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tracy_t

Unified zombie pack release imminent

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When a human is bit by a zombie, he will come back. It may take a while for the human to come back as a zombie though, it is not instantaneous.

Right now, only WEST and EAST SOLDIERS come back as zombies. Here's the mapping of humans to zombies as it stands in initresurrect.sqs:

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

; Named pairs used for resurrecting dead. You may append to this list what you like.

; LValue = class name for living person

; RValue = class name for zombie equivalnt

;

; When a human of LValue class dies, the human vehicle will be deleted and a new zombie of type RValue created in his place.

?!local Server: exit

gblHuman2ZombieMap = ["SoldierWB", "ZombieExSoldierWB", "SoldierWSaboteur", "ZombieExSoldierWSaboteur","SoldierWSaboteurDay", "ZombieExSoldierWSaboteurDay", "OfficerW", "ZombieExOfficerW", "SoldierWPilot", "ZombieExSoldierWPilot", "SoldierWCrew", "ZombieExSoldierWCrew"]

gblHuman2ZombieMap = gblHuman2ZombieMap + ["SoldierWSniper", "ZombieExSoldierWSniper", "SoldierWMedic", "ZombieExSoldierWMedic", "SoldierWLAW", "ZombieExSoldierWLAW", "SoldierWCaptive", "ZombieExSoldierWCaptive","SoldierWMiner", "ZombieExSoldierWMiner"]

gblHuman2ZombieMap = gblHuman2ZombieMap + ["SoldierWMG", "ZombieExSoldierWMG", "SoldierWG", "ZombieExSoldierWG","SoldierWMortar", "ZombieExSoldierWMortar", "SoldierWAA", "ZombieExSoldierWAA", "SoldierWAT", "ZombieExSoldierWAT"]

gblHuman2ZombieMap = gblHuman2ZombieMap + ["SoldierWSaboteurPipe", "ZombieExSoldierWSaboteurPipe", "OfficerWNight", "ZombieExOfficerWNight", "SoldierGB", "ZombieExSoldierGB", "OfficerG", "ZombieExOfficerG", "SoldierGMG", "ZombieExSoldierGMG"]

gblHuman2ZombieMap = gblHuman2ZombieMap + ["SoldierGCrew", "ZombieExSoldierGCrew", "OfficerGNight", "ZombieExOfficerGNight","SoldierGMedic", "ZombieExSoldierGMedic", "SoldierGLAW", "ZombieExSoldierGLAW","SoldierGG", "ZombieExSoldierGG"]

gblHuman2ZombieMap = gblHuman2ZombieMap + ["SoldierGAT", "ZombieExSoldierGAT", "SoldierGAA", "ZombieExSoldierGAA", "SoldierGPilot", "ZombieExSoldierGPilot","OfficerE", "ZombieExOfficerE","SoldierEB", "ZombieExSoldierEB","SoldierECrew", "ZombieExSoldierECrew"]

gblHuman2ZombieMap = gblHuman2ZombieMap + ["SoldierEPilot", "ZombieExSoldierEPilot","SoldierESaboteur", "ZombieExSoldierESaboteur","SoldierESniper", "ZombieExSoldierESniper","OfficerENight", "ZombieExOfficerENight","SoldierEG", "ZombieExSoldierEG"]

gblHuman2ZombieMap = gblHuman2ZombieMap + ["SoldierELAW", "ZombieExSoldierELAW","SoldierEMedic", "ZombieExSoldierEMedic","SoldierEMG", "ZombieExSoldierEMG","SoldierEMiner", "ZombieExSoldierEMiner","SoldierEAA", "ZombieExSoldierEAA"]

gblHuman2ZombieMap = gblHuman2ZombieMap + ["SoldierEAT", "ZombieExSoldierEAT", "SoldierESaboteurPipe", "ZombieExSoldierESaboteurPipe"]

exit

So, say a soldier of type SoldierWB is bit. He will be resurrected as type ZombieExSoldierWB. SoldierWSaboteur will be resurrected as type ZombieExSoldierWSaboteur etc etc.

There is NOTHING stopping you from appending your own class types to the gblHuman2ZombieMap array! You can extend til your hearts content.

Other factors in resurrection:

The global variable gblHumanResrWait determines how long in seconds it takes for a human to return as a zombie. On the HARD difficulty level it is 60 seconds plus up to 5 seconds (you can't have the humans all resurrecting at the same time, that would look daft!)

It works in conjunction with gblHumanResProbability which is a real number from 0..1: 0 means "never come back as a zombie" and 1 means "always come back as a zombie". The higher the probability... well, you get the drift.

Make sure you have a GAME LOGIC with the name SERVER in your missions. Otherwise the scripts will not be executed. This is to enable server-side processing in MP missions.

Also, if you find in the first example mission that the zombies are not attacking, it may be your machine spec that is affecting the zombie processing.

I tested this particular mission with a 3000+ Barton w/ 1 gb of RAM and a Radeon 9700 Pro (ready for Doom 3 tounge_o.gif) and I have noticed that it takes ofp longer to process scripts on slower machines. The answer? Reduce the number of zombies on the map. Or enforce a minimum machine spec!!! tounge_o.gif

PS:

Check out ZombieExWoman6 - have you noticed the new zombie... ?

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smile_o.gif Nice to see that this is still being updated.

I uploaded your zombie mod to my site aswell. Get it here

I'm making part 2 of Doomsday now. ;)

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well i did all tha and still it did not work i had zombie logic hard named ,server resurrection daemon ,and gblAllTargets = [Player]

and some west soldiers after 60 seconds they dont come back they dissapear leaveing a blood stain where the body once was

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and also i dont think my computer is affecting it 512 ddr ram custom made one of best ati cards made 80 gigs of hard drive space also ready for doom three anyway i got rid of all the zombies except for 5 and it still did not work maybe in the future ill find out whats wrong

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OK, copy and paste your mission.sqm code here and let us take a look at your code.

I will correct any bugs as necessary (on Sunday at the earliest though, maybe someone else will do it sooner)

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smile_o.gif Nice to see that this is still being updated.

I uploaded your zombie mod to my site aswell. Get it here

I'm making part 2 of Doomsday now.  ;)

It just redirects me to the main part of your site, and not the file.

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Hello,

The zombies rock, especially when you make them tougher stronger by this script:

(its not my creation, it was from SnYpir)

;--------------

;BEGIN SCRIPT "zombie.sqs"

;--------------

;-----begin the parts that u can edit-----

; this variable is the amount of time between loops (should be < 1)

_pause = 0.4

; get the damageFactor (set to be 2nd script parameter as default)

_damageFactor = _this select 1

; if this equals true the soldier will die as soon as damage equals 1

; (rather than being brought back to life several times before death)

; default is false

_noResurrection = true

;-----end the parts that u can edit - change code byond here at own risk!-----

; get the name of the object for this script

; (from script parameter)

_dude = _this select 0

; make sure dude is not dead

_dude SetDammage 0

_damage = 0

#loop1

; you could put some sort of exit condition here,

;perhaps the player acheives some objective or a global

;variable flips (saves script running when its not needed)

; ? exitCondition : goto "end"

; this will simulate one shot, one kill if damage is made greater

; than one for some reason (big explosion, head shot)

? NOT(alive _dude) AND _noResurrection : goto "end"

; test to see if damage has been taken

? _damage != (GetDammage _dude) : goto "takedamage"

; exit condition for if the dude is dead

? NOT(alive _dude) : goto "end"

#damagedone

; pause for a bit of time

~_pause

; loop again

goto "loop1"

#takedamage

; how much damage has been taken since last damage

_damagetotake = (GetDammage _dude) - _damage

; lessen damage to take

_damagetotake = _damagetotake / _damageFactor

; assign the new damage

_dude setdammage ( _damage + _damagetotake )

_damage = GetDammage _dude

;uncomment if u want to know the damage of the dude after being

;shot

;hint format ["%1",GetDammage _dude]

goto "damagedone"

#end

;--------------

;END SCRIPT

;--------------

call this from thezomb´s init line:

[this,100] exec "zombie.sqs"

the more higher number, the tougher zomb smile_o.gif

I HAVE A PROBLEM, WHEN I GET KILLED BY A ZOMBIE WHEN USING AN ADDON SOLDIERS, THE GAME CRASHES. ALSO THE DEAD ADDON SOLDIERS DO NOT TURN INTO ZOMBIES. can you help me plz, im a mission creator and i wanna make a funny MP mission where you will hunt down the zombs smile_o.gif

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version=11;

class Mission

{

addOns[]=

{

"ScottT_Tough_Zombies",

"ScottT_Zombie_Daemon",

"bis_resistance"

};

addOnsAuto[]=

{

"ScottT_Tough_Zombies",

"ScottT_Zombie_Daemon"

};

randomSeed=9110019;

class Intel

{

};

class Groups

{

items=27;

class Item0

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9669.122070,29.834999,3997.173096};

azimut=185.000000;

id=0;

side="EAST";

vehicle="ZombieExSoldierWAA";

leader=1;

skill=0.600000;

};

};

};

class Item1

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={9534.039063,29.834999,3665.269287};

azimut=95.000000;

id=1;

side="WEST";

vehicle="OfficerWNight";

player="PLAYER COMMANDER";

leader=1;

rank="COLONEL";

skill=0.600000;

};

};

};

class Item2

{

side="LOGIC";

class Vehicles

{

items=1;

class Item0

{

position[]={9844.440430,26.730000,4017.439697};

azimut=180.000000;

id=2;

side="LOGIC";

vehicle="Logic";

leader=1;

skill=0.600000;

init="gblAllTargets = [EATME] + units group1 + units group2 + units group3 ";

};

};

};

class Item3

{

side="LOGIC";

class Vehicles

{

items=2;

class Item0

{

position[]={9921.240234,26.730000,3950.239990};

id=3;

side="LOGIC";

vehicle="Resurrection";

leader=1;

skill=0.600000;

};

class Item1

{

position[]={9921.879883,26.730000,3885.279053};

id=4;

side="LOGIC";

vehicle="HardGame";

skill=0.600000;

text="Server";

};

};

};

class Item4

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={9669.080078,29.834999,3984.479004};

id=5;

side="WEST";

vehicle="SoldierWB";

leader=1;

skill=0.600000;

init="EATME = this; removeAllWeapons this";

};

};

};

class Item5

{

side="EAST";

class Vehicles

{

items=8;

class Item0

{

position[]={9642.307617,29.834999,3774.907227};

azimut=210.000000;

id=7;

side="EAST";

vehicle="ZombieEx2";

leader=1;

rank="SERGEANT";

skill=0.466667;

};

class Item1

{

position[]={9640.576172,29.834999,3775.907227};

azimut=210.000000;

id=8;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9638.843750,29.834999,3776.907227};

azimut=210.000000;

id=9;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item3

{

position[]={9637.112305,29.834999,3777.907227};

azimut=210.000000;

id=10;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9635.379883,29.834999,3778.907227};

azimut=210.000000;

id=11;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9633.647461,29.834999,3779.907227};

azimut=210.000000;

id=12;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item6

{

position[]={9631.916016,29.834999,3780.907227};

azimut=210.000000;

id=13;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item7

{

position[]={9630.183594,29.834999,3781.907227};

azimut=210.000000;

id=14;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item6

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9669.079102,29.834999,3661.271973};

id=15;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9661.079102,29.834999,3658.271973};

id=16;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9663.079102,29.834999,3658.271973};

id=17;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9665.079102,29.834999,3658.271973};

id=18;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9667.079102,29.834999,3658.271973};

id=19;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9669.079102,29.834999,3658.271973};

id=20;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9671.079102,29.834999,3658.271973};

id=21;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9673.079102,29.834999,3658.271973};

id=22;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9675.079102,29.834999,3658.271973};

id=23;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item7

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9758.678711,29.834999,3651.671875};

id=24;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9750.678711,29.834999,3648.671875};

id=25;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9752.678711,29.834999,3648.671875};

id=26;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9754.678711,29.834999,3648.671875};

id=27;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9756.678711,29.834999,3648.671875};

id=28;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9758.678711,29.834999,3648.671875};

id=29;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9760.678711,29.834999,3648.671875};

id=30;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9762.678711,29.834999,3648.671875};

id=31;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9764.678711,29.834999,3648.671875};

id=32;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item8

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9870.678711,22.610723,3632.471924};

id=33;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9862.678711,25.464724,3629.471924};

id=34;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9864.678711,24.775324,3629.471924};

id=35;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9866.678711,24.085924,3629.471924};

id=36;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9868.678711,23.396523,3629.471924};

id=37;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9870.678711,22.702524,3629.471924};

id=38;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9872.678711,21.951923,3629.471924};

id=39;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9874.678711,21.201324,3629.471924};

id=40;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9876.678711,20.450724,3629.471924};

id=41;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item9

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9707.478516,29.834999,3549.271973};

id=42;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9699.478516,29.834999,3546.271973};

id=43;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9701.478516,29.834999,3546.271973};

id=44;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9703.478516,29.834999,3546.271973};

id=45;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9705.478516,29.834999,3546.271973};

id=46;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9707.478516,29.834999,3546.271973};

id=47;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9709.478516,29.834999,3546.271973};

id=48;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9711.478516,29.834999,3546.271973};

id=49;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9713.478516,29.834999,3546.271973};

id=50;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item10

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9819.479492,29.834999,3530.071777};

id=51;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9811.479492,29.834999,3527.071777};

id=52;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9813.479492,29.834999,3527.071777};

id=53;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9815.479492,29.834999,3527.071777};

id=54;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9817.479492,29.834999,3527.071777};

id=55;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9819.479492,29.834999,3527.071777};

id=56;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9821.479492,29.834999,3527.071777};

id=57;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9823.479492,29.834999,3527.071777};

id=58;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9825.479492,29.834999,3527.071777};

id=59;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item11

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9915.479492,15.736593,3555.671875};

id=60;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9907.479492,17.170294,3552.671875};

id=61;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9909.479492,16.900293,3552.671875};

id=62;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9911.479492,16.630293,3552.671875};

id=63;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9913.479492,16.360292,3552.671875};

id=64;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9915.479492,16.090294,3552.671875};

id=65;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9917.479492,15.820293,3552.671875};

id=66;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9919.479492,15.550293,3552.671875};

id=67;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9921.479492,15.280293,3552.671875};

id=68;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item12

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9550.678711,29.834999,3578.071777};

id=69;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9542.678711,29.834999,3575.071777};

id=70;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9544.678711,29.834999,3575.071777};

id=71;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9546.678711,29.834999,3575.071777};

id=72;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9548.678711,29.834999,3575.071777};

id=73;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9550.678711,29.834999,3575.071777};

id=74;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9552.678711,29.834999,3575.071777};

id=75;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9554.678711,29.834999,3575.071777};

id=76;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9556.678711,29.834999,3575.071777};

id=77;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item13

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9813.079102,29.834999,3578.071777};

id=78;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9805.079102,29.834999,3575.071777};

id=79;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9807.079102,29.834999,3575.071777};

id=80;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9809.079102,29.834999,3575.071777};

id=81;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9811.079102,29.834999,3575.071777};

id=82;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9813.079102,29.834999,3575.071777};

id=83;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9815.079102,29.834999,3575.071777};

id=84;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9817.079102,29.834999,3575.071777};

id=85;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9819.079102,29.834999,3575.071777};

id=86;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item14

{

side="EAST";

class Vehicles

{

items=9;

class Item0

{

position[]={9643.478516,29.834999,3594.072021};

id=87;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

class Item1

{

position[]={9635.478516,29.834999,3591.072021};

id=88;

side="EAST";

vehicle="ZombieEx2";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9637.478516,29.834999,3591.072021};

id=89;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item3

{

position[]={9639.478516,29.834999,3591.072021};

id=90;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9641.478516,29.834999,3591.072021};

id=91;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9643.478516,29.834999,3591.072021};

id=92;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item6

{

position[]={9645.478516,29.834999,3591.072021};

id=93;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item7

{

position[]={9647.478516,29.834999,3591.072021};

id=94;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item8

{

position[]={9649.478516,29.834999,3591.072021};

id=95;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item15

{

side="WEST";

class Vehicles

{

items=9;

class Item0

{

position[]={9657.559570,29.834999,3732.028320};

id=96;

side="WEST";

vehicle="OfficerW";

leader=1;

rank="SERGEANT";

skill=0.466667;

init="group1 = group this";

};

class Item1

{

position[]={9660.559570,29.834999,3727.028320};

id=97;

side="WEST";

vehicle="SoldierWMG";

rank="CORPORAL";

skill=0.333333;

};

class Item2

{

position[]={9662.559570,29.834999,3727.028320};

id=98;

side="WEST";

vehicle="SoldierWG";

rank="CORPORAL";

skill=0.333333;

};

class Item3

{

position[]={9664.559570,29.834999,3727.028320};

id=99;

side="WEST";

vehicle="SoldierWG";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9666.559570,29.834999,3727.028320};

id=100;

side="WEST";

vehicle="SoldierWLAW";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9668.559570,29.834999,3727.028320};

id=101;

side="WEST";

vehicle="SoldierWMG";

skill=0.200000;

};

class Item6

{

position[]={9670.559570,29.834999,3727.028320};

id=102;

side="WEST";

vehicle="SoldierWB";

skill=0.200000;

};

class Item7

{

position[]={9672.559570,29.834999,3727.028320};

id=103;

side="WEST";

vehicle="SoldierWB";

skill=0.200000;

};

class Item8

{

position[]={9674.559570,29.834999,3727.028320};

id=104;

side="WEST";

vehicle="SoldierWB";

skill=0.200000;

};

};

};

class Item16

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9633.879883,29.834999,3776.309082};

azimut=210.000000;

id=6;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

};

};

class Item17

{

side="EAST";

class Vehicles

{

items=8;

class Item0

{

position[]={9699.908203,29.834999,3813.307129};

azimut=210.000000;

id=106;

side="EAST";

vehicle="ZombieEx2";

leader=1;

rank="SERGEANT";

skill=0.466667;

};

class Item1

{

position[]={9698.176758,29.834999,3814.307129};

azimut=210.000000;

id=107;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9696.444336,29.834999,3815.307129};

azimut=210.000000;

id=108;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item3

{

position[]={9694.712891,29.834999,3816.307129};

azimut=210.000000;

id=109;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9692.980469,29.834999,3817.307129};

azimut=210.000000;

id=110;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9691.248047,29.834999,3818.307129};

azimut=210.000000;

id=111;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item6

{

position[]={9689.516602,29.834999,3819.307129};

azimut=210.000000;

id=112;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item7

{

position[]={9687.784180,29.834999,3820.307129};

azimut=210.000000;

id=113;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item18

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9691.480469,29.834999,3814.708984};

azimut=210.000000;

id=105;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

};

};

class Item19

{

side="EAST";

class Vehicles

{

items=8;

class Item0

{

position[]={9719.107422,29.834999,3819.707031};

azimut=210.000000;

id=115;

side="EAST";

vehicle="ZombieEx2";

leader=1;

rank="SERGEANT";

skill=0.466667;

};

class Item1

{

position[]={9717.375977,29.834999,3820.707031};

azimut=210.000000;

id=116;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9715.643555,29.834999,3821.707031};

azimut=210.000000;

id=117;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item3

{

position[]={9713.912109,29.834999,3822.707031};

azimut=210.000000;

id=118;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9712.179688,29.834999,3823.707031};

azimut=210.000000;

id=119;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9710.447266,29.834999,3824.707031};

azimut=210.000000;

id=120;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item6

{

position[]={9708.715820,29.834999,3825.707031};

azimut=210.000000;

id=121;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item7

{

position[]={9706.983398,29.834999,3826.707031};

azimut=210.000000;

id=122;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item20

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9710.679688,29.834999,3821.108887};

azimut=210.000000;

id=114;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

};

};

class Item21

{

side="EAST";

class Vehicles

{

items=8;

class Item0

{

position[]={9767.107422,29.834999,3803.707275};

azimut=210.000000;

id=124;

side="EAST";

vehicle="ZombieEx2";

leader=1;

rank="SERGEANT";

skill=0.466667;

};

class Item1

{

position[]={9765.375977,29.834999,3804.707275};

azimut=210.000000;

id=125;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9763.643555,29.834999,3805.707275};

azimut=210.000000;

id=126;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item3

{

position[]={9761.912109,29.834999,3806.707275};

azimut=210.000000;

id=127;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9760.179688,29.834999,3807.707275};

azimut=210.000000;

id=128;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9758.447266,29.834999,3808.707275};

azimut=210.000000;

id=129;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item6

{

position[]={9756.715820,29.834999,3809.707275};

azimut=210.000000;

id=130;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item7

{

position[]={9754.983398,29.834999,3810.707275};

azimut=210.000000;

id=131;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item22

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9758.679688,29.834999,3805.109131};

azimut=210.000000;

id=123;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

};

};

class Item23

{

side="EAST";

class Vehicles

{

items=8;

class Item0

{

position[]={9831.107422,29.207348,3810.107178};

azimut=210.000000;

id=133;

side="EAST";

vehicle="ZombieEx2";

leader=1;

rank="SERGEANT";

skill=0.466667;

};

class Item1

{

position[]={9829.375977,29.145248,3811.107178};

azimut=210.000000;

id=134;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9827.643555,29.083149,3812.107178};

azimut=210.000000;

id=135;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item3

{

position[]={9825.912109,29.021049,3813.107178};

azimut=210.000000;

id=136;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9824.179688,28.958948,3814.107178};

azimut=210.000000;

id=137;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9822.447266,28.896849,3815.107178};

azimut=210.000000;

id=138;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item6

{

position[]={9820.715820,28.834749,3816.107178};

azimut=210.000000;

id=139;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item7

{

position[]={9818.983398,28.772650,3817.107178};

azimut=210.000000;

id=140;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item24

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9822.679688,29.120293,3811.509033};

azimut=210.000000;

id=132;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

};

};

class Item25

{

side="EAST";

class Vehicles

{

items=8;

class Item0

{

position[]={9850.307617,29.785477,3794.107178};

azimut=210.000000;

id=142;

side="EAST";

vehicle="ZombieEx2";

leader=1;

rank="SERGEANT";

skill=0.466667;

};

class Item1

{

position[]={9848.576172,29.834999,3795.107178};

azimut=210.000000;

id=143;

side="EAST";

vehicle="ZombieEx3";

rank="SERGEANT";

skill=0.466667;

};

class Item2

{

position[]={9846.843750,29.834999,3796.107178};

azimut=210.000000;

id=144;

side="EAST";

vehicle="ZombieEx4";

rank="CORPORAL";

skill=0.333333;

};

class Item3

{

position[]={9845.112305,29.834999,3797.107178};

azimut=210.000000;

id=145;

side="EAST";

vehicle="ZombieEx5";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9843.379883,29.834999,3798.107178};

azimut=210.000000;

id=146;

side="EAST";

vehicle="ZombieExWoman1";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9841.647461,29.834999,3799.107178};

azimut=210.000000;

id=147;

side="EAST";

vehicle="ZombieEx6";

skill=0.200000;

};

class Item6

{

position[]={9839.916016,29.828348,3800.107178};

azimut=210.000000;

id=148;

side="EAST";

vehicle="ZombieExWoman2";

skill=0.200000;

};

class Item7

{

position[]={9838.183594,29.766249,3801.107178};

azimut=210.000000;

id=149;

side="EAST";

vehicle="ZombieEx7";

skill=0.200000;

};

};

};

class Item26

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={9841.879883,29.834999,3795.509033};

azimut=210.000000;

id=141;

side="EAST";

vehicle="ZombieEx1";

leader=1;

rank="LIEUTNANT";

skill=0.600000;

};

};

};

};

};

class Intro

{

randomSeed=15141379;

class Intel

{

};

};

class OutroWin

{

randomSeed=14082563;

class Intel

{

};

};

class OutroLoose

{

randomSeed=11382275;

class Intel

{

};

};

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Change the following line

init="gblAllTargets = [EATME] + units group1 + units group2 + units group3 ";

to

init="gblAllTargets = [EATME] + units group1";

group2 and group3 don't exist. That is why the zombies are not attacking. I changed the line and the zombies attack.

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A number of people have sent me private messages asking technical questions.

I would prefer if you posted your question in mission editing & scripting or in this thread, so that my replies are available to all forum members.

I will not reply to private messages asking for feature requests, release dates, work schedules, technical queries that would be better in the mission editing & scripting section, or anything non zombie related.

Announcement

I am still looking for animators for the zombie mod. If you have experience with OFPAnim and you are willing to invest time in creating quality walk/attack animations, please contact me at the email address in sig.

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hey thanks alot but west troops still arnt changing into zombies but thanks anyway having the zombies attack willl hold me for a while

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Yes, I have checked that and the troops should change into zombies... I tested it all the time! I must've commented out a line by accident or something.

Will fix ASAp and upload new zombie mod patch.

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ok Zombie_Mod

Here's something wierd. When I set the zombies to be immortal, they drop dead when I shoot them, and when they wake up again they stop chasing me and all the other targets. That is a bit wierd.

Also, the turning dead people into zombies isn't really working for me. That is also wierd.

And ok, I PMed you regarding the MOD and offered my help. So, can I help? Music, mission and website wise. Please let me know. I made a nice logo that will be used with the site, if want me to make one that is. uzmtitle.jpg.

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ok Zombie_Mod

Here's something wierd. When I set the zombies to be immortal, they drop dead when I shoot them, and when they wake up again they stop chasing me and all the other targets. That is a bit wierd.

Also, the turning dead people into zombies isn't really working for me. That is also wierd.

And ok, I PMed you regarding the MOD and offered my help. So, can I help? Music, mission and website wise. Please let me know. I made a nice logo that will be used with the site, if want me to make one that is. uzmtitle.jpg.

The code that resurrects "bitten" humans appears to have a problem with groups. I'm trying to fix that at the moment.

As for the zombies, when they "re-awake", you say they are not targetting anyone?

I've never had that problem. They do pause a while, but that is because they are new units (yep, when the zombie is "killed" it's deleted and replaced by a brand new zombie that looks the same) and are evaluating targets. Then they'll run off and start munching.

Do the zombies NEVER resume attacking?

As for the website, I can't think of what I'd put on it apart from the files to download? Music, I've downloaded plenty of that for the next sound pack, so no need :o)

Would you like to create some missions for the mod? Of course, you will get betas of next work before anyone else, and be able to directly affect the direction of the mod.

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The Zombies stop attacking if they are spawned and then "die". If they are on the map from the beginning of the game they keep attacking after they "die". It's only the spawned ones.

Downloaded musik biggrin_o.gif ok. I was acctually going to make you an original score. That way you wont be violating any copyrights.

And the website, well it could contain the downloads, a FAQ, some Screenshots, news.

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The Zombies stop attacking if they are spawned and then "die". If they are on the map from the beginning of the game they keep attacking after they "die". It's only the spawned ones.

Downloaded musik biggrin_o.gif ok. I was acctually going to make you an original score. That way you wont be violating any copyrights.

And the website, well it could contain the downloads, a FAQ, some Screenshots, news.

When you say spawned you mean, created by CreateUnit, yes?

It'll be that damn group problem again. When I make the zombie get back "up" I assign it to the group it was in previously. Spawned units will be grpNull... same problem as with the human resurrection.

Pants.

PS: I already have original music for the zombie mod - from www.rosewood.tv. My pal is the lead singer :o)

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OK, I have updated the zombie mod pack with new scripts. Download from the freewebs URL in my sig! The resurrection of humans and zombies now works like a charm.

Before you start your mad coding:

MAKE SURE GBLALLTARGETS ARRAY CONTAINS AT LEAST ONE PERMANENT EAST/WEST/RESISTANCE OBJECT!!!! (I recommend using a ship, far away where no zombie can reach. Zombies never consider ships as targets)

The zombies need a temporary group to join when they are being resurrected, before being assigned to grpNull. So, I have programmed the zombie mod to use gblAllTargets as a "group reference" - I expect gblAllTargets will always hold at least one non-AI player unit (otherwise how can you play the missions?) .. this makes the most sense...

I found a possible bug in OFP on the way. You cannot use CreateUnit command passing grpNull as the 2nd parameter, yet you can join grpNull. Strange eh?

Feel free to UNPBO and take a look at the code to see how I sorted the resurrection code.

If you "re-use" any of our code, make sure you credit the zombie mod team (our names are in the readme.txt file)

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Freewebs has never been the fastest. Hopefully doob from Warfaregames will upload the new mod to his server...

If anyone else wants to host the file, fine by me.

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PS: I already have original music for the zombie mod - from www.rosewood.tv.  My pal is the lead singer :o)

Fine! Don't accept my offer of making you some sweet ass theme-like music  biggrin_o.gif  hehe

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i am making a brand new mission called Codename: Z.O.M.B.I.E. , so far it really kics ass (im sorta experienced mission maker, so ... smile_o.gif Mayby i could try to do some anims, but I promise nothing yet.

Anyway, im using the addon soldiers and when some of them gets killed, sometimes the game crashes with no error window. I think its becouse of the respawn script. Is there any way to prevent this ? with OFP default unit the mission would be not so great, im using some Ranger special units. PLEASE can you help me ?

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In the readme file, you can turn off the respawning of both zombies and humans by setting

gblIndestructibleZombies = 0

gblHumanResProbability = 0

It shouldn't make your PC CTD though - are you running 1.96?

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