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    'Handledamage' & 'Killed' EHs with SetDamage

    Yeah, I was confused as to whether 'SetDamage 1' will indeed call the 'Killed' EH. It indeed does, which makes sense. So I have WAI using DZAI health system as well now, and they work together well. So have consistency across all bot types now. This thread goes into how to add DZAI health system...
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    'Handledamage' & 'Killed' EHs with SetDamage

    Ok, I was able to test it... confirmed that the killed events are getting called.
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    'Handledamage' & 'Killed' EHs with SetDamage

    Hi, Hopefully this should be an easy one. I have DZAI configured to use HandleDamage EH. This emulates the player blood health and unconsciousness of players for bots. I notice that the code in the handledamage EH will decide if the AI is killed or not, and if killed, will make a call to the...
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    dayz mission addin (serverside scripts)

    thanks. going over the dog code again. I am only setting some simple variables on the player and on the dog like characterid. odd. Do profilenamespace variables get obsfucated so that players cannot tinker with the values in their profile?
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    dayz mission addin (serverside scripts)

    Thanks for the information, not heard of profilenamespace before. That may help. will let you know when I get time to try it out.
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    dayz mission addin (serverside scripts)

    yeah, Im using DayZ 1.7.6.1 codebase. I basically catch when there is a switch of model, like with humanity morph or with changing clothes, and get rid of the dog and let the player know that they will need to log out and back in to get the dog back. When changing clothes, I tell them to changes...
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    dayz mission addin (serverside scripts)

    Vehicle not found error, player cant get back into the server. all scripts client side stop working. some people have reported that the server may need to be restarted as well., since the original dog code ran server side.
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    dayz mission addin (serverside scripts)

    Got a version of PiXels cool dogs working client side. But, have not yet been able to get rid of the serious error where when the player model changes due to humanity morph or changing clothes. I have removed object references between player and dog even, and making sure I deleteVehicle the...
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    How to realese message when agent/bot (ai) kill player?

    thanks for the help and explanation guys, really appreciate it. yeah, my MPHit evenhandler is not registering the zeds or AI as hitting me (AttackedBy returns nil as I keep mentioning). But setting this in handledamage as you both say looks like it will work. Will also try setting AttackedBy...
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    How to realese message when agent/bot (ai) kill player?

    OK, thanks. my version of 'fnc_plyrHit.sqf' is set on 'server_Playersetup.sqf' on _playerObj on server side. By damage EH, you mean 'MPHit', or player_handledamage.sqf ? If MPHit, is it set on the client side code? i.e. on the 'player' object. I presume so.
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    How to realese message when agent/bot (ai) kill player?

    thanks shootingblanks. Ah, I see in damager handler, I will be able to get the source there locally, bloodsucker, bandit, zombie, and add a publiceventhandler to 'killedbyzombie' or 'attackedbyzombie' or whatever I call it. Hmmn, could make it a local setvariable , and then on player_death.sqf...
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    How to realese message when agent/bot (ai) kill player?

    Great thread. I looked into adding hit & killed messages from AI (and to AI etc..) and I notice that by default (talking vanilla 1.7.6.1 mod Im using), AI & zombie killers are nil in server_playerDied. On the server side when player logs in the 'MPHit' MPeventhander gets added to the server side...
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    Survivor-gorsk [screenshots]

    Odd. Since that thread on epoch started long after 1.7.7 release. Which is when they were added. So presumably those are custom camps? Have not seen the camps that come with 1.7.7+
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    Survivor-gorsk [screenshots]

    Yes. Thanks. I'm running 1761 though.
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    Survivor-gorsk [screenshots]

    Magz, This looks amazing. Would you care to share? If you are not running a server anymore? I started playing again after nearly 2 years, and am looking for some cool things to add to my private server. As far as give and take, I provided a solution for a customization that works with vanilla...
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    Bloodsuckers in Chernarus?

    Hi Curt, sorry man, didnt check back. I talked to the namalask creator and he gave me some advice, and it looks like clients will need namalsk crisis w. dayz namalsk, or they would need to download a custom chenarus map that I would implement. So unlikely that I will be doing this. Emailed...
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    Dynamic Grid Spawning Question

    Hi, With the dynamic grid spawning system, As I understand it, it will spawn default groups (based on a default probability) within each grid, everytime a player, or new player enters it? So every part of the map can potentially have AI? And these default values are overridden for places like...
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    SARGE AI Framework - Public Release

    Hi, Have hopefully a quick question. I want to spawn groups of AI that roam/patrol around the whole map, so players can maybe bump into them randomly almost anywhere. I imagine that I could use static spawns around the middle area of the map and set _this setMarkerSize [14000, 14000]; ?? to...
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    SARGE AI Framework - Public Release

    Hi again, Say if the player limit is 30 players, then configured the way I suggested back on page 47 (having west as unfriendly to resistence as well), then I should make sure that there should never be more than 140-(30+1) or 109 AI survivor groups spwning for west? Which I can work out from...
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    Bloodsuckers in Chernarus?

    been on a crash course with arma 2/dayz deving & modding the last few days, and I can see that I would almost definitely need my own map to support bloodsuckers, so I am happy just playing with them on Namalsk :) The soldier AI though, thanks to Sarge AI framework is great, even supports heli...
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