SerbiX8 3 Posted May 24, 2017 19 hours ago, Lloyd Dawkins said: Is this forum still alive? I use Z&D quite religiously, I have come across an issue with the Zombie Deletion Module, regardless of the distance or side present the zombies are being deleted. Has anyone else experienced this or are aware of a resolution? Please note I am using Simulation manager, do they clash? I have the same problem. Zombies are spawning on every spawner regardless of the distance and being deleted as well. I think that new arma update did something. I don't know what to do but just wait for new update from BI or Ryan. Share this post Link to post Share on other sites
ryandombrowsky 124 Posted May 27, 2017 Yeah it was since the Jets DLC, it seems to have broken spawned triggers. Was hoping they'd fix it but wasn't the case in the recent hotfix. We'll get it fixed soon anyway! Here's something silly... 8 Share this post Link to post Share on other sites
accuracythruvolume 547 Posted May 27, 2017 Was that on Taviana? Myself and I'm sure others are eagerly awaiting for when this mod works with ACE medical again. Hopefully things will get smoothed out with all the changes. Thanks again for such a fun mod! --ATV Share this post Link to post Share on other sites
MrSanchez 243 Posted May 27, 2017 @accuracythruvolume That was Esseker :P We'll be releasing an update fixing the ACE & deletion bugs this week. Kind regards, Sanchez 5 Share this post Link to post Share on other sites
accuracythruvolume 547 Posted May 28, 2017 12 hours ago, MrSanchez said: @accuracythruvolume That was Esseker :P We'll be releasing an update fixing the ACE & deletion bugs this week. Kind regards, Sanchez Great news! Looking forward to taking on zombie infested cities once again Share this post Link to post Share on other sites
spanishsurfer 58 Posted May 28, 2017 Working on a SP mission using your mod. Question on the Zombies, they're not reacting to gun fire, only line of sight. Any ideas why I'm having this issue? Share this post Link to post Share on other sites
ryandombrowsky 124 Posted May 28, 2017 Finally time to update. Hope there's no new bugs. DOWNLOAD MOD V5.0 - STEAM WORKSHOP DOWNLOAD MOD V5.0 - GOOGLE DRIVE Changelog: - ACE damage issue fixed. Zombies will assault unconscious units until they're mashed potatoes - unless ACE revive is enabled. - Deletion and spawner activation issue fixed. - Waypoint module is now working as intended. - Headshots only feature added (optional, off by default). - Zombies aren't temporarily invincible while jumping now, but still won't take fall damage. - Fixed a potential freezing zombies bug if using certain AI behaviour mods. - A few extra module options, and complete rebuild of the zombie code to help improve efficiency and performance. - RZ_fnc_zombie_onDeath_exec - a new function allowing users to add their own code if they wish to add events upon zombie deaths (such as extra points, notifications, et cetera). 1 hour ago, spanishsurfer said: Working on a SP mission using your mod. Question on the Zombies, they're not reacting to gun fire, only line of sight. Any ideas why I'm having this issue? Weird, using any other mods? 8 Share this post Link to post Share on other sites
kecharles28 197 Posted May 28, 2017 Updated mod v4.0.0.5 available at withSIX. Download now by clicking: 1 Share this post Link to post Share on other sites
kecharles28 197 Posted May 28, 2017 Updated mod v4.0.0.5 available at withSIX. Download now by clicking: 1 Share this post Link to post Share on other sites
Guest Posted May 28, 2017 The Armaholic mirror has been updated with the new version: Zombies and Demons v5.0 Share this post Link to post Share on other sites
Guest Posted May 28, 2017 The Armaholic mirror has been updated with the new version: Zombies and Demons v5.0 Share this post Link to post Share on other sites
accuracythruvolume 547 Posted May 28, 2017 *Does happy dance* Do the modules still function from old versions in our old missions or is it advised to place a new set of spawners / settings etc? --ATV Share this post Link to post Share on other sites
MrSanchez 243 Posted May 28, 2017 31 minutes ago, accuracythruvolume said: *Does happy dance* Do the modules still function from old versions in our old missions or is it advised to place a new set of spawners / settings etc? --ATV We develop with backward compatibility in mind so you should be fine with older missions. Share this post Link to post Share on other sites
spanishsurfer 58 Posted May 29, 2017 9 hours ago, ryandombrowsky said: Weird, using any other mods? Yeah, too many to list. I'll enable 1 at a time and see which one's the culprit. Share this post Link to post Share on other sites
natoed 12 Posted May 29, 2017 thx for the mod and the updates ryandombrowsky Is the way to stop the zombies walking underwater as if it was land lol added a couple of pics https://steamuserimages-a.akamaihd.net/ugc/789666247152529728/3AB8C433E9D7F06FB3C186A04A81A05BB94E6BAF/ https://steamuserimages-a.akamaihd.net/ugc/789666247152529090/CF18B381E7D4B9C6A6F3836C381D2A193D42FD70/ https://steamuserimages-a.akamaihd.net/ugc/789666247152529342/52C0F2173EAA67E236FCC24980B19C2C25FC11D0/ Share this post Link to post Share on other sites
Laqueesha 474 Posted May 29, 2017 What's the difference between the demons and the zombies? Share this post Link to post Share on other sites
Zantza 21 Posted May 29, 2017 Demons have a shit ton of health by default. You can configure them through the modules. 1 Share this post Link to post Share on other sites
MrSanchez 243 Posted May 29, 2017 3 hours ago, natoed said: thx for the mod and the updates ryandombrowsky Is the way to stop the zombies walking underwater as if it was land lol added a couple of pics https://steamuserimages-a.akamaihd.net/ugc/789666247152529728/3AB8C433E9D7F06FB3C186A04A81A05BB94E6BAF/ https://steamuserimages-a.akamaihd.net/ugc/789666247152529090/CF18B381E7D4B9C6A6F3836C381D2A193D42FD70/ https://steamuserimages-a.akamaihd.net/ugc/789666247152529342/52C0F2173EAA67E236FCC24980B19C2C25FC11D0/ No current way to do so. We did that because there were a bunch of problems with pathfinding for the zombs with small puddles of water. It's a side effect. However I guess that means you can re-create this scene: :P 3 Share this post Link to post Share on other sites
natoed 12 Posted May 29, 2017 np, I'll try a damage script over time via a loop Share this post Link to post Share on other sites
xbxzah 0 Posted May 29, 2017 Okay, bit of a confusing thing here for you guys. Does anyone know how to make the Ryan Zombies spawn dynamically like ravage mod? Instead of placing a separate marker for each location you want the zombies, instead it can just spawn them near you like the ravage mods. Any help will be much appreciated Share this post Link to post Share on other sites
xbxzah 0 Posted May 29, 2017 Or is there anyway so that the zombies don't come out the ground at the same bit and spawn individually randomly over the location Share this post Link to post Share on other sites
armyguy277 23 Posted May 29, 2017 oh god i love the new Head Shot only feature so much watching a whole Platoon of soldiers hopelessly unload into a horde only for a couple of lucky shots to actually kill a zombie is one of the best Arma moments i`ve had in years 1 Share this post Link to post Share on other sites
Laqueesha 474 Posted May 30, 2017 18 hours ago, Zantza said: Demons have a shit ton of health by default. You can configure them through the modules. Ah, thanks. Another gltich spotted: Reanimated zombies seem to do the climbing ladder animation and freeze in it when they die. Also, reanimated zombies don't seem to move and attack. Share this post Link to post Share on other sites
Victruso 179 Posted May 30, 2017 13 hours ago, xbxzah said: Okay, bit of a confusing thing here for you guys. Does anyone know how to make the Ryan Zombies spawn dynamically like ravage mod? Instead of placing a separate marker for each location you want the zombies, instead it can just spawn them near you like the ravage mods. Any help will be much appreciated I dunno, have a moving marker with a set of defined parameters surrounding it? You're gonna need to use some script for that to work properly. Share this post Link to post Share on other sites
JD Wang 352 Posted May 30, 2017 You could try using something like EOS perhaps to spawn the zombies like any other AI? That would require you to make zones around the map though so it's probably not that much different. Now I have a quick question, I know I can blanket change a demons max health using the module, but is there a way to do it dynamically for 1 particular demon? Basically to make a "boss" demon that's tougher to kill than the others? Share this post Link to post Share on other sites