Zombie nie zabijają?
Moderatorzy: kondor, Inkwizytor
Zombie nie zabijają?
Witam.
Niedawno ściągnąłem moda z zombiakami, ale można tylko do nich strzelać, bo zamiast atakować to spi****ają... Nie rozumiem o co chodzi, czy trzeba dodać jakiś wyzwalacz? Kliknąłem na forum "szukaj" i praktycznie wszędzie jest takie same pytanie, na które nikt nie odpowiedział.
Proszę o szybką pomoc.
Niedawno ściągnąłem moda z zombiakami, ale można tylko do nich strzelać, bo zamiast atakować to spi****ają... Nie rozumiem o co chodzi, czy trzeba dodać jakiś wyzwalacz? Kliknąłem na forum "szukaj" i praktycznie wszędzie jest takie same pytanie, na które nikt nie odpowiedział.
Proszę o szybką pomoc.
Re: Zombie nie zabijają?
Jaki mod (link)?
Re: Zombie nie zabijają?
http://forums.bistudio.com/showthread.php?t=94013
O stąd
EDIT: W filmiku widać, że zombie atakują, ale u mnie lipa.
O stąd
EDIT: W filmiku widać, że zombie atakują, ale u mnie lipa.
Re: Zombie nie zabijają?
daj moduł o nazwie zombie, infected, respawn itd i będą atakowały, respiły się itd 

P.S. - jeśli pomogłem przyznaj punkt reputacji, Ciebie to nic nie kosztuje a innym tak wiele daje 
Polecam (film YouTube)

Polecam (film YouTube)
Re: Zombie nie zabijają?
Wytłumacz mi to konkretnie bo nie rozumiem 

Re: Zombie nie zabijają?
siedzisz w edytorze klikasz moduły (jednostki itd to tam moduły) i wybierasz z modułów coś odnoście zombie albo infected a żeby się respiły (odradzały) to respawn i dajesz go tam gdzie mają się respić
proszę
jak co pisz 
P.S. - patrz na podpis



P.S. - patrz na podpis

P.S. - jeśli pomogłem przyznaj punkt reputacji, Ciebie to nic nie kosztuje a innym tak wiele daje 
Polecam (film YouTube)

Polecam (film YouTube)
Re: Zombie nie zabijają?
Noto tak, stawiam sobie żołnierza USMC i zombie. (Ustawiam też by partyzanci atakowali wszystkich bo w tej kategorii są Zombie) No i 20 metrów dalej stawiam siebie. Ja patrze się na całą sytuację, a że żołnierz jest odwrócony tyłem to nie reaguje szybko. Zombie stoi w miejscu, nie robi nic (nawet gdy ustawie punkt "destroy" na żołnierzyku.) Żołnierz po chwili odwraca się do tego kasztana i zaczyna strzelać. Zombie się odwraca i spi**dala...
Nie czaje 


Re: Zombie nie zabijają?
hmmm... gdy strzela to wszystko powinno być dobrze ale ze zombie nie atakuje ? ... hmmm .... dałeś moduły tak jak mówiłem !? dałeś zombie z odpowiedniej nacji ? żeby niebyły po stronie jednego czy drugiego tylko przeciw ? ... bo nie wiem czemu szczerze mówiąc
P.S. zrób zdjęcie całej akcji jak masz poukładane to w edytorze i wrzuć tutaj (imgshack.com)
P.S. zrób zdjęcie całej akcji jak masz poukładane to w edytorze i wrzuć tutaj (imgshack.com)
P.S. - jeśli pomogłem przyznaj punkt reputacji, Ciebie to nic nie kosztuje a innym tak wiele daje 
Polecam (film YouTube)

Polecam (film YouTube)
Re: Zombie nie zabijają?
Zdjęcia już się wrzucają, ale zapomniałem że dostałem z tym taki plik z intrukcją, podpisany HowTo i ForMissionMakers
*****
HowTo
*****
*************
ForMissionMakers
*************
Troche tego jest ale i tak nie czaje
*****
HowTo
*****
Kod: Zaznacz cały
To make a mission simply place the module named "THE UNDEAD" on a map.
No syncing needed. Then place at least one zombie and the rest
goes automatically. The zombie will find the nearest human
eventually and infect him.
DO NOT USE any female zombie characters with the Undead - Zombies module.
Neither put any female human characters on the map.
The animations for the woman skeleton wil crash Arma.
Women ONLY work with the infected module.
The antidote is of a weapon type and can be added to a unit or the player
by using : this addweapon "CHN_Antidote";
AI Medics that have the antidote in their inventory
will automatically use it on any healed unit during the
healing process.
The infection timer can be changed with the global variable
CHN_INFCOUNTER= SoManyAsYouWish seconds (default is 420 seconds)
It is very IMPORTANT to set independents are friendly to NOBODY
in your own missions !
For some reason setting this by script results in friendly AI only
engaging the zombies very occasionally.
*************
ForMissionMakers
*************
Kod: Zaznacz cały
These values should only be read out or the functionality of the module
will be disrupted.
Infected/Zombie units have the following variables in their variable space:
_undead getVariable "CHN_UNDEAD_IS_UNDEAD"
true: when unit is undead
_undead getVariable "CHN_UNDEAD_IS_HUMAN"
false: when unit is undead
_undead getvariable "CHN_UNDEAD_INFTYPE"
"INFECTED" for infecteds
"ZOMBIE" for zombies
_undead getvariable "CHN_UNDEAD_BURST",false];
true: if the unit is burst sprinting towards a target
Infected/Zombie groups have the following variables in their variable space:
(group _undead) getVariable "CHN_UNDEAD_IS_UNDEADGRP"
true: when the group is an undead group
(group _undead) getVariable "CHN_UNDEAD_HUNTS"
when not objNull: the current human that the group actively hunts
(group _undead) getvariable "CHN_UNDEAD_ONTHEMOVE"
true: when the group migrates to another location
(group _undead) getvariable "CHN_UNDEAD_MOVEDEST"
position : destination of migrating group
(group _undead) getvariable "CHN_UNDEAD_NONMIGRP"
true: when the group is a non-migrating town spawn group
(group _undead) getvariable "CHN_UNDEAD_ENVOYGRP"
true: when (and only while) the group is an envoy being sent to another location
(group _undead) getvariable "CHN_UNDEAD_ENVOYDEST"
position : destination of envoy group
Humans have/can have the following variables in their variable space:
_human getVariable "CHN_UNDEAD_IS_HUMAN"
true: when a unit is a human
_human getVariable "CHN_UNDEAD_HUNTED_BY"
when not grpNull: the current undead group that actively hunts the human
_human getvariable "CHN_UNDEAD_INFECTED"
true: when the human is infected
_human getvariable "CHN_UNDEAD_BITTENTIME"
time : when the human got infected
_human getvariable "CHN_UNDEAD_HAS_ANTIDOTE"
true : when the human has antidote in inventory
Global variables:
CHN_UNDEAD_LOCARR
An array that contains game logic elements that contain info
about the infection status of a location.
CHN_SAFELIST%1
%1 : 1-10
An array with humans safe from attacks.
Works only if the array is filled from a trigger
See demo safe zone missions on trigger specifics
CHN_UNDEAD_INFTYPES
Array with types of infected
CHN_ENVOYGRPS
Array with the currently envoyed groups
CHN_MOVERGRPS
Array with the currently migrating groups
CHN_UNDEAD_ZEDGRPCNT
Total number of zombie/infected groups
CHN_UNDEAD_ZEDCNT
Total number of zombies/infected
CHN_UNDEAD_NOPILOTKILL
when true: chopper pilots won`t be killed when zeds
huddle around it
CHN_UNDEAD_FRIENDLYFIR
when true: player can be damaged by friendly fire
default is nil, because team mates will oftentimes kill you
when zeds are too close
CHN_UNDEAD_SHTREAC
when true: zeds will react to being shot while attacking civilians only
when false: zeds will not react to being shot while attacking civilians only
default is true
CHN_UNDEAD_STOP_AL_GORE
when true: no gore and blood effects
default is false
CHN_UNDEAD_PLGRPKILLINCNT:
contains the number of uninfected (innocent) civilians
killed by the player`s group.
CHN_UNDEAD_PLGRPKILLHUM:
contains the number of infected (soon to be zombies) civilians
killed by the player`s group.
CHN_UNDEAD_INITIALIZED : true when the module is initialized
CHN_UNDEAD_ZEDPOPUL1 : true when a town gets populated with undead
by the virtual infection system. Can be set to false again by the mission maker
if he scripts a reaction to the population process.
False at module startup
CHN_UNDEAD_ZEDPOPPOS : contains the position of the populated location
CHN_UNDEAD_ZEDPOPLOCNM : contains the name of the populated location
CHN_UNDEAD_ZEDLIMIT : the undead count limit under which the spawn module
operates (1oo by default)
CHN_UNDEAD_NOZEDRADIO:
when true prevents infected soldiers that are in the process of
becoming undead to use the radio (false by default)
Functions:
[_spawnpos,_spawnnumber] call CHN_UNDEAD_fn_CRTZEDGRP
spawns a group of random type undead with _spawnnumber members
returns: group
[_spawnpos,_spawnnumber,_movepos] call CHN_UNDEAD_fn_CRTZEDGRPMV
spawns a group of random type undead with _spawnnumber members
and adds a waypoint to position _movepos to the group
returns: group
[_spawnpos,_spawnnumber] call CHN_UNDEAD_fn_CRSTATZEDGRP
spawns a group of random type undead with _spawnnumber members
that does not migrate or patrol
returns: group
[exceptlist] call CHN_UNDEAD_fn_SETMAPINF
[["Chernogorsk"]] call CHN_UNDEAD_fn_SETMAPINF;
Sets all locations on the map to infected status
except the locations in the list (list their name-strings there)
Description of the Spawn Module:
The module spawns waves of undead at it`s position on the map.
The following parameters can be set to adjust the
module`s operation to the individual mission requirements:
this setvariable ["CHN_UNDEAD_SM_INTERVAL",INTERVAL,true];
where INTERVAL is the interval between the spawns in seconds.
example: this setvariable ["CHN_UNDEAD_SM_INTERVAL",180,true];
this setvariable ["CHN_UNDEAD_SM_NUMBER",NUMBER,true];
where NUMBER is the number of undead being spawned into the group.
example: this setvariable ["CHN_UNDEAD_SM_NUMBER",12,true];
this setvariable ["CHN_UNDEAD_SM_GRPTYPE",GROUPTYPE,true];
where GROUPTYPE determines the migration behaviour of the group.
example: this setvariable ["CHN_UNDEAD_SM_GRPTYPE","STATIC",true];
this setvariable ["CHN_UNDEAD_SM_GRPTYPE","NON-MIGRATING",true];
this setvariable ["CHN_UNDEAD_SM_GRPTYPE","MIGRATING",true];
this setvariable ["CHN_UNDEAD_SM_GRPTYPE","MOVER",true];
The differences between these types are:
- A "STATIC" group will not move anywhere, just stay at their spawned position
until a human is spotted which the group will hunt.
- A "NON-MIGRATING" group will patrol the nearest location and seek for
humans to hunt (Note: If the group is spawned in the wilderness it will
move to the nearest location first and then start the patrol)
If the group is spawned inside of a town, it will consider that town the
nearest location of course.
- A "MIGRATING" group will patrol the nearest location IF (!) there is any
humans in it. IF NOT (!) it will migrate to the nearest location where
there are humans in it and patrol that location until a human is found.
This procedure will repeat until no human is left on the map.
- A "MOVER" group is basically doing what a "MIGRATING" group is doing
with the only difference that a waypoint can be given to that group
upon spawn to which the group will MOVE to then act like a "MIGRATING"
group
this setvariable ["CHN_UNDEAD_SM_WPPOS",WAYPOINTPOS,true];
where WAYPOINTPOS determines the waypoint destination of a spawned
"MOVER" group
example: this setvariable ["CHN_UNDEAD_SM_WPPOS",position Car1,true];
this setvariable ["CHN_UNDEAD_SM_WPPOS",[1234,5678],true];
A pointer to the currently spawned group will be written in the variable
space of the module, to be accessible for the mission maker if he needs
to have a pointer to it for checks etc.
The variable will only contain the group pointer of the currently spawned
group. As soon as a new group is spawned, it will be overwritten with
the pointer to the new group.
The spawn operation can be stopped by setting this variable in
the module´s variable space :
MODULENAME setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true];
where MODULENAME is the name of the module
Setting it to true again will make it continue to spawn
CHN_UNDEAD_ZEDLIMIT is set to 100 by default to prevent this module
from overspawning and crippling the undead main module´s functionality.
Can be changed by the mission maker if he thinks that his machine is
ultra fast and can judge that the undead functionality and lag are still
manageable.
Re: Zombie nie zabijają?
pierwsze to opis ze zombiak płci żeńskiej jest "popsuty" a drugie to systemy plików - mówię ci, gdy dasz zombiaki bodajże to było ruch oporu zombies i jaki ktokolwiek albo grupa i "mixed group" i następnie dodasz "unded" zombies/infected MODUŁ i dasz powiedzmy amerykańca to MUSZĄ 100% działać i walczyć przeciw sobie ....
P.S. - jeśli pomogłem przyznaj punkt reputacji, Ciebie to nic nie kosztuje a innym tak wiele daje 
Polecam (film YouTube)

Polecam (film YouTube)
Re: Zombie nie zabijają?
http://img534.imageshack.us/img534/1427 ... 242693.png
http://img155.imageshack.us/img155/5409 ... 242538.png
http://img140.imageshack.us/img140/3428 ... 242218.png
http://img705.imageshack.us/img705/1661 ... 242003.png
http://img257.imageshack.us/img257/8490 ... 240872.png
http://img266.imageshack.us/img266/4774 ... 233369.png
http://img266.imageshack.us/img266/4774 ... 233369.png
http://img253.imageshack.us/img253/6549 ... 231565.png
http://img156.imageshack.us/img156/8907 ... 231016.png
http://img204.imageshack.us/img204/6054 ... 230788.png
http://img403.imageshack.us/img403/8928 ... 230567.png
http://img826.imageshack.us/img826/2193 ... 230154.png
Masz screeny z gry, stoją w miejscu i nic nie robią.
http://img155.imageshack.us/img155/5409 ... 242538.png
http://img140.imageshack.us/img140/3428 ... 242218.png
http://img705.imageshack.us/img705/1661 ... 242003.png
http://img257.imageshack.us/img257/8490 ... 240872.png
http://img266.imageshack.us/img266/4774 ... 233369.png
http://img266.imageshack.us/img266/4774 ... 233369.png
http://img253.imageshack.us/img253/6549 ... 231565.png
http://img156.imageshack.us/img156/8907 ... 231016.png
http://img204.imageshack.us/img204/6054 ... 230788.png
http://img403.imageshack.us/img403/8928 ... 230567.png
http://img826.imageshack.us/img826/2193 ... 230154.png
Masz screeny z gry, stoją w miejscu i nic nie robią.