Jump to content

Recommended Posts

Hi! I am trying to make a WW2 zombie mission with this mod because I think is the best zombie mod for ArmA 3, and Iron Front mod for the German skins. The problem is that ryan's zombies don't look like nazi zombies, so I tryed to force change the uniform of the unit in the unit init. However this makes the zombie don't walk like non-german skin zombie, although the attack animation works fine. For example: If I dress a spider zombie with the US Army Uniform the spider zombie is not a spider anymore, it walks like a normal civilian. Any ideas?

 

Edit: also I get this error: "initJIPcompatible.sqf" is obsolete and has no function.Please don't execute it on your scripts.

It isn't possible unfortunately. Zombies can't have any uniforms without it going back to the normal animations. Nazi zombies is an idea though... Maybe in future we'll work on some models.

 

 

Seeing a horde of 14 medium or fast zombies in wandering mode all running around like lunatics looks like they all have ADD or something. It just looks very weird.

 

also while the Feeding logic is WIP they probably should only go into feeding mode once the coast is clear. Seeing a zombie kill a unit then start feeding while it is still taking fire from nearby enemies is a big odd too.

 

Good point with the roaming, I'll try work on that in future. With the feeding, they only feed if the body is closer  to them than any alive targets. If they take any damage before or during the feeding then they stop straight away and return to normal. Do you prefer they don't feed until all targets are dead? (or perhaps, at least 100m away?)

 

 

Is there a tutorial how to set up modules? I remember seeing "eating" present in options somewhere but cannot find it under Modules, where is it?

 

I am trying to set up a  mission where QRF team is on the standby and they get (a random) location where outbreak is done - by infecting civilian population. QRF needs to stop the infection spreading in main towns, set up road blocks etc.

In case majority of population is infected HQ issues order to nuke the island and they need to get out of there asap...

 

Eating? You mean feeding? There's never been anything called "eating". Feeding is under game logics > zombie abilities anyway, not modules.

  • Like 1

Share this post


Link to post
Share on other sites

On my server we tend to do zombie missions but recently its not been working(the zombies will not engage anyone, and when they do. dont do any damage.), the mods on this server are as follows 

Ace (Advanced Medical is on which i believe was already said to not work properly in this version)

MCC

TFAR
ARES

Ryanzombies

OPTRE

OPCAN (Optre Reskin pack)

 

the bugs i have are listed here again but with more detail

  1. Zombies will not roam with the roaming logic enabled
  2. Zombies will not engage most entities and just stand there. Occasionally jumping closer but not attacking, tried changing difficulty and detection distance and no dice
  3. In the rare event of zombies attacking in the server they do no damage (already mentioned in someone else's post regarding ace Advanced medical)

Do you know what the issue is?

Share this post


Link to post
Share on other sites

On my server we tend to do zombie missions but recently its not been working(the zombies will not engage anyone, and when they do. dont do any damage.), the mods on this server are as follows 

Ace (Advanced Medical is on which i believe was already said to not work properly in this version)

MCC

TFAR

ARES

Ryanzombies

OPTRE

OPCAN (Optre Reskin pack)

 

the bugs i have are listed here again but with more detail

  1. Zombies will not roam with the roaming logic enabled
  2. Zombies will not engage most entities and just stand there. Occasionally jumping closer but not attacking, tried changing difficulty and detection distance and no dice
  3. In the rare event of zombies attacking in the server they do no damage (already mentioned in someone else's post regarding ace Advanced medical)

Do you know what the issue is?

Are the zombies spawned by Zeus?

Share this post


Link to post
Share on other sites

Zeus and MCC, i tried both

 

Perhaps just try on the editor (pre-placed ones?) - also, if possible, disable MCC and test.

Share this post


Link to post
Share on other sites

On my server we tend to do zombie missions but recently its not been working(the zombies will not engage anyone, and when they do. dont do any damage.), the mods on this server are as follows 

Ace (Advanced Medical is on which i believe was already said to not work properly in this version)

MCC

TFAR

ARES

Ryanzombies

OPTRE

OPCAN (Optre Reskin pack)

 

the bugs i have are listed here again but with more detail

  1. Zombies will not roam with the roaming logic enabled
  2. Zombies will not engage most entities and just stand there. Occasionally jumping closer but not attacking, tried changing difficulty and detection distance and no dice
  3. In the rare event of zombies attacking in the server they do no damage (already mentioned in someone else's post regarding ace Advanced medical)

Do you know what the issue is?

Hey mate,

Make sure you are running the latest version of Ryan Zombies the issues you are talking about sound very reminiscent of version 2.0.

 

3.0 works very well with Zeus and MCC.

We did our Zombie op last night, 16 players, 2 Zeus's (one using MCC) with many many decent sized fights. And aside from one moment when everything started bogging down the mission and the zombie mod worked really well over the 2 and half hour mission.

Try spawning as many Zombies as possible using MCC not Zeus as it will spawn the Zombies on the server (Zeus spawns them on the client). Don't however give the zombies to GAIA, they will still work under GAIA control but the zombie AI in the mod works better.

 

 

As for the zombie not moving or doing anything if you have the latest version and most zombies are spawned in using MCC. Make sure you are running either the in built zombie deletion script which I think delete dead zombies after about 60 seconds or run a script that deletes dead bodies. Even the dead zombies put a huge strain on the server or Zeus client PC. Yes the Game Master can delete dead bodies manually but when they are busy building the mission it is worth your while letting a script get rid of the dead weight.

Failing that check your mission, I was editing our Day Of The Dead Zeus Template yesterday and made a few mistakes when editing scripts, naming of the mission and few noobish sort of things. This kind of broke the mission and prevented it from saving properly. Hence when I was testing the mission the roaming logic didn't work etc. But once I sorted out the external problems everything worked fine with Zeus and MCC.

I can confirm that using Zeus or MCC to spawn in zombies the roaming, jumping, detection distance, feeding, movement and damage all work fine with ACE, Zeus and MCC.

Yes using ACE players take a lot more damage than vanilla (probably close to twice as much) but it all works with ACE. But for the time being use ACE Basic Medical.

 

Zombies and Demons 3.0 is far more optimized than previous versions and while it isn't perfect it certainly is very workable and enjoyable doing large scale, intense Game Master Zombie Missions.

  • Like 1

Share this post


Link to post
Share on other sites
Guest

I was wondering if there was anyway to dress up the zombies in certain uniforms while still using the spawners?

Share this post


Link to post
Share on other sites

Nope, it will cause animation conflicts.

(Same goes for Ravage zombies, sadly.)

Share this post


Link to post
Share on other sites

Just wanted to say thanks to those that offered advice on some unique things I was trying to do, we had a successful mission fortifying an error and protecting civs form the horde this weekend! :D

 

Here is an intense highlight from a side mission where a team had to go collect fuel away from the main area.

 

http://5rifles.com/media/420

  • Like 1

Share this post


Link to post
Share on other sites

[this, "leg_l", 0, objNull, "stab", 0, 0.30] call ace_medical_fnc_handleDamage_advanced;

 

Creates a small cut on the leg of "this" using advanced medical. There's no API for adv medical for now so I did some experiments on my own, play with it and see if you can make your mod adv. medical compatible :P

Share this post


Link to post
Share on other sites

Hey mate,

Make sure you are running the latest version of Ryan Zombies the issues you are talking about sound very reminiscent of version 2.0.

 

3.0 works very well with Zeus and MCC.

We did our Zombie op last night, 16 players, 2 Zeus's (one using MCC) with many many decent sized fights. And aside from one moment when everything started bogging down the mission and the zombie mod worked really well over the 2 and half hour mission.

Try spawning as many Zombies as possible using MCC not Zeus as it will spawn the Zombies on the server (Zeus spawns them on the client). Don't however give the zombies to GAIA, they will still work under GAIA control but the zombie AI in the mod works better.

 

 

As for the zombie not moving or doing anything if you have the latest version and most zombies are spawned in using MCC. Make sure you are running either the in built zombie deletion script which I think delete dead zombies after about 60 seconds or run a script that deletes dead bodies. Even the dead zombies put a huge strain on the server or Zeus client PC. Yes the Game Master can delete dead bodies manually but when they are busy building the mission it is worth your while letting a script get rid of the dead weight.

Failing that check your mission, I was editing our Day Of The Dead Zeus Template yesterday and made a few mistakes when editing scripts, naming of the mission and few noobish sort of things. This kind of broke the mission and prevented it from saving properly. Hence when I was testing the mission the roaming logic didn't work etc. But once I sorted out the external problems everything worked fine with Zeus and MCC.

I can confirm that using Zeus or MCC to spawn in zombies the roaming, jumping, detection distance, feeding, movement and damage all work fine with ACE, Zeus and MCC.

Yes using ACE players take a lot more damage than vanilla (probably close to twice as much) but it all works with ACE. But for the time being use ACE Basic Medical.

 

Zombies and Demons 3.0 is far more optimized than previous versions and while it isn't perfect it certainly is very workable and enjoyable doing large scale, intense Game Master Zombie Missions.

-Edit- The steam workshop version was the only version i could get working properly. the Dropbox and ArmAholic ones seem to still be an older version

Share this post


Link to post
Share on other sites
Guest

Making a mission that takes place in Antarctica so I only want to use the 7,8, 10 unit zombies. They are dressed up in uniforms that look good but is there any way to get them to only spawn using the spawners by any chance? That would be perfect. I'm just trying to avoid having those biker, night club, beach resort zombies from spawning to maintain the overall look of the mission.

Share this post


Link to post
Share on other sites

Any plans to make the Z's player controllable? I noticed you sort of can (animation included), but there's no attack action :)

Share this post


Link to post
Share on other sites
Guest

-Edit- The steam workshop version was the only version i could get working properly. the Dropbox and ArmAholic ones seem to still be an older version

All versions, that is the steam version, the dropbox version and the Armaholic version, are the exact same. Only difference is the folder name and the fact the non-steam version comes with screens and missions.

But, to make sure we can all be happy I have packed the Steam files, included the missions and the screens from the dropbox version and changed our hosted archive.

news_download_a3_3.png

Zombies and Demons v3.0

Share this post


Link to post
Share on other sites

All versions, that is the steam version, the dropbox version and the Armaholic version, are the exact same. Only difference is the folder name and the fact the non-steam version comes with screens and missions.

But, to make sure we can all be happy I have packed the Steam files, included the missions and the screens from the dropbox version and changed our hosted archive.

news_download_a3_3.png

Zombies and Demons v3.0

i have no idea what was happening then, because i wasnt able to access the brittle zombies or any of the new files until i got the steam version, i deleted the mod from my mod files and reinstalled it from the links and i had the same issue. Must've been a weird bug on my end, by the way has anyone mentioned jumping zombies dying on landing?

Share this post


Link to post
Share on other sites

has anyone mentioned jumping zombies dying on landing?

 

I thought I noticed that this weekend but I couldn't confirm as I had about 30 guys shooting fully automatics at them as they were flying!

Share this post


Link to post
Share on other sites

Any plans to make the Z's player controllable? I noticed you sort of can (animation included), but there's no attack action :)

 

I've worked on a system like this two months back. It will be implemented into the mod eventually, but I need to fine-tune it a bit more.

  • Like 1

Share this post


Link to post
Share on other sites
Guest

Small suggestion to maintain the overall look of the zombies while using the spawners, maybe we can have an option to spawn only a certain type of zombie that are wearing a certain uniform. So in the spawn option if can be like "spawn 10 or 15 pilot zombies" or "spawn 10-15 hunter zombies" something like that. It could also be good because if you create zombies that have no limbs it could be "spawn 10-15 limb zombies" just to give us that extra control to spawn the type of zombies that have that look we are going for.

 

Of course keep the regular spawns where they just spawn random zombies. Hope that makes sense.

Share this post


Link to post
Share on other sites

Hi Guys,

 

first of all .. best mod ever - i saw first the Video in the City and was flashed ... realyly nice work!

 

Now i try to get these Z´s to work but i hard miss a "howto" file.

 

My first question is .. i found Zombiespawns under Units (F1) and under Modules (F7) in the Editor .. what is the difference between these ? 

 

second one is ... got Zombies spawned but i want them only in a specific Area - when leaving this area the should be deleted or better fall to death (setdamage = 1) 

----- i tried the Module Deletion Settings - but this was a fail for me

----- i tried a trigger with something like that : {if (side _x == EAST AND _x in thisList) then {_x setDamage 1};} foreach allunits; - but this is also not really sucessfull 

 

 

i want all & only zombies that enter a trigger fall to death or be deleted .. Vehicles should pass and player too ... this is also for Epoch - so working with playerSide is also difficult ...

 

 

Anyone with some hints for me how to proceed?

 

 

thx in advance ;)

Share this post


Link to post
Share on other sites

Hi ppls   :)

 

First i have to say awesome mod, absolutly appreciate the work, thanks for that.

 

I'm trying to configure out the deletion settings for the zeds when noone is near them.

What i want is that they spawn if a player (exile player "independent") or blufor (ai) or both is present, this works by setting the spawn trigger to independent AND blufur.

Works nice so far...

But in the deletion settings (despawn) i can only set "one" is not present (independent OR bluefur) so if i set it to independent, they will despawn if independent is not present, which works,
but if a blufur alone is triggering the spawn and blufor get killed or runs away, the zeds will not despawn... and vice versa.

If i set a second deletion settings to blufur and a player or ai is triggering the spawn, the zeds will die after a few seconds because the deletion settings is missing a second present.

Is there a way to make the deletion settings working that it checks independent OR blufor is not present?

Thanks in advance for any hints on that. If there was already an answer to my question, then excuse me I've overlooked it.

Share this post


Link to post
Share on other sites

Hi,

 

Really nice work with the mod !

 

I made this :

 

http://www.exilemod.com/topic/7566-zombie-money-respect-and-loot/

Then I realised it mess up with the mod signature.

 

Is there a way I could get this to work without interfering with the mod itself ?

 

Could you add an addon support or an eventHandler for "Killed" or the option to run some custom code upon certain events ?

 

Thanks

Share this post


Link to post
Share on other sites

I think a serverside mod would be nice.

 

Allowing custom script, handling of the killed event *(to place loot and give money and respect to player)

And also maybe providing a way to dynamically place spawner and spawning events. 

 

Basically allowing to server admins to improve upon what is already made without breaking the signature of the mode itself.

 

Thanks.

Share this post


Link to post
Share on other sites

Hey guys,

 

This addon is coming along really nicely, the true successor to Charon's zombie mod of the Arma 2 days.

 

The main question I have at the moment is if it's possible to make humans turn into zombies after just being 'bitten', instead of actually being killed and resurrecting? Ideally with an adjustable timer as well, or timer dependant on how many times the person was bitten.

This could really enable some great situations of infected soldiers returning to base before turning, etc... 

 

With Charon's mod in Arma 2, I created some really interesting situations with this mechanic, including a police patrol which carried the infection from one town to another. The first time I saw the police, one of them was bitten before they got back in the car...the next time, I simply stumbled upon the damaged police car, surrounded by blood, in a freshly-infected town...

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×