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8 hours ago, FloAtompilz said:

Ok i got is now thx for little epxlanation ! ;)

i got an other question ! i added the (

//FIXED ZOMBIES ON DEDICATED SERVER)

 to the file brpvp_zombies_infected_city.sqf 

in the second line is this right? or will they spawn randomly and also market on the map ? or only if i 

set it like this 

//FIXED ZOMBIES ON DEDICATED SERVER
BRPVP_fixedZombiesAmount = [
    [[1],[10],35,["Athira"]],
    [[1],[10],35,["Pyrgos"]],
    [[1],[10],35,["Feres"]],
    [[1],[10],35,["Zaros"]],
    [[2],[15],40,["NameVillage"]],
    [[2],[15],40,["NameVillage"]],
    [[2,3],[40,60],100,["NameCity","NameVillage"]],
    [[4,5],[120,160],150,["NameCityCapital","NameCity"]]

 

??? 

You can't use city names, you only can: NameCityCapital, NameCity, NameVillage.

Have you whitelisted the function BRPVP_remoteExec to run with remoteExec? If you have no clue i can help you.

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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:

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kenobi,

1- Add that to the end of your description.ext:

class CfgRemoteExec {
	class Functions {
		mode = 1;
		jip = 1;
		class BRPVP_remoteExec {
			allowedTargets = 0;
			jip = 1;
		};
	};
};

If you already have a class CfgRemoteExec {...} declaration in description.ext, merge the above with the one you have.

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.

 

INSTALLATION INSTRUCTIONS UPDATED!

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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..

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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.

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4 hours ago, Kenobi said:

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.

Run should call less zombies than walk, and walk shoud call less zombies than dont move?

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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 :-)

 

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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 :-)

 

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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.

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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 

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On 18/02/2018 at 5:04 PM, egamestudio said:

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

Hey friend, the last problem is BE Filters?

Add me to Steam so i can help you. My Steam is Donnovan.

Or send me a link to your Steam profile and i will add you.

Have you saw the installation tutorial in the first page?

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