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> Zombie Mod (with TCP anims) (v 0.61c TCP)
Chrophiss
post Jun 29 2008, 15:50
Post #1


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Hi, i need some help with the zombie mod:
http://www.armedassault.info/index.php?cat=addons&id=478

i downloaded this one but i overwrite this one:
http://www.armedassault.info/index.php?cat=addons&id=361

I think!

i tried to use the commands to make zombies stand still when im not in the same trigger.

- Zombies that are in listed in an array called NEM_HALTLIST, will not move at all.
Good for indoor scenarios where zombies lure in a house.
They will however start to move and hunt any human that is in that array too.
So if you use NEM_HALTLIST=thisList in a trigger you can achieve that.

This doesnt work.. they attack me all the time. they just wont stand still!

i'm working on a pretty good mission/campaign but without this command and the other ones. i cant make a proper one.

i cant contact the creator because no email or any type of contact was added.

can someone help me with this? (i got ArmA version 1.14 in case that matters)

PS. srry if this isnt the right spot to post this. helpsos.gif

This post has been edited by Chrophiss: Jun 29 2008, 15:52


--------------------
Working on a zombie campaign. need little help though... PM me if you want to help in any way!

Mission1 = 100% complete (could do with some fine tuning though)
Mission2 = 5% complete
Mission3 = 0%
Mission#(etc) = 0%
 
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Chrophiss
post Jul 10 2008, 16:37
Post #2


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c'mon, still need help with this!

anybody?


--------------------
Working on a zombie campaign. need little help though... PM me if you want to help in any way!

Mission1 = 100% complete (could do with some fine tuning though)
Mission2 = 5% complete
Mission3 = 0%
Mission#(etc) = 0%
 
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D@V£
post Jul 10 2008, 17:54
Post #3


Gee, I wish we had one of them doomsday machines.
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Is your trigger set up only to detect Indepentant units? That should stop it detecting Humans.

Also, Cervantes' edited zombies are a lot different to the zombies with the animations. So don't be surprised if they aren't compatible.


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Chrophiss
post Jul 11 2008, 20:48
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hey d@ve, thnx for your reply smile.gif

you mean by whom it is activated? or "Detected by"?

the idea is that when i get close to the zombie he walks up to me but before that he must stand still. is that what you are pointing to? or are you thinking of NEVER attacking humans?


--------------------
Working on a zombie campaign. need little help though... PM me if you want to help in any way!

Mission1 = 100% complete (could do with some fine tuning though)
Mission2 = 5% complete
Mission3 = 0%
Mission#(etc) = 0%
 
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D@V£
post Jul 12 2008, 09:40
Post #5


Gee, I wish we had one of them doomsday machines.
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Group: Moderators
Posts: 2,037
Joined: 13-November 06
From: Wales
Member No.: 155



There should be a drop down box labelled "activated by", it should have the options like "BLUFOR, OPFOR, Independant, Civilian, Everyone and Nobody".

So if your trigger is set up to detect Everyone, then it'll also detect the players, which will in turn be put in the array.



That said, if you still can't solve your problem using this array, when we were working on the Farmland Campaign for OFP, if we wanted zombies to be "dormant", we'd just stick them on a small island (Rahmadi would be good for this) and just used the setpos command to move them into position when they were needed. It's a bit simpler than messing around with Arrays IMO smile.gif


--------------------
The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you hate me love me secretly fear that Mark is watching you while you sleep. secretly wish that Mark is watching you while you sleep.
Site Issues Thread - Complain about site issues here. We might even fix them!
Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly".

QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
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Chrophiss
post Jul 12 2008, 10:41
Post #6


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yeah, i did that on ofp too, but... the idea is that you walk up to the zombie and look at him "Not knowing he's a zombie" then you must kill him.

but ill take a look at the other option, thnx ill let you know what i find biggrin.gif

EDIT: the command just doesnt work. not for me at least. but the mission is fine as it is, just the zombie barging at the house smile.gif

This post has been edited by Chrophiss: Jul 13 2008, 11:06


--------------------
Working on a zombie campaign. need little help though... PM me if you want to help in any way!

Mission1 = 100% complete (could do with some fine tuning though)
Mission2 = 5% complete
Mission3 = 0%
Mission#(etc) = 0%
 
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