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DOWNLOAD MOD - STEAM WORKSHOP

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Bug Tracker / Suggestions

 

This mod includes place and play zombies & demons with custom animations and unique customisable options. They can be found in mission editor and will attack any enemies they know about based on the side they're on (Opfor zombies will attack Blufor units).

Zombie stength and abilities can be easily customised. These features are off by default and are only enabled if the appropriate module is placed.
- Allow zombies to throw cars, leap into the air, feed on dead bodies, and more!
- Heavily customisable spawners with max alive limits, spawn animations, and much more!
- Adjust zombies max health, attack strength, and other settings.

I am continuing with the development of this mod with plans for new features, more gore, bug fixes, and any suggestions.

If you want to send a donation, my paypal is:
ryandombrowsky@gmail.com
It would be very much appreciated!

 

Some screenshots:

http://i.imgur.com/QljywED.jpg
http://i.imgur.com/ra9jtmV.jpg
http://i.imgur.com/YQiSuDa.jpg
http://i.imgur.com/Jkv4TJy.jpg
http://i.imgur.com/G4SAMkl.jpg
http://i.imgur.com/p59wEzM.jpg
http://i.imgur.com/ki5SgWe.jpg
http://i.imgur.com/mB5W84Q.jpg
http://i.imgur.com/1cy5COA.jpg
http://i.imgur.com/1hbz4Hm.jpg
http://i.imgur.com/PxTprnj.jpg
http://i.imgur.com/ztqm3pv.jpg
http://i.imgur.com/COiV8BG.jpg

 

Some videos:

 

 

 

 

 



Thank you and enjoy the mod!

 

  • Like 8
  • Thanks 1

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New mod v1.0 available at withSIX. Download now by clicking:

banner-420x120.png

Hey ryandombrowsky , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

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Awesome looking mod man. Only problem I've had with it is it doesn't appear to be Zeus compatible. I can't see any of the Zombies under any of the factions in Zeus.

MCC Works perfectly fine, but nothing in Zeus.

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Hehe ... this looks very good, if the videos are anything to go by !

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After seeing the videos I can only but wonder one thing; What's the performance like?

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From what i can see (performance wise) i only remember "Breaking Point" using myriads of Zombies on screen strangely

with minimal impact on performance -while on DayZ standalone they still (!!!!) struggling to actually make it a Zombie game and not a scope-less camping Deathmatch game-mode.

*edited&added green colored line(s)*

Anyway..Videos were awesome.

Haven't noticed any zombie spawning with an "immersion breaking" way.

Performance was awesome (as seen on Video).

Car throwing is something i see 1st time on ArmA.VERY very well executed (although a Super zombie seemed to aimed the soldiers with a car *Behind a building

and out of his LoS) Cant say for sure/must watch 2nd time.

Have i mentioned your thread's title rocks? :D

GOOD job man

Edited by GiorgyGR

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Release frontpaged on the Armaholic homepage.

==================================================

You are not registered on Armaholic, or at least not that we are aware of. Soon we offer the possibility to authors to maintain their own pages.

If you wish to be able to do this as well please register on Armaholic and let me know about it.

This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

When you have any questions already feel free to PM or email me!

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can i make a little request?

some modules to come with the mod :)

i.e. a spawner so we can have wave after wave

a module that spawns them in a radius i.e. a town etc

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Thank you for this excellent mod, the modules that come with the mod are very generous for creating really cool missions.....

If i had one request to make this a truly awesome Zombie mod......

Animations....especially the slow Zombies, if they could even be made to crouch or go prone would be cool....

Regardless, it's an awesome mod anyway!:bounce3:

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the car throwing is pretty unique and awesome looking. i can't test this but judging by the videos you got something nice here with the whole huge hordes world war Z kind of vibe. performance and AI seem to be pretty solid.

great to see something creative. i mean zombies are usually kind of overused but you put a nice twist on it so it's more interesting.

your mod deserves a fancy name though. the thread title is funny but kind of underselling it too ;)

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can i make a little request?

some modules to come with the mod :)

i.e. a spawner so we can have wave after wave

a module that spawns them in a radius i.e. a town etc

Couldn't you rig it with a trigger ?

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FYI looks theres a couple mod incompatibilities...

AISS3 (AI freeze after 30-40 seconds...looks like as FOA spools up it kills the behavior)

There's another one in my units addons folder (its breaking the zombie behavior from the start, they sound scary but are pretty much docile wandering around aimlessly)

Will take some time and root it out tomorrow.

B

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This looks amazing.....and if the previous poster is correct and I can spawn these zombies at my will via MCC, it will make for one hell of an experience.

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Videos looking awesome, great mod. Is it compatible with Zeus? If not, add this feature, please.

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Hi ryandombrowsky Congrats and nice mod! I was wondering if you'd prefer your logics into modules?

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Awesome! Thumb up on YT.

Are the zombies in their own pbo? Would be nice to have just zombies, without your other stuff.

Do you have plans for signed pbo's and server keys?

Do you have plans to make BLUFOR and OPFOR factions of zombies? It would offer a greater flexibility. Some people (myself included) predominantly play in the Independent faction. Some people play as OPFOR.

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Thank you for this excellent mod, the modules that come with the mod are very generous for creating really cool missions.....

If i had one request to make this a truly awesome Zombie mod......

Animations....especially the slow Zombies, if they could even be made to crouch or go prone would be cool....

Regardless, it's an awesome mod anyway!:bounce3:

Cheers! Animations would be awesome! I can't animate though. :( Unless someone can help me out here then I'm not sure.

Videos looking awesome, great mod. Is it compatible with Zeus? If not, add this feature, please.

I've never actually played Zeus before.:butbut: I'll give it a go sometime and see what happens.

Awesome! Thumb up on YT.

Are the zombies in their own pbo? Would be nice to have just zombies, without your other stuff.

Do you have plans for signed pbo's and server keys?

Do you have plans to make BLUFOR and OPFOR factions of zombies? It would offer a greater flexibility. Some people (myself included) predominantly play in the Independent faction. Some people play as OPFOR.

Yeah, ryanruger77.pbo is just the rifle and cops and ryanzombies.pbo works perfectly fine on its own. I made the rifle and cops for the zombie hunt mission mainly.

I've never done signed pbo's or server keys so not sure how that works, but I'll look into it.

You can sort of change the zombies side in editor. I usually create a soldier on OPFOR, set him to colonel, change his condition from "true" to "this" so he doesn't exist in game, and then make the zombies part of his group. Perhaps later I could add different sides to save the hassle.

Fantastic...What are the zombie classnames? Gonna test with TPW Slirmish

Lol there's a shitload of classnames. ;) I'm pretty sure it says the class names in editor - in the top right corner of the window when you're creating a unit.

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Okay so the two addons that conflict:

1. AISS3 (AI freeze after 30-40 seconds...looks like as FOA spools up it kills the behavior)

2. Unlocked_uniforms.pbo by Pepe Hal. The one I had was an older version from last year (its breaking the zombie behavior from the start, they sound scary but are pretty much docile wandering around aimlessly)

Also confirmed that you can randomly spawn squads of assrted zombies (fast slow etc...) using TPW Skirmish with enemies set to custom and "RyanZombieC" as the enemy unit string classname. You can either turn off the vehicles or leave it on...they jump out of randomly parked cars (zombies dont seem to drive). You set as many squads as your rig can handle. Maybe with more specific classnames we could dial in specific zombie types...Ryan?

BTW fan-flipping-tastic addon Sir. I like the cannon fodder every once and a while and they seem to work better than Rup_Dinosaurs.

B

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2. Unlocked_uniforms.pbo by Pepe Hal. The one I had was an older version from last year (its breaking the zombie behavior from the start, they sound scary but are pretty much docile wandering around aimlessly)

I took a quick look at the zombies config; from what I could see, the problem is that zombies use a custom CfgMoves (allowing them to sprint I presume) while they are linked to a uniformClass wich points to a vanilla unit with vanilla CfgMoves. I don't know why unlocked_uniforms cancels the custom CfgMoves from the start, but unless I'm wrong, this can also occur without my mod : if you try to use AddUniform or ForceAddUniform on a zombie, he will switch back to the default CfgMoves and won't be able to sprint anymore.

The solution around that is to remove the specified clothes and use a proper model so you don't have a naked zombie; here's an example :

class RyanZombieC_man_1: RyanZombieCivilian_F {
author="Ryan";
_generalMacro="RyanZombieC_man_1";
moves="CfgRyanZombiesMovesMaleSdr";
scope=2;
displayName="Zombie 1";
uniformClass="";
   model = "\A3\Characters_F\Civil\c_poloshirt";
};

The above config (adapted from a zombie mod I've been working on) makes sure that the zombie sticks to the custom animations, no matter what. Hope this helps. :)

Edit : About ASR, I think you can assign a variable to the zombies to ensure that they are excluded from ASR scripts.

Edited by Pepe Hal

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I took a quick look at the zombies config; from what I could see, the problem is that zombies use a custom CfgMoves (allowing them to sprint I presume) while they are linked to a uniformClass wich points to a vanilla unit with vanilla CfgMoves. I don't know why unlocked_uniforms cancel the custom CfgMoves from the start, but unless I'm wrong, this can also occur without my mod : if you try to use AddUniform or ForceAddUniform on a zombie, he will switch back to the default CfgMoves and won't be able to sprint anymore.

The solution around that is to remove the specified clothes and use a proper model so you don't have a naked zombie; here's an example :

class RyanZombieC_man_1: RyanZombieCivilian_F {
author="Ryan";
_generalMacro="RyanZombieC_man_1";
moves="CfgRyanZombiesMovesMaleSdr";
scope=2;
displayName="Zombie 1";
uniformClass="";
   model = "\A3\Characters_F\Civil\c_poloshirt";
};

The above config (adapted from a zombie mod I've been working on) makes sure that the zombie stick to the custom animations, no matter what. Hope this helps. :)

Edit : About ASR, I think you can assign a variable to the zombies to ensure that they are excluded from ASR scripts.

just by curiosity, does in your .rpt report file is there some mention like:

"updating base class cfgmoves" by xxxx addon or something(the key word here is UPDATING BASE CLASS), this error seems inoffensive, but have some effects.

in my experience some a3 addons updated the turret class and some units had the turrets stalled until i fixed the inheritance in those addons to the new a3 turret names.

edit again: can you upload your .rpt file here. you should have one for each startup of the game and depending of how many addons/errors you have it may be 2kb or 2 mb

Edited by freesets

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