武装突袭3

武装突袭3

Zombies and Demons
Turned zombies don't move
Zombies that I place in editor are working fine, but after placing a resurrection module, as soon as dead units become zombies, they just standing on one spot and don't pay attention to anything, even shootings. They unfreeze as soon as you 1 meter away from them and then they attack, but without touching them they're acting like decorations. Is there's any way to fix this?
< >
正在显示第 1 - 5 条,共 5 条留言
Максим 2017 年 8 月 20 日 下午 1:34 
Same for me
Sanchez  [开发者] 2017 年 8 月 29 日 上午 6:36 
Most likely a glitch. Thanks for reporting.
Kraken 2017 年 9 月 6 日 下午 10:48 
same brothers
Rocketman_02 2017 年 10 月 6 日 上午 12:12 
I've found that it only happens when you have force add uniform checked in the resurection settings, at least for me.
Rabid Squirrel 2017 年 10 月 14 日 上午 5:12 
I believe @Rocketeer097 is right, I'm currently working on a set of Scripts, one of them involves Z spawns.

I'm applying custom German Army Uniforms (It's a WW2 Nazi-Zombie loadout) via a loadout script, but once spawned, they refuse to move:

if (_type == "ZOM") then { { [_x] execVM "Loadouts\GermanZombie.sqf"; } forEach units _group; };

However, if I don't apply the Loadouts, then they move alright. May have something to do with forceAddUniform.

Additionally, enableAI "MOVE" and enableAI "PATH" don't seem to help in getting them to move.

EDIT: They also work fine with the loadout script as long as forceAddUniform isn't used.

EDIT 2:
So I've managed to get it working, at least in my specific case. It would appear that if the switch occurs while the Z is already moving, then they don't get stuck.

if (_type == "ZOM") then { sleep 10; { [_x] execVM "Loadouts\GermanZombie.sqf"; } forEach units _group; };
最后由 Rabid Squirrel 编辑于; 2017 年 10 月 14 日 上午 6:08
< >
正在显示第 1 - 5 条,共 5 条留言
每页显示数: 1530 50