Go from there. Add me to steam if you like (mmmyum) maybe I can help you if you are going to actually write it (not really interested in locking vehicles myself).
There is no way to have persistence over server reboot (cars staying locked after reboot) without writing to the DB. That's the...
It would be quite easy to accomplish using a while {true} loop on every player that checks for vehicles within 10 m and changes player actions to add a lock unlock thing - like you said, kikyou2 using setVariable and getVariable. No need to delete/create a vehicle at least.
Of course over...
@TorturedChunk: player_spawnCheck handles regular loot spawning. See my github.
You can just add it as a mission override and comment out the loot spawn stuff
UPDATE:
Newest versions on github are fully functional. Use my zed AI as the other one is still very buggy (zombie_agent.fsm)
New integreated spawning system should be faster (requires loot system now), and make for more variation - zed spawning is working great, and zeds are targeting and...
Read the thread on it in my sig. It loops and picks a location at random from a list, and returns the coordinates and city name. It's just a snippet for you to use in your own code.
@cramps - loot code has been working for weeks in my code - but isathar has changed it recently to incorporate initializing a variable on each building for the zed spawning (to reduce spawn/desapwn lag mostly).
Totally go for the install if you're into it, - you'll also have to override the part...
It's pretty complex to write to the DB but I think some other people were working on getting it to work - search for a thread on it. I think it was hivewrite child 999 or something for the custom call to write, but of course you'll also have to create a new database or at least a column to...
sounds[] =
{
bark,growl,teleport,whistleFollow,whistleStay,whistleFind,whistleNon
};
This list should probably have the other class names in it (nam, eve, puk), but I see that is how Roxyn has her's so I guess it works!
@Roxyn, beat me to it! Thanks!
Open addin\fx\descrExt.h in your text editor.
In it should be: class CfgSounds
You need to merge that CfgSounds with my CfgSounds - you have 2 options: move my classes from CfgSounds into descrExt.h, or the opposite (move descrExt.h CfgSounds into mine)...
Greetings from Canada Deejay!
Something's going bad in your description.ext - but I can't see what exactly. It says CfgSounds is already defined, do you have another script that adds sounds?
Maybe this?
//===================piXel 05-02-2013============
#include "addin\fx\descrExt.h"...
It might be a little while still. I've had a working set up for a few weeks now, but it seems that no matter what I have to keep changing things - hence this being prerelease. No time to write a good guide.
If you like, add me on steam, I can try to help you/you can at least check it out on my...
Hey guys, - this requires a new addon generally, as you have to add entries to cfgMagazine and cfgVehicles to create new lootable skins.
I've written an addon (it's on my github, link is on the zed mod post of mine) that does just this for native arma skins that are not normally player...
Help and discussion for mmmyums Zed changes, quality AI, spawning perma loot and perma zeds and more is welcomed here :)
Almost everything is done with mission.pbo overrides. All of the new zed mechanics can be accomplished this way!
The only things that requires player downloads are the two...
Help is required to get this ready for general consumption.
Not noob friendly.
Here's a link to my github - https://github.com/mmmyum/yum_zedMods
In it you will find two addons, and pile of fixes/overrides for the mission.pbo to change the:
- spawn method of zeds - total number of zeds...
Well go in game and check the location of your survivor in the database. Sorry I don't have time to get coords for you right now.
Basically, you add an entry for a baseball as I have done and you execute a script from it. You just need to add the entry to you mission.sqm and put the script...
I'm so glad you got it working! Do you think you could post the final versions of your files for others to use?
Volume - look at the description.ext cfgsounds - there should be a part with 'db' - decibels - this is your volume. It should be a negative value, but you can make it closer to 0...
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