Emeraldpointgaming Posted September 3, 2017 Report Share Posted September 3, 2017 If it is possible could someone make a zombie base defense script? Like players could tie up zombies outside their base as a form of defense against base raids, i think this script would be a really cool feature. i will pay a little bit of money if i can get a script capable of this. just think how good a script like this would be! Link to comment Share on other sites More sharing options...
Relentless Posted September 12, 2017 Report Share Posted September 12, 2017 You could use zombies as objects and let the player place them. But the only way to make them not despawning when noone is in the base is to make the invulnerable. Atleast that's the only idea I have. So they couldn't be defeated and they would also cause a lot of lag. juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted September 13, 2017 Report Share Posted September 13, 2017 Just now, DAmNRelentless said: You could use zombies as objects and let the player place them. But the only way to make them not despawning when noone is in the base is to make the invulnerable. Atleast that's the only idea I have. So they couldn't be defeated and they would also cause a lot of lag. nice idea,, or use an object as launcher and place a code runing by server side-- using while {true} do {}; or waituntil nearest players-- to spawn some zeds. something like.. (dirt idea without tests) while {true} do { sleep 1; spawn_area = 10; _playerPos = getPos player; _nearArea = nearestObject [_playerPos, "YOUR OBJECT ID HERE"]; if (!isNull _nearArea) then { _pos2 = getPos _nearArea; waitUntil{{isPlayer _x && _x distance _pos2 < 10 } count playableunits > 0}; _zeds = ["zZombie_Base","z_villager1","z_villager2","z_villager3","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_soldier","z_soldier_heavy","z_soldier_pilot","z_policeman","z_teacher","z_doctor","z_hunter","z_priest"]call BIS_fnc_selectRandom; _zCreate = createAgent [_zeds, _pos2, [], spawn_area, "NONE"]; }; }; Relentless 1 Link to comment Share on other sites More sharing options...
Relentless Posted September 13, 2017 Report Share Posted September 13, 2017 That's a way to do it yeah, although it would need some improvements but I know you made that spontaniously. But as I said, imagine all bases would have something like this. This would just cause massive lag. Link to comment Share on other sites More sharing options...
Emeraldpointgaming Posted September 13, 2017 Author Report Share Posted September 13, 2017 Thanks for the responses, i will test the script see what i can do, see if i can enhance the script a little bit :P need practice anyway :) thank you @DAmNRelentless and @juandayz, also you guys have great scripts :) juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted September 13, 2017 Report Share Posted September 13, 2017 @Emeraldpointgaming another way to do it.. and for prevent the lag as damrelentless said.. is use this one and then create some deployable object allowed only in plot area.. and use the same code from the script above to re-attach the zed in this object. i mean.. pick up some zeds spawned by default .. carry on into vehicles to your base.. deploy an object and attach this zeds into this objects. for deploy the object you can use deploy-anything mod.. or this one here you got another script that you can rewrite easy for use in your idea. Relentless 1 Link to comment Share on other sites More sharing options...
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