it depends on what you set the 2 settings for in your create line..
there is 1 for patrol radius, and 1 for waypoints.. the patrol radius is used only by the waypoints.. the higher the patrol radius, the farther away it will put your waypoints, and the more waypoints you put, the more...
I'm getting an error with my init file because i assume it's not finding the magazinetype.. could it be a problem because this is hosted in my mission pbo or something? it gives me this error:
0:04:22 Error in expression < addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
};
};
_countr =...
lmao.. yeah.. depending on which version of the lines you have they should i work.. ive been systematically adding more options on the init lines, so you may have to add more..
change the set_unit_factions.sqf setFriend to make them friendly again.. anything above .6 and they should stop...
So once it detects bandits and zombies, how do I tell the difference between the zombies and bandits? Would isPlayer be false? or is there a better way?
It just moves the file to your mission folder (which makes your mission larger unfortunately) so that you can edit it. What you're doing causes your zombies to become part of the ENEMY side, which means they are hated by everyone capable of hating.
for me it is G:\Steam\common\Steamapps\Arma2\@DayZOring\Dayz_code.pbo..
Don't look on your server, it's on your local PC. Go to your LOCAL arma 2 installation folder, go in to the map you're using, and find the pbo there.
Also, is there a way to use this detection thing to detect if there are zombies around like it does for bandits? That would mean I could get rid of this zombie_generate.sqf file and just have the ai themselves convert the zombies rating.
Out of curiousity, could I spawn a zombie where an AI is killed?
I have a faction of AI walking around with the same skins as zombies (though the living version). Could I do something in this event handler that checks the outfit that the unit is wearing, and spawn the corresponding zombie, and...
It's done in a big file with tons of conditionals based on input, but here's 1 specific:
case 1 : {
_ailoadout=[_resistanceSniperRifle,_resistanceSniperAmmo];
_resistanceSniperSkin createUnit [_unitpos, _aiGroup,"null = [this] execVM 'scripts\unit_init.sqf'"]...
Also, 1 more question:
Could I set up an eventHandler so that when someone kills one of my AI that it gives them a survivor kill or bandit kill and reduces their humanity? so that they can become bandits from killing AI?
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