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haroon

Custmizable Zombie Simulation by Haroon1992

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Hi guys I've been working on this one-man project for a long time.Since 2009 I think.

My Goal is to provide the community with a highly customizable addon-free zombie simulation.

And now the whole simulation only weights about 344kb when zipped!

I've uploaded it in OFPEC..

Here's the quote from OFPEC..

(please if possible, post feedbacks at OFPEC, as I always mess up finding my posts here on BI Forums)

DOWNLOAD PAGE :

Thread At OFPEC

DIRECT DOWNLOAD :

CUSTOMIZABLE ZOMBIE SIMULATION v1.1

EXAMPLE MISSION

This is the completely rewritten version.
With many improvements and bug fixes.

(It's still NOT mp compatible!
and I need assistant on converting this into MP,especially making sounds play on all clients is a real hard thing for me now.)

All the infos are inside the readme and the scripts themselves.

You just need to download.

ATTACHMENT NOTES :

Customizable Zombie Simulation.zip 
contains the simulation.(Read CZS_ReadMe.txt inside CZS_Documents to get started!)
CZS_Example.utes.zip
is the example mission.(Download and play!)


Here's the features section of the read me and the change Log  :

----------------------------------------------------------------------------------------------------------
N E W    F E A T U R E S
----------------------------------------------------------------------------------------------------------

z The zombies hunt intelligently and responds fast to victims.
z You can't fool them by running into water!

z They will not chase helicopters and aircrafts!
z And they will flee from tanks too!

z Unlike other z-mods,
 you will not get harmed by zombies that you've just run past quick enough to reach 5m away from him before he attack.
z They'll attack vehicles from realistic positions!
 (Though this still has some minor issues!)

z They can damage small vehicles and make you get out!
z They are ranked! Which means the more powerful the zombie is, the more score you'll get by killing it!

z They'll flee from objects that you can put in the arguments, the fear objects!
z They'll flee to objects that you can also put in the arguments, the zombie homes!

z The fleeing mode can be specified!

z The victim shoots the zombie if he has weapon.
 Gunners will also engage them.

z The vitims flee from the zombies in the realistic way(thanks for mandoble for this!).
z And vehicles flee too!

z Plus there are many other options to customize the simulation to meet your needs


In fact , there are other things which are not described here, cause they will make the text too long!

(A completely deep features section will be provided in the next version!)

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Hey mate, good work on doing this. I havent tested it out yet as i am receiving an error in the example mission install... check the log below.

I am eager to try this out in singleplayer :D sounds very cool!

Extracting CZS_Example.utes/
Extracting CZS_Example.utes/chat.sqf
Extracting CZS_Example.utes/CZS_actions/
Extracting CZS_Example.utes/CZS_actions/addactions.sqs
Extracting CZS_Example.utes/CZS_actions/CZS_Actions_ReadMe.txt
Extracting CZS_Example.utes/CZS_actions/info.txt
Extracting CZS_Example.utes/CZS_actions/nothing.sqs
Extracting CZS_Example.utes/CZS_actions/showTips.sqf
Extracting CZS_Example.utes/CZS_actions/togactdebug.sqf
Extracting CZS_Example.utes/CZS_actions/togdebug.sqf
Extracting CZS_Example.utes/CZS_actions/togdn.sqf
Extracting CZS_Example.utes/CZS_actions/togflee.sqf
Extracting CZS_Example.utes/CZS_actions/togshoot.sqf
Extracting CZS_Example.utes/CZS_Configs/
Extracting CZS_Example.utes/CZS_Configs/czs_sounds.hpp
Extracting CZS_Example.utes/CZS_documents/
Extracting CZS_Example.utes/CZS_documents/CZS_changeLog.txt
Extracting CZS_Example.utes/CZS_documents/CZS_Credits.txt
Extracting CZS_Example.utes/CZS_documents/CZS_disclaimer.txt
Extracting CZS_Example.utes/CZS_documents/CZS_ReadMe.txt
Extracting CZS_Example.utes/CZS_documents/CZS_TroubleShooting.txt
Extracting CZS_Example.utes/CZS_documents/description.ext
Extracting CZS_Example.utes/CZS_Scripts/
Extracting CZS_Example.utes/CZS_Scripts/CZS_actions_debugger.sqf
[b][color="Red"]Cannot open CZS_Example.utes/CZS_Scripts/CZS_actions_debugger.sqf[/color][/b]
Extracting CZS_Example.utes/CZS_Scripts/CZS_Debugger.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_findHeading.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_global_checks.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_inAngleSector.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_init.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_Main.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_NearestToObject.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_RecycleBin/
Extracting CZS_Example.utes/CZS_Scripts/CZS_RecycleBin/CZS_inAngleSector.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_RecycleBin/info.txt
Extracting CZS_Example.utes/CZS_Scripts/CZS_RecycleBin/vehicleAttackTest.txt
Extracting CZS_Example.utes/CZS_Scripts/CZS_RecycleBin/vehiclePositions.txt
Extracting CZS_Example.utes/CZS_Scripts/CZS_Victim_Flee.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_Victim_Init.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_victim_Select.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_Victim_Shoot.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_zombie_a2OLD.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_Zombie_Hit.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_zombie_killed.sqf
Extracting CZS_Example.utes/CZS_Scripts/CZS_zombie_killed_sound.sqf
Extracting CZS_Example.utes/CZS_Scripts/vehicleAttackTest.txt
Extracting CZS_Example.utes/CZS_Scripts/vehiclePositions.txt
Extracting CZS_Example.utes/CZS_sounds/
Extracting CZS_Example.utes/CZS_sounds/ahh.ogg
Extracting CZS_Example.utes/CZS_sounds/ahh2.ogg
Extracting CZS_Example.utes/CZS_sounds/nombiedies01.ogg
Extracting CZS_Example.utes/CZS_sounds/nombiedies02.ogg
Extracting CZS_Example.utes/CZS_sounds/nombieeat01.ogg
Extracting CZS_Example.utes/CZS_sounds/nombieeat02.ogg
Extracting CZS_Example.utes/CZS_sounds/nombiehit01.ogg
Extracting CZS_Example.utes/CZS_sounds/nombiehit02.ogg
Extracting CZS_Example.utes/CZS_sounds/nombieshout01.ogg
Extracting CZS_Example.utes/CZS_sounds/nombieshout02.ogg
Extracting CZS_Example.utes/CZS_sounds/pdies.ogg
Extracting CZS_Example.utes/CZS_sounds/variables.hpp
Extracting CZS_Example.utes/description.ext
Extracting CZS_Example.utes/HRNsinker.sqf
Extracting CZS_Example.utes/hrn_fire.sqf
Extracting CZS_Example.utes/hrn_fire_readme.txt
Extracting CZS_Example.utes/init.sqf
Extracting CZS_Example.utes/lightToggle.sqs
Extracting CZS_Example.utes/mission.sqm
Extracting CZS_Example.utes/test.sqf
Extracting CZS_Example.utes/test1.sqf
Extracting CZS_Example.utes/test2.sqf

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Hey, I just tested it and it works just fine.

Maybe something happened with your download.

Try re-downloading it.(Its just about 400 kb in size :D)

Also thanks for your feedback!

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Hey there again :D

I copied the folder from the CUSTOMIZABLE ZOMBIE SIMULATION v1.1 into the mission folder and tested it.

I can say... great! This has extremely fantastic potential. It gave me the wobbles and shivers lol it seriously is quite eerie (in the night that is).

This is still a work in progress right? Some suggestions.

Anyone who is a zombie, do a _this setUnitPos "UP" and _this setBehaviour "CARELESS" this will make the zombies stand up and just... run to the player.

An idea...

Does it work like this... (imagined a viral simulation starting from one civilian/soldier who for example was in the area when an overturned tanker was leaking biochemicals)..

1. Set Soldier/Civilian Variable to true (to make him a zombie)

zombie = true;

2. Anyone who is not a zombie... Variable false..

zombie = false;

3. When a zombie attacks civilian/soldier changed the victim Variable to true and eventually turns him into a zombie

zombie = true;

Can you make it spread? Have that as an option? Because that will mean survival is a must, and that will be fun.

Also i was in a littlebird heli... and they attacked me and killed me lol!

This is not a great review lol, just curiosity :P

But for scores...

Thrill = 9/10 i think the rain needs to be more dense lol! I couldnt see where to change that, and extremely dense fog would increase the thrill more.

Fun = 10/10 i enjoyed running away from the zombies hunting around for spare ammo and killing them, however more zombies would be AWESOME! (hence the virus spreading)

Sound = 9/10 I liked the zombie sounds, however i could hear them a mile off lol and plus the civilians were speaking as if their are ordering their group around... dunno if you can turn that off though

Replayability = N/A I have no idea about this. It would be worthwhile to try this out on an MP then to rate the Replayability. As far as i feel i think it will have good replayability as things would be different every time.

More ideas for the future release?

-Ability to build defence base

-Ability to build structures and roadblocks etc

-Allowing the zombies to break through the roadblocks to get to the players

I like this! Im gonna play it again to see how i can play it differently.

Again forgive me if this post is pointless/rubbish/makes no sense

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The only downside of this being addon free is textures for zombies... and possibly animations too. Overall its quite fun :P

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Thank you for your positive feedback WoodyUk. :)

This is still a work in progress right?

Yes, it's still a WIP.

And its NOT MP COMPATIBLE!

(As i described in my first post, I need assistance in converting this into MP..)

My test in MP (dedi) showed that everything is working fine except that the zombies are not saying the sounds and they are not playing the anims too.

They stand next to a victim, and after some time.The victim falls dead.

Anyone who is a zombie, do a _this setUnitPos "UP" and _this setBehaviour "CARELESS" this will make the zombies stand up and just... run to the player.

I've already implemented that in my script. But the Civies still go prone when someone fire at them! And it's been a very annoying issue for me.

Please Check out this thread at armaholic :

(Maybe you guys here can solve this out)

http://www.armaholic.com/forums.php?m=posts&q=10757

Can you make it spread? Have that as an option? Because that will mean survival is a must, and that will be fun.

Sorry this simulation currently not support spreading or infection.

I am already thinking about it.

Also i was in a littlebird heli... and they attacked me and killed me lol!

It would be better if you provide more info about this.

And what do you think about it? I mean is that realistic?

(I think a zombie should be able to attack a littlebird crew as there is no doors)

At least the zombies should flee away from heavy armor or light armor vehicles.

In the future,I will be making the attacking system better,

like adding filters to check the kind of vehicle they are attacking and

checking if damage to crew is possible etc.

Thrill

I think mission makers are the one responsible to make a mission thrill-ful with atmosphere and fog and other things.

(That's why I demonstrated that in the example mission)

Sounds

90% of the sounds are edited voices of mine.

(Heavily edited using Audacity,open-source sound program

And the rest are from freesound.org)

I still can't figure out how to stop the 'hearing of sounds from great distance.'

(Is there any option in the description.ext to lower volume when away?)

The only downside of this being addon free is textures for zombies... and possibly animations too

Looks promising.

Especially if you manage to keep it addon-free.

yes, that's the biggest problem of keeping it addon-free.

(However, I'll do keep it addon-free)

I am hoping if someone could make a Civilian Units Addon with Zombie Textures for this simulation.

That addon should be stand-alone and should only contain units with zombie textures and anims, and has very high HP on hands and legs.

So that if one wants more atmosphere he can use that addon and turn them to real zombies using this simulation.

It will become the best zombie simulation as many things are highly customizable!

(In Arma, if i remember correctly, there's an official zombie man, which is hidden and can only be seen with Editor Update....I suspect if there is one in A2)

More ideas for the future release?

-Ability to build defence base

-Ability to build structures and roadblocks etc

I think I quite don't understand what you meant.

You mean the victims should be able to build a defence base ? and structures and roadblocks?

-Allowing the zombies to break through the roadblocks to get to the players

Maybe an array with the desired objects to break through Or classnames of the objects the zombies can break through should be passed into the arguments array.

But I think this one will be harder to do as well as unrealistic just because of the crappy destruction system of A2.

You'll get a whole loads of smokes when just a small generator is destroyed!

But I think I need more ideas (probably on scripting) about this one to make it.

My current future plan :

1 . Infection System(will also include a var to disable it)

2 . More advanced victim fleeing.

(this one is being tested right now, what i want to make is the

victims to search for nearest fear object or ally and then flee to its position.)

3 . Flanking and surrounding behaviour of zombies.

4 . Make the zombies tougher and harder to die.

5 . Find a way to stop them from going prone when they heard gun-fire.

and possible suggestions from the community

Any ideas or suggestions are welcome...........................

Regards,

Haroon1992

Edited by haroon

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I just might have to do something evil with this, the thought of zombies appearing at random locations and random times comes to mind.......

TIP: You can use the MP framework to make it MP compatible fairly easy. ;)

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For addon free zombies is there a way you can set the appearance of the 'zombies' to bloodied? Not great but would be better than fully healthy zombies :)

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@Nashable

The only way I know to make a zombie bloody addon-free is setdammage them to about 0.5.

And I am wondering if i could do something with the 'setObjectTexture' command.

Does anyone know anything about it?

@callihn

Can you tell me more about that "MP framework"?

and what exactly is that? A script package?

(A link to it should be great!)

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Anyone who is a zombie, do a _this setUnitPos "UP" and _this setBehaviour "CARELESS" this will make the zombies stand up and just... run to the player.

I've already implemented that in my script. But the Civies still go prone when someone fire at them! And it's been a very annoying issue for me.

Please Check out this thread at armaholic :

(Maybe you guys here can solve this out)

http://www.armaholic.com/forums.php?m=posts&q=10757

I am sorry i dont know why this happens... and i dont think i can help overcome it. Can anyone else see what it could be?

Can you make it spread? Have that as an option? Because that will mean survival is a must, and that will be fun.

Sorry this simulation currently not support spreading or infection.

I am already thinking about it.

That would be brilliant. The idea of being able to turn it on and off is good too :D

Also i was in a littlebird heli... and they attacked me and killed me lol!

It would be better if you provide more info about this.

And what do you think about it? I mean is that realistic?

(I think a zombie should be able to attack a littlebird crew as there is no doors)

At least the zombies should flee away from heavy armor or light armor vehicles.

In the future,I will be making the attacking system better,

like adding filters to check the kind of vehicle they are attacking and

checking if damage to crew is possible etc.

Well i actually like the idea of zombies being able to attack a heli, however maybe you could do a check "if the heli is higher that 10m then zombies do not attack it"

More ideas for the future release?

-Ability to build defence base

-Ability to build structures and roadblocks etc

I think I quite don't understand what you meant.

You mean the victims should be able to build a defence base ? and structures and roadblocks?

Well allowing the player to build defences to protect themselves from zombies. Maybe you can save compositions then have an addaction for each player to build lets say... small bases. And if they pick up blueprints or kill a certain amount of zombies the next level defence will be available. And while all this is happening more and more zombies are appearing, which means that you need to build defence... FAST

-Allowing the zombies to break through the roadblocks to get to the players

Maybe an array with the desired objects to break through Or classnames of the objects the zombies can break through should be passed into the arguments array.

But I think this one will be harder to do as well as unrealistic just because of the crappy destruction system of A2.

You'll get a whole loads of smokes when just a small generator is destroyed!

But I think I need more ideas (probably on scripting) about this one to make it.

Well there are ways around this... basically lets say the script works out the nearest roadblock to the zombie who is chasing a player. The zombie would move to the nearest roadblock and attack it. And each attack would maybe lower the roadblock maybe... -0.1m or -0.05 every attack simulating it getting destroyed. And by destroyed i mean the roadblock going underground. Then you could do a check "if roadblock is under the ground delete it". Unrealistic but it will work. With a lot of zombies the roadblocks will be going down FAST.

Ah in terms of zombies taking long to die... you could do an event handler for zombie hit, run script to get current health of the zombie after he is hit then set health of zombie to current health plus 0.2. Then it will take 5 shots to kill him. Of course you could have different zombie types and health. (as for the types i think a zombie addon is definitely needed)

---------- Post added at 22:40 ---------- Previous post was at 22:38 ----------

Oh and another thing, it might be nice to have so that if a zombie is dead wait 5 minutes then move the body underground then delete it. Stops game jerks with too many dead zombies.

Oh and if you know how to make atmosphere (i dont :( ) maybe be able to change the sky red.

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Well i actually like the idea of zombies being able to attack a heli, however maybe you could do a check "if the heli is higher that 10m then zombies do not attack it"

So you meant the zombies attacked you from the gournd while you are in the air?

But I know the attacking system is not perfect in the current version,I am working on it.

(Right now, I will be away from my gaming computer for a few days, so I can't do any scripting for the simulation)

Well allowing the player to build defences to protect themselves from zombies. Maybe you can save compositions then have an addaction for each player to build lets say... small bases. And if they pick up blueprints or kill a certain amount of zombies the next level defence will be available. And while all this is happening more and more zombies are appearing, which means that you need to build defence... FAST

Well I think you suggestion is more like a MP scenario features than a CZS feature.

I mean you are talking about an MP mission rather than the simulation.

Because there will not only be people who play this simulation as you think (a battle between zombies and players) there will be people who will try to make thrill-ful "Alone in the dark" like missions where the player will be given only a pistol or something (like in my example mission)

So adding this feature (The defense building feature ) to CZS will make it un-realistic.

Instead , you should instead make a set of scripts that simulate this and connect it with CZS (via setVariables).

(Note that I am NOT dis-respecting your suggestion or you!

I also would like to see others' view on this suggestion)

Well there are ways around this... basically lets say the script works out the nearest roadblock to the zombie who is chasing a player. The zombie would move to the nearest roadblock and attack it. And each attack would maybe lower the roadblock maybe... -0.1m or -0.05 every attack simulating it getting destroyed. And by destroyed i mean the roadblock going underground. Then you could do a check "if roadblock is under the ground delete it". Unrealistic but it will work. With a lot of zombies the roadblocks will be going down FAST.

As I said ,I might provide an additional argument array in which you can define the objects that zombies will destroy.

But your idea of destroying objects is not that realistic.

(But I think with a little particle scripting I might make it realistic.

Though let's wait to see if others' also like the idea.

because I don't want to confuse them with too many additional features.

)

Oh and another thing, it might be nice to have so that if a zombie is dead wait 5 minutes then move the body underground then delete it. Stops game jerks with too many dead zombies.

That's a good idea! I'll definitely add this and of course you'll be able to Turn On/Off this feature.

Oh and if you know how to make atmosphere (i dont ) maybe be able to change the sky red.

Again, you are talking about non-CZS related feature!

(Well I am not saying its totally unrelated but that kind of thing is not that necessary for this IMHO...but I will add it if i get more positive feedback for that feature)

And the atmosphere I meant is NOT something like an addon but to make it thrillful but just using the Editor.

(Fog,Overcast, the Effects Module,Rain etc can be combined to produce a quite thrilling fear-ful environment...additional sounds will make it perfect!)

Thank you for your suggestions...and please also reports any bugs you've found or any feature of CZS that really reallly annoyed you!

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@Nashable

The only way I know to make a zombie bloody addon-free is setdammage them to about 0.5.

And I am wondering if i could do something with the 'setObjectTexture' command.

Does anyone know anything about it?

@callihn

Can you tell me more about that "MP framework"?

and what exactly is that? A script package?

(A link to it should be great!)

http://community.bistudio.com/wiki/Multiplayer_framework

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