Ok, in the unit_killed.sqf make sure you comment out this part:
/*****************
_vanishchance = 90;
_vanish = random 100;
if ( _vanish < _vanishchance) then {
hidebody _player;
};
*******************/
As you can see It should be normally commented out.
Daambi,
Are they disappearing right when they get killed, or are they sinking in to the ground after you kill them? I added the body vanish into ground thing by request but it should be commented out in the OP version. If they are dying right when you kill them you may be using Sycosis's old...
Currently they will run up to the AI and they will then just spread their arms, what usually ends up happening is another AI will shoot at the zombie and kill the AI. The zombie attack action's are all predicated on the distance to Player - then it plays a random attack animation and does a...
That would be tough as the Zombies are Agents and not really AI, it's good because it allows for more groups than the AI can have but it means all the actions have to be codded manually, it's the main reason I have not completed Zeds actually being able to hurt AI,
Alkinda,
Not exactly sure what issue you are trying to report can you be more clear?
MadMartyr,
The unit_killed sqf has a humanity system in it where you gain or lose based on the killing of AI, while I don't think this should effect anything you can try commenting it out and see if you...
Are you using the updated files from my OP?
I ask because those errors don't look like my code. As far as the error when looting this usually happens when you have a weapon or magazine in the wrong section of the gearset, can you paste your two cases so I can take a look.
MadMartyr,
The issue I was having with Sycosis's original files is that each _aispawn line in the init.sqf would overright the previous one, so if you had 3 lines (the first a sniper bandit, then a civilian soilder, and last a civilian mitilitia) and then the sniper bandit died he would return...
Yeah, the _aispawn code should go in your existing isServer section under your existing serverMonitor line, I added a note to the OP to clear this up hopefully, glad the mod is working out for you.
Well there are 2 different things, there is a case section for loadouts, each loadout has a case for a sniper/gunner/militia then there is the case section for unit type - if you want to add a new loadout this is very easy copy the entire case 0 or 1 section and paste it and call it case 2, then...
Onur,
If it is the civilan model with the beret, yeah that is an Arma glitch that I get as well. I don't know if it is related to the mod or it has to do with the death animation of that model however.
Stealth,
Can you post your init.sqf so I can take a look, mixing Sycosis's files with my...
I have not tested this in A3 yet good to know it works, I need to test my updated code with it as well as it solves many of the issues with Sycosis' original files.
Stealth,
Hmm, I have not seen it, I do know the server_monitor executed twice can cause this I am not running it anywhere in my code, I will take a look and see if I can replicate the issue.
Onur123,
Are they not moving at all from the beginning or is it after a respawn? Also are you running...
If you are using Sycosis's AI you can control this in one of two ways, setting the AI to be EAST will mean they shoot everyone, or changing the friendliness of Resistance to a lower number. The other option is to add a hit eventhandler which will cause the AI to shoot back at the player, this...
Essix,
The red dotted zeds has to do with the difficulty as you said and should not be affected by this code, I don't currently know if there is a way to customize which parts of the difficulty settings are on and off.
Onur123,
Can you post your _aispawn lines, if you set them with a...
This file comes with Battleye, depending on your version etc it could be quite different, if you run more than one mod it may be extremely different from person to person, if you are running the files from the OP it makes it pretty clear that you should change the lines that start with
5...
Sarge's already does random weapons, I have not used it since the addition of the item loadout and the stationary spawn, he has is own thread now which covers all the aspects of his mod in detail, I think that would be a good place for you to start.
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