Still can't get my units to load into the chopper :(
They spawn, the chopper spawns, and they just stand there.
Anyone see a problem with my code snippet?
//Spawn chopper
_veh = createVehicle ["UH1H_DZ",_unitpos,[], 0, "NONE"]; //
//Spawn a crew
_s1 = "CZ_Soldier_DES_EP1" createUnit...
Man, I'd love to turn my greasy eyes to that script.
I'm also still wrestling with
"DEBUG: Deleting object UH1H_DZ with invalid ID at [33.5224,1590.66,0.000714302]"\
killing my scripted vehicles. I found the location in my fsm file and did this:
name = "check_for_hacker";
init =...
How are you getting a variable for the bus? I'm trying to do something similar with a chopper, but if I do a 'createvehicle' in the script, the server kills it because it doesn't have an ID.
Never mind; i commented out that part of the server_cleanup.fsm that was killing it.
Anyone try setdamage on their AI units? It's non-functional for me... I can do a getDamage and find the ai unit's health, but I can't set it.
When I create the unit i'm calling a
[_aiunit] execvm "units\npc_damage.sqf";
And then doing something like
_ai = this select 0...
Check all of the items you're loading in - i had that happen when I mistyped an inventory object. Apparently it didn't throw an error until you tried to loot the corpse.
If somebody wants to take a stab at having zombies attack AI, then by all means pitch in - i'm currently looking through all of the dayz_code.pbo and I have some ideas, but I haven't implemented it yet.
Here's a first step though - have the zeds go after your ai gunfire like they would a...
I don't even bother to dump stuff in the PBO - my init file is
\arma 2 operation arrowhead\MPMissions\dayz_1.chernarus\init.sqf
and i call the scripts from
arma 2 operation arrowhead\MPMissions\dayz_1.chernarus\Scripts\
so my init.sqf says:
if (!isDedicated) then {
< bunch of default...
This is great! We're doing something similar, but a bit more degenerated than what you're going for. We've got soldiers possibly spawning in one of the three major cities, shooting zeds (and pulling zeds with their actions, like survivors would). Eventually, they'll run out of ammo and be...
Ok - I've been working on this for a few hours, so I guess it's time to ask for help.
I added this code to my add_unit_server.sqf -
_aiunit addEventHandler ["Fired", {[_this Select 0,1000,true,(getPosATL (_this Select 0))] spawn player_alertZombies;}];
_aiunit addEventHandler...
Ooooo! What's this zombie alert trigger you've added? I need to get that into my NPC script somehow (gunshots aren't alerting zeds).
Edit: Nevermind, I found your post!
Hmm... that I don't know - I've never tried to change the value. I'd like to make use of it though, so if you figure it out do tell (and I'll do the same).
Flashlight MAY be addWeapon - some of those items are. Also, make sure you do a
//clear default weapons / ammo
removeAllWeapons _aiunit;
removeAllItems _aiunit;
I think the default script was just doing a removeallweapons
Made a really simple ODF spreadsheet to create the string to spawn units; saves some repetitive work.
The Vlookup tables are down below if you want to replace anything with your setup.
Here are some coords, if anyone else wants to use them:
Balotta Airstrip [4829.9868, 2450.1104, 0]
Berenzino [12954.624, 9783.1533, 0]
Bereznio 2 [12043.963, 9091.3477, 0]
Black Mountain [10276.416, 12049.664, 0]
Bor [3320.1643, 3938.3496, 0]
Cherno [6743.8853, 2581.1865]
Devils Castle...
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