is this the proper way of writing the exception? (because its not working lol) 5 "" !=(Offer|Accept|BUILD_SLOT|TRADE_ACTIVE|last_targeter)5 "" !="Gem" Here are the full errors... 15.02.2015 00:17:13: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 83.8246 2:4974 b_g_survivor_F 15.02.2015 00:57:53: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 74.7022 2:4990 b_g_survivor_F 18.02.2015 02:00:29: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 94.3498 2:5762 b_g_survivor_F 18.02.2015 02:16:02: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 96.3972 2:5449 b_g_survivor_F 18.02.2015 02:23:12: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 98.2245 2:5453 b_g_survivor_F Aaron Link to comment Share on other sites More sharing options...
Plysken Posted February 23, 2015 Report Share Posted February 23, 2015 Same error like u Link to comment Share on other sites More sharing options...
Salutesh Posted February 24, 2015 Report Share Posted February 24, 2015 EDIT: I think this was the permission to fix this kick: !="_zombie setVariable ["GEM",_rNumber,true];" Add this to the first line of your scripts.txt Liqu1dShadow and Deepseed 2 Link to comment Share on other sites More sharing options...
egamestudio Posted February 24, 2015 Report Share Posted February 24, 2015 My server no loading lobby , because description .ext is bugged from command : class CfgSounds { sounds[] = {}; <content from zombie.hpp> }; What the text command for start my server mod ? Link to comment Share on other sites More sharing options...
egamestudio Posted February 24, 2015 Report Share Posted February 24, 2015 <content from zombie.hpp> He is my file right? because the server is still on the loading lobby My Code : author = "egamestudio.net"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 100; respawnDialog = 0; onLoadMission= "EGAMESTUDIO"; OnLoadIntro = "Site Internet ARMA3.EGAMESTUDIO.NET"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "ARMA3.EGAMESTUDIO.NET RC1.7"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,1,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 0; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class RscTitles { #include "Scripts\statusBar.hpp" }; class CfgSounds { sounds[] = {}; <content from zombie.hpp> }; Link to comment Share on other sites More sharing options...
Salutesh Posted February 25, 2015 Report Share Posted February 25, 2015 First of all what is the content of this line: <content from zombie.hpp> Why you insert the content of the .hpp file into the description.ext? Anyway the right way to get the .hpp stuff into the description.ext: class CfgSounds { sounds[] = {}; class zhurt1 { name = "zombie_hurt1"; sound[] = {"\sounds\hurt1.ogg", 1, 1}; titles[] = {}; }; class zhurt2 { name = "zombie_hurt2"; sound[] = {"\sounds\hurt2.ogg", 1, 1}; titles[] = {}; }; class zhurt3 { name = "zombie_hurt3"; sound[] = {"\sounds\hurt3.ogg", 1, 1}; titles[] = {}; }; class zpunch1 { name = "zombie_punch1"; sound[] = {"\sounds\punch1.ogg", 1, 1}; titles[] = {}; }; class zpunch2 { name = "zombie_punch2"; sound[] = {"\sounds\punch2.ogg", 1, 1}; titles[] = {}; }; class zpunch3 { name = "zombie_punch3"; sound[] = {"\sounds\punch3.ogg", 1, 1}; titles[] = {}; }; class zpunch4 { name = "zombie_punch4"; sound[] = {"\sounds\punch4.ogg", 1, 1}; titles[] = {}; }; class zidle1 { name = "zombie_idle1"; sound[] = {"\sounds\idle1.ogg", 1, 1}; titles[] = {}; }; class zidle2 { name = "zombie_idle2"; sound[] = {"\sounds\idle2.ogg", 1, 1}; titles[] = {}; }; class zidle3 { name = "zombie_idle3"; sound[] = {"\sounds\idle3.ogg", 1, 1}; titles[] = {}; }; class zidle4 { name = "zombie_idle4"; sound[] = {"\sounds\idle4.ogg", 1, 1}; titles[] = {}; }; class zidle5 { name = "zombie_idle5"; sound[] = {"\sounds\idle5.ogg", 1, 1}; titles[] = {}; }; }; Link to comment Share on other sites More sharing options...
egamestudio Posted February 25, 2015 Report Share Posted February 25, 2015 Is ok , so the script Zidle4 is no found ? Link to comment Share on other sites More sharing options...
egamestudio Posted February 26, 2015 Report Share Posted February 26, 2015 I currently have this bug so I will hear no sound from the zombies. Link to comment Share on other sites More sharing options...
hawkeye Posted March 3, 2015 Report Share Posted March 3, 2015 Thanks, Working limited to Arnoldstien City on Panthera 3, but added 20 zoombies so they all run to meet me! :) If I get in a car they vanish unless there are more players where they stay spawned until we all get in car but then they respawn, great sounds and the wild arm flailing does kill you as I tested ! twice .... doh ! Hawkeye Link to comment Share on other sites More sharing options...
egamestudio Posted March 5, 2015 Report Share Posted March 5, 2015 And he can be constantly present zombies in cities? without this to be a player in this last ? Link to comment Share on other sites More sharing options...
egamestudio Posted March 8, 2015 Report Share Posted March 8, 2015 I need a script for zombies =) :/ Link to comment Share on other sites More sharing options...
egamestudio Posted March 8, 2015 Report Share Posted March 8, 2015 Zombies Disapear for 4 players ? no zombie town .. Link to comment Share on other sites More sharing options...
Barthy Posted March 12, 2015 Report Share Posted March 12, 2015 I currently have this bug so I will hear no sound from the zombies. I too got the sound zidle5 not found. same problem.. using latest version Link to comment Share on other sites More sharing options...
pr0dukt Posted March 12, 2015 Report Share Posted March 12, 2015 Anybody still have their hands on the old Zoombies mod pbo? we could make a pretty sick zombies add on from that that is literally just another pbo called to from epoch. and they'd be actual zombies with animations and not this crap we are dealing with now. AJWorden 1 Link to comment Share on other sites More sharing options...
ReMuS Posted March 15, 2015 Report Share Posted March 15, 2015 Can anybody help me i want this mod for vehicles to ??? Link to comment Share on other sites More sharing options...
ulm582 Posted March 16, 2015 Report Share Posted March 16, 2015 Yop, I do not have the habit of posting in section helps but I really stops. I try to replace the texture original by But in game it not really work, all texture apply in the clothing, not in the face PS: sorry for my bad english i'm french Link to comment Share on other sites More sharing options...
shurix Posted March 17, 2015 Report Share Posted March 17, 2015 I was able to make my zombies look like zombies https://www.youtube.com/watch?v=r5SBC4JPjzs I used Infected script as the platform http://forums.bistudio.com/showthread.php?181485-Infected-Script-by-Gulozwood You will need golozwood's additional skins as well https://drive.google.com/file/d/0B2eMttqo9un-eGtQZUNqYVVQQjQ/edit?usp=sharing When you spawn a zombie with your server-side script you need to set the face on each MP client. To do that you will need to send Z object as a public variable _object = infectedattacker createUnit ["O_soldier_F",_buildingPos, [], 1, "PRIVATE"]; missionNamespace setVariable ["infected", _object]; publicVariable "infected"; Then on your mission side I have a handler init.sqf: [] execVM "custom\remote.sqf"; MPMissions\epoch.MSKE\custom\remote.sqf: if(!isDedicated) then { setZomboyFace = { _me = _this; _chosenFace = ["zombi","zomboy"] call BIS_fnc_selectRandom; //diag_log format["_me=%1",_me]; _me setFace _chosenFace; _mimic = ["dead","danger","hurt"] call BIS_fnc_selectRandom; _me setMimic _mimic; enablesentences false; _me setObjectMaterial [0, "A3\Characters_F\Common\Data\basicbody_injury.rvmat"]; }; "infected" addPublicVariableEventHandler {(_this select 1) call setZomboyFace;}; }; Link to comment Share on other sites More sharing options...
ulm582 Posted March 18, 2015 Report Share Posted March 18, 2015 video down Link to comment Share on other sites More sharing options...
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