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GF Auto Population Zombie Script - Mod

by

 

GEORGE FLOROS [GR]

 

 

There will be a new update soon with a completly reworked code .

Here is a temporary version :

5 hours ago, GEORGE FLOROS GR said:

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

 

+GF_Zombie_Spawner.Stratis.zip

 

 

Description:

GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !


Installation / Usage:

For usage instructions and information of how to use the GF Auto Population Zombie Script - Mod please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf  , to copy paste in your mission .

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 colours 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/


Notes:

GF Auto Population Zombie Script - Mod  , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy.

It is created with a concept of , players being in a hostile territory.
The intention of this Script - Mod ,
is to be played alone or even boost your mission and enchase generally the game play.

The Zombie spawn possible settings are , patrol , garrison and hunt players.

There are arrays , for the Units used , in order to change them easy , to your faction desired enemies .
The are presets for RyanZombie , Max Zombies and Ravage mod.

There is no editing needed in the 3d editor with markes , triggers etc.
It's created in mind , to be as configurable as possible , easy to read , use and edit.

There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance.
There are options about the spawn positions of the units.
There are Safe distances and Blacklist Zones , from players and spawned units .

Everything will be total random , according the selected options and the spawn settings.

There is a Script and a Mod version available.
The Mod version , is using a userconfig , to set your desired settings.

For the Mod version :

userconfig Installation :

Place the "userconfig" folder into your Arma 3 main folder.
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.


There are also incuded 2 scipts:
GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/
GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/

DO NOT use with :
ZBE_Cache AI & Vehicle caching script/addon


Credits and Thanks to :

Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .


Changelog:

v1.0


Recommended and/or optional addons and mods to use with :

Ravage http://www.armaholic.com/page.php?id=29638
Zombies and Demons http://www.armaholic.com/page.php?id=28958
Max Zombies http://www.armaholic.com/page.php?id=33696


more info in :

Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40392

 

 

Armaholic

GF Auto Population Zombie Script - Mod

 

Edited by GEORGE FLOROS GR
new spawner will be available soon !
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This is the original Script - Mod:

 

and there will be also a Civilian standalone version soon.

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Great work George . Maybe in the future we will merge zombies from Ravage , Ryan’s and Max’s for the ultimate zombie mod 😉

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4 hours ago, CHICKENLICKEN said:

merge zombies from Ravage , Ryan’s and Max’s

 

You can already do that with this script - mod , except from Max zombies.

It might work if you set the settings to get spawned as east , because i have them right now as independent and i haven't check this to be honest.

 

In order to do this you can add a line in the Units_Array.sqf :

GF_APZ_Zombies = GF_APZ_Max_zombies + GF_APZ_Ryanzombies + GF_APZ_Ravage;

andd add this to the GF_Auto_Population_Zombie_Main_Settings.sqf :

//______________________ Enemies Settings ___________________
//______________________ Set true or false  ___________________

//	Select_Zombies from the Units_Array.sqf  
//	GF_APZ_Ryanzombies , GF_APZ_Max_zombies , GF_APZ_Ravage , GF_APZ_Custom_1
GF_APZ_Select_Zombies						= GF_APZ_Zombies;

 

But as i told you Max 's Zombies were not friendly with the others and it's from the mods script i think.But if you want try as east.

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Hi, thanks for those awesome scripts.

What do I have to do to just spawn, lets say, Ryans Walkers?

I trid to /* */ the other ones in the Units_Array.sqf but then there was no spawning at all.

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Hello there 3of9 !

 

You only need to select from the main settings ( see the post above ):

GF_APZ_Select_Zombies = GF_APZ_Ryanzombies;

RyanZombies ( Zombies and Demons , it's the same ! ) is the default selection.

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That works fine 🙂

I mean, I only want to spawn Walker Zombies. No demons, crawlers etc.

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You can comment as you said , but maybe you just did sothing wrong and was not working.

Might be that you are using just a simple notepad instead of an sqf editor ( with highlight?! )

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I am using Visual Studio Code. It is perfect for it. I have to play around and maybe I will find whats wrong with it.

Thank you anyway and keep up the cool scripting 🙂

:slayer:

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1 minute ago, 3of9 said:

Thank you anyway

 

Thank you very much , but post your code below in a spoiler and use the code button , in order for me to check where the problem is.

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On 3/8/2019 at 10:35 PM, GEORGE FLOROS GR said:

 

You can already do that with this script - mod , except from Max zombies.

It might work if you set the settings to get spawned as east , because i have them right now as independent and i haven't check this to be honest.

 

In order to do this you can add a line in the Units_Array.sqf :


GF_APZ_Zombies = GF_APZ_Max_zombies + GF_APZ_Ryanzombies + GF_APZ_Ravage;

andd add this to the GF_Auto_Population_Zombie_Main_Settings.sqf :


//______________________ Enemies Settings ___________________
//______________________ Set true or false  ___________________

//	Select_Zombies from the Units_Array.sqf  
//	GF_APZ_Ryanzombies , GF_APZ_Max_zombies , GF_APZ_Ravage , GF_APZ_Custom_1
GF_APZ_Select_Zombies						= GF_APZ_Zombies;

 

But as i told you Max 's Zombies were not friendly with the others and it's from the mods script i think.But if you want try as east.

Thanks, although I meant the features.

 

For exmaple Ravage has only good animations - Ryans has the superior features ( attacking cars, jumping, exploding heads etc) And Max has monsters and females.

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Note:

 

The garrisoned spawned zombies ,

will work with RyanZombies and Max's , but with Ravage once they are spawned in , they will start moving.

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Ho a nice script again here... George Floros he's unstopable :icon_dj:

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2 minutes ago, damsous said:

Ho a nice script again here...

 

Thank you very much damsous , i hope you enjoy this !  :thumbs-up:

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6 hours ago, GEORGE FLOROS GR said:

 

Thank you very much damsous , i hope you enjoy this !  :thumbs-up:

I didn't try the script, i just jump again in arma after a short breack, i will give you feed back after trying it.

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Love the idea of this script - placing spawners from Ryan's zombies manually is tedious and seems to clog server resources...

 

The issue I'm running into is that the script only spawns zombies in far-off towns:

 unknown.png

 

I've changed a few of the main settings here in attempt to get them to spawn closer to me (original values were 1000). This doesn't seem to have any effect.

 

GF_APZ_Units_Spawn_Safe_distance            = 100;        //    Add here the distance for the Units Spawn Safe distance from players    
GF_APZ_Blacklist_Zone_distance                = 100;        //    Add here the distance for the Blacklist Zones

 

Any suggestions? What am I doing wrong?

 

 

 

 

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6 minutes ago, colosseum said:

Any suggestions? What am I doing wrong?

 

Hello there colosseum !

 

The positions selected to spawn the units are the vilages ,cities and towns.

This is the default settings and the suggested ones , because , so else you need the units in the points of interest , which is so else the residential areas and there are also the units that will be spawned somewhere there , but will start hunting the players.

So you may limit the distance , but it doesn't mean that they will spawn in the certain distance.

They will spawn from this distance to the distance that will get deleted, 

# GF_APZ_Cleaner_Distance = 3500;   

in order to spawn at the residential areas.

 

I could have just use a certain _random distance, but this means that they would spawn to wherever and i didn't want that.

 

You can lower the cleaner distance and if you still need more you can add in the spawn settings , more hunting groups.

 

 

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On 3/30/2019 at 11:12 PM, colosseum said:

far-off towns

 

Something more !

 

I just noticed off - towns !

 

The normal for the certain spawn positions should be ,

the exact point where the name of the location is written in the map and i have set a 25 + random 25 meters away from there.

If there is no such a position for all the selected positions script , then a random position will be selected instead.

 

Can you check the systemchat , if it finds the position or is it random ?

Thanks and sorry that i didn't notice !

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Sure, the systemchat was always showing that a town had been found (this was on Lingor). There was no issue with finding the town.

 

What I was really looking for was the ability to have a script that spawned zombies around the player, based on the player's position (maybe with a configurable safe spawn distance like you've done). But currently, having zombies spawn kilometers away from the player in random towns they'll never reach on foot seems wasteful. The Ryan zombies are already resource hogs on dedicated servers to begin with. If I had to design the rules for the script, I would make the safe spawn distance from all players 100m, and despawn any zombies beyond 750m.

 

Ideally, such a script would prioritize creation of "hordes" (say 10-15 zombies) in each town, but also creating random wandering zombies in the rural/less populated areas. My concern about this script is that players could spend a lot of time traversing the rural/open areas and never see any zombies at all.

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34 minutes ago, colosseum said:

My concern about this script is that players could spend a lot of time traversing the rural/open areas and never see any zombies at all.

 

This is why there are also the hunting groups

and you can add or change the spawn positions , as it randomise the residential areas , and select  instead , GF_APZ_Pos_Random_No_water or GF_APZ_Pos_AnyNearestLocation or any other alone or alongside with the other selected positions.

 

34 minutes ago, colosseum said:

I would make the safe spawn distance from all players 100m, and despawn any zombies beyond 750m.

 

so if you select this positions and you adjust the distances from the safe distance from players (GF_APZ_Units_Spawn_Safe_distance) and the cleaner distance (GF_APZ_Cleaner_Distance) , then you will have what you probably want.

 

 

34 minutes ago, colosseum said:

Ideally, such a script would prioritize creation of "hordes" (say 10-15 zombies) in each town, but also creating random wandering zombies in the rural/less populated areas.

 

there are already  settings for this :

 

GF_APZ_Squad_Members 						= 1;		//	The number of the Squad
GF_APZ_Squad_Members_random					= 9;		//	+ random 

GF_APZ_Squad_Members_Stalk_Small			= 5;		//	The number of the Squad - horde
GF_APZ_Squad_Members_Stalk_Small_random		= 5;		//	+ random 

GF_APZ_Squad_Members_Stalk_Medium			= 10;		//	The number of the Squad - horde
GF_APZ_Squad_Members_Stalk_Medium_random	= 10;		//	+ random 

GF_APZ_Squad_Members_Stalk_Large			= 20;		//	The number of the Squad - horde
GF_APZ_Squad_Members_Stalk_Large_random		= 20;		//	+ random 

 

Check also the GF_Auto_Population_Zombie_Spawn_Settings , where you can create your Spawn List.

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Everything generally , has to do with the desired settings about , it's a really modular script.

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Hey so i give a try with the script, i was afraid the first minute cause it keep spawning Z far from the player and got performance issue until the max amount of Z spawned cause that delete/spawn on the farest location (+3500m), and the nearest location was empty (farest than the safe distance).

 

But after few minute i reach the cap and got no more perf drop.

So i notice the Z from big location come to my direction, and start to populate the map over the time.

 

The good with this script its for the big location its nice to find a town with a huge amount of Z, (not only near the first house like the ravage module), that give more challenge for loot the big town and force the player with few ammo to loot the small location first.

 

Great script, that take few minute to be fully initialize but that work good.

 

I will try on dedicated server with more Z and give an other feedback.

 

 

 

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Great! I will try it with the settings you mentioned. I did not know you could modify the spawn location to not search for towns, that should be great. 

 

Thx!

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I got a question about the caching system its look like something similar to ZBE cache, i would like to know if the cached Z are counted in the cap or not ?

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Everything has to do with the settings.

 

The spawned units can use the dynamicsimulation, if this is enabled from the settings and it's counting all units , or you can check the GF_Auto_Population_Zombie_Spawner.sqf

and change this to your needs.

		/*
		To get the number for GF_APZ_Enemy_Max_Number , 
		use : count allUnits; or countSide allUnits; 
		in order to count only the enemy Side Max ai
		examples :
		
		1.waitUntil{uisleep GF_APZ_Spawn_Loop; GF_APZ_Enemy_Side countSide allUnits < GF_APZ_Enemy_Max_Number};
		2.waitUntil{uisleep GF_APZ_Spawn_Loop; count allUnits < GF_APZ_Enemy_Max_Number};
		*/

 

https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation

 

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