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[SP] Zedland! A zombie simulation on Podagorsk


12 members have voted

  1. 1. More?

    • Yes, more!
    • I don't care, the world has ended.
    • No, this is enough, enjoy your free time.

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(Updated 8/6/2012)


Last thread got lost or something.


(unpbo'd folder for anyone wanting to edit variables easily)


A Chernarus version that is very unfinished (and a bit different) with a STALKER flavor - will not be further developed so enjoy if you like.



This is a dynamic and random zombie simulation on FDF's Podagorsk. It is based off of the Undead Mod by Charon. Currently, it is mostly a large sandbox styled SP mission.

Zombie groups of varying makeup will spawn randomly throughout southern Podagorsk, as well as marauding bands of civilian resistance, local militia fighters, and Russian special forces. You are not alone, however, as you start with your hunting buddy. As foreigners in this area, however, you might as well be zombies as far as the other humans are concerned. There are some Western blackops teams at work, though, so perhaps you can find and join one of their teams.

The goal (for now) is to simply survive as long as you can and get off the peninsula. If you want, you can search each "danger zone" for a radio operator. Pick up important reports off of each. Once you have found all 5 operators, you will be eligible for extraction. Check the map for the location. Go there, call in a helicopter, and escape. You will need to overcome hundreds of zombies and armed humans, not to mention your own basic needs of thirst and hunger.


Dynamic zombie/opfor/blufor spawns throughout southern Podagorsk that change between night/day and shift randomly in number throughout both periods.

Dynamic and randomized city zombie spawns when in range of a major area.

Dynamic weather system that changes its probabilities throughout the day.

Fog system that settles in at night (from Fog Script by Rockhount).

Health FX system for deteriorated health.

Sleeping bag.

150+ random ammo crate spawns throughout the map (look in houses/backyards/buildings), each with randomized sets of weapons/supplies.

Hunger and thirst systems.

Sleep ability (includes healing).

Radio options.

Heavily customizable and commented init.sqf variables for those so inclined.

Randomized start.

Survivalist approach.

Fuel siphoning for use in vehicles.

Ramping up of difficulty over 60 minutes.


Desert Mercs and Blackops by SchnapsdroSel http://www.armaholic.com/page.php?id=6471&highlight=DESERT%2BMERCENARIES

The Undead Mod by Charon http://www.armaholic.com/page.php?id=9207&highlight=THE%2BUNDEAD%2BMOD

FDF Podagorsk, of course! http://www.armaholic.com/page.php?id=8791&highlight=PODAGORSK


The primary goal of this mod is realistic survival fun mixed with high replayability. For the second point, heavy randomnization and dynamism mean that each time you restart, things should play out much differently. You can approach the scenario different ways as well, and the ability to recruit other blufor units to your group (if their group is equal in size or smaller than yours) means you can amass a small army if you want.

You will start with a hunting rifle, a pistol, a watch, food and water, and some simple tasks. You can progress through weaponry, although finding good weapons can be difficult. Optics are very hard to come by, and THERE ARE NO NVGOGGLES ANYWHERE. Good luck at night... Your first priorities should be to find better weapons, a radio, and a map, unless you start after 3:30PM, then your first priority is to find somewhere to sleep. This can be a challenge with many starts... The last two (maps and radios) will only be found on dead opfor/blufor, and the first generally are found there also, so walking towards the gunfire is generally a sure bet. With a radio, you can ask your teammates for more accurate enemy locations (0-0-1), and you can call in to the other blufor squads to find their current whereabouts (0-0-2). The map is also absolutely essential in finding the missing radio operators, as each task notes where their last gridref was. Once you have this set, you can start building up your assets, finding better weapons and binoculars, fueling up a car, and taking on the radio operator tasks.

FUEL: For the fuel siphoning simulation: you can walk up to any vehicle and select "siphon fuel" in the action menu. This will take up to "1 gallon" (10% of a car's tank) out of the vehicle, depending on how much fuel it has and how full your canister is already. Each vehicle starts the map with a random amount of fuel between 0 and 5% of its tank. Each vehicle also starts the map with a random damage amount between 0 and 90%. When you take fuel out or add fuel to a vehicle, there is a modifier for each vehicle type. Cars are 100% normal, whereas pickups will have 200% as much gas in them for the fuel tank size and will take only 50% of the fuel you normally add to them. This is meant to simulate "fuel economy", as pickups and cars in the normal game normally lose gas at the same rate. Now, pickups have a "50% economy" compared to cars. Buses and trucks actually lose gas at half the rate of cars, so God knows what BIS was thinking when they modeled this (buses have larger fuel tanks?). The breakdown for this mod is: cars = 100% economy; hatchbacks = 112-125%; pickups = 40-50%; sedans = 80-90%; buses = 30%; boats = 15%; trucks = 20-25%; old motos = 170%; motorcycles = 200%. So, yeah, get a motorcycle or hatchback if you want to conserve gas (and you do). Generally speaking, 10% of a tank should get you about a third of the way across the island east-west-wise.

Oh, gas stations don't work, so don't try. I made a neat little workaround for those, so even though it may say you're refueling, as soon as you drive off your fuel will be back to what it was before.

CRATES: For "hidden crates": there are about 150 of these scattered throughout the map. Each has a 20-33% probability of existence. They tend to be in or around buildings, with tons inside of cities. While antidote cases will always be in the same places, all other ammo crates will have their loadouts varied at the map start. They can be "food supplies" (40% prob), food and water; "civilian arms" (40% prob), like hunting rifles, handguns, and shotguns; "militia arms" (15% prob) like AK74s, AK47s, VSSs, shotguns, grenades, and handguns; or "Russian arms" (5% prob), like ak107s, PKs, AK74s, grenades, and handguns. Each box is further randomized with 2-3 guns from their flavor, with random ammunition amounts for each gun.

EXTRAS: You have a sleeping bag for fun. It has no purpose other than immersion. Unpack it and repack it at will. If you forget to repack it, well, go back and get it, you only get one. You can make a campfire anywhere you like. You can also make a trench anywhere you like. Use the action menu. If you have a radio, you can ask your teammates for the nearest enemy that they know about. They will tell you the mapgrid and distance (rounded to the nearest 25m). You can also ask the other blufor teams their map grid locations. You can also call for extraction. Radios are nice. Maps, too. You can ask your squad if they are infected at any time you wish without a radio. You have a lot of time to cure an infection, so don't fret if one is. Look for silver suitcases, they have the antidote. If you get a GPS unit, you can see where all the groups are around you, so long as the groups have at least 3 members (in towns, you will not be able to see all the zombies, as each is its own 1-zed group). You can always see blufor groups, even if they have only 1 member.

BLUFOR:blufor squads spawn dynamically within the AIdist from the player (1300m now). Size is 3-8 members. There is a 17% chance of a squad containing a sniper, otherwise the units are random typical blufor (blackops and woods mercs) with shotguns, m249s, or M4s. Once created, the squad will be given a random waypoint route that generally goes to interesting places, then cycles back. They should go through about 8 different places before cycling back to the start. Opfor does the same. Zombies also, but they go just about anywhere, being that they're stupid.

You can join a blufor group by walking up to a group member and asking in the action menu to join them or to have them join you. You may need to wait some time before the option pops up, as having your computer do constant distance checks with all blufor units eats up a bit of performance (similar reasons underly long script cycling throughout the mod). Once you join, you alone may leave the squad if you want. If the squad is the same size as yours or smaller, you can ask them to join you instead.

FOOD/WATER: You need both to survive. As your health decreases, you need up to 2x more actually, so stay healthy! If your hunger is over 10%, you will start to see messages in the top right corner every so often. If it gets to 30%, you'll see that you're "famished". If it gets to 50%, you're "Starving!", and hey now you're slowly dieing also (at a very slow rate, but it will hurt you progressively worse as you get hungrier). At 80%, you're "Starving to death!", best to eat something, eh. Still, you should be able to last a few virtual days before starving to death. Eating a meal replenishes your hunger by 8.5%. It's set so you should have to eat about 2.5x per day. While sleeping, you don't get hungry as fast.

Drinking is similar, messages appear at 15%, 40%, 60%, and 80% instead. You will die of thirst a lot faster, though, and the rate of death gets faster as you get thirstier. Did I mention that the less healthy you are, the thirstier you get also? Don't worry, though, water is pretty commonly available in hidden crates, and there's a 50% chance that each major town will have a crate full of water in a "central water location". It's unlikely you'll ever die of thirst, although hunger can dog you for most of the game.

Okay, so you're thirsty? What to do about it? Where's the water bottle? Oh, right, your humble modder doesn't know how to make those, so instead you get to drink.... M203 smokeshells! Place one into your inventory, wait a few seconds (20 perhaps), and you'll get an action choice (might have to scroll down the list) to "drink". Do that! Okay. Same rules apply for eating, except with red smokeshells.

Hey, I've got a yellow smokeshell, wtf? You need to cook it, that's raw boarmeat. Get a campfire going, and cook it (ON THE GROUND, NOT ABOVE IT, it doesn't work like that, God knows why). Wait a couple minutes, and you can take it off the fire and eat.

Note that your backpack has some food and water to start with ;)

HUNTING: you can hunt the wild boars. Actually, you can just walk up to one and take meat from it and kill it silently that way. You get two yellow smokeshells for your trouble (see above). Zombies don't give you meat, but hey, try sneaking up and eating one anyway. They'll appreciate the irony.

FOG: it rolls in around 4:15 and rolls out around 8:30AM. It's a good hint that you need to find somewhere safe ASAP. "Hey, fog means zombie mob." It kinda rhymes...

NIGHT TIME: zombies spawn like mad, and not your fun, lovable walking zombies, no, your running, screaming, sh*t your pants zombies, oh, and large packs of zombiedogs. Did I mention the lack of NVGs? Yeah, hide somewhere before the sun sets. Preferably, somewhere up stairs or a ladder, because the undead suck at those pretty badly (but not totally) (as do OPFOR). Also, opfor spawns SF troops primarily, rather than those fun, lovable civilians practice targets. Between 6:30AM and 7AM, most of the zombies will "disappear" into the mists as the sun rises. So, yeah, just hide. Or, have a lot of fun and see how long you can survive running around the woods at night. At least there's a fairly full moon...

RADIO OPERATORS: find all 5 and you can extract (well, you need to go to the location and call for extraction via your action menu, but same thing. Make sure you have a radio before going to extraction, it's kind of necessary to call in for extraction, they don't have THAT good of hearing, you know). Each is in its own town, each is randomly placed somewhere (on the ground) at mission start (there are like 30 optional places for each, so don't try to memorize them). The task will tell you their gridref, so get a map, it helps A LOT. It's nigh impossible to find all 5 without that. Yeah, I've tried, and there's a reason you get the gridref now... Anyway, walk up to him and choose the "get report" action. Each is a dead USMC squad leader unit model.

HEALTH: as it worsens, you will get some "fun" FX that turn things a bit redder and squigglier and blurrier. K, don't get hurt, that's an easy solution to avoiding this. But, if you do happen to get hurt, there's one option: crying. Wait, no, that's not in the scenario (yet...). Sleeping, yes, that's it. Sleep and regain your health. It's only a bit of health per hour slept, so it may take 2-3 nights to sleep off a severe injury, but it's 12.5% reduction (absolute) for 4 hours and 5% for 2 hours. If you lose the ability to walk, fear not, you needn't restart, just find a cozy spot (nearby) and sleep it off (well, if you've TOTALLY lost your legs, maybe not).

SLEEP: you regain health. You aren't as hungry/thirsty when you do it. It passes the time. After waking up, you need to wait a minute or two to go back to sleep ("Yawn..."). The sleeping back should help, but it doesn't. You also heal all your teammates.

OPFOR: Like blufor, they spawn randomly at one of dozens of possible spawn locations, between 1300 and about 500m away. Each group spawns at a different location. There are 3 types: "civilians", which are civilians and have hunting rifles, AK74s, shotguns, and handguns, and group leaders have compasses; "militias", which have commanders with AK47s, maps, and radios, and otherwise spawn with AK74s, shotguns, RPKs, and AK GLs; and "Spetznaz" groups, whose commanders have everything you could ever want (including optics + GLs and GPS units), whose medics have antidotes, and which otherwise spawn with SVDs, AK74s, PKs, and AK GLs. These groups range in size from 3-8 members. The total number on the map will range from 10-30 usually. They have the same waypoint scheme as blufor.

ZOMBIES: 3 types of groups: walkers, runners, and doggers. At night, 20% dogs, 38% runners, 42% walkers; at day, 12% runners, 8% dogs, 80% walkers. This will ramp up to almost half walkers at daytime after 65 minutes of gameplay. At night, the spawn number quadruples. Apologies to your computer, but it should run alright anyway. They spawn much as do OPFOR and BLUFOR, and all 3 types have their own special spawn point sets. Group sizes range from 4-12, although they've been known to congregate in much larger numbers...

AI LIFE SYSTEM: they spawn within 1300m, and if they leave 1500m they die. After 30min, they are absorbed by the earth. They will live quite dynamically, and if you wander near major crossroads or open areas, you should find yourself regularly surrounded by gunfire. Shooting your gun is a surefire way to have zombies all up in your stuff, as well as opfor, so maybe try to remain unseen and unheard as much as possible... it does wonders for your survival.

TOWNS: once you get within 375m of one, it triggers a zombie spawn event and also knocks down the AI distance to something that will kill off all non-nearby zombies (but opfor remains untouched). Once this is triggered, the script sleeps for 900seconds, and if you never leave the town it won't trigger again until you do and come back again (unless you sleep for 4 hours, then it can retrigger). When triggered, one of 6 scenarios will play out: nothing will happen, some zombies will spawn after a couple minutes (not next to you), many zombies will spawn after much longer (not next to you), some zombies will spawn now, more zombies will spawn now, a ton of zombies will spawn now (we haven't measured them exactly, but we believe 50 zombies is approximately 1 ton, if not quite a lot more). Generally, it's best to kill the fast ones and just keep a good distance from the throngs of walking ones. The types of zombies will be different each time, as will their spawns. Each is independent, so they won't be one large group, although again zombies like to congregate (especially around gunfire).

WEATHER: it's dynamic. Its probabilities change throughout the day. In the morning, it's usually clear or cloudy, in midday, cloudy usually with a bit of rain, afternoons tend to be overcast or rainy, late afternoon is cloudy and pretty, the night is usually clear or cloudy. Highly suggest you try out my skymod, it adds to the atmosphere and you don't need to deal with jerky skiptime lowclouds. You get pretty FX for each type of weather, and this changes based on the time of day as well.

OTHER: you start randomly, at a random place and time of day.

BETA STUFF: As this release is beta, I have included a script that will tell you the number of zombies/opfor/blufor/groups in play regularly. Please, check this to make sure the numbers do not go out of bounds (over 100). Also included are two player actions called "pos" and "posatl". These will create lines in the gamelog telling your position, or position/ATL height/orientation. Again, this will be removed in the final release. If you find a spot that seems a perfect place to hide a stash, please use one of these commands (if it is not on the ground, use the latter) and send me the note. I will include your stash (if it is appropriate) in a later release in a planned feature.


My "skymod" mod really, really adds to the atmosphere, plus the weather system is designed around it. Highly suggested you use it, especially as the low clouds (which the mod removes) crap up when in fast time (which is activated at 8x in this mod).

Skymod file: http://www.mediafire.com/?p9blbeu6665d23p

Also highly suggested is ASR_AI, RWS, and blastcore. The immersion you will get from the latter two (hearing weapon reports all around you at 800m+, seeing smoke, etc all around) really add to this scenario.


NOTE: I'm done likely, but if there's enough interest I may return to developing this more.

Currently, all the markers on the map will be filled with camps/bases that will behave a bit like the city zombie spawns now. Those that aren't bases will have important items/missions in them. A general story-line and a number of missions (randomized, of course!) will be added slowly to give the scenario more structure and difficulty (although surviving for just a few days while walking around is extremely challenging as-is). That is planned for the first final release. This beta release is meant to get the sandbox out and debugged first before adding all the extra content. Also, why deny players a great Podagorsk zombie sandbox game while I go through mission addition and conversations and all that? :)

I want to add another hidden weapons cache system. This will operate as the Stalker one does, whereby when a player picks up a note off a corpse, it will tell him where to find his secret stash with something in it. Some will be markers on the map, some will be directions only. Some stashes will have basic ammo, some exotic weapons, perhaps one or two NVGs...

I plan a "Stalker" addition (that will be toggleable in the init file). This is already mostly done, actually, from a previous mod/scenario I did (and never released). Features include: blowout script + script that will force humans to run to "cover" (already debugged and working, just not included). Anomalies, including springboard, jelly, radiation zones, and some non-Stalker ideas of my own (debugged and working, just not included). Artifacts (without effects, although that's easily added). I would also like to include Stalker musics from the 3 games, and from one of the audio mods for the games. I might need help converting oggs, though. No plan to include actual Stalker units.

Also, an economy system with a trader may be in the works. This would include getting small amounts of money off of corpses, trading loot/fuel/food, and being able to buy ammo/weapons/supplies/fuel. The trader would also give missions to the player and be central in the storyline (again, like Stalker). Missions will include saving people, investigating things, finding artifacts, charting anomalies, etc.

I'd also like to include some random traps in the game, although this will likely be a very late feature.

An off-the-wall idea is to add a final "boss" but that is, well, THE final feature if it gets included ;)

Anyway, I hope you enjoy this. I originally just wanted to make a mod for personal play, but figured I might as well polish it up a bit and release it publicly. I know there are preexisting Stalker mods and similar apocalypse scenario mods already out there, and that A2 is quite old, but this is what I wanted and the preexisting stuff just didn't cut it for me personally (although it's quite good work, objectively speaking).


Huge thanks to the FDF guys for Podagorsk. There's a reason I chose it: it's an amazing map (and the perfect size). Also huge thanks to Charon for his Undead Mod. Obviously, this wouldn't exist without it, and he did a lot of the heavy lifting in terms of the content you'll see, even if his team wasn't included in this mod/scenario at all. Thanks to SchnapsdroSel and Rockhount for their included mods (Desert Mercenaries and Blackops, the Fog Script), they added a lot of immersion to this, again without any direct involvement though. If I forgot an included mod, let me know! The creation process for this has been quite long and drawn out over a few different periods, so my memory isn't perfect.


- difficulty ramping needs feedback


- savegames not loading (they used to)


- There was a random crash due to "out of memory" after a few hours of gameplay once (unwilling to fix an isolated issue)

- A civ OPFOR squad was seen without weapons once (unwilling to fix an isolated issue)

- Squad members get stuck in a position sometimes and won't move (unrelated to mission?)

- gas station refueling cannot be stopped, and the workaround script is a bit clunky for the user experience

Edited by DNK

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I'd really like to try your mission out.

I downloaded the Zedland mission from armaholic. When I tried to start the mission it tells me the "hifi h rifle" is needed. What is that and where do I get it?

Edit: The mission file from this thread works - you might want to update the armaholic link.

Edited by Behemeth

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Yeah, I need to talk to Armaholic. I didn't even know they posted that, so I'll go ask for a redo. There were a few quick updates to the mod since submitting that to fix the issue and tweak some values.

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Tried your mission for one hour, and was puzzled when I didn't find a dead radio operator on the exact task location. Searching the whole grid ref quickly didn't let me find one either?

Oh, and I think checking exploded cars for fuel reports fuel while they can't be siphoned any more.

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Tried your mission for one hour, and was puzzled when I didn't find a dead radio operator on the exact task location. Searching the whole grid ref quickly didn't let me find one either?

Oh, and I think checking exploded cars for fuel reports fuel while they can't be siphoned any more.

For the radio operator, can you send me a savegame? They can be quite tricky to find, but it shouldn't take 1 hour either. I'll look it over. I've not noticed problems with this before, but perhaps there is one here.

I'll consider adding a script to remove the fuel script from cars with health under the "dead" threshold. Thank you for bringing that to my attention.

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I played a few hours now and really like it very much. Especially the surviving idea is interesting. And I really love the hunt for better weapons - an element which I was somehow missing in ArmA until now.

Regarding surviving: this is pretty hard (ok I'm new to the game so it might be my fault). One has not really much time to search for water or food since almost continuously attackers approach. Sometimes it happens that the bandits are coming from the front and a few minutes later zombies rush into our back. Due to the constant pressure I was not able to find any water yet - not even in the town.

Regarding equipment: is something like location dependent equipment possible? I find the idea nice that at the beginning you (and the enemies at starting region) have only very bad equipment (pistols, maybe smg and shotgun). Then when approaching to other region the enemies get better weapons (maybe low skill to allow you overwhelm them even with bad gear) and when proceeding OPFOR with higher skill and even better weapons spawn. Somehow with civilian, militia and spetznaz this seems to exist, yet as far as I understood it's random and not really region dependent? Maybe some point where you need to get past armor and need to find an RPG or something like that on a special location may be fun as well(I didn't manage to get very far so maybe something like that already exists). Don't get me wrong though - this is not a request - just some ideas what would be cool from my point of view.

Keep up the great work anyway! Would love to see this evolve further.

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I'd like to try this mission out but I'm not very fond of random mods, to be honest.

I understand the dependencies on the Undead mod (though I've seen "lightweight" zombie mods before) but it would be nice to have a version that doesn't depend on other two mods.

Any chance of ever getting a version on a stock map (Chernarus?) and with stock actors?

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Voted more! Can't wait to try this :)

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It was operator 2 I think.

Well, I didn't search the whole hour. But from your answer I suppose he's not just lying directly at the map marker for me. Will look again.

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Well, I didn't search the whole hour. But from your answer I suppose he's not just lying directly at the map marker for me. Will look again.
Hmmm... do note that the marker is just set dead-center in the "danger zone" for each city. You need to pay attention to the gridref given in the task, not the marker. Sorry if that was confusing. I can't open the save for some reason, so just see if that was the problem.

Eh, small update release pending. Noticed something incorrect in the new ramping script (see below).

@Behemeth... Water in towns: look for the wells on the map. It should be nearby, but it's not guaranteed. The random stockpiles throughout the world have a high chance of water also. They can usually be found inside buildings or near settlements (and in towns). These are not only found on the ground, but on many floors. Usually "barns" have them (though their appearance is random and I think 25% iirc). For hunger, there are always the boars.

The problem with region-dependent weaponry is that the region you start in is randomized - part of the fun of survival is not quite knowing where you are even, I think. Yeah, after playing the map so many times it gets easier to guess and sometimes it's obvious, but even I don't know where I am half the time without doing some good scouting first.

Besides, this sort of leveling up has been included in the most recent release, in a way. The OPFOR squads will start off a lot easier, then scale up to being mostly spetznaz within 65 minutes of gameplay. Unpack the PBO and You can edit how long they take to scale up and where they start at in ramp.sqf if you dislike it currently. To increase the time taken to level up to full, alter

spawnmod = spawnmod + 0.01;

0.02 will make it happen twice as fast, though you will also need to alter the (these have been edited since current release):

zombiediff = zombiediff + 1.0;

opfordiff = opfordiff + 1.0;

Amounts inversely, so up to 2.0 if you set the previous one to 0.02, else they will only level up to half the amount as before.

If you want the OPFOR to level up slower, do it the other way around (decrease the spawnmod number). If you want OPFOR to level up to a lower amount within the same amount of time (less spetznaz), set opfordiff to something between 0 and 1. Keep in mind that the starting amount is 50 (set in init.sqf), and that a value of 100 total would result in roughly a 60% spetznaz mix, with a value of 150 being about 70-75% spetznaz. Similar values for zombies and "fast zombies" for zombiediff.

There is no armor on the map, nor RPGs.

@kiberkiller.... Regarding Chernarus: I actually started this mod on Chernarus, and have a very half-done, STALKER-flavored version mission done for about 20% of the map, including anomalies and blowouts and some less random elements (some of this I'm considering adding as an optional version of this mod). I gave up on it for the simple reason that it would take a ridiculous amount of time to finish for the full map. It might go faster this time around if I added no new scripts and just copied everything over and made a "copy mod" of Podagorsk, but with ArmA3 around the corner, I'll wait for that new map to do this on again ;) Placing all those markers takes quite a lot of hours.

---------- Post added at 12:27 AM ---------- Previous post was at 12:05 AM ----------


The Chernarus version - very undone, but with some different content. I believe some of the missions are broken as are some other things I was in the middle of when I quit on it. Check the diary/tasks for what to do, but it's sort of the same minus the radio operators.

Oh, the actors are stock also. So, yeah, I guess the chances are good :)

Edited by DNK

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Found him in the named grid, one below the task marker. Before I thought the regular difficulty 3d marker would've lead me were he is. Searching for him is more interesting for sure.

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Found him in the named grid, one below the task marker. Before I thought the regular difficulty 3d marker would've lead me were he is. Searching for him is more interesting for sure.
I see. Yeah, I don't play with the HUD on or anything so I wasn't aware of that being so confusing. I might just move all the markers off to the edge of the map to avoid this confusion for anyone else.

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Oh well, no. At least you should keep the map link to the village in the tasks, it's just a professional part of mission making. It will probably always result in a HUD mark on lower difficulty but that's how things are supposed to be. I think one or two paragraphs would already clarify tasks.

"Search (the town of) ... for the Operator.

His last known location was at grid ..."

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Note that a Chernarus version is now available, though it is fairly incomplete and unlikely to be further developed.

Mission updated (same link in OP)

v0.965 - 8/6/2012

- altered gas station script as the previous one was not working fully. Now cars will refuel at the station, but driving them away will return the amount to as it was before. Still can be exploited in a way, but it's more difficult now.

- removed fuel actions for dead vehicles

- switched spawn rates for day/night for zombies as they were backwards

- changed ramping up of zed/opfor difficulty to 50-115. Before it was way too low due to an error.

- moved the ramping script 3 seconds earlier in the starting script sequence so it would run before the initial zombie limits were set and initial creature spawns occured. Before, it was not, so at the start full spawn rates were occuring.

- moved a few possible radio operator locations to avoid clipping through objects and being near impossible to find therefore

- reduced starting backpack loadout for less water/food

- fixed the starting script that set fuel/damage for all vehicles. It was broken before, resulting in fully fueled or full health cars

Edited by DNK

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Hello there

I'm really enjoying this mission.

However, i have never found an antidote kit or water (shells), which makes things a little tough :)

My only gripe is that I'd like to see all the vehicles placed randomly on the roads, perhaps with a couple of exceptions for ambience as it would help assist in the replayability of the mission.

Anyhoo, good stuff.



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