Dead Zombie despawn time

Discussion in 'Ask the Development Team' started by skueneth, Apr 9, 2018.

  1. skueneth

    skueneth Member

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    Hello Devs,

    I want to ask you, where the despawn time can be adjusted. We have some npc´s around and they use the same Despawn Time Settings like Zombies. The Settings for Looting killed npc´s is too short (until they go in the ground), thats why we want to adjust.

    thx for helping us

    SK
     
  2. moosemilker

    moosemilker Member

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    You can add a new "container" object on NPC 'killed' event... That's what I did to work around this with the AI systems I adapted to this mod. I also edited the Desolation zombie killed event code to make them drop a container + random chance for loot in the container. :)
     
  3. B.A.D.

    B.A.D. Member

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    Instead of posing you could share your solution ;)

    Just joking. But only for the posing Part :)
     
  4. moosemilker

    moosemilker Member

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    I'm not ready to release my updates to the AI system I modified. I will post a link at some point in the next couple of days, sharing the whole thing...

    UPDATE 4/13/18:
    I published the A3XAI Desolation Redux AI changes here:
    Enjoy!
     
    Last edited: Apr 14, 2018
  5. moosemilker

    moosemilker Member

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    Last edited: Apr 14, 2018
  6. B.A.D.

    B.A.D. Member

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    Thats brillant,thanks !
     
  7. skueneth

    skueneth Member

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    very cool. hope we don´t overpower the mod. Its survival not exile. but I will test it, very nice
     
  8. moosemilker

    moosemilker Member

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    Runs smooth as butter on my server.

    Note: I released a version of this DSZombz script update. This GitHub link replaces my previous post (above) with my script updates.
     
    Last edited: Apr 14, 2018
  9. Razer

    Razer Member

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    I will add ability to edit this and also few other things soon.
     
  10. skueneth

    skueneth Member

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    very cool. Razer writes, if you enter vehicle with your mates, some mates cannot enter together. You tried ?
     
  11. Razer

    Razer Member

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    There is few problems with ai.s system and none of them doesn't really work well...
    You can make ai.s to shoot players but then you have to change player side. If you change the side of the player then you can't wear all uniforms.
    If you force ai.s to shoot you by changing player rating then you can't enter vehicle if there is already someone.

    One way to solve this is to add config file that would make all uniforms so that anyone from any side could wear em. Problem with this is that we would need to add each uniform one by one. This means that if server is using a mod that has uniforms we would have to add those too to that config file. And there is no way to add all uniforms from all mods to that same config file.

    So my plan is to keep the players as civilians and then remove arma's own system for "Get In Driver, Cargo, etc..." and replace those actions with a new action's that allow player to enter the vehicle even if vehicle's driver's rating is too small. (Below -2000).
     
  12. moosemilker

    moosemilker Member

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    For the "can't wear uniform" issues with the Independent side update in the missions.sqm, this seems to fix it:
    • UnPBO mission.PBO
    • Add init.sqf
    • Add these lines to file:
    Code:
    INDEPENDENT setFriend [CIVILIAN, 1];
    CIVILIAN setFriend [INDEPENDENT, 1];
    • RePBO mission.PBO
    Per my testing you can switch any uniform.
     
    Last edited: Apr 16, 2018
  13. Razer

    Razer Member

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    Ohh, that's wonderful if it really works: Ill do some testing tomorrow so I can maybe push this to upcoming next update.
    Thanks for letting me know! :)
     
  14. Razer

    Razer Member

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  15. moosemilker

    moosemilker Member

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    You're right. Mistyped: Civilian
    Edited inline above.

    Also, I retested and many clothes are wearable, but some are not. It took me a long time to find clothes I could not wear, but one I could not wear is "Worn Clothes", which is one of these classnames:
    U_C_Poor_1
    U_C_Poor_2


    There is another option: "Unlocked Uniforms" mod (by Haleks)

    I unPBO'ed this and unbinarized the config.bin to a config.cpp.

    I tried including it in my mission, in hopes of hacking it in there, but it did not work. I have heard from other sources, running Unlocked Uniforms both client and server side is another way to fix this issue. Meh... I'll work on this. There has to be a way...

    PS- Sorry for the wrong info on the setFriend method.
     
    Last edited: Apr 16, 2018
  16. Razer

    Razer Member

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    Okay. No problem, so seems like I have to continue with my old plan. :D
    This is because as I said before, there is no way we could add all uniforms from all mods to that single config file if we would include that in Desolation client files. :(
     

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