[Simple Tutorial] Dogs on Taviana

ihatetn931

Well-Known Member
Ok got this working on 1.8.0.3 but i've got one issue, no longer how long i wait the dogs do not attack zombies they follow the zombie, i guess they think they're animals but they never growl, has anyone happen to find a fix for this?

For ease here is the attack code in dog.sqf

Code:
//initiate attack
If ((_distance < 11) && (side _foo != side _leader)) then 
{
_nul = [objNull, _dog, rSAY, "growl"] call RE; 
_dog domove (position _foo);
_dog setspeedmode "FULL";
};
//attack
If ((_distance < 30) && (side _foo != side _leader)) then
{
_dog domove (position _foo);
_dog setspeedmode "FULL";
_stopWait = (time + 0);
waitUntil {sleep 0.5; (_dog distance _foo) < 5 || time > _stopWait};
_dog domove (position _foo);
_dog setspeedmode "FULL";
if ((alive _dog) && (_foo isKindOf "zZombie_Base")) then
{
_dog attachTo [_foo,[0,0.8,0],"hrudnik"];
_dog setDir 180;
_foo setdamage 0.3;
sleep 1;
};
if ((alive _dog) && (_foo isKindOf "zZombie_Base")) then
{
_foo setdamage 0.3;
sleep 1;
};
if ((alive _dog) && (_foo isKindOf "zZombie_Base")) then
{
_dog setDir 160;
_foo setdamage 0.6;
sleep 1;
};
if ((alive _dog) && (_foo isKindOf "zZombie_Base")) then 
{
_dog setDir 180;
_foo setdamage 0.8;
sleep 1;
};
if ((alive _dog) && (_foo isKindOf "zZombie_Base")) then
{
_dog setDir 200;
_foo setdamage 1;
};
detach _dog;
_dog domove (position _leader);
_dog setspeedmode "FULL";
};
};
 

Vilemouse

Well-Known Member
zZombie_Base variable would have changed, i haven't look at what it is.. but it would be something different, if i look tonight ill post a possible untested fix
 

ihatetn931

Well-Known Member
"zZombie_Base" works in my debug of tellin me how many zombies are alive so i don't think it's the variable but then again i could be wrong
 

ihatetn931

Well-Known Member
I think it has to do with the if statement
Code:
 If ((_distance < 11) && (side _foo != side _leader)) then
I'll try to get a video of it for proof
 

ihatetn931

Well-Known Member
Could i do somthing like this?

Code:
If ((_distance < 11) && (side _foo != side _leader) && (zZombie_Base != 0) then
Wouldn't that call it if there is zombies spawned, would need to prolly detect if they're a certian distance but i'm assuming that's what the _distance < 11 is doing.

I'm gonna try that code and see if it changes anything

Edit

Nevermind that won't work

Made use of the debug that was implanted in this script and commented out, i added _foo to it cause i came to conclusiong that's the zombies so i took a screenshot of what it outputs when a zombie is around, not sure if this will help or not



Another Edit

By removing "side" from the initiate attack and attack if statements they seem to work, they're killing the zombies

Code:
If ((_distance < 11) && (_foo != _leader)) then
Now i'm gonna try to figure out a way to implant a way to make them attack whatever i'm pointing at (with a scroll menu of course) but for now i'm gonna sleep
 

ihatetn931

Well-Known Member
Should work. Latest overwatch has dogs but they're not that great just have raw meat in invetory and you get a scroll option its a pain unless you find one not moving. The one the op should work fine with latest overwatch

Sent from my XT907
 

statik

Well-Known Member
Yeah, i have it installed per instruction. It worked in the past. Dog houses show up, dogs bark, one might come out after touching the dog out and follow me for a second but will disappear. And if i try to go back to get dog again it will not come out.
 

statik

Well-Known Member
I found out my problem. It was my Blur Anti Hack. I disabled it and Dogs worked fine, even attacking zombies. Just follow all the instructions from the OP and some of the posts and you will be fine. Blur is aware of the issue and working to fix it. Again, I am running Overwatch 0.2.5
 
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