Recent content by Cancerous

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    Wasteland + Dynamic Zombie sandbox :D

    I dig it man, thanks for joining the discussion, I'm firmly under the belief that there is no such thing as an original idea anymore as well, everything's been done by someone else, at least once, and I usually try to look back for those experiences so the collective human knowledge base isn't...
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    Wasteland + Dynamic Zombie sandbox :D

    Ok we're arguing semantics, although both the separate packages are available for arma 2, I don't know that anyone has made this combination available through distribution with both packages combined as a mod or mission for arma 2, and if you think it was light work, look at the commit log on my...
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    Wasteland + Dynamic Zombie sandbox :D

    he's also almost 100% right too, they havn't made mod versions of them yet for arma 3, and neither did I, everything is crammed into a mission PBO for the moment, and now that the size is down so much, it's not as bad hosting it as a mission ...and Xiberviri did make this combo before I did...
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    Wasteland + Dynamic Zombie sandbox :D

    here is a new build 3/19/13 there are many changes and improvements to zombie spawning, making them look more dead, not spawning in water, fixing things I broke in wasteland, timing improvements and optimizations to how it runs, the beginnings of a new zombie side mission, and the size is now...
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    Wasteland + Dynamic Zombie sandbox :D

    I don't know if anyone is running the build i put on armaholic, that one was pretty stable, My buddy hosts a server we've been testing this mission on and because it's the one we're always changing things, and trying things on, that one does crash pretty often, I have a newer stable build of the...
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    Wasteland + Dynamic Zombie sandbox :D

    I thought I'd share this with everyone after getting permission from the arma 3 wasteland sandbox mission makers and the Dynamic Zombie Sandbox mission maker. This is the two of those awesome sandbox missions combined 100% to those teams credit, all the side missions and vehicles of wasteland...
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    Wasteland + Dynamic Zombie sandbox :D

    this is pretty bad ass, using the latest versions of wasteland and DZS, I basically have the wasteland game all working with its vehicles + zombies and random loot piles in buildings, it's starting to almost remind me of another familiar mod
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    Wasteland + Dynamic Zombie sandbox :D

    Those zombies are not to be trifled with, I've been loving wasteland and A3, but I missed the zeds, combining the two made perfect sense
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    Wasteland + Dynamic Zombie sandbox :D

    looks like the Dynamic Zombie Sandbox ( http://dynamiczombiesandbox.com/ ) is ported to Arma 3 as well as Wasteland, Had some fun tonight with the two of them combined ala Wasteland'z' style here is a new build 3/19/13 there are many changes and improvements to zombie spawning, making them...
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    SARGE AI Framework - Public Release

    Thanks for sharing man
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    yeah I guess if you use sleep it has to be in a an sqf called by execVM whereas that script is not being called that way, you could just comment the sleep out and get rid of that error since it isn't sleeping anyway, or try to change the way it's called, don't be afraid to google an error and...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    you can adjust how 'loud' the AI gunshots are in that alert zombies, check your rpt log for errors if you still don't see an AI firing a lee enfield get mobbed, I don't think any of this stuff will make there be more zombies than normal tho
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    you need to get that ai_alertzombies.sqf file, fn_spawn_deathFlies.sqf, ai_fired.sqf, and dayz_ai_functions from dayzBanditAI, edit dayz_ai_functions.sqf to look like this: /* // if ((Player getVariable "SpareTime") > 0) then {... //Usage: call compile preprocessFileLineNumbers...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    i think also if their behavior of crouching and prone and standing over and over again doesn't look so great to you either, change these _aiunit setCombatMode "RED"; _aiunit setBehaviour "COMBAT"; to _aiunit setCombatMode...
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    Simple AI Tutorial (no rMod or DayZ_Factions)

    I put that line before the waypoint stuff, but it should also be fine after it yes, try it and see :)
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