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To fix BE #53, open your scripts.txt and find addMPEventHandler and change the leading 5 to a 1.OH YEAH!!!
put a "_" onto respawnTime = _this select 9; in add_unit_server.sqf
worked for me , all's Good
EDIT: I take that back... now when I kill an AI , I get BE #53 and kicked.
maybe cuz I killed an AI or... kill messages? I'll post if I find a fix.
For now, add this to the unit_killed.sqf above the sleep timer. This will increase your zombie counter by 1, and increase your humanity by 100 for each NPC killed. I remember getting a wierd glitch where I would get 2 kills for each npc I killed, but I can't remember why it was in the end. This should work though.In regards to AI kills on my monitor I'd perfer their own counter but Id take what I can get for now,
also in add_unit_server.sqf (the new downloadable)
i see=== respawnTime = _this select 9;
is it suppose to be _respawnTime = _this select 9;
cuz i broke sumfin. I had everything working without respawns but cannot make this work with respawns and I'd like to get em in, I'll try to change it and see if that helps
_zombieKills = _killer getVariable["zombieKills",0];
_killer setVariable["zombieKills",_zombieKills+1,true];
_humanity = _killer getVariable["humanity",0];
_killer setVariable["humanity",_humanity+100,true];
I lied, put that code ABOVE the sleep timer.. or else it will wait till the respawn to give you the kill.TYVM
That typically means you're trying to give them a weapon that is banned by your server. There could be other reasons, but that is the primary.anybody had the odd NPC spawn with no weapon? just noticed it
Yes. Just leave out the part about getting rid of them. The first part is to make NPCs attack zombies.Do i have to add
zombie_generate.sqf
because i still want zombies
All the files that are part of your original mission pbo should remain untouched except init.sqfIs there something I'm missing? in my untouched dayz_mission.pbo file there is a mission.sqm, should I add that also to the group? Doing this still gives me my blank screen.
-Afterthought; Is it called out for each ai spawn in the init or other file? I removed the ones that can roam all over chernaraus, and instead decided to make an army to hold down the airfield.