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tracy_t

Zombie addon!!

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Cheers tracy.

I just tested them and...

The zombies no longer had that bloody face effect and i now have to put setdammage .8 pack on.

The commands this setface "DrTongue" and this setface "Tarman" did not work.

but the animations (i think) are slightly faster and less glitchy witch is a good thing smile_o.gif .

Any chance of putting the bloody face and boddy zombies back in?

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Hi, I just tried the addon there and it worked fine.

Can you put the pbo into res\addons? That should do the trick.

Scott

EDIT: am sending you my test mission for diagnostic purposes.

EDIT2: Prototype, the headless zombie turns white when you get to a certain distance. Is it a missing LOD that is responsible? smile_o.gif

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For some strange reason my zombie addon isn't working on Murphy's machine. Does it work alright on yours, guys?

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LOL, all we need now is a wacko jacko addon and some dancin anims, and we can make ghosts! biggrin_o.gif

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Erm,

I can't see me using it in my missions biggrin_o.gif

Too cartoon like for my tastes!

But what do other people think?

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Well add some blood to where the bones stick out the bodie and sum guts n stuff and i think it look quite scary. and be good for some sort of "end of level boss" for people who are making missions and cant think of a climax to there mission?

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ZOMBIES ARE RELEASED ON SHELL SHOCKS PAGE!!!!

THEY'RE HERE.......

deadwalk.jpg

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That's right... I was looking for the George Romero newspaper (which Resident evil blatantly ripped off) but couldn't find it.

No matter... GET INTO THOSE ZOMBIES!!!

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Any one started working on an mp map yet? Can't wait to try this with some other ppl. smile_o.gif

Just an update for you guys: started work on new female zombie, also did some stuff to make some "mutations" like in the pic I posted. (this thing is gonna be on scary mother crazy_o.gif ) Also did a little on some trashed cars n other stuff for zombie land. (gonna need some help on the textures to make them look beat up and burned n stuff) Got most of the zombie soldiers done. Gonna start sending them out to Hunt and tracy to work on the configs and other "tweeks"  wink_o.gif .

Would like to see some feed back on the other zombies we made, and what you would like to see in the next installment.

tounge_o.gif  Have fun with this.

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I just installed the new zombies. rock.gif They die when you hit them in the chest with 3 shots? I think if we edit the hitpoint locations we can fix this. (just have the hit point for the head active so body shots will do nill damage). I'll try this out tonight on the army zombies and see what we get. tounge_o.gif

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Prototype,

I can make the zombies die only with head shots, but that will make the game useless with AI soldiers: they only target the body. End result is lots of AI soldiers being killed!

Besides, I am making super tough zombies for the addon, with significantly improved "armour" biggrin_o.gif

If you change the hitpoints, does that mean the soldiers can shoot at the head?

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Prototype,

I can make the zombies die only with head shots, but that will make the game useless with AI soldiers: they only target the body. End result is lots of AI soldiers being killed!

Besides, I am making super tough zombies for the addon, with significantly improved "armour" biggrin_o.gif

If you change the hitpoints, does that mean the soldiers can shoot at the head?

I do think that selection called "zamerny" defines where AI aims (you can try searching, there is at least one thread about this if i remember). It'll require editing all the models though.

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This may have already been asked/addressed.

I suck at scripting.

How to I make the animations work.

More importantly

How do I make them attack?

Merc

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DOWNLOAD A SAMPLE MISSION AT:-

http://www.freewebs.com/tunstals/killemall.noe.zip

YOU NEED TO PASTE THIS URL INTO THE ADDRESS BAR OF YOUR BROWSER.

Right

First things first:

To animate:

put in your script

zombie playmove <animation>

where <animation> is walkvar1, walkvar2, walkvar3. In the 2nd addon pack, you have extra walkvar4 and eat1 animations.

2. To make your zombie attack west + resistance soldiers, create two triggers:

a) Name the 1st trigger WESTSOLDIERS, activated by WEST, ONCE

b) Name the 2nd trigger RESISTANCESOLDIERS, activated by RESISTANCE, ONCE

Both triggers should cover your entire island.

Then, copy the large block of code below into a text file called movezombie.sqs. Put the .sqs file into your mission's directory.

Finally, go back into the flashpoint editor and select a zombie. Double click to bring up the zombie's properties.

In the zombie's initialisation field, enter:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

[this] exec "movezombie.sqs"

This will make your zombie attack the nearest west or resistance soldier.

movezombie.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_z = _this Select 0

_t = _this Select 1

#Main

~1

?(!alive _z) : goto "End"

?(_t != objNULL) && (alive _t) goto "move"

_tig = false

_t = player

_pt = (list resistancesoldiers) + (list westsoldiers)

_y = 0

_uc = count _pt

#loop

~2

? _y>= _uc: goto "premove"

_u = _pt select _y

? (!alive _u) : goto "nextunit"

? _z distance _u < _z distance _t: _t = _u

#nextunit

_y=_y+1

goto "loop"

#premove

? _t in units group player: _tig = true

_z dowatch _t

#move

_d = _z distance _t

? _d > 1000 : Goto "end"

? _d > 5 : goto "walk"

? _d < 6 : goto "engage"

Goto "Main"

#walk

_z domove getpos _t

~2

goto "Main"

#engage

? !alive _z: goto "end"

_z removeMagazines "StrokeFist"

_z setPos getpos _t

_z addMagazine "StrokeFist"

_z fire "StrokeFist"

~3

_t setDammage (getDammage _t + 0.2)

~1

goto "Main"

#End

~5

DeleteVehicle _z

exit

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Oh yeah, while I'm at it:

ANNOUNCEMENT:

EVEN MORE ZOMBIES ON THE WAY!!!

Yes, before you've even had a chance to make your first zombie mission, I'm complicating the issue entirely by releasing a new set of ghouls. Well, why the hell not eh?

Anyway, in the forthcoming release:

* SOUNDS - Death rattle, moaning, chomping

* NEW ANIMATIONS - Staggering etc. These animations will be integrated into the addon itself, you will not need to animate the zombies yourself.

SECONDLY:

Do YOU need music for your zombie missions?

Get theme music from:

http://www.zombiejunkyard.com/movie_info_pics/

Regards,

Scott

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biggrin_o.gif  Made some cop guys like the ones from Dawn of the dead! Hope we can use them for missions n stuff. (just need textures and some config work) I'll send them to you guys once I'm done testing. tounge_o.gif

PDVD_138.jpg

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