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Thread: [SP] Zedland! A zombie simulation on Podagorsk

  1. #11
    Found him in the named grid, one below the task marker. Before I thought the regular difficulty 3d marker would've lead me were he is. Searching for him is more interesting for sure.

  2. #12
    Quote Originally Posted by Trapper View Post
    Found him in the named grid, one below the task marker. Before I thought the regular difficulty 3d marker would've lead me were he is. Searching for him is more interesting for sure.
    I see. Yeah, I don't play with the HUD on or anything so I wasn't aware of that being so confusing. I might just move all the markers off to the edge of the map to avoid this confusion for anyone else.

  3. #13
    Oh well, no. At least you should keep the map link to the village in the tasks, it's just a professional part of mission making. It will probably always result in a HUD mark on lower difficulty but that's how things are supposed to be. I think one or two paragraphs would already clarify tasks.

    "Search (the town of) ... for the Operator.

    His last known location was at grid ..."

  4. #14
    Note that a Chernarus version is now available, though it is fairly incomplete and unlikely to be further developed.

    Mission updated (same link in OP)

    v0.965 - 8/6/2012
    - altered gas station script as the previous one was not working fully. Now cars will refuel at the station, but driving them away will return the amount to as it was before. Still can be exploited in a way, but it's more difficult now.

    - removed fuel actions for dead vehicles

    - switched spawn rates for day/night for zombies as they were backwards

    - changed ramping up of zed/opfor difficulty to 50-115. Before it was way too low due to an error.

    - moved the ramping script 3 seconds earlier in the starting script sequence so it would run before the initial zombie limits were set and initial creature spawns occured. Before, it was not, so at the start full spawn rates were occuring.

    - moved a few possible radio operator locations to avoid clipping through objects and being near impossible to find therefore

    - reduced starting backpack loadout for less water/food

    - fixed the starting script that set fuel/damage for all vehicles. It was broken before, resulting in fully fueled or full health cars
    Last edited by DNK; Aug 6 2012 at 06:04.

  5. #15
    Hello there

    I'm really enjoying this mission.

    However, i have never found an antidote kit or water (shells), which makes things a little tough

    My only gripe is that I'd like to see all the vehicles placed randomly on the roads, perhaps with a couple of exceptions for ambience as it would help assist in the replayability of the mission.

    Anyhoo, good stuff.

    Rgds

    LoK
    Some of my new and old 3d work
    www.snowdriver.com

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