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Sorry for all the questions, just want to make sure to narrow it down to the actual issue.
Fixed:
- Accidentally left a couple of brackets in the wrong spot, resulting in a ton of errors in the server .rpt files. Thanks to Illu in the Workshop Comments that brought my attention to this oversight
sleep 1500;
_additionalSleep = random[600];
sleep _additionalSleep;
_>
22:57:05 Error position: <random[600];
sleep _additionalSleep;
_>
22:57:05 Error 1 elements provided, 3 expected
22:57:05 File mpmissions\__cur_mp.malden\initSecondary.sqf..., line 28
i beleve line should be random 600; or random[min, mid, max]
12:16:56 Error in expression <tRandom _objLocs;
{
if ((_currentLoc) distance _x < 31) then {
_tooClose = tru>
12:16:56 Error position: <distance _x < 31) then {
_tooClose = tru>
12:16:56 Error 0 elements provided, 3 expected
12:16:56 File mpmissions\__cur_mp.malden\miniObjective.sqf..., line 30
it works!
FINALLY got to the bottom of both the "no leader movement" stuck zombie bug as well as the "spooked when they see you" stuck zombie bug. Only required a complete rewrite of the spawning code! Changelog below. NOTE: This update will NOT affect your saved game and can be applied at no risk.
Added:
- New DECON zone spawning script which separates zombie spawning and order giving from main zone script, enabling additional refinements and bugfixes at a later date.
Fixed:
- Zombie groups will now correctly move once spawned and will no longer "freeze" when they get near a player.
Changed:
- Zombie building placement has been improved, leading to more zombies in interesting locations. About 20% of zombies will now spawn indoors, though some will move outside to protect the entrances.
- Removed some old code and cleaned up some comments
This SHOULD be the final bugfix patch of Update 0.3!
The explanation with civilian unit would make sense but it seems they can drive every time. It happened every time when zombies would come near the vehicle. Even worse, the driver's seat would then be occupied and wouldn't let entering from driver's side and even changing seat.
Do you think there's any way to disable this functionality? Honestly I'd rather have Zeds attacking the truck rather than having it spontaneously leaving :)
Zombies and Demons mod spawns an civilian unit when a zombie is targeting a vehicle and the players all get out to force the zombies to stop attacking the vic and change targets to the player (this is why the truck sometimes has flashing lights; the AI is spawning and respawning and turning them on each time). The AI shouldn't be able to drive, though, but I've heard of this happening one other time.
Please let me know what the situation was when it occurred and whether it occurred multiple times. Also, if you're running and AI mods like VCOM. Thanks!
- Eliot B: https://www.youtube.com/c/ElliotB
- Griefdrums: https://www.youtube.com/c/GRIEFDRUMS
- Waksu from the FoddSquad
FIXED:
- deconTruck, littleBird, and techTruck all correctly respawn now, even when destroyed while being driven/flown
KNOWN BUGS:
- Sometimes the BRT patchs on the sides of the DECON truck don't delete when it gets destroyed. This is a minor bug that I'll fix at a later date
Eden and Mission Files here: https://github.com/UselessFodder/FS-Overrun/tree/0.2.0