Jump to content

Recommended Posts

Looks like a bug on our end (the logicopfor classnames) - I'll forward it to Ryan to take a look.

 

Kind regards,

Sanchez

Share this post


Link to post
Share on other sites

Using latest vers of ACE.

 

Anyone experiencing no injuries showing up in diagnostic window after being hit by zombies?

 

I seems to register no damage right up until I'm suddenly dead. If I am injured it doesn't register in diagnostic menu so I don't know what to heal.

 

Trying to figure out if this is a change in Zombies, ACE or both?

 

B

Share this post


Link to post
Share on other sites

yeah this is weird. Isolated to just Ryans Zombies, ACE and CBA.

 

Okay so I get hit 3 times, finally have blood texture on torso. ACE medical diag = no injuries.

 

Hit 4th time, still no ACE diag injuries.

 

Hit 5th time instantly dead.

 

Tried every ACE3 medical mod I can think of, no difference.

 

Normal opfor induced gunshot injuries work fine. Zombies hits don't register as injuries until death.

 

**Rolled back to older ACE3 install 2 vers back. Zombie injuries register in diag.

 

ACE3 changed something.

 

B

Share this post


Link to post
Share on other sites

Yeah ACE is f*cking about with their systems. People are reporting issues on there such as unable to use the 'damage' command. I am waiting for them to fix their shit :P

 

Kind regards,

Sanchez

Share this post


Link to post
Share on other sites

Looks like a bug on our end (the logicopfor classnames) - I'll forward it to Ryan to take a look.

 

Kind regards,

Sanchez

 

Swapping classnames fixed my issue. Thanks!

Share this post


Link to post
Share on other sites

Hi all,

 

Here's what I've been working on:

- Driving over zombies is now more fun and more like GTA - they make a splat sound on death, and they can't attack if they're unconscious anymore.

- Added a "feeding" option, zombies will eat their victims if this is enabled. We'll be making a creepy animation for this.

- Few minor fixes and features.

 

I am thinking of adding a "dead body throwing" option. :P Sounds silly, but I think it'll be pretty interesting. It'll work just like car throwing but instead of cars it'll be a ragdolling corpse flying at you. It'll be turned off by default, of course.

  • Like 4

Share this post


Link to post
Share on other sites

Edit: forgot to mention this is my first guide so bear with me here, 

 

Ok guys, I said I'd try to get it working on an Epoch server and post my findings here for others to be able to do the same. took me a couple days of toying but i got it figured out. I'll break it down to make it as simple a process as I can, so even people new to editing can do it but either way its slightly time consuming.

 

1. First things first: the epoch mission file for arma 3 is currently encrypted in some way, shape, or form so we need to take care of that. You can undo/redo this encryption with a program called Eliteness by Mikero.

 

Eliteness link: https://dev.withsix.com/projects/mikero-pbodll/files

 

From that link go a head and download Eliteness, DeOgg, DePbo, DeRap, and Rapify and install all to your computer. (You may also want to look at the read me).

 

2. Download your current mission file from your server, (example: epoch.Altis.pbo), and put that somewhere safe on your computer. keep this one as a back up in case something goes wrong editing your mission.sqm and you have to revert. Now download another copy of your mission file (or copy the one you have) and use that to edit.

 

3. Make sure you have Ryans Zombies and Demons on your computer and your server (I use FTP, no dedicated box here :-/ ). Now go ahead and boot up arma 3 and go into the editor. Create a new mission, doesn't matter the name but make sure its for the map you are using (obviously). Now go ahead and place the zombies you want around the map, set what you want them do, how many there are, waypoints, ect. Once your done editing go ahead and "save as" your mission file under a random name, (really it doesn't matter what you name it but I used altiszeds as a name if you want to use that), to make the file easy to find when i go to "save as" i usually export it to MP missions, and it pops up in your mpmissions folder in your arma 3 directory.

 

4. Now its time to dencrypt your epoch mission.sqm. locate the epoch.altis.pbo you would like to edit. Use either Eliteness to depbo the file, or use PBOmanager and extract it to a new directory. (Id like to note I dont use eliteness to depbo, i prefer pbo manager for that.) Locate the mission.sqm file. Open up Eliteness. Locate the mission.sqm file on the left side navigation window. Open/view by right clicking it. ***NOTE*** it seems that when trying to derapify the epoch mission it doesnt always derap the whole file but only 1/2. You will need to derapify and view the file in eliteness rather than resave the file. copy all the text from your mission.sqm you're viewing in eliteness and paste it to a new notepad ++ file. save this file as mission.sqm, make sure its not just a txt file. and there you have it, you can now view/edit the epoch mission.sqm. though dont poke around too much you might break it :P

 

5. Next Depbo the new zombie mission you just created in the editor, altiszeds or whatever you named it, and open up that mission.sqm. look under the class groups you should see something like:

 

class Groups
{
          items=9;
          class Item0
          {
                  side="LOGIC";
                  class Vehicles
                  { ........
                              .......................
 
Copy everything from Items=9 to the bottom of the groups section.

 

 

6. Open up the new dencrypted epoch mission that you just made and locate the bottom of the groups section in this file, should be below the line that says item99 and just before class Markers. copy the items you got from your altiszeds file in the step above and past it into the class Groups below item99. now make sure your syntax is correct meaning your brackets still line up and no extra semi colons stuff like that otherwise it wont rapify and ultimately wont work. Go through the new items you just pasted and change the item numbers to correspond with their position in the class groups list. For example if you just pasted after item 99, you will need to change your first item to 100, second to 101 ect. ect. once youve changed all the item numbers go ahead an scroll up to the top of the class Groups section and locate the line items=99, change 99 to your new total number of items. last thing you need to do in there is locate addOns[] =   section at the top and add "ryanzombiesfunctions" to the line of addons. save the file.

 

7. Open Eliteness back up and locate your newly edited epoch mission complete with zeds and right click it and open/view then rightclick again and rapify it, this should re-encrypt the epoch file. Note that Rapify will not work if there are errors in your mission.sqm, luckily it should tell you which line the error is on. now take this new mission file put it back into your extracted epoch.Altis.pbo folder and repack the PBO with PBO manager.

 

8. Re upload your new epoch.Altis.pbo to your server MPmissions folder. edit your server command lines to include ryans zombies boot server. your golden.

 

 

Hope this helps someone :)

 

Cheers,

-Knives

Share this post


Link to post
Share on other sites

I actually have a question, is there a way i can add a cycle waypoint to the zombies? it only gives me the options: AND OR. id like for my zombies to continue to patrol once they have reached their final waypoint

Share this post


Link to post
Share on other sites

Hey @yandombrowsky

 

Amazing work!

 

I've got 3 questions for ya, hope that's ok :D

 

1) Just wondering, if I wanted to make pretty much the entire map have a % chance of spawning your Z's (all opfor), would it work if I set a couple of spawn zones dotted around the map and set something like the following in the mission.sqm?

 

class Item'x'
{
value="{RealllyHighRadiusHere}";
parentCls="RyanZM_ModuleSpawner";
typeName="ActivationRadius";
};
 
I guess I'd have to set the 'typeName="TotalAmount";' number quite high on the two spawn spots, but could still set 'typeName="Amount";' to be relatively low, so not too many Z's spawn at any single location - is this right?
 
2) Also, does the snipper below actually spawn zombies, or just turn-on the throwing of vehicles (for ALL zombies on the map?).
 
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={13983.498,2.8756373,13045.698};
id=31;
side="LOGIC";
vehicle="Ryanzombieslogicthrow";
leader=1;
skill=0.5;
};
};
};
 
3 - Last question :D
 
Does the marker below (and it's x & y) related to the spawning functions?
 
class Item3
{
position[]={7587.521,178.01537,17973.602};
name="Zombies";
markerType="ELLIPSE";
type="Empty";
colorName="ColorRed";
fillName="FDiagonal";
a=10000;
b=7500;
angle=-45;
};
 
 
Sorry for all the questions! I'm just looking at the mission.sqm files and trying to work out the bare minimum needed to add your amazing Z's to an existing mission file :)

 

Share this post


Link to post
Share on other sites

These ideas sound great!

 

 

Hi all,

 

Here's what I've been working on:

- Driving over zombies is now more fun and more like GTA - they make a splat sound on death, and they can't attack if they're unconscious anymore.

- Added a "feeding" option, zombies will eat their victims if this is enabled. We'll be making a creepy animation for this.

- Few minor fixes and features.

 

I am thinking of adding a "dead body throwing" option. :P Sounds silly, but I think it'll be pretty interesting. It'll work just like car throwing but instead of cars it'll be a ragdolling corpse flying at you. It'll be turned off by default, of course.

Share this post


Link to post
Share on other sites

Hey @yandombrowsky

 

Amazing work!

 

I've got 3 questions for ya, hope that's ok :D

 

1) Just wondering, if I wanted to make pretty much the entire map have a % chance of spawning your Z's (all opfor), would it work if I set a couple of spawn zones dotted around the map and set something like the following in the mission.sqm?

 

class Item'x'

{

value="{RealllyHighRadiusHere}";

parentCls="RyanZM_ModuleSpawner";

typeName="ActivationRadius";

};

 

I guess I'd have to set the 'typeName="TotalAmount";' number quite high on the two spawn spots, but could still set 'typeName="Amount";' to be relatively low, so not too many Z's spawn at any single location - is this right?

 

2) Also, does the snipper below actually spawn zombies, or just turn-on the throwing of vehicles (for ALL zombies on the map?).

 

side="LOGIC";

class Vehicles

{

items=1;

class Item0

{

position[]={13983.498,2.8756373,13045.698};

id=31;

side="LOGIC";

vehicle="Ryanzombieslogicthrow";

leader=1;

skill=0.5;

};

};

};

 

3 - Last question :D

 

Does the marker below (and it's x & y) related to the spawning functions?

 

class Item3

{

position[]={7587.521,178.01537,17973.602};

name="Zombies";

markerType="ELLIPSE";

type="Empty";

colorName="ColorRed";

fillName="FDiagonal";

a=10000;

b=7500;

angle=-45;

};

 

 

Sorry for all the questions! I'm just looking at the mission.sqm files and trying to work out the bare minimum needed to add your amazing Z's to an existing mission file :)

Question 2: Only enables the throwing.

Question 3: No? what is that marker?

Question 1: Go into the editor, place modules down and the settings you want, save the mission and then open the mission.sqm of that mission, copy the module settings to your other mission.sqm. profit?

Kind regards,

Sanchez

Share this post


Link to post
Share on other sites

Thanks MrSanchez. First off, thanks for the reply and help with this :)

 

Re: Q3 - The marker was taken from one of the sample mission PBOs (Undead Siege Altis). I was looking for a way to make Z's spawn at pretty much any & all locations if there's a player present, so it's not restricted to specific cities etc.

 

Re: placing modules, so am I right in thinking that (besides including the addons at the top of the sqm), placing modules such as:

class Item'X'
		{
			side="LOGIC";
			class Vehicles
			{
				items=1;
				class Item0
				{
					position[]={13696.533,13.345105,13076.426};
					id=28;
					side="LOGIC";
					vehicle="Ryanzombieslogicspawnslow3opfor";
					leader=1;
					skill=0.5;
				};
			};
		};

^^^ The above would spawn EAST/Opfor Z's at the worldspace there, activated with the radius set in the code below (in this case, 100mtrs?):

class Item'X'
						{
							value="100";
							parentCls="RyanZM_ModuleSpawner";
							typeName="ActivationRadius";
						};

The above code sets the spawn radius, which dictates how close the player has to get to the worldspace defined in the top module, for the Z's to spawn - Is that correct?

 

If so, is there an option within the configs (or what do you think the best way would be), to create spawn locations all over the map, or one huge one covering the map?

 

Thanks in advance again for your help :D

 

Question 2: Only enables the throwing.

Question 3: No? what is that marker?

Question 1: Go into the editor, place modules down and the settings you want, save the mission and then open the mission.sqm of that mission, copy the module settings to your other mission.sqm. profit?

Kind regards,
Sanchez

Share this post


Link to post
Share on other sites

So, re: throw - So enabling that does so for ALL z's on the map? In that case, is the worldspace important? Can you use any, so long as it's valid?

 

Also, when I place via the editor using modules instead of units or groups, even if I select activated by, I can't see how/where it's passing this through in the SQF? It doesn't appear to set an 'activated by', and it doesn't change the vehicle="" to be 'opfor' specific or anything? Maybe I'm getting something wrong?

 

Also, I see some modules are like the below, does that mean you need to define where each Z 'type' should spawn, or is there a way to make it more of a random chance of both spiders and other types, inc. demon? 

items=1;
				class Item0
				{
					position[]={13656.203,14.244635,13093.75};
					id=43;
					side="LOGIC";
					vehicle="Ryanzombieslogicspawnspidersopfor";
					leader=1;
					skill=0.5;
				};

Share this post


Link to post
Share on other sites

hi ryan,

thanks for your fantastic mod, love it much since i tried it the first time yesterday.

i have some thoughts:

with eden editor the spawning modules doesnt really work. no zombie gets spawned.

the old editor works.

can you make a hardcore mode, were you only can stop the zombies by headshot.

this would playes like the most zombie films rules are based of. other shots only could

slow down the zombies. shot to legs make them crawl and so on, or maybe shot to arm

let them loose the arm, so they only have a smaller attack rate.

is it possible that the resurected zombies are the same player types, i mean with the gear they had, as the killed ones?

but with no handweapon. so you can rearm ammo at this type of zombie.

how do the zombies react to their ears?

a shot is hearable long distance, so it should be possible to bring all zombies to one place, if i stand there and fire some bullets in the air.

sightenings should have a higher priority as hearings, so if the zombie sees a victim on the way to me, they should be interessted by this

sightening.

the eating option you would add is good idea. hope the time they eat is combined with the time the resurection takes.

so after dinners finished the new zombie stands up.

that would be cool: if a resurected zombie (same player type as written above) wears a backback with some explosives in it (only if

the player as left some in his fight befor he died), the explosives (also greandes) should be detonable by some shots on the backpack.

just some dreams/ideas i have.

thanks again, and maybe you think about some my thoughts.

good luck with ongoing developement

Share this post


Link to post
Share on other sites

Great mod !

I have a weird bug : The zombies don't move on my dedicated server when i spawn them with zeus. No problems on a non dedi serveur...

I only use MCC, ACE and TAFR (and CBA).

Share this post


Link to post
Share on other sites

Darshyne, I'll do some testing on my dedi to see if I can reproduce this.

hi ryan,

thanks for your fantastic mod, love it much since i tried it the first time yesterday.

i have some thoughts:

with eden editor the spawning modules doesnt really work. no zombie gets spawned.

the old editor works.

can you make a hardcore mode, were you only can stop the zombies by headshot.

this would playes like the most zombie films rules are based of. other shots only could

slow down the zombies. shot to legs make them crawl and so on, or maybe shot to arm

let them loose the arm, so they only have a smaller attack rate.

is it possible that the resurected zombies are the same player types, i mean with the gear they had, as the killed ones?

but with no handweapon. so you can rearm ammo at this type of zombie.

how do the zombies react to their ears?

a shot is hearable long distance, so it should be possible to bring all zombies to one place, if i stand there and fire some bullets in the air.

sightenings should have a higher priority as hearings, so if the zombie sees a victim on the way to me, they should be interessted by this

sightening.

the eating option you would add is good idea. hope the time they eat is combined with the time the resurection takes.

so after dinners finished the new zombie stands up.

that would be cool: if a resurected zombie (same player type as written above) wears a backback with some explosives in it (only if

the player as left some in his fight befor he died), the explosives (also greandes) should be detonable by some shots on the backpack.

just some dreams/ideas i have.

thanks again, and maybe you think about some my thoughts.

good luck with ongoing developement

Responding to your thoughts in chronological order:

1. I noticed too that the Eden editor fucks up the module spawners, this is a bohemia problem.

2. If you set the zombie max health to high it will be tough to kill them without headshots, but I see your point. Also, dismemberment is not something that can be done effectively in ArmA 3 so unfortunately that won't happen.

And with the method the entire mod is currently made, making walking/running zombies crawl after getting hit in the leg is not really going to happen I don't think.

3. Resurrected zombies have everything that the player has minus the uniform. There is a module option to force the uniform on but you will sacrifice zombie animations doing so (another arma 3 limitation).

However I don't think they resurrect with the same stuff inside of their vest/backpack, I'll have to check that.

4. Why don't you go in-game and check? :P Zombie behaviour right now is pretty straight forward, they will go for the closest target that they are aware of. If you shoot a gun 100m away from a zombie but the zombie sees a baby with candy 20m away from him, he'll go take that candy from the baby.

5. Ryan is still actively developing this, if I recall correctly he did say he's adding an option to combine it with resurrection.

6. This might as well be a standalone mod, backpacks should also explode if there's a player shooting a player then, so it doesn't really fit into just this mod.

Also I'm not an explosive specialist but not every explosive is triggered by shooting it :P

Kind regards,

Sanchez

Share this post


Link to post
Share on other sites

hi sanchez,

 

thanx for your answers.

im not a mod maker so i dont have deep insights in developement.

dissapointed to hear that the engine doesnt allow my thoughts.

so bis need really a new engine for a upcoming arma 4

 

to 2.

i think there must be hitzones for every bodypart, so it should be

possible to activate only the head-hitzone. hitting head 100% or more % damage

for an instant kill, hitting an other bodypart 0% damage.

 

but maybe you can slow down the zombie, if you hit a other bodypart,

or let them stand for a few seconds.

 

to 4.

can you tell me how far the zombies hear?

 

do you know, if for example grenades are much further to hear than small pistols

oder other weapons? and whats with silencers?

 

sorry for my lots of questions, much appreciate you spending time to answer

 

/ / 

forgot to mention, that it would be very handy ot have access to all the

setup options directly in zeus.

 

thnx and cheers

Share this post


Link to post
Share on other sites

I am going to run a zombie themed evening with this mod and other mods this evening, at 20:30 berlin time.

It is an open event, means anyone can join.

 

Requirements are the zombie mod, RHS and some smaller mods for which we use Arma3 Sync. If you have inquiries feel free to contact me on PM or on steam: ( http://steamcommunity.com/groups/cobramallsecurity)

Share this post


Link to post
Share on other sites

Darshyne, I'll do some testing on my dedi to see if I can reproduce this.

 

 

Ok thank you !

 

I have tried it on another Dedi server (Nitrado, with the same pack of mods : Ace, Mcc and CBA) with the same result : Z d'ont move when spawn with Zeus. I'll will try with the trigger in the mission editor.

Share this post


Link to post
Share on other sites

This mod is awesome ! However is it possible to set-up this mod on Bornholm map(Multiplayer) ??? I would really appreciate your help !!! Thanks in advance 

Share this post


Link to post
Share on other sites

This mod is awesome ! However is it possible to set-up this mod on Bornholm map(Multiplayer) ??? I would really appreciate your help !!! Thanks in advance 

Of course it works on all maps. Believe me, played plenty of MP events with them ;)

  • Like 1

Share this post


Link to post
Share on other sites

Have you (or has anyone else) had issues with server reboots taking AGES when you have a spawn module placed on nearly every town? (Altis)...?

 

Just wondered if, rather than spawning all via a module on every town, it'd be possible to add a sensor on each town which calls a spawn? (If so, sorry to be a pain, but do you know of any MPMISSION PBO based scripts that as an example, for spawning Z's etc whilst keeping the throwing/jumping working? - I tried doing a couple and I CAN get them spawning, but the jump etc doesn't work :( - ).

 

Thanks :D

 

Mike.

Of course it works on all maps. Believe me, played plenty of MP events with them ;)

Share this post


Link to post
Share on other sites

Hey @MrSanchez 

 

- The Q above, I just realised/found something - My server is running exile and I noticed your post re: BIS_fnc_MP

 

All works in the editor and the Exile server works pre-installing Z's, but after installed, I get a LOT of network errors logging in the RPT and I can't join the server (actually, I managed to get in a couple of times after 10 to 15mins of waiting for server, lol - but most of the time, it just hangs until I log off :( Is this related?)

 

Edit: Here's a snippet for example:

21:24:09 Ref to nonnetwork object 50112040# 1814255: coveralls.p3d
21:24:10 Error: Bone head_end doesn't exist in skeleton OFP2_ManSkeleton
21:24:10 Error: Bone lefthandthumb3_end doesn't exist in skeleton OFP2_ManSkeleton

Not sure if I'm doing something wrong, or it's an exile conflict? (all works fine in editor/preview etc and I've added mods before etc, am pretty sure I did all I needed to, but maybe I missed something?)

Thanks in advance - and, if you need me to try/test anything on the Excile server or upload any logs to pastebin to help, say the word!

 

Thanks,

 

Mike.

Share this post


Link to post
Share on other sites

this is just a weird but creepy suggestion, using that zombie size method, would making creepy zombie children be possible that sing 'ring around the Rosie' XD i know that sounds bad but its creepy in movies so why not a demon type possessed child zombie even like the witch from left for dead and call it the 'witch', i know that suggestion sounds in-humain and i sound like a monster but it would be scary for a child to walk about then cry on her knees then sing a child lullaby or nursery rhyme :)

  • Like 1

Share this post


Link to post
Share on other sites

Hey @MrSanchez 

 

- The Q above, I just realised/found something - My server is running exile and I noticed your post re: BIS_fnc_MP

 

All works in the editor and the Exile server works pre-installing Z's, but after installed, I get a LOT of network errors logging in the RPT and I can't join the server (actually, I managed to get in a couple of times after 10 to 15mins of waiting for server, lol - but most of the time, it just hangs until I log off :( Is this related?)

 

Not sure if I'm doing something wrong, or it's an exile conflict? (all works fine in editor/preview etc and I've added mods before etc, am pretty sure I did all I needed to, but maybe I missed something?)

Thanks in advance - and, if you need me to try/test anything on the Excile server or upload any logs to pastebin to help, say the word!

 

Thanks,

 

Mike.

 

First off, this mod is designed to be standalone. Surely we'll make it somewhat compatible with other mods e.g. ACE3 as long as it doesn't prove to be too complicated or require a total rewrite.

However, it's cool to see that some server admins managed to get this working with big survival mods such as Epoch or Exile but we are in no way affiliated with either mod project, nor is there any official compatibility.

 

With that out of the way, Mike please post your full RPT on pastebin so I can see if there's something I can do. You probably messed up the load order or forgot an userconfig file for some mod or so. I doubt it has much to do with the zombie mod, but no way for me to tell without the full log.

 

this is just a weird but creepy suggestion, using that zombie size method, would making creepy zombie children be possible that sing 'ring around the Rosie' XD i know that sounds bad but its creepy in movies so why not a demon type possessed child zombie even like the witch from left for dead and call it the 'witch', i know that suggestion sounds in-humain and i sound like a monster but it would be scary for a child to walk about then cry on her knees then sing a child lullaby or nursery rhyme :)

 

Good one :D

 

Kind regards,

Sanchez

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

×