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zombies EXILE-Z Project - Add Zombies to Exile
Captainjack replied to Captainjack's topic in Add-ons
Not heard this for long time! thanks made my day love 90's and 80's songs Hmm ok we ran this for 3 hours not seen it no matter looks to be in delete look for in generate_zone.sqf //this { if(alive _x) then { _civilrole = _x getvariable "civilrole"; _back = [[typeof _x, position _x, _civilrole]]; //_back = _back + [[typeof _x, position _x, _civilrole]]; // old code _x setDamage 1; deletevehicle _x; }; //Edit to be { if(alive _x) then { _civilrole = _x getvariable "civilrole"; _x setDamage 1; deletevehicle _x; };let me know it that helps code is setup for walkers is two runners if don't want it delete "RyanZombieboss1", "RyanZombieB_RangeMaster_Fmedium"- 876 replies
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script Vehicle unlock and remove ammo - Updated 0.9.32
Captainjack replied to Captainjack's topic in Scripts
yeah you can do that add it to config custom code This should work ok ExileServer_object_vehicle_createNonPersistentVehicle = "ExileServer_object_vehicle_createNonPersistentVehicle.sqf"; ExileServer_object_vehicle_createPersistentVehicle = "ExileServer_object_vehicle_createPersistentVehicle.sqf"; ExileServer_object_vehicle_database_load = "ExileServer_object_vehicle_database_load.sqf"; ExileServer_system_trading_network_purchaseVehicleRequest = "ExileServer_system_trading_network_purchaseVehicleRequest.sqf"; //Trader unlock ExileServer_world_spawnVehicles = "ExileServer_world_spawnVehicles.sqf";- 40 replies
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- trader cleanup
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zombies EXILE-Z Project - Add Zombies to Exile
Captainjack replied to Captainjack's topic in Add-ons
The new setting " SAFEZONE = 1 " should now remove all AI types from default traders. I hope! it's had limited testing.- 876 replies
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zombies EXILE-Z Project - Add Zombies to Exile
Captainjack replied to Captainjack's topic in Add-ons
save you some time easy way is use Spawner_v3.2_Serverside.zip edit the settings place in exile server addons add the www.armaholic.com/page.php?id=28958 to server and get players to install client enter a town then profit! need to add the Zombies & Demons to server startup rename it to @zombies or something that's all one word- 876 replies
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zombies EXILE-Z Project - Add Zombies to Exile
Captainjack replied to Captainjack's topic in Add-ons
God mode won't work with them they are set to take HP no matter what, If you want faster zombies you need to add in the runners or normal's I don't have list on me looks kinda like this : RyanZombieC_man_w_worker_Fslow to RyanZombieC_man_w_worker_Fnormal I didn't test this with updated DMS didn't notice this on older version try edit zombie side could be conflicting with it.- 876 replies
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zombies EXILE-Z Project - Add Zombies to Exile
Captainjack replied to Captainjack's topic in Add-ons
This seems to be only now and then script is using the mods logic the spawner script is set to walk will force AI to seek out players in range other then that it's all ran by Zombies & Demons UPDATE Spawn Script is updated to 3.2 now have three types to choose from.- 876 replies
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zombies EXILE-Z Project - Add Zombies to Exile
Captainjack replied to Captainjack's topic in Add-ons
Thanks for reporting this I'm adding fixes to updated version should be updated in a day or so I been working 12 hour shifts I'm burnt out I do have idea whats up. For now edit lines in generate_zone.sqf that have " _back = _back + " part remove _back + EG: // find like this _back = _back + [[_civiltype, _position, _civilrole]]; // Edit to _back = [[_civiltype, _position, _civilrole]];this may effect spawns- 876 replies
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They might enter player made objects due to the fact they only see map placed objects, if you use replace house with "building" or "buildings" you will see more spawns as it's adding them to each building on map then. you can also edit number in zombielimit=9; to zombielimit=30; that's more dayz type setting I not seen how new patch is running this I hope FPS is better. I been busy with work and family I haven't had time to update this yet I'm also waiting on some code from maker of frame work.
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script Vehicle unlock and remove ammo - Updated 0.9.32
Captainjack replied to Captainjack's topic in Scripts
Update done for new patch- 40 replies
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strange thing is only getting this in 1.50 older patch was fine I'll have to remake it again or merge to other script and use markers again. for now add this to init.sqf to force code to load I hate using loops in init while {true} do { Sleep 10; waituntil {alive player}; [] execVM "zombie\config.sqf"; Sleep 300 ; };
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Happy you got into this I was having a play with this on test server with a hacked up version of code from A2 used to be for gem crafting can't wait to see how it works out if you need object names give me message
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Khazaztroph started following Captainjack
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Warsheep It is yes see old code https://github.com/rscaptainjack/ZOMBIES_CODE/blob/master/OLD_CODE/1st Build/zombie/fnc_ZMarkers.sqf You will need to edit out the Ryan zombies part in _units save as fnc_ZMarkers.sqf add to zombie folder Add this to config in DON"T EDIT PART fncZMarkers = compile preprocessFile "zombie\fnc_ZMarkers.sqf"; []call fncZMarkers;Add markers into config add near settings zombiemkr=[]; // works on names or [[0.0.0],[0.0.0]]
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oh noticed typo it's zed.hpp
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hmm do you have custom sounds active? try moving code in zed.cpp to bottom of description.ext then remove #include "custom\zombie\zed.cpp"
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ok if moved it to custom you need to edit inside zed.cpp also that could be cause, I only made it for main directory never tested in another file also edit onPlayerRespawn.sqf