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Thread: [TvT/FFA/CO-40] Dynamic Zombie Sandbox

  1. #191
    TBH I dont get much lag though I do run it via a dedi computer completly separate from my game machine.
    only issues I get are

    Players time is not synced (will test the fix above later thanks for that).

    Zombies walking through items ( I assume this is due to them not being part of the map originally)whice makes barricaded kinds pointless tbh as they can walk throgh som of them.

  2. #192
    Quote Originally Posted by stk2008 View Post
    TBH I dont get much lag though I do run it via a dedi computer completly separate from my game machine.
    only issues I get are

    Players time is not synced (will test the fix above later thanks for that).

    Zombies walking through items ( I assume this is due to them not being part of the map originally)whice makes barricaded kinds pointless tbh as they can walk throgh som of them.
    I believe this is just an ArmA 2 engine failure...AI have ALWAYS been able to walk through any object that is moved during gameplay. The pathing nodes are not dynamically updated for the AI so they don't consider any object that has been moved during gameplay (Unless it has physics, like a vehicle).
    I'm not sure there is anyway to fix this unless someone codes a pathing-blocker and attaches it to every object.

  3. #193
    thanks for the reply mate.

    Yeah we found this out the hard way so we did start using vehilces to block the entrances of buildings instead of the pre placed objects.

    Cars and trucks work well plus you can leave the headlights on for added visability .

  4. #194
    Quote Originally Posted by stk2008 View Post
    thanks for the reply mate.

    Yeah we found this out the hard way so we did start using vehilces to block the entrances of buildings instead of the pre placed objects.

    Cars and trucks work well plus you can leave the headlights on for added visability .
    Yeah! Apparently if you manage to double-stack items they might update to the AI properly. However, the amount of items present might prevent this...hum...Only if there was a way to give AI pathfinding a higher priority :/

  5. #195
    If this mission extended out with CBA functionality the objects and AI walking through them could be fixed by making the server delete and respawn the object @ the position you dropped the barrier, requires modifications of R3F but with CBA it's possible. The zombies are basically controlled by the server, so when a client moves a placed object the AI don't see that change therefor they don't calculate whats in front of them so blah they walk through the walls. Annoying.

  6. #196
    nice lets just hope ths gets some loving soon as I would love for this mission to get better than it all ready is I cant stop playing it its great with my mates.

    TBH the main problems for me just to try and help

    1. Time not syncing at all with players or jip players or players that get killed then respawn nor does weather I think?.

    2. Zombies walking through objects that are not officilly part of the map

    3. I would love to see ACE 2 weapons and items eg Goggles,Kestral and other goodies oh all so CSW weapons would be great as this would allow more control over placing mounted guns on top of buildings etc

    4. optoin to use ACE 2 medical system instead of the 3 claws ya out I think being able to look for morphine,banges,medkits etc etc would be much better

    I love the optoins in the params screen I love being able to choose what I want but maybe a few more taylord towards ACE would be sweet

    Thanks

  7. #197
    It's very frustrating for mission makers when the AI just walk through objects. I could think of some "ugly" work-arounds for preventing AI walking through barricades but it really is something that should be taken care of by the game engine itself...

    Would it be possible to attach a trigger to the players that would locate all carryable objects within...say 15 meters? When it finds a carryable object it creates another trigger on that object that tells anything that ISNT a player to not move through that area. For the zombies, you would have to give it a "Move 15 meters back" and then tell it to randomly move left or right 15 meters so it can try getting to the players in another way.

    You could also have it ONLY working if the player is on foot. So driving through towns will not make computers cry

    However, I could see that being tricky to script and possibly very taxing on a server. But if anyone can pull it off. It's Craigaoooon :O!

  8. #198
    I wish I could help I really do but I have no idea at all on how to script.

    I am trying to learn but I never have been any good at grasping it.

  9. #199
    I enjoy mission so much, however it periodically crashes everyone's games (both A2 and A2Free), I am not sure what's the cause but it renders it unplayable. Another problem is that when you host a listen server with mission it starts going buggy - sometimes you get damage when there is nobody around and damage continues until you die (zombie attack scars damage) as well as players respawning into same position or spawning in a city with zero cars and zero zombies around (even after checking the whole town)

  10. #200
    Another problem is that mission freezes at "Loading Mission Components" randomly. Sometimes it works, sometimes it doesn't and it annoys alot since there is no way to exit server from this loading screen. ArmA 2.

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