Yeah, you can't do that. You have to do the random like I showed.
_rndWeapon = floor(random 3);
switch (_rndWeapon) do {
case 0: {_sniperRifle="M24";_sniperAmmo="5Rnd_762x51_M24";};
case 1: {_sniperRifle="SVD_CAMO";_sniperAmmo="10Rnd_762x54_SVD";};
case 2...
The only thing I can see is that the skins you're using might be banned.. try using "BAF_Soldier_MTP"
If that works, then you know your problem.
I don't know about this gun either:
BAF_L85A2_RIS_Holo
Is Taviana really that massive? 19100 worldspace location? if thats a correct worldspace, then attach your add_unit_server file
Attach your rpt file too if you don't mind.
So here is what I think the issue is.
The zombie_generate you're using is from the previous version of dayz (it was updated about a week ago).. To fix this, you need to go to your arma 2 oa installation folder, and grab the new zombie_generate file from your dayz_code.pbo and then add the...
Good call, beneath _sniperRifle you will also have to set _sniperAmmo so that you are getting the proper ammo for your rifle. You can do an auto retrieve of the ammo, but that doesn't always give you what you're asking for (eg: m107 ammo with an as50 or SD rounds). You could also set the...
baseSkill 10 and potentialSkill 10 if you want them to be badasses, but be warned, they are indeed badasses. If you don't have a sniper and know that they are there, you are likely going to lose. lol
Yeah, where it says _sniperRifle or whatever, do this:
_rndSniperRifle = floor(random 2);
switch (_rndSniper) do {
case 0: {_sniperRifle = "gun1");
case 1:{_sniperRifle = "gun2"};
case 2:{_sniperRifle = "gun3"};
};
I don't know off the top of my head if a random 3 will return 1 2 and 3 or of...
The globalFaction report isn't an oddity, it's just a diag_log I forgot to remove. It's just telling you the faction of the npc's you're creating.
Try commenting out the zombie_generate file in your init and see if the zombies come back.
It's based on skill, and I honestly don't know the ratio. It's probably also based on fog and overcast of the server. I've been sniped by a 10,10 skill sniper using an as50 from about 1000m before, and even further while I was in a heli.
Honestly there is no reason why your zombies shouldn't be spawning then. Have you checked your rpt for the word "error"? I've never tried it on Taviana so I don't know if that would affect it, but surely it wouldn't.
Do you know how to do diag_log's?
Put some of them in your unit_killed script. Do 1 for each variable, and make sure that the variables are being passed correctly, and then put 1 before and after the sleep timer to make sure that they are being triggered properly and let me know what you get...
the format is:
switch (_gearSet} do {
case 0: {variables};
case 1: {variables};
};
all you have to do is this:
switch (_gearSet} do {
case 0: {variables};
case 1: {variables};
case 2: {variables};
};
Variables refers to those 12 or so lines of _sniperRifle and other variables. They all have...
In the tutorial there are 2 separate lines in the zombie_generate file that you CAN add. The first is the line to make NPCs attack zombies with the use of addRating. The second is to remove zombies entirely, which is editing the initial if statement to be all inclusive by adding || isNoone or...
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