Donnovan Posted February 14, 2018 Author Report Share Posted February 14, 2018 Error Link to comment Share on other sites More sharing options...
Kenobi Posted February 14, 2018 Report Share Posted February 14, 2018 Hi, thank you for this script. I like it. On my test server I noticed: 1) Zeds are OK after relog, no stuck. 2) Zeds not registering smoke grenade. 3) Despawn after death in 10sec. 4) Noticed a lot of errors in RPT, can you help me handle with this? Scripting function 'brpvp_remoteexec' is not allowed to be remotely executed 5) A lot of them not attacking player, see YT vid: Link to comment Share on other sites More sharing options...
Donnovan Posted February 15, 2018 Author Report Share Posted February 15, 2018 Error Link to comment Share on other sites More sharing options...
Kenobi Posted February 15, 2018 Report Share Posted February 15, 2018 Thank you. I found epoch CfgRemoteExec in: mpmissions\epoch.Altis\epoch_config\Configs\CfgRemoteExec.hpp Solved issues 4 and 5 that I mentioned. Donnovan 1 Link to comment Share on other sites More sharing options...
Kenobi Posted February 15, 2018 Report Share Posted February 15, 2018 9 hours ago, Donnovan said: 2 - I see your sound is out of sync. Have you removed those lines from the script? enableSentences false; enableRadio false; They are located in init.sqf and you need it for the sounds to work correctly. No, I have both these lines in init.sqf. Maybe video recording problem, idk.. Link to comment Share on other sites More sharing options...
Kenobi Posted February 15, 2018 Report Share Posted February 15, 2018 As I can see speed and prone factor in zombies_loop.sqf, my wish is add a little more difference, like higher speed factor if player running and lower speed factor if player just walking :-) Is it possible? Thank you. Link to comment Share on other sites More sharing options...
Donnovan Posted February 15, 2018 Author Report Share Posted February 15, 2018 Error Link to comment Share on other sites More sharing options...
Donnovan Posted February 15, 2018 Author Report Share Posted February 15, 2018 Error Link to comment Share on other sites More sharing options...
Kenobi Posted February 15, 2018 Report Share Posted February 15, 2018 6 hours ago, Donnovan said: Kenobi, To solve problem 2 get the code inside player addEventHandler ["FiredMan",{...this code...}]; in the file brpvp_zombies_stuff_client.sqf and put it in the Epoch file https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/customs/EPOCH_custom_EH_FiredMan.sqf Thanks to He-Man for helping. Works great, thanks to you and He-Man :-) Link to comment Share on other sites More sharing options...
Kenobi Posted February 15, 2018 Report Share Posted February 15, 2018 4 hours ago, Donnovan said: Run should call less zombies than walk, and walk shoud call less zombies than dont move? Simply, my idea is, that if player will be in CROUCH state, than movement speed will be under 10 as you can see on video. In this case zombies can't spawn, or can spawn but after long time, for example. I wish for players some condition, where they can be in relative safety state if they not across movement limit :-) Link to comment Share on other sites More sharing options...
Kenobi Posted February 15, 2018 Report Share Posted February 15, 2018 And last thing, how about map icons z_power1-5 and zombie_blinded, how it works? Link to comment Share on other sites More sharing options...
Donnovan Posted February 16, 2018 Author Report Share Posted February 16, 2018 Error Link to comment Share on other sites More sharing options...
Kenobi Posted February 16, 2018 Report Share Posted February 16, 2018 Thats a main point all around my idea. The condition must be done for speed and coincidently for crouch mode. Runing in crouch mode with shift pressed give almost full max speed. If condition will be for crouch mode + speed max 12-13, then movement will be what i have on my mind. Player will moving silently and zombies will not spawns. I think everybody will want moving fast, everybody will want to kill zombies :-) But if player will want play silent assassin role, zombies will sleep deep under grass. Maybe I will have to forget about this feature. For me it is hard to explain in english this stuff. Google translator helping me every day. I hope you understand what i have on my mind. In all case, this script is very good and i want to add this one to my server. Thank you again. Donnovan 1 Link to comment Share on other sites More sharing options...
egamestudio Posted February 17, 2018 Report Share Posted February 17, 2018 Hello, Sorry my bad english, Your mod is very nice, so i not working for me.. so I did : - Add brpvp_zombies in root mission - Add in my init.sqf //NEEDED FOR ZOMBIES VOICES TO WORKS CORRECTLY enableSentences true; enableRadio true; //THE CODE LINE BELLOW MUST BE ALLWAYS IN INIT.SQF if (isNil "BRPVP_missionRoot" && !isServer && hasInterface) then { BRPVP_missionRoot = __FILE__ select [0,count __FILE__ - 8]; publicVariable "BRPVP_missionRoot"; }; //EXEC BRPVP ZOMBIES call compile preprocessFileLineNumbers "brpvp_zombies\brpvp_zombies_init.sqf"; And launch the map, not zombie spawning :/ the zombie not spawning.. How to spawn zombie in town ? [[4,5],[120,160],150,["NameCityCapital","NameCity"]] Thanks for help Donnovan 1 Link to comment Share on other sites More sharing options...
egamestudio Posted February 18, 2018 Report Share Posted February 18, 2018 The zombie is not attack players now :/ the civilian is not attacked are you a solution ? my questions have been resolved: ) Now I'm fighting with BE Donnovan 1 Link to comment Share on other sites More sharing options...
Donnovan Posted February 21, 2018 Author Report Share Posted February 21, 2018 Error Link to comment Share on other sites More sharing options...
Kenobi Posted February 26, 2018 Report Share Posted February 26, 2018 Small changes I have done, and now it is for me as I want. If anybody want try.. In brpvp_zombies_loop.sqf Replace: _proneFactor = if (_stance == "CROUCH") then {0.5} else {1}; _proneFactor = _proneFactor min (if (_stance == "PRONE") then {-0.15} else {1}); With: _proneFactor = if ((_stance == "CROUCH") && (speed player < 13)) then {-0.2} else {1}; _proneFactor = _proneFactor min (if (_stance == "PRONE") then {-0.4} else {1}); These changes with BRPVP_zombieFactorLimit = 35; giving this result: Increase spawning (running straighten up, walking straighten up, running CROUCH mode) - One red zombie icon in 8 seconds. Decrease spawning (walking CROUCH mode) - One green zombie icon in 28 seconds. Decrease spawning (PRONE mode) - One green zombie icon in 14 seconds. Donnovan 1 Link to comment Share on other sites More sharing options...
Kenobi Posted February 27, 2018 Report Share Posted February 27, 2018 Hello Donnovan, noticed, that admin menu owners in epochAH.hpp can't see zombie map icons. How to fix it? And like Cubitron wrote, fix for damage Epoch system would be appreciated. Thank you very much. Donnovan 1 Link to comment Share on other sites More sharing options...
Helion4 Posted March 1, 2018 Report Share Posted March 1, 2018 Love it, nice work @Donnovan Donnovan 1 Link to comment Share on other sites More sharing options...
Donnovan Posted March 2, 2018 Author Report Share Posted March 2, 2018 Error Link to comment Share on other sites More sharing options...
He-Man Posted March 2, 2018 Report Share Posted March 2, 2018 On 27.2.2018 at 11:13 AM, Kenobi said: Hello Donnovan, noticed, that admin menu owners in epochAH.hpp can't see zombie map icons. How to fix it? And like Cubitron wrote, fix for damage Epoch system would be appreciated. Thank you very much. For the damage: Epoch Debug only check "damage Player". In this scripts, you do "sethitindex" for all hits, but do not change the overall damage. That is the reason, why the damage is not displayed. If I have checked it correctly, you can change: {_uTarget setHitIndex [_forEachIndex,_x + _damage,true];} forEach (getAllHitPointsDamage _uTarget select 2); to _hits = getAllHitPointsDamage _uTarget select 2; _uTarget setdamage ((damage _uTarget) + _damage); {_uTarget setHitIndex [_forEachIndex,_x + _damage,true];} forEach _hits; Kenobi and Donnovan 2 Link to comment Share on other sites More sharing options...
Kenobi Posted March 2, 2018 Report Share Posted March 2, 2018 He-Man, thanks for looked at this. Tested few minutes ago. Zombies are stuck, no reaction if player is near. Killed zombie was did not deleted after 10sec as before. Link to comment Share on other sites More sharing options...
He-Man Posted March 2, 2018 Report Share Posted March 2, 2018 Weird... You have changed this? BRPVP_processZombieHit = compileFinal ' params ["_uTarget","_damage"]; _hits = getAllHitPointsDamage _uTarget select 2; _uTarget setdamage ((damage _uTarget) + _damage); {_uTarget setHitIndex [_forEachIndex,_x + _damage,true];} forEach _hits; '; THis should not change anything in the behavior. Or are there any errors in rpt? Kenobi 1 Link to comment Share on other sites More sharing options...
Kenobi Posted March 2, 2018 Report Share Posted March 2, 2018 Exactly ;-) BRPVP_processZombieHit = compileFinal ' params ["_uTarget","_damage"]; // {_uTarget setHitIndex [_forEachIndex,_x + _damage,true];} forEach (getAllHitPointsDamage _uTarget select 2);'; //He-Man fix _hits = getAllHitPointsDamage _uTarget select 2; _uTarget setdamage ((damage _uTarget) + _damage); {_uTarget setHitIndex [_forEachIndex,_x + _damage,true];} forEach _hits; //He-Man fix Link to comment Share on other sites More sharing options...
Kenobi Posted March 2, 2018 Report Share Posted March 2, 2018 OMG, i see fail :-) '; Link to comment Share on other sites More sharing options...
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