bob1787 0 Posted December 30, 2004 this kinda confused me, all the zombies starting to greet me... was this my fault because i named 3 guys under the same group in the init line? i think so because they didn't attack me (i think) is there a way to make them be more aggressive so they close in and kill you faster? i have tried gblZombieEvalTime set to 1 - 5 and they don't seem to much of a challenge i put "gblZombieEvalTime = 1" in the on activation line in a trigger (east not present (activation radius 0)) did i get it right? Share this post Link to post Share on other sites
Reapy 0 Posted December 30, 2004 this kinda confused me, all the zombies starting to greet me... was this my fault because i named 3 guys under the same group in the init line? i think so because they didn't attack me (i think)is there a way to make them be more aggressive so they close in and kill you faster? i have tried gblZombieEvalTime set to 1 - 5 and they don't seem to much of a challenge i put "gblZombieEvalTime = 1" in the on activation line in a trigger (east not present (activation radius 0)) did i get it right? You must set the "gblAllTargets []" with the name of the zombies's targets between the "[]" in a trigger or game logic Share this post Link to post Share on other sites
Zombie_Mod 0 Posted December 30, 2004 this kinda confused me, all the zombies starting to greet me... was this my fault because i named 3 guys under the same group in the init line? i think so because they didn't attack me (i think)[ig]http://www.freewebs.com/bob1787/hithere2.JPG[/img] is there a way to make them be more aggressive so they close in and kill you faster? i have tried gblZombieEvalTime set to 1 - 5 and they don't seem to much of a challenge i put "gblZombieEvalTime = 1" in the on activation line in a trigger (east not present (activation radius 0)) did i get it right? LOL, go to www.unifiedzombiemod.wz.cz and download script update 3. I can see from the HELLO on screen that you're using an old version of the zombie mod scripts THEN RUN!!!! Share this post Link to post Share on other sites
Placebo 29 Posted December 31, 2004 Remove image tags when quoting please Share this post Link to post Share on other sites
D.murphy man 0 Posted January 4, 2005 Ok downloaded releas candiate 4 (yay ) but i cant get the spawning game logic to work my scripting is still a bit rusty but i think im gettin the gblallgroup array wrong. what esactly do i put init? group names? name of 1 idevisual to be group leader? or am i way off? Share this post Link to post Share on other sites
bob1787 0 Posted January 5, 2005 in the server game logic (thats where i put it) "gblAllTargets = units group1" or you can just put the name of a unit rather than the units group1. make sure you get your spelling right on the gblAllTargets because i kept using glbAllTargets you need to make sure you name your groups by putting "group1=this" in their init lines so then they are donated a placeholder for their group. then use "units group1" to dump all the units from that placeholder group into the array. then use the usual array syntax to add more groups. you can add extra groups further into the game with triggers, waypoints etc but it is advisable to do it like this "gblAllTargets = gblAllTargets + units group1" as any groups that don't exist are still searched for and further more if you redeclare a group further ingame it will be adding dead groups back into the array btw it doesnt have to be group1, it can be whatever you want but make sure it is unique for each group and don't make the mistake of what i did earlier in this topic otherwise your zombies might become friendly but i guess you know all this about arrays and units with those pretty 600 posts Share this post Link to post Share on other sites
D.murphy man 0 Posted January 5, 2005 lol thanks for the help but i already know how to get them to attack, my question was how to make the 'spawn logic' in release candidate 4 to work. as in spawning zombies when you put the logics of how many x meters away the player has to be before it spawns etc... Share this post Link to post Share on other sites
bob1787 0 Posted January 5, 2005 does candidate 4 have its own spawning functions? Share this post Link to post Share on other sites
D.murphy man 0 Posted January 5, 2005 Yes. Quote[/b] ]SCRIPT UPGRADE BETA 4 IMMINENT!New features: 1) Zombies that don't know where you are, exactly, but can "smell" you.. the closer they get, the better the smell.. this means you can hide, but for how long? 2) Zombies that wander set areas, and only chase you if they see you. 3) "Spawner" game logics which spawn random zombies when player(s) get within a certain distance. Of course, the amount of zombies they spawn and how often is up to you. 4) Optimised code, uses more functions. Share this post Link to post Share on other sites
Zombie_Mod 0 Posted January 8, 2005 Remember, this isn't the full RC4 that has been released - this is just a pre-BETA taster. I am still working on RC4 and will hopefully release within the next month. Whatever -> it will be good and totally transform the zombie experience. If you want spawners to create limited amounts of zombies, do a count on gblZombieList to restrict the amount of zombies, e.g. ? count gblZombieList >50: deletevehicle spawner1 OK? Share this post Link to post Share on other sites
berghoff 11 Posted January 8, 2005 ;P Do zombies make sound when they are attacking you now? Nearly finished new zombie mission (not Unholy Cult). Share this post Link to post Share on other sites
Evil_Clown 0 Posted January 12, 2005 Better of, i didnt find anything asying how they keep on moaning with sum seconds between, the saycomand is just for moan one time, and that lasts a couple of seconds :P i need to create a group of moaning zombies, who moans repeatly, AND, how do i do so when eating guts, the sound for it plays when somebody is eaten, not just once, but over and over.. *Hopes for a reply that helps" Share this post Link to post Share on other sites
Commando84 0 Posted January 13, 2005 i got a question, can i have the zombies attack any west soldier they see and not only group leader? Share this post Link to post Share on other sites
mrbean1112 0 Posted January 13, 2005 I really think you should incorporate the moaning sounds into the zombies, it would make them seem much more realistic. (I think) Share this post Link to post Share on other sites
NeMeSiS 11 Posted January 14, 2005 i got a question, can i have the zombies attack any west soldier they see and not only group leader? Â type in the group leaders name: group1 = this and in the glballtargetsthingy glballtargets = [unitname] + units group1 now they will attack that whole group... afaik there is SOMEHWERE in this topic a way to let them attack a whole side... Share this post Link to post Share on other sites
madmedic 0 Posted January 15, 2005 I cant get the zombies to change any of the standard features. I wrote this script, and put it in the mission folder, activated by a game logic: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@gblInitDone==1 gblIndestructibleZombies = 1 gblZombieEvalTime = 1 gblZombieResrWait = 5 gblHumanResrWait= 6 gblHumanResProbability = 1 gblZombieDamage = .50 gblZombieCarDamage = .01 gblZombieAPCDamage = 0 gblZombieTankDamage = 0 gblZombieBuildingDamage = 0 gblZombieDelPause = 99 [] exec {\zombiescripts\initialise.sqs} [] exec {\zombiescripts\initresurrect.sqs} exit Still, none of these changes take effect. I also dpbo'ed the script addon, changed these same values in the script for "hard game"...and placed a "hard gamelogic" on the map...nothing changed. The zombies remain easy to kill, and then dissappear after being killed. (They DO attack, and the dead humans DO come back as zombies, but none of the other changes work) Oh...and the crawling zombie does not work. I do have a game logic named "server" in place. Am I missing something? Share this post Link to post Share on other sites
mrbean1112 0 Posted January 15, 2005 hey madmedic, you sure you using rc3? Share this post Link to post Share on other sites
***friendlyfire*** 1 Posted January 26, 2005 Is there going to be a animation for the zombies to walk with their hands outstreched its the final ingredient Share this post Link to post Share on other sites
DarkTerritory3 0 Posted February 5, 2005 Hey scott i have a few questions btw its me GhostRider, i hope your beer was good lol ;) I don`t know if i have everything but th eonly thing that work for me is the zombie that can attack me or another player that i choose ( array ) 1) But nothing else work... I cannot set waypoint to the zombies. They won't move and i use the gblalltargets = [] 2)i would die to be able to use the animation because i like them. I use them with the civilian but the zombie anim won't work. Exemple.. This switchmove "walkvar1" 3) Finaly the zombie won't attack anything with this command. They just stand there smelling the roses lol Create a trigger called WESTSOLDIERS that covers the entire island. Trigger must be ACTIVATED BY WEST and need only be activated ONCE. Then create a game logic that has the following initialisation statement. gblAllTargets = gblAllTargets + list WESTSOLDIERS Thx Sorry for the spelling hehe     GhostRider Share this post Link to post Share on other sites
DarkTerritory3 0 Posted February 5, 2005 oh and i forgot,, the command group myzombie <--- ( any name ) setspeedmode "limited" doesn`t work they still runs at me. and again i would pay to be able to have the animation ;) Share this post Link to post Share on other sites
lennin 0 Posted March 3, 2005 I love this pack but I cannot use it to the best of my abilities, could some one (most ecspecially Tracy_T) PM me a demo mission. with what to do exactly? I am having to many problems to list, but it is the resurection of bit humans that is getting to me the most. Share this post Link to post Share on other sites
french curry 0 Posted March 25, 2005 dark territory, it don't work. i created a trigger and the zombies still stand there doing nothing. i know how to make them attack me but i want them to attack everyone, civvies included.. any help is muchly appreciated.. oh and the addons rock! Share this post Link to post Share on other sites
Commando84 0 Posted March 28, 2005 yeah i tried your advice but i couldn't get the zombies to attack all west and civies they just stood there not doing anything Share this post Link to post Share on other sites
Doccers 0 Posted April 7, 2005 Ok, I'm getting REALLY frustrated now. I've tried *EVERYTHING* in this thread, but humans attacked and killed by zombies ***NEVER*** get ressurected as zombies, even if I set it to hard mode, and set up an "empty" group around one east soldier far off on a tiny island away from the battlefield and add it to the group list. Is there any chance that someone can point me to someone else's zombie mission that does this so I can pick it apart and see what I'm doing differently (IE, wrong)? Share this post Link to post Share on other sites
MiG 0 Posted April 8, 2005 Ok, I'm getting REALLY frustrated now. I've tried *EVERYTHING* in this thread, but humans attacked and killed by zombies ***NEVER*** get ressurected as zombies, even if I set it to hard mode, and set up an "empty" group around one east soldier far off on a tiny island away from the battlefield and add it to the group list. Is there any chance that someone can point me to someone else's zombie mission that does this so I can pick it apart and see what I'm doing differently (IE, wrong)? To ressurrect dead humans as zombies you just have to use "HardGame" logic, nothing more. Make sure you are using Unified zombie mod SCRIPT UPDATE RELEASE CANDIDATE 2 (stable) cause in the newer version somehow the humans don't ressurrect as zombies using "HardGame" logic Share this post Link to post Share on other sites