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[Release] Alien Landing


Caveman

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alientitle_zpsvjdutoic.jpg

 

-BACKUP YOUR FILES BEFORE ADDING THIS MESS OF A SCRIPT.
-YOU MUST HAVE YOUR OWN AI SYSTEM INSTALLED, AND A CUSTOM COMPILES FOR THE fn_selfActions.sqf
-YOU MUST ALSO DISABLE ANTI-TELEPORT (MAYBE).

 

 

 

WHAT IS ALIEN LANDING?

It's a shitty little Ai base at NWAF with an alien theme.
I'm sure there are better ways of doing this, but I am a cut and paste kind of guy. I don't know much about code stuff.

An alien ship has crash landed at nwaf. They are trying to repare their ship while the local militia has set up a perimeter around the space ship with tanks (only props).

alienbase4_zpsjy0e6qh1.jpg
 

 

 

 

There is a teleport outside the ship that teleports you into the spaceship to get the loot.
alienbase1b_zpsx7gbxzfa.jpg
 

 

 

 

 

 

Don't get excited. Inside the ship is just a tiny room.
If you want a bigger spaceship just use the arma map editor and get creative. Design a spaceship and change the coords in the alien_ship_in.sqf.

alienbase3_zpsuphkaxk8.jpg
 

 

 

 

There is also a radio inside the ship that you can scroll on to call air-strike, it will bomb the perimeter around the alien ship. I made sure a few bombs will hit some buildings....and that should be enough to distract any snipers.
You can scroll on call air-strike numerous times to make more booms!. I'm not sure what will happen if you scroll 100 times in a roll.

alienbase2_zps0xsfqwv1.jpg
Now it's safe to teleport out of the ship. I made 4 options to teleport out of the ship. You can choose east, west, north, and south and it will bring you somewhere on the outside of the airfield in a safe(ish) place.
 

alienbase1_zpsxgm0rxqm.jpg

 

alienbase1a_zps3yhlklp6.jpg

 

 

=======================================================
Files to edit
fn_selfActions.sqf
mission.sqm
mission.sqf (in server pbo...DayZ_Epoch_11.Chernarus <--this folder)


=======================================================

 

INSTRUCTIONS
1. ADDING THE AI BASE BUILDINGS AND OBJECTS


There's a more common and better way using server_functions.sqf to spawn buildings, but I just do it this way, I am set in my ways (lazy) and it works fine. I will add the how to for the more common way later today.

A. Unpack your server PBO and grab the Chernarus mission.sqf
   from the missions/DayZ_Epoch_11.Chernarus/mission.sqf
    
B.
At the very bottom just above this

processInitCommands;

 
Add This


 

/*---------------------------------------------------------------------------

                      Alien Landing

---------------------------------------------------------------------------*/  
 
_vehicle_2 = objNull;
if (true) then
{
  _this = createVehicle ["Land_PBlighttower", [4549.3447, 10409.314, -36.865616], [], 0, "CAN_COLLIDE"];
  _vehicle_2 = _this;
  _this setDir -291.9137;
  _this setPos [4549.3447, 10409.314, -36.865616];
};

_vehicle_3 = objNull;
if (true) then
{
  _this = createVehicle ["Land_PBlighttower", [4552.772, 10410.908, -36.86549], [], 0, "CAN_COLLIDE"];
  _vehicle_3 = _this;
  _this setDir 247.71545;
  _this setPos [4552.772, 10410.908, -36.86549];
};

_vehicle_4 = objNull;
if (true) then
{
  _this = createVehicle ["Land_PBlighttower", [4550.397, 10411.939, -36.881943], [], 0, "CAN_COLLIDE"];
  _vehicle_4 = _this;
  _this setDir 158.62721;
  _this setPos [4550.397, 10411.939, -36.881943];
};

_vehicle_5 = objNull;
if (true) then
{
  _this = createVehicle ["Land_PBlighttower", [4551.8882, 10408.521, -36.871033], [], 0, "CAN_COLLIDE"];
  _vehicle_5 = _this;
  _this setDir -22.248091;
  _this setPos [4551.8882, 10408.521, -36.871033];
};

_vehicle_13 = objNull;
if (true) then
{
  _this = createVehicle ["MetalFloor_DZ", [4550.9521, 10410.418, 4.0974674], [], 0, "CAN_COLLIDE"];
  _vehicle_13 = _this;
  _this setDir -23.664604;
  _this setPos [4550.9521, 10410.418, 4.0974674];
};

_vehicle_19 = objNull;
if (true) then
{
  _this = createVehicle ["PowGen_Big", [4571.937, 10373.292, -0.1036785], [], 0, "CAN_COLLIDE"];
  _vehicle_19 = _this;
  _this setDir -122.42665;
  _this setPos [4571.937, 10373.292, -0.1036785];
};

_vehicle_21 = objNull;
if (true) then
{
  _this = createVehicle ["Laptop_EP1", [4567.2544, 10376.707, 0.81344289], [], 0, "CAN_COLLIDE"];
  _vehicle_21 = _this;
  _this setDir -18.977768;
  _this setPos [4567.2544, 10376.707, 0.81344289];
};

_vehicle_23 = objNull;
if (true) then
{
  _this = createVehicle ["FoldChair", [4568.2334, 10376.316], [], 0, "CAN_COLLIDE"];
  _vehicle_23 = _this;
  _this setDir -250.07596;
  _this setPos [4568.2334, 10376.316];
};

_vehicle_24 = objNull;
if (true) then
{
  _this = createVehicle ["FoldTable", [4567.2939, 10376.962, -0.00015258789], [], 0, "CAN_COLLIDE"];
  _vehicle_24 = _this;
  _this setDir -30.98801;
  _this setPos [4567.2939, 10376.962, -0.00015258789];
};

_vehicle_38 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_T34", [4543.7573, 10383.316, 0.00012207031], [], 0, "CAN_COLLIDE"];
  _vehicle_38 = _this;
  _this setDir -171.30859;
  _this setPos [4543.7573, 10383.316, 0.00012207031];
};

_vehicle_40 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_T34", [4529.5195, 10401.101, -0.00021362305], [], 0, "CAN_COLLIDE"];
  _vehicle_40 = _this;
  _this setDir -118.18489;
  _this setPos [4529.5195, 10401.101, -0.00021362305];
};

_vehicle_41 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_T34", [4571.8389, 10404.791, -6.1035156e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_41 = _this;
  _this setDir 91.10627;
  _this setPos [4571.8389, 10404.791, -6.1035156e-005];
};

_vehicle_42 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_T34", [4556.5063, 10431.761], [], 0, "CAN_COLLIDE"];
  _vehicle_42 = _this;
  _this setDir 9.7865677;
  _this setPos [4556.5063, 10431.761];
};

_vehicle_43 = objNull;
if (true) then
{
  _this = createVehicle ["MAP_T34", [4532.0635, 10423.829, -9.1552734e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_43 = _this;
  _this setDir -59.140305;
  _this setPos [4532.0635, 10423.829, -9.1552734e-005];
};

_vehicle_49 = objNull;
if (true) then
{
  _this = createVehicle ["Sign_sphere100cm_EP1", [4564.0591, 10382.554], [], 0, "CAN_COLLIDE"];
  _vehicle_49 = _this;
  _this setDir -47.503284;
  _this setPos [4564.0591, 10382.554];
};

_vehicle_50 = objNull;
if (true) then
{
  _this = createVehicle ["ClutterCutter_EP1", [4564.2114, 10379.049], [], 0, "CAN_COLLIDE"];
  _vehicle_50 = _this;
  _this setDir 9.057723;
  _this setPos [4564.2114, 10379.049];
};

_vehicle_51 = objNull;
if (true) then
{
  _this = createVehicle ["ClutterCutter_EP1", [4552.0234, 10408.359, 9.1552734e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_51 = _this;
  _this setPos [4552.0234, 10408.359, 9.1552734e-005];
};

_vehicle_52 = objNull;
if (true) then
{
  _this = createVehicle ["Sign_sphere100cm_EP1", [4550.9414, 10410.178, -3.0517578e-005], [], 0, "CAN_COLLIDE"];
  _vehicle_52 = _this;
  _this setPos [4550.9414, 10410.178, -3.0517578e-005];
};

_vehicle_53 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Misc_Coil_EP1", [4564.0254, 10382.468, -1.713264], [], 0, "CAN_COLLIDE"];
  _vehicle_53 = _this;
  _this setDir 9.057723;
  _this setPos [4564.0254, 10382.468, -1.713264];
};

_vehicle_72 = objNull;
if (true) then
{
  _this = createVehicle ["SkeetDisk", [4549.9473, 10410.43, 0.064010985], [], 0, "CAN_COLLIDE"];
  _vehicle_72 = _this;
  _this setPos [4549.9473, 10410.43, 0.064010985];
};

_vehicle_73 = objNull;
if (true) then
{
  _this = createVehicle ["Sign_arrow_down_EP1", [4549.9497, 10410.44, 0.11356405], [], 0, "CAN_COLLIDE"];
  _vehicle_73 = _this;
  _this setPos [4549.9497, 10410.44, 0.11356405];
};

_vehicle_75 = objNull;
if (true) then
{
  _this = createVehicle ["GraveDZE", [4551.855, 10409.664, 0], [], 0, "CAN_COLLIDE"];
  _vehicle_75 = _this;
  _this setPos [4551.855, 10409.664, 0];
};

_vehicle_76 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Dirthump01", [4555.3481, 10407.941, -1.6090729], [], 0, "CAN_COLLIDE"];
  _vehicle_76 = _this;
  _this setDir -48.668404;
  _this setPos [4555.3481, 10407.941, -1.6090729];
};

_vehicle_77 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Dirthump01", [4550.2959, 10405.927, -1.9070672], [], 0, "CAN_COLLIDE"];
  _vehicle_77 = _this;
  _this setDir 12.221138;
  _this setPos [4550.2959, 10405.927, -1.9070672];
};

_vehicle_78 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Dirthump01", [4546.9751, 10410.575, -1.9504795], [], 0, "CAN_COLLIDE"];
  _vehicle_78 = _this;
  _this setDir -83.165779;
  _this setPos [4546.9751, 10410.575, -1.9504795];
};

_vehicle_79 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Dirthump01", [4551.2017, 10414.42, -1.9471591], [], 0, "CAN_COLLIDE"];
  _vehicle_79 = _this;
  _this setDir 0.53227282;
  _this setPos [4551.2017, 10414.42, -1.9471591];
};

_vehicle_80 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Dirthump01", [4555.1245, 10412.585, -1.7456796], [], 0, "CAN_COLLIDE"];
  _vehicle_80 = _this;
  _this setDir 66.702637;
  _this setPos [4555.1245, 10412.585, -1.7456796];
};

_vehicle_81 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Campfire_burning", [4552.6802, 10415.104, -0.37742519], [], 0, "CAN_COLLIDE"];
  _vehicle_81 = _this;
  _this setPos [4552.6802, 10415.104, -0.37742519];
};

_vehicle_82 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Campfire_burning", [4547.3257, 10409.085, -0.46282309], [], 0, "CAN_COLLIDE"];
  _vehicle_82 = _this;
  _this setPos [4547.3257, 10409.085, -0.46282309];
};

_vehicle_83 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Campfire_burning", [4554.5386, 10406.685, -0.29560274], [], 0, "CAN_COLLIDE"];
  _vehicle_83 = _this;
  _this setPos [4554.5386, 10406.685, -0.29560274];
};

_vehicle_87 = objNull;
if (true) then
{
  _this = createVehicle ["LAND_ASC_runway_Yellowlight", [4553.0386, 10413.252, 0.041924924], [], 0, "CAN_COLLIDE"];
  _vehicle_87 = _this;
  _this setPos [4553.0386, 10413.252, 0.041924924];
};

_vehicle_88 = objNull;
if (true) then
{
  _this = createVehicle ["LAND_ASC_runway_Yellowlight", [4555.9629, 10408.618, -0.17977437], [], 0, "CAN_COLLIDE"];
  _vehicle_88 = _this;
  _this setPos [4555.9629, 10408.618, -0.17977437];
};

_vehicle_89 = objNull;
if (true) then
{
  _this = createVehicle ["LAND_ASC_runway_Bluelight", [4552.1895, 10406.16, -0.10696773], [], 0, "CAN_COLLIDE"];
  _vehicle_89 = _this;
  _this setPos [4552.1895, 10406.16, -0.10696773];
};

_vehicle_99 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Campfire_burning", [4547.8613, 10405.729, -0.37706974], [], 0, "CAN_COLLIDE"];
  _vehicle_99 = _this;
  _this setPos [4547.8613, 10405.729, -0.37706974];
};

_vehicle_100 = objNull;
if (true) then
{
  _this = createVehicle ["Land_Campfire_burning", [4549.3545, 10406.58, -0.42677665], [], 0, "CAN_COLLIDE"];
  _vehicle_100 = _this;
  _this setPos [4549.3545, 10406.58, -0.42677665];
};

_vehicle_101 = objNull;
if (true) then
{
  _this = createVehicle ["Sign_arrow_down_large_EP1", [4563.8862, 10382.543, 1.1084784], [], 0, "CAN_COLLIDE"];
  _vehicle_101 = _this;
  _this setPos [4563.8862, 10382.543, 1.1084784];
};

_vehicle_104 = objNull;
if (true) then
{
  _this = createVehicle ["Radio", [4551.502, 10411.187, 0.018154439], [], 0, "CAN_COLLIDE"];
  _vehicle_104 = _this;
  _this setDir -130.20686;
  _this setPos [4551.502, 10411.187, 0.018154439];
};

_vehicle_105 = objNull;
if (true) then
{
  _this = createVehicle ["Sign_arrow_down_EP1", [4551.5029, 10411.083, 0.36005321], [], 0, "CAN_COLLIDE"];
  _vehicle_105 = _this;
  _this setDir -17.015327;
  _this setPos [4551.5029, 10411.083, 0.36005321];
};


C. Repack your server PBO




2. ADDING SCROLL OPTIONS TO OBJECTS


A. Open up fn_selfActions.sqf

B. Find this line
_allowedDistance = 4;

C. add this above that line

// Alien Landing

_alienland = cursorTarget isKindOf "SkeetDisk";

    if ((speed player <= 1) && _alienland && (player distance cursorTarget < 5)) then {

        if (s_player_alienland < 0) then {

            s_player_alienland = player addAction [("<t color=""#c3c300"">" + ("Exit East NWAF") +"</t>"),"Scripts\alien_ship_exit_east.sqf",cursorTarget, 0, false, true, "",""];

        };

    } else {

        player removeAction s_player_alienland;

        s_player_alienland = -1;

    };

// Alien Landing END

// Alien Landing west

_alienlandwest = cursorTarget isKindOf "SkeetDisk";

    if ((speed player <= 1) && _alienlandwest && (player distance cursorTarget < 5)) then {

        if (s_player_alienlandwest < 0) then {

            s_player_alienlandwest = player addAction [("<t color=""#c3c300"">" + ("Exit West NWAF") +"</t>"),"Scripts\alien_ship_exit_west.sqf",cursorTarget, 0, false, true, "",""];

        };

    } else {

        player removeAction s_player_alienlandwest;

        s_player_alienlandwest = -1;

    };

// Alien Landing west END

// Alien Landing south

_alienlandsouth = cursorTarget isKindOf "SkeetDisk";

    if ((speed player <= 1) && _alienlandsouth && (player distance cursorTarget < 5)) then {

        if (s_player_alienlandsouth < 0) then {

            s_player_alienlandsouth = player addAction [("<t color=""#c3c300"">" + ("Exit South NWAF") +"</t>"),"Scripts\alien_ship_exit_south.sqf",cursorTarget, 0, false, true, "",""];

        };

    } else {

        player removeAction s_player_alienlandsouth;

        s_player_alienlandsouth = -1;

    };

// Alien Landing north END

_alienlandnorth = cursorTarget isKindOf "SkeetDisk";

    if ((speed player <= 1) && _alienlandnorth && (player distance cursorTarget < 5)) then {

        if (s_player_alienlandnorth < 0) then {

            s_player_alienlandnorth = player addAction [("<t color=""#c3c300"">" + ("Exit north NWAF") +"</t>"),"Scripts\alien_ship_exit_north.sqf",cursorTarget, 0, false, true, "",""];

        };

    } else {

        player removeAction s_player_alienlandnorth;

        s_player_alienlandnorth = -1;

    };

// Alien Landing north END

// Alien Landing2

_alienland2 = cursorTarget isKindOf "Laptop_EP1";

    if ((speed player <= 1) && _alienland2 && (player distance cursorTarget < 5)) then {

        if (s_player_alienland2 < 0) then {

            s_player_alienland2 = player addAction [("<t color=""#c3c300"">" + ("Board the ship") +"</t>"),"Scripts\alien_ship_in.sqf",cursorTarget, 0, false, true, "",""];

        };

    } else {

        player removeAction s_player_alienland2;

        s_player_alienland2 = -1;

    };

// Alien Landing2 END

// Alien Perimeter

_alienperimeter = cursorTarget isKindOf "Radio";

    if ((speed player <= 1) && _alienperimeter && (player distance cursorTarget < 5)) then {

        if (s_player_alienperimeter < 0) then {

            s_player_alienperimeter = player addAction [("<t color=""#c3c300"">" + ("Call Air-strike") +"</t>"),"Scripts\alien_perimeter_bomb.sqf",cursorTarget, 0, false, true, "",""];

        };

    } else {

        player removeAction s_player_alienperimeter;

        s_player_alienperimeter = -1;

    };

// Alien Perimeter END

 

3. ADDING THE MAP MARKER


A. Open up mission.sqm in DayZ_Epoch_11.Chernarus Mission Folder
 
B. Find this
    class Markers
    {
        items=17;

C. Change the 17 into an 18       
(if its a different number just increase it by 1, because we are adding only one marker class)
        
D. At the bottom of the marker class, below class 16 add this

        };
        class Item17
        {
            position[]={4550.9414,0,10410.178};
            name="alienlanding1";
            text="Alien Landing (Ai Base)";     
            type="mil_dot";                   
            colorName="ColorGreen";       

E. EDIT THE MAP MARKERS (Optional)

Change the map marker to what you want  https://community.bistudio.com/wiki/cfgMarkers

Change the color if you want

ColorRed

ColorBlue

ColorYellow

ColorGreen

ColorBlack   

ColorWhite

ColorPink

ColorOrange

           
 


            
4. ADDING THE SENSORS


A. Find
class Sensors
    {
        items=5;  

B. (Same as class Markers) Change the item=5 to a 6

(increase by 1, because we are only adding one sensor. This sensor will trigger the script that teleports you into the shitty alien ship.)    

EXAMPLE


 

class Sensors
    {
        items=6;





C. Scroll down and below class Item4 add this
 

        };    
        class Item5
        {
            position[]={4564.06,0,10382.5};
            activationBy="WEST";
            repeating=1;
            interruptable=1;
            age="UNKNOWN";
            name="alienlanding2";
            expCond="(player distance alienlanding2) < 4;";
            expActiv="TitleText[""Take me to your leader"",""PLAIN DOWN""]; execVM ""alien_ship_in.sqf"";";
            expDesactiv="TitleText[""."",""PLAIN DOWN""];";
            class Effects
            {
            };    

 

5. ADDING THE TELEPORT AND THE PERIMETER BOMB


A. DOWNLOAD THESE Files

B. Create a Scripts folder if you don't already have one, add the files to from the download to it
 

6. ADDING THE AI

Which ever static Ai system you are using here are the coords and skin classnames


   
COORDS

4564,10400,0

NO COORDS AVAILABLE FOR

mounted guns, or vehicles, but I will add an option for that later today along with more coords for the Ai on foot.

SKINSIf your using Overpoch or overwatch this skin looks pretty good for an alien

gsc_scientist2


if your using epoch ( maybe use a soldier skin instead )

Soldier1_DZ
Camo1_DZ


 


7. ADDING THE CUSTOM LOOT CRATE

(This isn't mine, I don't know who to give credit to)

 

CUSTOM CRATE

//* Breaks Server If To Much Is Added To The Crate   *\\
//*    Anything More Can Cause Server To Crash       *\\
//* Max Weapons = 100 * Max Mags = 520 * Max Bag = 1 *\\
//****************************************************\\
if (isServer) then {

//Alien Loot
_vehicle_123 = objNull;
if (true) then
{
  _box = createVehicle ["LocalBasicAmmunitionBox", [4551.855,10409.664,0], [], 0, "CAN_COLLIDE"];
  _vehicle_123 = _box;
  _box setDir 0;
  _vehicle_123 setVariable ["ObjectID","1",true];
  _vehicle_123 setVariable ["permaLoot",true];
  //Clear Cargo
  clearweaponcargoGlobal _box;
  clearmagazinecargoGlobal _box;


//Weapons (Replace the ????? with the classname you want and the amount)     
_box addWeaponCargoGlobal ["?????", 1];  
_box addWeaponCargoGlobal ["?????", 1];
_box addWeaponCargoGlobal ["?????", 1];
_box addWeaponCargoGlobal ["?????", 1];


//Ammo   
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];

//Tools  
_box addWeaponCargoGlobal ["?????", 1];  
_box addWeaponCargoGlobal ["?????", 1];  
_box addWeaponCargoGlobal ["?????", 1];  
_box addWeaponCargoGlobal ["?????", 1];    

//Meds  
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];

//Items (food, drink..etc)   
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];
_box addMagazineCargoGlobal ["?????", 1];

  _box setPos [4551.855,10409.664,0];
};
};



B. Unpack your server PBO

C. Open up server_functions.sqf inside your server PBO

dayz_server/init/server_functions.sqf

D. At the very bottom paste this

execVM "\z\addons\dayz_server\crates\crates.sqf";
 

 

 

8. DOWNLOAD LINK

A. Download this https://www.dropbox.com/s/j5pgvoux7w41t0z/ALIEN%20LANDING.rar?dl=0

 

B. Edit the crates.sqf file and add the loot you want

 

C. Copy the Crates folder to the root of your server PBO and put the Scripts folder in the root of your mpmission.

 

C. Put the alien_ship_in.sqf into the root of your mpmission (beside description.ext, init.sqf, mission.sqf....etc)

 

 

9. EDITING BE FILTERS

I don't remember what I did....uhhh ummmm....we will figure it out

The teleport should be the only issue.

208.115.199.212:2302  <----TEST IT OUT HERE IF YOU LIKE

Launch Parameter=  -mod=@DayZOverwatch;@DayZ_Epoch

If you want to see how this works before you add it, you can come check it out on my server. There is also another Ai base that is 10 times bigger than this one with a nuke. With switches that activate secret stairs or drop bombs to destroy walls or barriers. I also put a TP dome around the main Ai base so you can't glitch into it what so ever. if you try to pass through the dome and the three levels of warning messages you get TP'd to hell...which is a long corridor like cave that once you are TP'd into it triggers bombs that drop one by one in a line towards you until you die...oh the suspense...and the slow drop of the bombs is plenty of time for you to figure out wtf just happened, I also put a custom sign that explains your gonna die and there's nothing you can do.

There is one part is the Ai base where you have to hurry your ass up and complete 3 steps and TP to the next base before a nuke goes off. I'd like to make a tutorial on all of this, but I'd rather smash my face into a wall. Just come talk to Caveman or McBain in game and we can show you how we did it and help you build your own base. All we ask for is an invitation to check out the Ai base you made on your server.



THESE ARE NOT MY SCRIPTS ITS A MIXTURE OTHER PEOPLES WORK AND FORUM TOPICS. ALL I DID WAS PUT THEM TOGETHER TO MAKE THIS AI BASE.

 

-I gotta go through all of this and figure out where each piece of script came from so I can give proper credit.

 

CREDITS

Pieces of scripts I used for this

Event - Bomb Perimeter

???? - Custom Crate

Bexs - Bexs Bunker Trader

 

I learned a lot from these scripts and they deserve mentioning

Darihon -Rob Bank script (a huge help)

Freaking Fred - Anti-Zombie Emitter (adding sound fx)

Donnovan - Time Control (cause this looks better at night and its an awsome script)

FragZ - Smoke weed (maybe someday add smoke weed effect for a few seconds during the tele)

TayTaytheKiller - Nuke Script (This should be used at all Ai bases. Just edit the ash and dust storm and its not laggy at all)

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Nice work. Looks interesting :) Maybe turn it into a mission which pops up randomly.

That will be what's coming next. It would be much better as a mission for sure. I don't know what to do about using the teleport. The coords would have to be set to where ever the mission spawned. So it would be changing. I have a mission called Secret Bunker that is kind of like this Alien Landing.

At the Secret Bunker a water well spawns in with some Ai guarding it. You kill the Ai and then scroll on the well and teleports you to a secret bunker. The tele is the only way inside...without glitching. The loot spawns in the secret bunker with the mission. What has stopped me from releasing these types of missions is how people can just glitch into the bunker and skip the Ai. The only workaround I have for that is "the teleport dome to hell", but still testing that atm.

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