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replacing the zombies to create a Primitive war / Guerrilla fighting scenario
is it possible to do that? Even if it's manually made?
- When I try to kill one he don't die, I use ACE..
- There is no sound of them when they kill me
- When they kill animal or something the animation don't stop
...
It is in the Bad Benson's Modules category
you probably spawned a non-ai raptor. As mentioned above, raptors only spawn VIA modules in the "systems" section of the editor.
Hope this helps :)
{
_agent = createAgent [selectRandom _agentclasses,>
23:22:09 Error position: <createAgent [selectRandom _agentclasses,>
23:22:09 Error Type Any, expected String
23:22:09 File \babe_am\func\AM\fn_am.sqf [babe_am_fnc_am]..., line 192
23:22:09 Error in expression <_i" from 1 to _agentcount do
{
_agent = createAgent [selectRandom _agentclasses,>
23:22:10 Error position: <createAgent [selectRandom _agentclasses,>
23:22:10 Error Type Any, expected String
23:22:10 File \babe_am\func\AM\fn_handleagents.sqf [babe_am_fnc_handleagents]..., line 231
23:22:10 Error in expression <time;
deleteVehicle _agent;
};
I went to the editor, put the spawner module where I want it, but after clicking "export to sqf" I don't know where I should paste the code I got, in my mission files... Kinda lost here...
@Ironkoldo: hmmmmm. why not? i'm getting very close to finishing the base now. i'll definately have some presets in there for ambient civs and animals too.
although actual predatory chickens could be interesting ;D
Also @Hot Shot, the single raptors you spawn don't have attached AI. You can only spawn them in using the module that controls them.
Go to
Systems -> Modules -> Bad Benson's Modules
place the agent manager. That will create a spawn point that spawns raptors, with a variety of controls on how they're spawned. .
again. no ETA though. just stop thinking about it and you'll be pleasantly surprised when it actually happens.