tracy_t 0 Posted January 5, 2004 EDIT: BETA PACK HAS BEEN RELEASED!!! GET IT FROM WWW.FREEWEBS.COM/TUNSTALS/ZOMBIES.ZIP REGARDS, SCOTT T. Hello. The BETA of the next version of the ZOMBIE PACK will be released tomorrow. Think of this as JAM 4 ZOMBIES lol!! New features: 1) Adds 2+ extra zombies. 2) Unifies prototype 001's headless and legless zombies with existing zombie pack - all in one PBO!! 3) Zombies are WAY harder to kill 4) Crawler zombie has Dr Tongue's face (horrific.) 5) Zombies now grouped under "Zombie" vehicle class, not East | men. 6) Auto-chase zombies that will AUTOMATICALLY ATTACK WEST AND RESISTANCE SOLDIERS. YES, YOU HEARD RIGHT!!! JUST DRAG AND DROP!!! (sorry, am I ranting?) Download URL to follow. Bear in mind this is a beta, so use at your own risk. THIS PACK WILL BE 100% BACKWARDS COMPATIBLE WITH ANY EXISTING ZOMBIE PACKS. Share this post Link to post Share on other sites
Easytiger 0 Posted January 6, 2004 Lock and load, people. The zombies are coming... /Settles in on top of tall building in Modrava and loads VSS... Share this post Link to post Share on other sites
Stag 0 Posted January 6, 2004 "Unified Zombie Pack?" A load of undead sat crosslegged and holding hands outside a Casualty Department singing: "All We Are Saying, Is Give Death A Chance?" Live hippies are bad enough... Share this post Link to post Share on other sites
tracy_t 0 Posted January 6, 2004 Wait til you hear the sounds! Some of them are bloody bone chilling - eh Murphy? lol Share this post Link to post Share on other sites
Easytiger 0 Posted January 6, 2004 A load of undead sat crosslegged and holding hands outside a Casualty Department singing: "All We Are Saying, Is Give Death A Chance?"Live hippies are bad enough... Lock and load, people, the zombie hippies are coming... /Settles in on top of tall building in Modrava and loads RPG... Share this post Link to post Share on other sites
Blink Dog 0 Posted January 6, 2004 I'm definately going to make a few Zombie kill'n missions. Looking forward to there release. Share this post Link to post Share on other sites
tracy_t 0 Posted January 6, 2004 Before I release, I need a host. This is gonna be a big 'un!! Who wants to host the zombie pack? S. Share this post Link to post Share on other sites
mr burns 132 Posted January 6, 2004 how big is it ? if under 10 mb i´d be glad to host it on blackdogs server Share this post Link to post Share on other sites
void_false 1 Posted January 6, 2004 Zombies??? COOL!!! Sorry for offtopic, but i won't create another topic. Some time ago, about a month, there was news on ofp.info about zombie campaign. I tried to join into authors team, and i thought i succeded, and i found another man who would like to join this project... But the deal is that i didnt recieved anything from the author for a month. So my question is this project still alive? Share this post Link to post Share on other sites
Gollum1 0 Posted January 6, 2004 They won't attack East? I guess you can use the old 0% East officer trick then... Share this post Link to post Share on other sites
tracy_t 0 Posted January 6, 2004 They will attack east soldiers, but because the zombies are ON the east side, the AI East soldiers won't target them. Could be really gory shit going down with that.... Anyway, almost ready, hold onto yer hats!! Share this post Link to post Share on other sites
KJAM 0 Posted January 6, 2004 great work i love the zombies so far. how about maybe configing the zombies to resistance side which then can be set as friendly to "none" alright you wouldnt be able to have resistance allies as they would shoot you, or maybe having sets of zombies for all 3 sides so that if the mission maker decides to use EAST as the players side they could still have Resistance allies and use the Zombies on the west side vice versa. i hope u get what im saying just a suggestion nt sure if its feaseable but worth a try lol *imagines hoardes of zombies going at each other* :P Share this post Link to post Share on other sites
cornhelium 0 Posted January 6, 2004 Great work Tracy T and Co! Share this post Link to post Share on other sites
ag_smith 0 Posted January 6, 2004 C'mon guys, there's no problem with their side, if you want them to be on west side you can group them with west officer with 0% probability of presence. Same deal with setting them to resistance side. Share this post Link to post Share on other sites
D.murphy man 0 Posted January 6, 2004 Ill host it for u Tracy, If it dont exceed my freewebs account limit thingy. Cant wait for the release! I shall get stright on a new Skye Virus mission once upon release Share this post Link to post Share on other sites
tracy_t 0 Posted January 6, 2004 The models are done but getting the zombies to auto attack is proving tricky.... I can't execute a script within a pbo and I don't know why!! Whenever a script is to be called, OFP exits!! Do you want the zombies WITHOUT auto-attack in the meantime (I will provide the attack script for ya to use in your own missions in the meantime) or do you want to wait? Its your call. Whatever, like I said the models are done etc. Share this post Link to post Share on other sites
ag_smith 0 Posted January 6, 2004 I can wait for you to polish this addon. Maybe you can provide us with more detailed description of your problem (show us the script if not to complicated), so that somebody over here could help you. Share this post Link to post Share on other sites
tracy_t 0 Posted January 7, 2004 FOR ALL YOU MOTHERS THAT WANNA DOWNLOAD THE UNFINISHED WORK (it is a beta after all) GO TO: http://www.freewebs.com/tunstals/zombies.pbo DO *NOT* DISTRIBUTE THIS FILE, OR ANY OF ITS CONTENTS TO 3RD PARTY SITES. THIS FILE IS BETA, AND IS SUBJECT TO CHANGE. Anyway, here's the problem. OFP bombs when a call to movemalezombie.sqs is done. You can replicate this bug by: a) Installing the zombie pbo. b) Creating a GAME LOGIC unit where initialisation string is set to gblAllUnits = [Player] then placing a few zombies on the map. InitMaleZombie.sqs Note how only when the gblAllUnits global variable contains data (it's an array of units for the zombies to consider valid targets) that movemalezombie.sqs is exec'd <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _zombie = _this select 0 _zombie setunitpos "UP" _zombie setdamage 0.8 _zombie SetBehaviour "CARELESS" _zombie DisableAI "TARGET" _zombie DisableAI "AUTOTARGET" _zombie allowfleeing 0 _zombie SetMimic "Agresive" ? count gblAllUnits !=0: [_zombie] exec "\zombies\movemalezombie.sqs" exit MoveMaleZombie.sqs This code works alright STAND ALONE (ie: inside a mission) but when included inside the addon's pbo, it crashes. <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" ?(!Isnull(_t)) && (!alive _t) : goto "rmv" ?(!alive _t) || (IsNull(_t)) : goto "fnt" #rmv gblAllUnits = gblAllUnits - [_t] #fnt _y = 0 _uc = count gblAllUnits #lp ? _y>= _uc: goto "premove" _u = gblAllUnits select _y ? _z distance _u < _z distance _t: _t = _u #nx ~2 _y=_y+1 goto "lp" #premove _z dowatch _t #move _d = _z distance _t ? _d > 600 : Goto "end" ? _d > 5 : goto "walk" ? _d < 5 : goto "engage" Goto "Main" #walk _z PlayMove "moan1" ~3 _z domove getpos _t ~2 goto "Main" #engage ? !alive _z: goto "end" _z setPos getpos _t _z PlayMove "standstrokefist" _t setDammage (getDammage _t + gblZombieDamage) ~1.5 ? getDammage _t >= 1: goto "eat" goto "Main" #eat gblAllUnits = gblAllUnits - [_t] _z DoMove getpos _t @unitready _z _y = 0 #eatlp ? !alive _z: goto "end" _z PlayMove "eat1" ~7 _y = _y+1 ? _y != 4: goto "eatlp" goto "fnt" #End ~5 DeleteVehicle _z exit Share this post Link to post Share on other sites
tracy_t 0 Posted January 7, 2004 PS: Feedback on the sounds in the pbo much appreciated. Scott Share this post Link to post Share on other sites
ag_smith 0 Posted January 7, 2004 One thing I noticed so far is that you pass one parameter to the script here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? count gblAllUnits !=0: [_zombie]exec "\zombies\movemalezombie.sqs" but you try to receive to 2 parameters inside the script itself: <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 (corect me if I don't understand something..). Don't know if that's the reason of your problem, though. Edit: typo. Share this post Link to post Share on other sites
MEDICUS 0 Posted January 7, 2004 Any Pics available? Share this post Link to post Share on other sites
tracy_t 0 Posted January 7, 2004 One thing I noticed so far is that you pass one parameter to the script here:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? count gblAllUnits !=0: [_zombie]exec "\zombies\movemalezombie.sqs" but you try to receive to 2 parameters inside the script itself: <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 (corect me if I don't understand something..). Don't know if that's the reason of your problem, though. Edit: typo. No, _z (param 0) is the zombie unit _t (param 1) is the intended target. If you don't specify a target, the zombie will look for the closest unit out of gblAllUnits, which is an array of units to kill. _uc = unit count (sizeof array gblAllUnits.) Just to make the code a bit clearer #rmv removes a dead unit from list gblAllUnits, so zombies only hunt live units #fnt Find new target #lp beginning of loop to actually find target #nx This label should be removed (I did say beta lol) #premove This label should be renamed to "move" and the other move label deleted. It justs makes the zombie look at its target (quite eerie actually. You see the zombies go past you and they're all looking at you1) #move see above #walk, Self explanatory! #engage Plays an attack animation, inflicts gblZombieDamage global variable damage on the player #eat Plays the "target being eaten" animation 4 times, and removes the dead target from the gblAllUnits list. #eatlp The eat loop ! #end exits the script. Share this post Link to post Share on other sites
ag_smith 0 Posted January 7, 2004 I checked the script three times and I still have no idea what could possibly cause the crash... Share this post Link to post Share on other sites
tracy_t 0 Posted January 7, 2004 Could you do me a favour? can you install the pbo on your machine and just place some East | ZOmbies on the map, then create a game logic unit which has the initialisation string: gblAllunits = [Player] and see if it causes your flashpoint to CTD. BTW, you can use the zombie units no problem by simply not declaring gblAllUnits, but you have to write your own attack code. S Share this post Link to post Share on other sites
Jahve 0 Posted January 7, 2004 Muuuuusssstttt eeeeaatttt biissttuuuddiiiooo braaiiinnnnsssss raaaah! daaah! Share this post Link to post Share on other sites