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Did you change the spawn in location? It looks like that's a celle mission.I honestly don't comprehend what I've done wrong.
//Check for hackers
{
//if(vehicle _x != _x) then {
//if (!(vehicle _x in _safety) && ((typeOf vehicle _x) != "ParachuteWest")) then {
//diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x));
//(vehicle _x) setDamage 1;
//_x setDamage 1;
//};
//};
} forEach allUnits;
if (!_parachuteWest) then {
if (_objectID == "0" && _uid == "0") then {
_object_position = getPosATL _object;
// diag_log format ["DEBUG: Deleting object %1 with invalid ID at [%2,%3,%4]", typeOf _object, _object_position select 0, _object_position select 1, _object_position select 2];
//_isNotOk = true;
_isNotOk = false;
};
};
I've played with self-admited hackers, and afaik they can't inject vehicles. I knew one guy who could repair them and inject gear, but the server doesn't cross reference the database for gear like it does vehicles, because they actually exist as world table entries and vehicle instances; items don't.
init="this flyInHeight 180; this addEventHandler [""HandleDamage"", {false}]; nul = this spawn { while {alive _this} do { _this setFuel 1; sleep 60 } }; {_x allowdamage false} foreach crew this; this addWeaponCargo [""FoodCanBakedBeans"",2]; this addWeaponCargo [""ItemSodaCoke"",2]; this addWeaponCargo [""ItemBandage"",3]; this addWeaponCargo [""ItemMorphine"",1]; this addWeaponCargo [""ItemEpinephrine"",1]; this addWeaponCargo [""ItemBloodbag"",1];";
Is there a way to just make the air taxi and pilot invincible? This is part of something someone had lnked me a couple months back as init for the heli. Hopefully this is of value. Also as I had mentioned - it's still spawning 2 crews.. and i have absolutely no idea as to why.
Code:init="this flyInHeight 180; this addEventHandler [""HandleDamage"", {false}]; nul = this spawn { while {alive _this} do { _this setFuel 1; sleep 60 } }; {_x allowdamage false} foreach crew this; this addWeaponCargo [""FoodCanBakedBeans"",2]; this addWeaponCargo [""ItemSodaCoke"",2]; this addWeaponCargo [""ItemBandage"",3]; this addWeaponCargo [""ItemMorphine"",1]; this addWeaponCargo [""ItemEpinephrine"",1]; this addWeaponCargo [""ItemBloodbag"",1];";
I've been thinking of something like that; I've tried the 'allowdamage false' setting, but it didn't seem to have an effect - I've been thinking of checking out the 'handledamage' event handler.
Is there a way to just make the air taxi and pilot invincible? This is part of something someone had lnked me a couple months back as init for the heli. Hopefully this is of value. Also as I had mentioned - it's still spawning 2 crews.. and i have absolutely no idea as to why.
Code:init="this flyInHeight 180; this addEventHandler [""HandleDamage"", {false}]; nul = this spawn { while {alive _this} do { _this setFuel 1; sleep 60 } }; {_x allowdamage false} foreach crew this; this addWeaponCargo [""FoodCanBakedBeans"",2]; this addWeaponCargo [""ItemSodaCoke"",2]; this addWeaponCargo [""ItemBandage"",3]; this addWeaponCargo [""ItemMorphine"",1]; this addWeaponCargo [""ItemEpinephrine"",1]; this addWeaponCargo [""ItemBloodbag"",1];";
If you want you can try my scripts.txt; it's just spawning one chopper, but double the units? Or everything doubled?
Try my new uploaded Chopper Patrol.sqf; I've modified a bit the way AI spawns.
hello orcthrasher, i was wonder will the file NPC_AlertZombies.sqf works on the Sarge AI framework? if yes, how can i put into it ? can u give me a instruction? thank you
hello orcthrasher, i was wonder will the file NPC_AlertZombies.sqf works on the Sarge AI framework? if yes, how can i put into it ? can u give me a instruction? thank you
[_aiunit,100,true,1] execvm "units\NPC_AngryZombies.sqf"; //Alert zombies when an NPC is in the area
ok, so i put the line [_aiunit,100,true,1] execvm "units\NPC_AngryZombies.sqf"; //Alert zombies when an NPC is in the area .... at the end of the init.sqf rigt? and where can i download the NPC_AngryZombies.sqf? or i just change the NPC_AlertZombies.sqf to NPC_AngryZombies.sqf?Yeah, Sarge is right. I hacked in a bullshit way for zombies to kill NPCs in my script, so there actually is an effect from them chasing NPCs. In Sarge's framework they don't interact, so they'd just clump around them until killed.
You could add it if you want the effect of the zeds reacting to npcs, and not ignoring them while they're shot - that's up to you. Just call it and pass the npc to the script, like so
Code:[_aiunit,100,true,1] execvm "units\NPC_AngryZombies.sqf"; //Alert zombies when an NPC is in the area
'_aiunit' is the name of a unit that was just created.
You can change the 100 to however many meters you want to pull zombies from. I wouldn't make it too large.
yeh, becoz wt i put in my server is all AI against players and a lot of players feels like zeds should chase them eventhough they(AI) wont get any damages. another advantages are that zeds can chase AI and less zeds chase players and gives players the ablity to know where the AI are nearWhat good is that? Zomnbies will not be able to damage NPCs ... They would stand around in circles at an NPC, trying to hit him while he shoots them down.