options I can think of...
1 call the cops as that's extortion. Not sure if the amount is enough to wake the cops up or not though.
you run the server so you got his IP, ARMA 2 GUID which you can get his STEAMID info from that.
2 ignore him and block his GUID / IP from joining your server...
They Target the player
They chase after the player
The player "Plays Dead"
They stop chasing the player and look for a new target.
Here's the RPT_LOG of the player Playing Dead after being spotted by the WildDogs....
12:46:52 "WildDogs: WildDogs Are Locating Prey!"
12:46:52 "WildDogs...
That was getting a bit out of hand... I found this code snippit on this forum under "Seaweed's No Third Person Whoring".
It works great so far for my "PlayingDead" portion of the WildDogs search for prey...
//PLAYER "PLAYINGDEAD" CHECK
_targetPreyState = animationState _TargetPrey;
_state =...
I haven't implemented any setCaptive stuff yet as I'm still bugged about the PRONE check not working..but I whipped up this code section to try the PRONE check again. I'm not home to test it yet.
I'm trying to filter down to a viable targetPrey by checking for PRONE and if so, they are...
IF we ever see the DayZMod Forum again... http://forums.dayzgame.com/ I can direct you to the DayZMod Vanilla files and then I'd be happy to walk you thru the nuances of getting it to work.
I'm so glad your not on vacation! lol I appreciate all this...truly!
So my WildDogs script starts with: If (isServer) Then
and the Dogs are spawned in within the same script you are helping me with the logic code for.
The flow goes like this: SPAWN - SEARCH - CHASE - ATTACK - BACK TO...
Something like this maybe?
Not sure if the: then {alive = false}} forEach _Prey;
part is gonna work properly or not...
Thoughts?
_alivePrey = [];
_Prey = nearestObjects [_WildDogs,["Man"], 1000];
{if (animationState _x == "amovppnemstpsraswrfldnon") then {alive = false}} forEach _Prey...
Ok! Here's another WildDogs logic portion I'm trying to figure out, though not a quickly as you guys can...
I want to figure out how I can incorporate a player going PRONE or "Playing Dead" during a WildDogs encounter causing the WildDogs to think your dead and move on to other prey. Cool...
I need to figure out how to tie in the WildDog attack to the damage handler or whatever... right now you don't see you blood level drop during an attack.. hmm
I think I got it!
_WildDogsWorldSpace = format ["[%1,%2]",_WildDogsDir, _WildDogsPos];
results in...
"WildDogs: Test of _WildDogsWordSpace [138.184,[11485.9,7671.49,0]]"
and cleaned up a bit with..
_WildDogsWorldSpace = format ["[%1,%2]",round(_WildDogsDir), _WildDogsPos];
results in...
I'm stuck again..
Can you help me figure out how to package up a couple variables into a string I suppose, so I can use that to write to the database?
Here's what I got...
_WildDogsDir = (getDir _WildDogs); //returns: 76.8654
_WildDogsPos = (getPos _WildDogs); //returns...
LOL now that's hilarious and very cool, for the smaller animals anyway and funny as hell for the bigger ones.
I wonder... if you can make the dog drag a player across a field and then proceed to attack them???
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