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Thread: The Undead Mod

  1. #201
    _unit = _this select 0;

    Sleep 15;
    _unit ["CHN_UNDEAD_NONMIGRP",true,true];
    Exec via nil = [this] execVM "NonMigration.sqf"; in init field.

    Returns errors - what's wrong?

  2. #202
    Hm, is it possible to set zombies on a map plus a deactivated zomby module so the zombies won't move and some time later let the module activate, so the zombies would begin hunting for humans?

  3. #203
    Cyclone, you could spawn in groups at the desired time. Would that suit?

  4. #204
    Quote Originally Posted by HateDread View Post
    Exec via nil = [this] execVM "NonMigration.sqf"; in init field.

    Returns errors - what's wrong?
    If you don`t state what kind of errors you get, i can`t tell you what`s wrong
    Apart from the inelegance to assign a value to nil .
    Last edited by Charon Productions; Jan 26 2010 at 09:31.
    Arma3 Projects in Development : The Undead Mod 3
    Released Arma3 Projects : TroopMonA3
    Arma2 Projects in Development : TroopMon 3 & The Undead Mod 2
    Released Arma2 Projects :The Undead Mod & TroopMon 2 & Predator Mod & Artillery Plus & UrbanPack & Crocodile

  5. #205
    I guess I should be assigning to xhandler from now on, then?

    The error says it's missing a ';', even though, from what I can tell, there is none missing? Line 4, it says.

    EDIT;

    Hmm, not sure, but I think it's saying the error is after _unit.

  6. #206
    Quote Originally Posted by HateDread View Post
    I guess I should be assigning to xhandler from now on, then?

    The error says it's missing a ';', even though, from what I can tell, there is none missing? Line 4, it says.

    EDIT;

    Hmm, not sure, but I think it's saying the error is after _unit.
    I am terribly sorry, but i don`t seem to understand what you are referring to ?
    Since there is no script in the mod called "NonMigration.sqf", i assume that you have written it, but without actually seeing the entire code, i cannot possibly make a statement concerning individual command lines of it containing "EDIT;" (which is no valid Arma2 command by the way) and "_unit".

  7. #207
    I don't recall adding 'EDIT;'?

    Anyway, it is my own script; I'm trying to run the ["CHN_UNDEAD_NONMIGRP",true,true]; you listed before.

    I just need to run a command via script that disables the migration of a group. I've obviously messed that up. Can you post an example script?

    Thanks a lot, mate.

  8. #208
    Quote Originally Posted by HateDread View Post
    I don't recall adding 'EDIT;'?

    Anyway, it is my own script; I'm trying to run the ["CHN_UNDEAD_NONMIGRP",true,true]; you listed before.

    I just need to run a command via script that disables the migration of a group. I've obviously messed that up. Can you post an example script?

    Thanks a lot, mate.
    Just wait until the group is completely spawned, then add the command.

    I just modified the init-EH of the individual zombies in a way that you can assign
    the command right when creating the group. As it is now, the init-EH initializes the
    group variable, so that you have to assign the command to the group when they are all
    spawned.
    Last edited by Charon Productions; Jan 26 2010 at 10:45.

  9. #209
    @HateDread

    Yes, if I could "unspawn" the existing humans at the same time which I let do the standup (raise out of their graves) animation before?

  10. #210
    By the way, i am trying to implement now the spawn of replacement units in case the mission maker is using custom soldiers.
    It has been mentioned before by some, but what kind of custom units do folks like to use for this?

    EDIT: Implemented and working. West side custom units will be replaced with USMC_Soldier_Base
    and east side custom units with RU_Soldier_Base
    Should there be custom civilians used, they will also get replaced.
    Last edited by Charon Productions; Jan 26 2010 at 11:26.

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