XMortX

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About XMortX

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  1. XMortX

    Better Zombie AI

    Hey guys, I have been trying and failing to improve the AI deployed by Ryan's Zombies and Daemons in conjunction wit Exile-Z 2. Does anyone have any pointers about how i could alter the spawner inside exile-z to include LOS checks and how i would allow players to hide from zombies and sneak past them etc? Currently the spawner simply says 'if player is within 50m then zombie sees them' This does'nt matter if the player is behind a wall or prone in long grass or anything, which breaks the immersion id like on my server. Any help would be great and if anyone knows how to do this, having them react to sound and smell(based on wind direction) would be cool too Iv tried using the Arma 2 FSM too but although this works in part, they still see you all the time, just takes longer and they are a bit more stupid and pathfinding is terrible. I'm pretty sure the actions are somewhere in the scripts i just don't know enough to know where or what to do to get the desired effect. Thanks in advance, XMortX
  2. XMortX

    Wrong Signature Kick after Apex update

    I have changed some server side configs (packet sizes etc) and my signature checks are turned off in testing, this seems to help in allowing some specific players to join. I'm hoping by the time I have my server configured enough to public release this issue will be fixed but it seems like it's a 'non issue' at the moment, I can see my server logs littered with players attempting to join and disconnecting for no reason, they could just be trolling, I don't know but if I turn sig checks back on then the kicks start again, there is definitely an issue its just not being accepted as one........
  3. XMortX

    ExileZ 2

    Anyone got any ideas how the FSM works, IV had a look at the compiled FSM in exilez but it not making much sense to me if I'm honest, do each of those stages call a script somewhere? I'm basically trying to change the way the AI zombies spots the players? Any ideas?
  4. XMortX

    ExileZ 2

    you would have to investigate the logs and see if there is an error i suppose, I have quite a few issues arm with quite a few things +infistar so I can't say I'd noticed tbh but I'll have a look when I log in next
  5. XMortX

    ExileZ 2

    @Kobayashi In SpawnZombie.sqf i found this - Could we not just enable FSM here?
  6. XMortX

    ExileZ 2

    IV been unable to apply the new AI to the zombies, I'm going to have a word with a dev I know who is far better at sqf than I. I'll get som pointers and see where we go, may be a case of simply adding some more variables to the current AI used on the zombies, I suspect any other way will require a complete rebuild of the Ryan's zombies mod! Hopefully I will get into contact with Ryandombrowsky aswell and see if he could lend some aid.......
  7. XMortX

    ExileZ 2

    @Kobayashi Where did you find that? The only place I have been able to find it mentioned is in modulesettings.sqf inside the ryanzombies.pbo?
  8. XMortX

    ExileZ 2

    @Kobayashi Yeah i cant find it which probably means i'm not the best person for this task lol On the other hand i did find an interesting AI that might be a bit of fun to apply to the zombies with permission from both sides obviously. http://www.armaholic.com/page.php?id=27209
  9. XMortX

    ExileZ 2

    @Kobayashi Is this the variable we need to change? _Activation = _logic getVariable ["Activation",1]; im assuming changing it to - _Activation = _logic getVariable ["Activation",0]; should do the trick?
  10. XMortX

    ExileZ 2

    Well I have no problem giving it a go but I'd first need to know where the code is for the current zombie AI and then I'd have to look and see if another mission script had a decent AI and ask if they would mind us using the code....... Not sure that would truly count though, i code c# and sqf seems a massive mess when I have to alter it lol
  11. XMortX

    Wrong Signature Kick after Apex update

    Unfortunately buddy all that will change is the manner of d/c! Instead of getting banned people will simply get kicked with that setting, the only solution so far is to set verify signatures to 0 but like @infiSTAR said..... Bad plan for a public server if like to add that some of my players get kicked with the apex update..... I have never been kicked though, seems to only affect those that have a higher ping (and when I say higher, they only have +5 on my ping and mine is around 20 to my dedibox) In short, there is a problem without a solution as of yet
  12. XMortX

    ExileZ 2

    I don't mean roam when a player isn't near, i mean roam when they are spawned in.... Well i know its possible because the default AI do exactly what im describing, but i have no idea if its possible to add that functionality to ExileZ-2, perhaps @Patrix87 could confirm/deny this for us?
  13. XMortX

    ExileZ 2

    @Timber So there is no way to "hide" from them inside the _ryanzombieslimit variable? Basically id like the zeds to roam, if a player has to get close to them (town or city) then they could hide behind walls etc and elude the zeds? is that possible? But obviously id like zeds to mob a player that runs into the city guns blazing , which begs another question, are they affected by sound, it doesn't seem so?
  14. XMortX

    ExileZ 2

    Hey guys, might be a stupid question, might not.... The zombies i have run straight at the player, and my zombies are pretty beast so is there a way to 'stealth' with this script or do the zombies always spawn near a player and always have the ability to see them? I hope thats not too obscure to understand, i probably could have explained it better. Basically i want a culture of fear on my server where there are many zombies but they arent very smart so if the player is quiet and stealthy, they can loot..... currently there is no chance of looting while in a spawn marker? Cheers
  15. XMortX

    Wrong Signature Kick after Apex update

    @infiSTAR I could post mine if you need it also but im not sure it will show anything more than @GyroCapitan just did