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Wasn't made with ACE in mind and ACE has a bunch functionalities that could interfere with the script, tho i am not sure if the issue is generated by ACE take a look on the web maybe you can find some1 who made it ACE compatible.
See if Midnight made this script into module
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2792615372
Hard to tell what could go wrong too many moving parts.
Test it in a mission for dedicated without other scripts and modules and see if you can make it work by itself
TBH i don't remember how flamer acquires targets and how set it up faction wise i think will work against zombies, you will have to test it.
Or better question is what Faction are the monster style scripts like Flamer and some of the others?
No, thew script will be already in the mission
If as Zeus you have access to debug console all you need to do is to runt the scripts in global.
Of course you still need to have the scripts' files and folders under your mission
As it is now no, but could be adapted to do so
Flamer pops up only when a player is in vicinity
As it is now, you can ru the script as zeus using the debug console, just make sure you place the marker first and use its name as parameter. Execute the script in global.
Not sure if is wise to spawn two flamers at the same time, could be too intensive for some computers, if you have a chance to test it let me know how it worked. Thanks!
In order to tell if the issues are script related you should test the demo mission on dedicated with no mods and see if it works.
If works potential causes for them could be mods that alter AI behavior, missing files sqf or ogg, sound files undefined in description, missing or wrong parameters used to run the script.
- The Flamer would not have any of the fire effects around him
- It would not fire projectiles at any body or jump
- It would not try to run towards anyone
- It would move to certain spots, but then it would just stay there
If it's possible to fix these errors, it would be really helpful
I don't remember bro, i have to look at it, check where i filter out bushes or trees.
Yes, there is some damage simulated on ground
There is a way, people done it with this and strigoi, tho i am unable to help, if i will ever have time i will look into it.
@Guardian
I worked on an anomaly that resemble a spider, tho is going to be made out of particles so no mods would be required. I don't know when i am going to find time to finish it, hopefully soon...
I think I used nearEntities because is faster, tbh i don't remember :), if you plan a mission with vehicles would be ok to use entities, but i think in that situation even the vehicles will be targeted if you don't filter them out somehow.
I didn't use it myself enough to know the roadblocks. By default should work, has been used on persistent maps and missions in multiple locations, could be the distance from players or something else like a variable, if i ever find time i will have look
I did have a question though: Is it possible to spawn more than one flamer per mission? I'm placing the marker ("flamer_1") via a function that the players trigger and it works great but if the function is triggered again after killing the flamer nothing happens. I can spawn as many as I like via the debug console but for some reason I can't seem to get the script to run after the 1st one defined in the mission's init.sqf is "used up". Any ideas?
Sounds crazy :) Give me a link if you ever make a video. Have fun!
i am not sure i understand your question, tho you can use the script in a single player mission as any other script. Check out these for general guidelines of integrating my scripts in missions
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
Check this out
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
As zeus you can run my scripts from debug console executing them in global. Have fun!
SCP-173 is pretty similar to my Twins anomaly. I have someting close to SCP-682 in work, tho i don't want to spoil it atm, as for other anomalies i don't know, depends on how much spare time i have.
My TO DO list of scripts is 20+ long, but i don't think i will go through all of them, most likely i will release 3 or 4 more and i will call it a day.