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I can't seem to get this to work. No errors but no spawning either and the credits for the script aren't loaded either.

 

in initServer.sqf I have this line: 

[] execVM "GF_Auto_Population_Zombie\Credits.sqf";	// Please keep the Credits or add them to your Diary
[] execVM "GF_Auto_Population_Zombie\GF_Auto_Population_Zombie_init.sqf";

When I launch the mission I enter as Zeus and do not see any spawning. I'm using MaxZombies and have the mod loaded as I can drop them in via editor or zeus. I have the latest scripts installed as well. Am I missing something? 

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Hello there JasonTheRed !

 

Would you like to send me the mission to check it ?

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I redownloaded and now I get a bunch of errors having to due with Markers. 

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2 minutes ago, JasonTheRed said:

I redownloaded and now I get a bunch of errors having to due with Markers. 

 

To be honest i haven't really understand what exacly is the problem about.

Can you write more information ?

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5 hours ago, aussie battler said:

thanks for sharing

 

Thank you very much @aussie battler !  :thumbs-up:

 

I have some personal issues at the moment ,

but i think that in the near future , everything will be fine and we will carry on with our live and arma !

 

I'll try to add this as well once i can !

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dog.JPG

 

@GEORGE FLOROS GR hope everything works itself out for you.The legend @maca134 kindly added Max_Zombies to A3 Launcher 🙂

For those wanting zombie dogs:


 

In Units_Array.sqf search for GF_APZ_Max_zombies and add:

 

"max_zombie_dog",

should look like this:
 

Spoiler

GF_APZ_Max_zombies = [

    //  Max_Zombies  classnames
    

    "max_zombie_dog",  

    "Max_zombie",
    "Max_zombie_female1_2",
    "Max_zombie_female1_5",
    "Max_zombie_female1_4",
    "Max_zombie_female1_3",
    "Max_zombie_female1_1",
    "Max_zombie_female1",
    "Max_zombie_female2_2",
    "Max_zombie_female2_5",
    "Max_zombie_female2_4",
    "Max_zombie_female2_3",
    "Max_zombie_female2_1",
    "Max_zombie_female2",
    "Max_zombie_monster",
    "Max_zombie_monster5",
    "Max_zombie_monster4",
    "Max_zombie_monster3",
    "Max_zombie_monster1",
    "Max_zombie_4",
    "Max_zombie_3",
    "Max_zombie1_5",
    "Max_zombie1_4",
    "Max_zombie1_1",
    "Max_zombie2",
    "Max_zombie2_2",
    "Max_zombie2_5",
    "Max_zombie2_1",
    "Max_zombie3_2",
    "Max_zombie3_4",
    "Max_zombie4_3",
    "Max_zombie4_1",
    "Max_zombie4",
    "Max_zombie_monster2",
    "Max_zombie1",
    "Max_zombie3_5",
    "Max_zombie3_3",
    "Max_zombie3_1",
    "Max_zombie3",
    "Max_zombie4_2",
    "Max_zombie4_5",
    "Max_zombie4_4",
    "Max_zombie_2",
    "Max_zombie_5",
    "Max_zombie_1",
    "Max_zombie1_2",
    "Max_zombie1_3",
    "Max_zombie2_4",
    "Max_zombie2_3"
    ];



 

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Great work on this script @GEORGE FLOROS GR, I can see you have put allot of time & effort into it. 

 

Is it just me or do @maxjoiner 's zombies not really work with this script?

I find that the fast zombies are the only ones you need to be aware of. The others (slow / medium zombies) don't move (they seem stuck on one spot). They will still do the zombie animation & deal damage if you get close.

I have removed Vcom just in case that was messing with them.

Ryan Zombies & Demons work fine.

20190619011852_1.jpg

 

Maybe they are on a smoko break?



EDIT: Maybe its because I am adding GF loot to the Zombies that is stuffing up Max Zombie behavior. Ill try it without & see if that gets them going.

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3 hours ago, aussie battler said:

Is it just me or do @maxjoiner 's zombies not really work with this script?

 

I noticed this as well and i think it's because of the added movement.

Maybe this is what is messing with , because so else i don't think that there is any problem with the Mod separate.

I have also sometime ago tried also to help a little bit Max about the zombies , so i know generally what is written in.

I'm not that sure , but there is this possibility.

Maybe if i remove the movement and use only the spawn will be fine.

 

I need to check it once i can  !

 

Thank you very much aussie battler for the feedback !

Feel free to ask me about anything , in the meantime have fun !

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20 hours ago, aussie battler said:

EDIT: Maybe its because I am adding GF loot to the Zombies that is stuffing up Max Zombie behavior. Ill try it without & see if that gets them going.

 

I don't think that this is the problem !

It doesn't work with the uniforms corectly with the Max zombies.

 

I just ended a different but very similar script if you have time to check it , because i haven't that much !

It's a lighter , probably better with the basic stuff  :

+GF_Zombie_Spawner.Stratis.zip

 

this one doesn't include WP.

The Zombies will be spawn only in the residencial areas and despawn in the selected distance.

There is a loadout selection.

There is unit and group spawn  , with no WP , garrisoned and stalk option.

I have the stalk commented // in order to check it first without.

 

See you and have fun !

 

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@GEORGE FLOROS GR appreciate your help, Ill test it out and let you know the results.

I asked Maca to put Max Zombies in A3 Launcher. It is such a great mod, would be a shame to let it go to waste.

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@GEORGE FLOROS GR I may have found the problem, I think it is the zombie dogs & monsters. Your new script worked fine for a few minutes and then froze.

RPT error:
Cannot create non-ai vehicle Max_zombie_monster,
Cannot create non-ai vehicle max_zombie_dog ,

The zombie dogs are created in with helipads (createvehicle) and then have the models attached to the empty helipad:

Spoiler

_DS = "Land_HelipadEmpty_F" createvehicle getpos _D;    
_S = ["zdm1","zdm2","zdm3"] call BIS_fnc_selectRandom;
 [[_DS, _S], "S_M", true] spawn BIS_fnc_MP;



The other zombies are created with createUnit (cant see where the monsters are created):

Spoiler

_grp = Creategroup east;
_zb = _grp createUnit [_zombie,_pos, [], 0, "NONE"];

 

I am going to try to spawn the zombies using code from Maxjoiner's mod config & swap it into GF Zombie Spawner:
 

Spoiler

                        //_Unit = _Group createunit [selectrandom GF_ZS_Enemy_array,_buildingpos,[],0,"Can_collide"];
                        _Group = createGroup GF_ZS_Enemy_Side;

                       _Group setVariable [GF_ZS_Enemy_Side];

                       _Unit =  [_pos,10,1,"random"] spawn zombie_anim_FNC_create_zombies;        
                        //Max's spawn notes: nul = [_location,_distance,Zombies_numbers,zombies_type] spawn zombie_anim_FNC_create_zombies;         

                       [_Unit] joinSilent grpNull;
                       [_Unit] joinSilent _Group;              
                        _Unit setVariable["Var_GF_ZS_Spawn",true];
                        _Unit spawn    GF_ZS_Cleaner;
                        if (_unit isEqualTo "Max_zombie_monster", "max_zombie_dog") exitWith {}; // I dont think the dogs & monster are going to wear uniforms because they are created by createVehicle.
                        if(GF_ZS_Change_Loadout)then{_unit spawn GF_ZS_Loadout;};


No need to answer, I know you are short on time. I am just trouble shooting.

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4 minutes ago, aussie battler said:

No need to answer, I know you are short on time. I am just trouble shooting.

 

Thank you very much , i didn't notice about it !

So on right now , if you don't spawn the dogs and the monsters , is it working as intended ?

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Ok making progress. Thanks for the new spawner code, it seems to use less resources.

The problem was with the dog & monster ai not spawning + adding gear (I think it is the uniform).

Max Zombies work without dogs, monsters & adding gear. When you dont add gear there is a zombie avatar in place of the uniform. When I try and add the zombie avatar to myself the game crashed.

I'll try adding loot without adding a uniform (maybe just a vest + backpack). I'll add the code here when I get something that works.

Max Zombies are on side East, Im trying to get them off that.

 

20190620233528_1.jpg

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3 hours ago, aussie battler said:

Max Zombies are on side East, Im trying to get them off that.

 

Thank you very much aussie battler !

I have sometime , so i'm going to check it as well !

 

The new spawner should work better. I tried to edit this more simple , because so else there was no need of the whole other scripts from the original ai population script.

 

- do you want to change the side of the zombies ( east ) ?

if this is what you mean , there is available this in the settings.

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Hey George

 

Max Zombies are already on side east. Your new zombie spawner script leaves them on side east (even when I change the config).

I think you were just missing this in GF_Zombie_Spawner_Types.sqf:    ( [_unit] JoinSilent _Group; )
 

Spoiler


//________________    Author : GEORGE FLOROS [GR]    ___________    19.06.19    _____________


/*
________________ GF Zombie Spawner Script - Mod    ________________

Not Published yet    SOON !

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
*/
private["_pos","_Group","_unit","_stalked","_Buildings","_Building","_buildingpos","_buildingpos","_buildingPositions","_count"];

if(GF_ZS_Systemchat_info)then{
    systemchat "GF_Zombie_Spawner_Types Script - Mod initializing";            
};    

if(GF_ZS_diag_log_info)then{
    diag_log "//________________    GF_Zombie_Spawner_Types Script - Mod initializing    ________________";
};


//___________________    GF_ZS_No_WP_Unit    ___________________

GF_ZS_No_WP_Unit = {

    if(count allUnits < GF_ZS_Enemy_Max_Number)then{

        _pos = GF_ZS_pos;

        if!(_pos isEqualTo [0,0,0])then{
            _Group = createGroup GF_ZS_Enemy_Side;

            _unit = _Group createUnit [selectrandom GF_ZS_Enemy_array,_pos,[],0,"NONE"];
            [_unit] JoinSilent _Group;
            _unit setVariable["Var_GF_ZS_Spawn",true];
            if(GF_ZS_Change_Loadout)then{_unit spawn GF_ZS_Loadout;};
            _unit spawn    GF_ZS_Cleaner;
        };
    };
};


//___________________    GF_ZS_Stalk_Unit    ___________________

GF_ZS_Stalk_Unit = {

    if(count allUnits < GF_ZS_Enemy_Max_Number)then{

        _pos = GF_ZS_pos;

        if!(_pos isEqualTo [0,0,0])then{
            _Group = createGroup GF_ZS_Enemy_Side;

            _unit = _Group createUnit [selectrandom GF_ZS_Enemy_array,_pos,[],0,"NONE"];
            [_unit] JoinSilent _Group;
            _unit setVariable["Var_GF_ZS_Spawn",true];
            if(GF_ZS_Change_Loadout)then{_unit spawn GF_ZS_Loadout;};
            _unit spawn    GF_ZS_Cleaner;
            
            _Group setBehaviour "AWARE";
            _Group setCombatMode "RED";

            if (isMultiplayer) then {    
                _stalked = selectrandom GF_ZS_allPlayers;
                [_Group,group _stalked] spawn BIS_fnc_stalk;
            }else{
                [_Group,group player] spawn BIS_fnc_stalk;
            };
        };
    };
};


//___________________    GF_ZS_Garrison_Unit    ___________________

GF_ZS_Garrison_Excluded_Buildings = [
    "Building_Classname_here",
    "Building_Classname_here"
];


GF_ZS_Garrison_Unit = {

    if(count allUnits < GF_ZS_Enemy_Max_Number)then{

    _Buildings = nearestObjects [GF_ZS_Pos,["House", "Building"],GF_ZS_Garrison_Area_Distance];
    if(typeName _Buildings != "ARRAY") exitWith {};
        
        if(count _Buildings > 0)then{
        _Building = selectRandom _Buildings;

            if(!(typeOf _Building in GF_ZS_Garrison_Excluded_Buildings))then{

                _buildingPositions = [_Building]call BIS_fnc_buildingPositions;
                _count = count _buildingPositions;
                
                if(_count > 0)then{
                    _buildingpos = selectRandom _buildingPositions;
                    _buildingpos = [(_buildingpos select 0),(_buildingpos select 1),(_buildingpos select 2)];
                
                    if !(_buildingpos isEqualTo [0,0,0])then{
                        _Group = createGroup GF_ZS_Enemy_Side;
                        _unit = _Group createUnit [selectrandom GF_ZS_Enemy_array,_buildingpos,[],0,"NONE"];
                        [_unit] JoinSilent _Group;
                        _unit setVariable["Var_GF_ZS_Spawn",true];
                        if(GF_ZS_Change_Loadout)then{_unit spawn GF_ZS_Loadout;};
                        _unit spawn    GF_ZS_Cleaner;
                    };
                };
            };
        };
    };
};


//___________________    GF_ZS_No_WP_Group    ___________________

GF_ZS_No_WP_Group= {

    if(count allUnits < GF_ZS_Enemy_Max_Number)then{

        _pos = GF_ZS_pos;

        if!(_pos isEqualTo [0,0,0])then{
            _Group = createGroup GF_ZS_Enemy_Side;
            
            for "_x" from 0 to(GF_ZS_Squad_Members + random GF_APZ_Squad_Members_random)do{
                _unit = _Group createUnit [selectrandom GF_ZS_Enemy_array,_pos,[],0,"NONE"];
                [_unit] JoinSilent _Group;
                _unit setVariable["Var_GF_ZS_Spawn",true];
                if(GF_ZS_Change_Loadout)then{_unit spawn GF_ZS_Loadout;};
                _unit spawn    GF_ZS_Cleaner;
            };
        };
    };
};


//___________________    GF_ZS_Stalk_Group    ___________________

GF_ZS_Stalk_Group = {

    if(count allUnits < GF_ZS_Enemy_Max_Number)then{

        _pos = GF_ZS_pos;

        if!(_pos isEqualTo [0,0,0])then{
            _Group = createGroup GF_ZS_Enemy_Side;
            
            for "_x" from 0 to(GF_ZS_Squad_Members + random GF_APZ_Squad_Members_random)do{
                _unit = _Group createUnit [selectrandom GF_ZS_Enemy_array,_pos,[],0,"NONE"];
                //nul = [_pos,50,1,"random"] spawn zombie_anim_FNC_create_zombies;
                //nul = [_location,_distance,Zombies_numb,zombies_type] spawn zombie_anim_FNC_create_zombies;
                [_unit] JoinSilent _Group;
                _unit setVariable["Var_GF_ZS_Spawn",true];
                if(GF_ZS_Change_Loadout)then{_unit spawn GF_ZS_Loadout;};
                _unit spawn    GF_ZS_Cleaner;
            };
            
            _Group setBehaviour "AWARE";
            _Group setCombatMode "RED";

            if (isMultiplayer) then {    
                _stalked = selectrandom GF_ZS_allPlayers;
                [_Group,group _stalked] spawn BIS_fnc_stalk;
            }else{
                [_Group,group player] spawn BIS_fnc_stalk;
            };
        };
    };
};


if(GF_ZS_Systemchat_info)then{
    systemchat "GF_Zombie_Spawner_Types Script - Mod initialized";            
};    

if(GF_ZS_diag_log_info)then{
    diag_log "//________________    GF_Zombie_Spawner_Types Script - Mod initialized    ________________";
};

 

Comment out the monster & dogs from units array:
 

Spoiler


GF_ZS_Max_zombies = [

    //  Max_Zombies  classnames
    
    //"max_zombie_dog ",
    "Max_zombie",
    "Max_zombie_female1_2",
    "Max_zombie_female1_5",
    "Max_zombie_female1_4",
    "Max_zombie_female1_3",
    "Max_zombie_female1_1",
    "Max_zombie_female1",
    "Max_zombie_female2_2",
    "Max_zombie_female2_5",
    "Max_zombie_female2_4",
    "Max_zombie_female2_3",
    "Max_zombie_female2_1",
    "Max_zombie_female2",
    //"Max_zombie_monster",
    //"Max_zombie_monster5",
    //"Max_zombie_monster4",
    //"Max_zombie_monster3",
    //"Max_zombie_monster1",
    "Max_zombie_4",
    "Max_zombie_3",
    "Max_zombie1_5",
    "Max_zombie1_4",
    "Max_zombie1_1",
    "Max_zombie2",
    "Max_zombie2_2",
    "Max_zombie2_5",
    "Max_zombie2_1",
    "Max_zombie3_2",
    "Max_zombie3_4",
    "Max_zombie4_3",
    "Max_zombie4_1",
    "Max_zombie4",
    //"Max_zombie_monster2",
    "Max_zombie1",
    "Max_zombie3_5",
    "Max_zombie3_3",
    "Max_zombie3_1",
    "Max_zombie3",
    "Max_zombie4_2",
    "Max_zombie4_5",
    "Max_zombie4_4",
    "Max_zombie_2",
    "Max_zombie_5",
    "Max_zombie_1",
    "Max_zombie1_2",
    "Max_zombie1_3",
    "Max_zombie2_4",
    "Max_zombie2_3"
    ];

 

In GF_Zobie_Spawner_list.sqf I think GF_ZS_Stalk_Unit is working. Zombies are tracking and coming after me. You can uncomment that one, I still have to test GF_ZS_Stalk_Group
 

Spoiler


GF_ZS_Spawner_List = {
    
    _Unit = selectRandom [
    
        GF_ZS_Stalk_Unit,    //    Might not work with Max Mod
        GF_ZS_No_WP_Unit,
        GF_ZS_Garrison_Unit
    ];
    
    _Group = selectRandom [

        GF_ZS_Stalk_Group,    //    Might not work with Max Mod
        GF_ZS_No_WP_Group
    ];
   

 

I'll keep experimenting & give you more results on what is working.

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10 hours ago, aussie battler said:

I'll keep experimenting & give you more results on what is working.

 

Thank you very much for everything !

- Did you got my message ?

 

The loadout script works but it needs to be commented the uniform change , because it fails due to the woman zombies :

 

man

zdAKY8U.png

 

woman

LnJMJLU.png

 

also the grenades must be removed , because i notice that they use it to each other and i haven't add any random about the primary anad the handguns yet.

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Here is a little bit more fixed version of the new spawner :

 

+GF_Zombie_Spawner.Stratis.zip

 

It can be used any kind of unit ( not only Zombies ) , but on right now  it's tested on how it's working with Max Zombies.

 

the dog now is working and the women are excluded from the extra loadout random script , only for the uniform.

There is added some random for the gear loadout.

The stalk and garrison options are working as well.

The side selection is now fixed , but the Max zombies , seem to have also - rating.

 

there are still some issues with the loadout script and certain zombies , but i can't detect them on right now , because the classname is different from the ingame name.

here are some pics :

PTsiW9s.jpg

884rV74.jpgqBui3Xy.jpgaDo4yI1.jpgsccK57Q.jpg5DjfVHS.png

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Hey @GEORGE FLOROS GR

Great work on the upgrade to zombies spawn script. I have noticed the FPS pickup up & I can spawn lots more zombies now. The old script would search for a safe position to spawn near a player, this one hits up a town straight away. 

The script is very lightweight &  kind to system resources. You were right about removing zombies throwing grenades, players complained straight away.

 

Zombies spawn in straight away, near the player, nice work.
20190622195144_1.jpg

 

Zombies track a player & are drawn to them.

20190622195111_1.jpg

 

The different outfits make every zombie look individual, love it.
20190622194815_1.jpg 

 

10 out of 10 for this script buddy. Thanks for sharing it and getting Max Zombies to work with it.

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Thank you very much aussie !

 

I have update this more , i didn't had that much of time though but i will check it more in the near future and maybe update soon all the population scripts as well.

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