AFC~Gagi2~ 44 Report post Posted January 31, 2016 hey chris! godmode is still not working in combination with ryanzombies it works with the npcs of A3XAI but not the zombies... you still get damage from every hit any chance to get this fixed? Share this post Link to post Share on other sites
MedeirosPT 4 Report post Posted January 31, 2016 Same here. Share this post Link to post Share on other sites
infiSTAR 1293 Report post Posted January 31, 2016 Hey simply because ryanzombies is doing setDamage X -- if that's to big you simply die . no matter if you have player allowDamage false or add an eventhanlder to handleDamage on your playerobject. You die and that's it.^^ Share this post Link to post Share on other sites
disto1978 50 Report post Posted January 31, 2016 Possible to add a zombie shield like in arma 2? Share this post Link to post Share on other sites
infiSTAR 1293 Report post Posted January 31, 2016 generally - yes sure might be best if the zombies surrounding you are local to your client because then we don't need new BE exceptions I will take a look at ryanzombies now well once somebody posts me the github repo of the ryanzombies that people run on their servers -- there is so many zombie things around and I've not looked at any of it yet 1 Share this post Link to post Share on other sites
disto1978 50 Report post Posted January 31, 2016 (edited) For my knowledge all zombie mods are based on this... http://www.armaholic.com/page.php?id=28958 We have runnigs this script based on Ryans Zombies too ... http://exile.majormittens.co.uk/topic/9353-exilez-2/ Edited January 31, 2016 by disto1978 Share this post Link to post Share on other sites
infiSTAR 1293 Report post Posted January 31, 2016 okay looking into it now you should btw edit that mod a bit as it is using triggers :-/ for example: _trigger setTriggerStatements["this && {vehicle _x isKindOf 'Man'} count thislist > 0", "{if (_x isKindOf 'Man') then {_x setdamage 1; deleteVehicle _x;}; }foreach thislist;", ""]; we don't like triggers! Share this post Link to post Share on other sites
AFC~Gagi2~ 44 Report post Posted February 1, 2016 17 hours ago, infiSTAR said: Hey simply because ryanzombies is doing setDamage X -- if that's to big you simply die . no matter if you have player allowDamage false or add an eventhanlder to handleDamage on your playerobject. You die and that's it.^^ you get damage lower than 1 too... which the allowdamage should prevent Share this post Link to post Share on other sites
infiSTAR 1293 Report post Posted February 1, 2016 nono it is too different pair of shoes the "AllowDamage" has nothing to do with damage that is set by "setDamage" as setDamage doesn't cause damage on your like a bullet or falling would do- it just sets the damage value to your object. So you don't get damage or get it "removed" you simply have the damage value changed Share this post Link to post Share on other sites
infiSTAR 1293 Report post Posted February 8, 2016 Somebody that has zombies on his server could try if this works as "zombieshield" not sure if it is all classes and if the zombies are not local to your client it will force kick you for deleteVehicle, unless the server admin has changed the deleteVehicle filter Spoiler ZED_CLASSES = []; if(!isNil'slowCivilians')then{ZED_CLASSES append slowCivilians;}; if(!isNil'slowSoldiers')then{ZED_CLASSES append slowSoldiers;}; if(!isNil'mediumCivilians')then{ZED_CLASSES append mediumCivilians;}; if(!isNil'mediumSoldiers')then{ZED_CLASSES append mediumSoldiers;}; if(!isNil'fastCivilians')then{ZED_CLASSES append fastCivilians;}; if(!isNil'fastSoldiers')then{ZED_CLASSES append fastSoldiers;}; if(!isNil'boss')then{ZED_CLASSES append boss;}; if(!isNil'spiders')then{ZED_CLASSES append spiders;}; if(!isNil'crawlers')then{ZED_CLASSES append crawlers;}; KILL_ZED_CODE = { if(player isEqualTo vehicle player)then { if(alive player)then { _position = getPos player; {deleteVehicle _x;} forEach (_position nearEntities[ZED_CLASSES,12]); }; }; }; if(!isNil'kill_zed_thread')then{[kill_zed_thread] call ExileClient_system_thread_removeTask;}; kill_zed_thread = [1, {[] call KILL_ZED_CODE}, [], true] call ExileClient_system_thread_addtask; Share this post Link to post Share on other sites