Gdyby samo wstawienie "ressurect dead targets", tak jak jest napisane w readme
Set up logic as you would with Scott's zombies, then place units from East/Res>Horror Pack 3 on your map.
pomogło, to bym nie zakładał tego tematu

.
Oto "wyciągnięty" skrypt resurrectdead:
- Kod: Zaznacz cały
; resurrect dead humans (turn into zombies)
; parameter 0: unit to resurrect
; parameter 1 (optional) : zombie that killed unit (not used in this script - may be in later revs)
? gblHumanResrWait<1: exit
? (random 1) >= gblHumanResProbability: exit
~gblHumanResrWait + (random 5)
_h = _this select 0
_nz = [_h] call zmLookupmap;
? _nz!="?": [_h, _nz, "NONE"] exec {zombiescripts
eszombie.sqs}
exit
reszombie.sqs
- Kod: Zaznacz cały
; Create a zombie
; Parameter 0 = Human/Zombie to "resurrect" (or rather, clone and delete original of)
; Parameter 1 = Type of zombie to create in dead human/ zombie's place
; Parameter 2 (optional) = Group for new zombie to join. Make sure a space exists in group
_z = _this select 0
_ty = _this select 1
_ng = _this select 2
_op = getpos _z
gblZombieList = gblZombieList - [_z]
deletevehicle _z
? (format ["%1", _ng] == "NONE") : goto "joinnull"
? !IsNull(_ng): _gp= _ng; goto "create"
_gp = ([]call zmfindgroup);
#create
_ty createunit [_op, _gp]
~2
? (gblEventHandlers==1) && (gblOnZombieResurrect!="."): [zombie] exec gblOnZombieResurrect; exit
exit
#joinnull
_gp = ([]call zmfindgroup);
_ty createunit [_op, _gp, "zombie=this"]
~2
? [zombie] join grpNull
exit