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The only thing that seems to be broken is the exploding heads of zombies. Unfortunatly never cheked in to that part of code. So I neither can tell if or when I'll get around to that issue, I'm sorry.
They are intentionally not added, because some communitys do use custom versions of these mods. Therefore it is just simpler to add them in your own modpack :)
Had that in the beginning. The problem is, some use a cutom version of Z&D. So they wouldn't be able to easily add this mod :/
some mods out there don't work on Vanilla damage when ACE is loaded such as Project H2H, so when you hit them no damage applies.
if it is possible to be added maybe as an option that would help A LOT.
Just checked the code. You are indeed completely correct about the pills, thank you very much for the report and testing <3. They are just supposed to make you immune for a set amount of time. This too is now the default behavior of this addon. However you are able to change it in the addon settings. This may or may not additionally is a test run to adapt all the option modules into new and shiny CBA-options, so please report any problems.
In regards to the stacking, according to the code they should not stack, just replanish the timer, as is the default behavior too.
Also, for the healing do you mean it lowers a unit's infection level(like from .5 to .2 or whatever)? From testing I can't tell if a unit's infection level lowers but I am certain it cures a user.
But do the Pills only heal, or do they also give the immunity atm. Removing the healing wouldn't be a problem, if it is wished for ;)
@RexDude Also thanks for the kind words ;)
Results of testing and 1 fixed:
=============================
~~~~~code~~~~~
_unit setVariable ["ryanzombiesinfected",0.01,true];
~~~~end code~~~~
Script above works like magic on both SP and MP on a dedicated server and local hosted.
=============================
~~~~~code~~~~~~~
[_unit, _side] execVM "\ryanzombies\infected.sqf";
~~~~end code~~~~
Script above works as well, on both SP and MP on a dedicated server and local hosted.
=============================
~~~~~code~~~~~
[] spawn {
_unit setVariable ["ryanzombiesinfected",0,true];
while {sleep 1;(alive _unit) && (_unit getvariable ["ryanzombiesinfected",0] == 0)} do {
[_unit, _side] execVM "\ryanzombies\infected.sqf";
};
};
//Thanks to Håkon for fixing it
~~~~end code~~~~
Script above will work [applied a little fix to it] on MP on a dedicated server and local hosted.
Both solutions in an init field would probably run whenever a player joins the mission (Even after the unit got already healed) so a reinfection or higher chance of infection (in the former one) would be a possible result. Combating this would require a bit more complex code though :O
From what I could dig up running this code on the unit should work:
~~~~~code~~~~~~~
[_unit, _side] execVM "\ryanzombies\infected.sqf";
~~~~end code~~~~
Keep in mind this will behave just like a normal infection (i.E. only has the chance set in the options and death after set amount of time). If you want to be sure to get the infection you might try this:
~~~~~code~~~~~
_unit setVariable ["ryanzombiesinfected",0,true];
while {(alive _unit) && (_unit getvariable ["ryanzombiesinfected",0] == 0)} do {
[_unit, _side] execVM "\ryanzombies\infected.sqf";
};
~~~~end code~~~~
Keep in mind in both examples you need to set "_unit" to the variable name of the unit and "_side" to the correct side (BLUFOR, OPFOR, Independent) (only needed for resurrection).
Please let me know if it works (or not ;) )
However if you just want to have the inspection show them as "infected" (without the side effects, like dying or turning into a zombie) just use:
~~~~~code~~~~~
_unit setVariable ["ryanzombiesinfected",0.01,true];
~~~~end code~~~~
as this is what my addon actually checks for ;)
I will try to look around but will prob not find anything.
if you end up finding out, please let me know, I am interested.
@Redwan Thanks for testing ;)
is it possible to fix it?
@MrTG send you an invite for further discussion.
I just tested it with the bare-minimum of mods and gotten no Error (on a local server) and it didn't have any problem.
Unfortunatly I do not have access to a dedi. server (might be the problem, but it would be really wierd)
So any other mod you have loaded, whick may cause the error?