From what I see there are many issues with mods and that antihax - it seems there is a way to single out certain actions and allow them, I have not downloaded the antihax code so I cannot speak to it, but in that thread there are some explanations on how to add things, though I don't know if...
Cool and understandable, it would be extremely difficult for Sarge and I to commit to supporting both of these systems in parallel, Essix if you really need/want this functionality PM me and I will play with a custom built solution for you though realize I cannot support Sarge's bit and he can't...
I tend to agree with Sarge, however I don't mind trying to incorporate his AI into an attract and attack Zed use case, I know in the past he has said this is not something he has in his roadmap, my code is a mish-mash of Sycosis's and some hacks I threw together, it is in no way as clean or...
You can add the line just not at the bottom of the file, if you do it three lines up as showed above it should work, that is how I have it running now.
Well purely using Sycosis files yes, as it is the only files from the pbo that it uses. If you have followed this whole thread and made any of the other additions that have come out from different people it may require other changes, if you are using my pack there are a number of files that...
Minion - if you are not using my updated 1.7.7 files and are using Sycosis original files then for 1.7.7 in the zombie_generate move the line added above the following line
_this set [3, _recyAgt];
so it looks like this at the bottom
{ _x addRating -20000; } forEach allMissionObjects...
Andrew, which file from which zip?
On the wild_spawnzombie side, the file is referenced in the original modified init.sqf and it is also called by player_spawncheck.sqf in the 1.7.6 version, you should pull the first from your init the second is removed in the new files for 1.7.7, it is also...
I have not updated Sycosis's original files for 1.7.7 - if there is a request for this I will certainly do it, It is difficult maintaining both my new version (which is 1.7.7 ready) and this one as they are beginning to fork in different ways - my mod on Sycosis's original can be found here...
Ok, here is the updated set of files for 1.7.7 simply overwrite the files in the script's directory with these - I have not tested these extensively so let me know if there are any issues.
http://dayz.zombiesurvivalonline.com/files/Morox-AI-1-7-7.zip
Yeah, looking through the new code there is a number of changes in main files I use, I have 80% of the files updated, trying to deal with some of the new tweaks that they added, like player fov handling for zed spawns, breaks the AI spawning zeds, I should have the fix out some time tomorrow.
You can multiply the number of units currently, if you wanted to add more cases of three that is easy as well - to add different types is a little trickier, the Sniper/Gunner/Militia thing is a "invented" separation to allowed for a "squad" you could create a new case and have two lines with the...
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