|TW| Quintus
Jan 28 2010, 16:18
Hi there,
Me and my friends have been enjoying the Zombie mission "Zombies out of Control" by H5N1 for a while now and I want to make the missions a bit more difficult by creating more spawn points for zombies to appear. The problem is, you've guessed it, the new spawn points don't work. At least, some times they do, some times they don't. Sometimes only the new ones work and the original ones don't..! Al my tests where made in the "starting area" of the mission, in which there is 1 original spawn. I have added 1 extra spawn.
This is what I have done to create the new spawn points.
First I've unpacked the missions and loaded it in the Editor. There are two files in side the mission folder that make the spawns work, namely the "init" file and the folder called "scripts" that contains all the scripts.
Inside the scripts folder I create a new SQF called "wolf" (Just a random unique name). Inside this SQF file I copy pasted the script from the original "spawn1" and edited it to look like this, the fat font is the only thing that I changed:
if (! isserver) exitwith{};
//Gruppenauswahl
_x = ceil random 1;
//Spawnpunkte
_y = ceil random 1;
private ["_spawn","_grp"];
if (_y==1) then {_spawn = getMarkerPos "wolf"};
if (_x==1) then
{
_grp = Creategroup resistance;
"CHN_UNDEAD_Doctor" createUnit [_spawn, _grp, "", 1, "LIEUTENANT"];
"CHN_UNDEAD_Policeman" createUnit [_spawn, _grp, "", 1, "SERGEANT"];
"CHN_UNDEAD_Rocker2" createUnit [_spawn, _grp, "", 1, "CORPORAL"];
"CHN_UNDEAD_HouseWife5" createUnit [_spawn, _grp, "", 1, "CORPORAL"];
"CHN_UNDEAD_Damsel4" createUnit [_spawn, _grp, "", 1, "SERGEANT"];
"CHN_UNDEAD_Citizen3" createUnit [_spawn, _grp, "", 1, "SERGEANT"];
"CHN_UNDEAD_Priest" createUnit [_spawn, _grp, "", 1, "CORPORAL"];
"CHN_UNDEAD_Profiteer4" createUnit [_spawn, _grp, "", 1, "CORPORAL"];
};
After this I opened the "init" file and added a few lines to corrospond to the original ones, again the fat font is wat I added:
execVM "briefing.sqf"
BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
zombie1 = compile preprocessFile "scripts\spawn.sqf";
zombie2 = compile preprocessFile "scripts\spawn_2.sqf";
zombie2 = compile preprocessFile "scripts\spawn_3.sqf";
major_zeds = compile preprocessFile "scripts\major_spawn.sqf";
zombie1 = compile preprocessFile "scripts\wolf.sqf";
execVM "waffenbehalten.sqf";
[] exec "intro.sqs"
ACE_NoStaminaEffects = true;
CHN_UNDEAD_FRIENDLYFIR = true;
zkiller setbehaviour "COMBAT";
zkiller setcombatmode "RED";
"objz" setMarkerAlpha 0;
"obj4" setMarkerAlpha 0;
"find_doc" setMarkerAlpha 0;
"spawn1" setMarkerAlpha 0;
"spawn2" setMarkerAlpha 0;
"spawn3" setMarkerAlpha 0;
"major_spawn1" setMarkerAlpha 0;
"major_spawn2" setMarkerAlpha 0;
"major_spawn3" setMarkerAlpha 0;
"wolf" setMarkerAlpha 0;
These are the only things that I manually added/edited inside the missions folder. After this I went in to the Editor;
I only added a new marker named "wolf", to link it with the script file. I've changed the color to black and the icon to black. I named the marker "wolf zombie 1". I've also made a new trigger (copy pasted from the original) and enlarged the radios in which the script might be "triggered"..
This all didn't help. Just now I've tested the mission (via Editor Preview) two times. The first time my own added spawn point worked, the zombies where spawing the moment I got close. The original spawn point however, didn't spawn any zombies. The 2nd time I've tested it not one spawn point worked...
So the big question on my part is, what am I doing wrong? I really hope someone knows the answer because I really don't know anything else to try..
Kind regards, Quintus
The original mod can be downloaded here: http://www.armaholic.com/page.php?id=9271
Me and my friends have been enjoying the Zombie mission "Zombies out of Control" by H5N1 for a while now and I want to make the missions a bit more difficult by creating more spawn points for zombies to appear. The problem is, you've guessed it, the new spawn points don't work. At least, some times they do, some times they don't. Sometimes only the new ones work and the original ones don't..! Al my tests where made in the "starting area" of the mission, in which there is 1 original spawn. I have added 1 extra spawn.
This is what I have done to create the new spawn points.
First I've unpacked the missions and loaded it in the Editor. There are two files in side the mission folder that make the spawns work, namely the "init" file and the folder called "scripts" that contains all the scripts.
Inside the scripts folder I create a new SQF called "wolf" (Just a random unique name). Inside this SQF file I copy pasted the script from the original "spawn1" and edited it to look like this, the fat font is the only thing that I changed:
if (! isserver) exitwith{};
//Gruppenauswahl
_x = ceil random 1;
//Spawnpunkte
_y = ceil random 1;
private ["_spawn","_grp"];
if (_y==1) then {_spawn = getMarkerPos "wolf"};
if (_x==1) then
{
_grp = Creategroup resistance;
"CHN_UNDEAD_Doctor" createUnit [_spawn, _grp, "", 1, "LIEUTENANT"];
"CHN_UNDEAD_Policeman" createUnit [_spawn, _grp, "", 1, "SERGEANT"];
"CHN_UNDEAD_Rocker2" createUnit [_spawn, _grp, "", 1, "CORPORAL"];
"CHN_UNDEAD_HouseWife5" createUnit [_spawn, _grp, "", 1, "CORPORAL"];
"CHN_UNDEAD_Damsel4" createUnit [_spawn, _grp, "", 1, "SERGEANT"];
"CHN_UNDEAD_Citizen3" createUnit [_spawn, _grp, "", 1, "SERGEANT"];
"CHN_UNDEAD_Priest" createUnit [_spawn, _grp, "", 1, "CORPORAL"];
"CHN_UNDEAD_Profiteer4" createUnit [_spawn, _grp, "", 1, "CORPORAL"];
};
After this I opened the "init" file and added a few lines to corrospond to the original ones, again the fat font is wat I added:
execVM "briefing.sqf"
BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
zombie1 = compile preprocessFile "scripts\spawn.sqf";
zombie2 = compile preprocessFile "scripts\spawn_2.sqf";
zombie2 = compile preprocessFile "scripts\spawn_3.sqf";
major_zeds = compile preprocessFile "scripts\major_spawn.sqf";
zombie1 = compile preprocessFile "scripts\wolf.sqf";
execVM "waffenbehalten.sqf";
[] exec "intro.sqs"
ACE_NoStaminaEffects = true;
CHN_UNDEAD_FRIENDLYFIR = true;
zkiller setbehaviour "COMBAT";
zkiller setcombatmode "RED";
"objz" setMarkerAlpha 0;
"obj4" setMarkerAlpha 0;
"find_doc" setMarkerAlpha 0;
"spawn1" setMarkerAlpha 0;
"spawn2" setMarkerAlpha 0;
"spawn3" setMarkerAlpha 0;
"major_spawn1" setMarkerAlpha 0;
"major_spawn2" setMarkerAlpha 0;
"major_spawn3" setMarkerAlpha 0;
"wolf" setMarkerAlpha 0;
These are the only things that I manually added/edited inside the missions folder. After this I went in to the Editor;
I only added a new marker named "wolf", to link it with the script file. I've changed the color to black and the icon to black. I named the marker "wolf zombie 1". I've also made a new trigger (copy pasted from the original) and enlarged the radios in which the script might be "triggered"..
This all didn't help. Just now I've tested the mission (via Editor Preview) two times. The first time my own added spawn point worked, the zombies where spawing the moment I got close. The original spawn point however, didn't spawn any zombies. The 2nd time I've tested it not one spawn point worked...
So the big question on my part is, what am I doing wrong? I really hope someone knows the answer because I really don't know anything else to try..
Kind regards, Quintus
The original mod can be downloaded here: http://www.armaholic.com/page.php?id=9271