It's exactly what Epoch needs. It's got everything else except a good, bandit-based AI. The occasional military thing with the drone doesn't cut it, IMO. Nice work, Buttface. I may use it on a survival based mission I'm working on.
B
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The only thing left below this should be one line that says "_target" as it's basically the end of the file.
Step 3) Modify Compiles.SQF
To point to the newly modified zombie_findtargetagent.sqf file, we need to modify the compiles.sqf file. On or around line 58 or so...
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Our second chunk that involves the finding and selection of vehicle engine noise goes here. It's a large one. Add it directly below the section above:
// Vehicle Zombie sound Realism Mod by ^bdc
// Make zombies wander over to nearby vehicles - vehicle type determines...
Howdy all zed and troll hunters,
I wrote this addon a while back. This addon modifies Zombie_FindTargetAgent.SQF by adding two chunks of code (one small, one larger) that makes zed respond to the of a vehicle's engine by either walking over to the area of the sound or directly trying to attack...
Ok. Once a flagpole has been put down (I'm assuming the Base Building mod you're talking about does this), why not manually add the position of that flagpole ala this mod? Or are you talking about something automatic, or perhaps... ok I think I know what you mean:
Have the no spawn routine look...
Howdy SchwEde, I think I'm a little confused on exactly what you're wanting to have done. Or maybe it's because I was thinking better late last night than I am right now without a whole lot of sleep.
Howdy SchwEde, I think so. The first thoughts I've got are to create a fourth array, maybe call it something like PreventZedSpawnExclusionBuildings, and stick the structure/building types in there. And if the count of elements of that array is greater than 0 (meaning there's something in it)...
Hey guys, I whipped this mod up a few days ago as a way of being able to configure several values that modify the distances at which zed will hear gunfire. It modifies Init.SQF and Player_Fired.SQF only. The idea here is to modify the audibility of gunshots to zed based upon a global modifier...
Step 2) Modify Init.SQF (Part II)
This portion is about the no zed/loot spawn area definition (safe zones, if you will). I've already posted a thread ( ) that defines this, but since it modifies the same file (player_spawnCheck.SQF), I'm including an examples from the no zed and loot spawn...
Howdy guys, I'm not sure if I should be posting this this soon as I'm not convinced I'm 100% done with it, but I think nonetheless it'll work. This is one I've been trying to tweak and get right for a while now. What this mod does is it gives server owners the ability to configure several things...
Howdy guys, this is the help thread for the add-on/mod thread "BDC's Loot and Zed Configurable Parameters" which involves modifying the init.SQF and player_spawnCheck.SQF files for server operators to better trim how the DayZ background generates loot and zed spawn. Post your questions here.
B
Wanted to add an example of the no zed (and/or loot) spawn markers as configured on my Taviana server to better show how this modification works. Also, this code can be placed in init.sqf for more simplicity's sake if getting to and wading through variables.sqf turns out to be a pain:
//...
Going to post an update to this. I found a bug with destroyed buildings that I've corrected. Was damn near hilarious when blowing up a building and seeing zed popping up, in a zed no-spawn marker area, like cockroaches everywhere.
Howdy tkdmaster, would it be possible to get a copy of your player_spawncheck.sqf file? That's the only one that I modify now for this. Maybe I can make modify it and get it back to you.
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