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Thread: Quarantine

  1. #61
    Thanks for beta testing SPON Money for me! Been out for a while, but people never bother to actually tell me when things are broken!

    * The issue with not being able to get into newly purchased vehicles is a general problem with newly created vehicles in ArmA. For now, just wait a little while after purchase and they'll sort themselves out (problem worked around in the current unreleased version).

    * I don't have immediate plans to allow people to transfer money between themselves (either directly, or via the bank), but it is definitely going to be implemented when I get time. It just probably won't get into the next release version.

    * Regarding use of flagpoles rather than shopkeepers: Actually, there is nothing stopping you using actual people as shopkeepers, even if you fear that smacktards will shoot them. You just need to use the SIX editor upgrade addon which unlocks the indestructible anchorman character (a man in a dark suit, which has two versions, one that can die and one that doesn't die). In fact, one of the shopkeepers or bankers in the SPON Money demo already is one of these. Note: The Six editor upgrade is only required to edit the mission and the character is still available for clients without the addon.

    I'm working with D.murphy man to resolve these issues and more regarding SPON Money (as I say, this is the first "serious" test for these scripts).



    CBA: Community Base Addons for A2
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  2. #62
    Master Gunnery Sergeant 5133p39's Avatar
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    Quote Originally Posted by (Spooner @ Jan. 06 2008,00:28)
    * The issue with not being able to get into newly purchased vehicles is a general problem with newly created vehicles in ArmA. For now, just wait a little while after purchase and they'll sort themselves out (problem worked around in the current unreleased version).
    If i am not mistaken, this can be solved by issuing "reveal" command after the creation of the vehicle.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">playerX reveal vehicleY[/QUOTE]...and i think you need to run this command localy (on the machine of the playerX).
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  3. #63
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    Tried this out and like it a lot&#33; ***Just some ideas to possibly expand it&#39;s playability. ***Some easy, some dreaming. ***Hope they inspire.

    1- Have a trigger bound to the people needing rescue to make a noise or yell "help". ***Will help people locate them better/lure them into zombie ridden areas.

    2- Allow for more than one save game in SP.

    3- Have a radio they can purchase or a small list of missions for the player at the bases. ***(people holed up and needing rescue, places not yet overrun needing support, request for supplies, scientists needing safe transport to different areas and such)

    4- Ability to retain people if they so choose (random? either they want to stay and fight, or have had enough). ***Nice to have someone watching your back, or have staying power in difficult missions. ***Maybe everytime you collect a rescue reward, they have a chance to leave, that would save you from trying to track who stays and goes.

    5- Create &#39;hotspots&#39;. ***The larger the city, the more zombie fodder there is. (this may be the way it is now, haven&#39;t played enough to see)

    6- At times it would be nice for the military to make small probe into the Q area and back, just to throw some randomness into the mix.

    7- Lastly, the ability to purchase and setup your own outpost and assign people to its defensive stations. ***(it&#39;s a dream, but it&#39;s always nice to own a piece of the land and defend it against the hordes.)

    Thanks again D.Murphy Man (and Prototype 001) ***
    -Rabid Arma 3 fan-

    Yes, like millions, I also throw my money at the BIS homepage and it refuses to take it..

  4. #64
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    Just a quick update my pc is now up and running again, however i lost half my RAM. Work should continue on the mission shortly.
    Twighlight island http://operationflashpoint.filefront.com/file/;41660
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    Bio Hazard - Apocaylpse, single playe dynamic zombie mission. Command the special Z-com unit and defend the inhabitance of malden from the hordes&#33;
    http://www.flashpoint1985.com/cgi-bin....73;st=0
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    http://www.flashpoint1985.com/cgi-bin....t=46625

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  5. #65
    Well, like I said before, I made the zombies spawn from a 1 KM distance but this seems to lag up low- and medium-end PCs. Not really sure why it&#39;s laging up more then the default settings because even if only 1 group spawns, it still lags more then it should. Even on my high-end PC I noticed a 10-15 FPS decrease, even when I just spawned and nothing else has been spawned yet. It&#39;s like the game just lags when you use many triggers with a large radius.

    Also, I just experienced the bug that stops the zombies from spawning. The last thing I did before this happend was visiting the military base (Outpost). I checked all the stores there, but bought nothing. Then I went to the outpost in the midle, and then to another outpost directly west of the last outpost. After I visitted the second one, the zombies stopped spawning. I went to these 2 outposts after they got under attack.

  6. #66
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    Well all problems with the spawning system (and hell there was a lot of them) *Should* be fixed when i convert to DAC, at the moment im using NEM_Zombies instead of Prototypes KAOS_zombies, for some reason KAOS_Zombies refuse to work with DAC (nothing spawns) this also means its now possible to be infected by zombies as a feature of the addon, with a 5min countdown before you die and your corpse comes back as a zombie (AI controlled). However you will be able to buy the Antidote at one of the shops.

    At the moment im just trying to get the damn zombies to keep standing up, for some reason when using DAC they all go prone when being shot at even with setpos "up" command.

  7. #67
    Have you tried Yomies zombies? I got them to work in DAC but they do the same thing you experience, lay down when being shot at. I think that it has to do with DAC and how it configures units behaviours and I&#39;m not sure it&#39;s easily fixed.
    i7 2600k stock for now | Asus max IV | GTX 690 | 2 GTX 670 SLI | Asus p8p67 | GTX 580 | Ati 5870| Intel i-7 930 OC@3.8Ghz | Asus P6T MB | C2Q9550 OC@3.8Ghz | EP45-UD3R | GTX260 (192SP) Ati 4870X2 | 4GB G-Skill DDR2 1066Mhz | 8gb G-Skill 12800 RAM | OCZ agility3 240gb | Corsair 850w | Win7 64 WinXP 32 Sp3 | ArmaCO 1.62 | Iron Front 1.05 | 3 Acer 24" LCD V243H in triple head

  8. #68
    Tried Yommies but you need to do soo much to get them working. These are plug and play and simpler to use. If there was a way to use the Yomies the same way I would scrap the KAOS ones and use them.

    I tried with the Yomies before and used thier spawn method but always hit the 144 cap. If there was a way around it It might be better. (Tried alot of things to break the cap)

    Hopefully this mission will get more notice and we can have more Zombie takeover missions online soon.

  9. #69
    Quote Originally Posted by (PROTOTYPE 001 @ Jan. 07 2008,21:58)
    I tried with the Yomies before and used thier spawn method but always hit the 144 cap. If there was a way around it It might be better. (Tried alot of things to break the cap)
    I have plenty of yomies in my missions. This is from the yomie-thread, I did break that 144 cap in august:


    ----------------------
    I have found a solution to max 144 yombies. Its just a small change so I will post it here soon, I must test it some more first.. Right now I´m playing a MP game and my yombie kills are 147.

    If my calculations are right the new max number is 572 yombies. I just have to prove it, so I´m chasing them around in a M113 on Rahmadi as we speak.....

    edit----------------------------------------------------------

    OK. Arma crashed when I had shot about 500 and had many of them still coming straight for me. Arma did not crash because of the yombies, just the normal "inconvenience" (8800 user).

    I hope 5133p39 dont mind me doing this? Nothing else is changed from 5133p39s excellent vision and job except the max-number.

    To to raise the yombie-count (143*4) you have to add some code in 2 files.

    The first file is init_game.sqf which you will find in the /yourmissionfolder/yomies/.
    Find this code:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    ySide = createCenter Resistance;
    // Center created for creating new groups when spawning new yomies.
    // Unfortunately, there is a bug, which affects acquiring targets by the AI.
    // To get rid of the bug, we still need some Resistance unit placed on the map,
    // in the mission editor - the CreateCenter/Group won&#39;t do the job alone.[/QUOTE]

    Change it to this:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    ySide = createCenter Resistance;
    ySidee = createCenter East;
    ySidew = createCenter West;
    ySidec = createCenter Civilian;
    // Center created for creating new groups when spawning new yomies.
    // Unfortunately, there is a bug, which affects acquiring targets by the AI.
    // To get rid of the bug, we still need some Resistance unit placed on the map,
    // in the mission editor - the CreateCenter/Group won&#39;t do the job alone.[/QUOTE]


    The other file is spawn_yomie.sqf located in yourmissionfolder/yomies/funcs/.
    Find this code:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    _pos = _this select 0;
    _type = _this select 1;
    _i = _this select 2;
    _grp = createGroup ySide;[/QUOTE]

    Change it to this:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    _pos = _this select 0;
    _type = _this select 1;
    _i = _this select 2;
    _grp = createGroup ySidec;
    _grp = createGroup ySidew;
    _grp = createGroup ySidee;
    _grp = createGroup ySide;[/QUOTE]


    Thats all.

    I had, before the crash, a killing spree in yombies on Rahmadi. You can choose to pump out all yombies from one marker, or divide into different. You can have all as civilians or whatever.
    This doesnt change anything else, the only differens is that the maximum amount of yombies are 572 (four units are needed as normal units). But every group you add, no matter side, takes away one yombie.
    \"Det är bara att placera den ena foten framför den andra och upprepa det tills man har kommit fram\"
    Ltn Vuorensola

  10. #70
    I was thinking...

    if you&#39;re still including vehicle spawns, make most of them wrecked but still have a few usable ones, just make it so some have flat tires or no fuel and only have very few ones that you&#39;ll be able to get in and drive away with.

    reason for this being: I on my bike and I crashed, all I had to do was walk for a bit until 5 vehicles of my choosing appeared. This way you have to search the city in order to find a vehicle if yours broke or you don&#39;t have one.

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