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Questions on unified zombie mod

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Only a month and a bit too late but

Quote[/b] ]

I'm back.

thats good to know biggrin_o.gif

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Only a month and a bit too late but

Quote[/b] ]

I'm back.  

thats good to know biggrin_o.gif

dude, he left again wink_o.gif

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Only a month and a bit too late but

Quote[/b] ]

I'm back.

thats good to know biggrin_o.gif

dude, he left again wink_o.gif

Sorry whistle.gif

Waiting for Flashpoint 1.5 now....

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Heh me too so I can finish my lastest mission (Unholy Cult) smile_o.gif

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Any one know how, like in Skye virus, keep the damn things wandering in one place, and not by the glballtargets ran over the damn island to get me.. they have to wait untill I get there.. not vice verse..

banghead.gif

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Well in skye virus (made by me biggrin_o.gif ) the island was seperated into different sections that triggers coverd. Once the player entered the trigger zombies would spawn at the center of the trigger and come get you. once you left the trigger and activated another one the zombies would be moved to the center of the other trigger, inless they had been killed then theyd be respawned instead.

Hope that made sense confused_o.gif

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Hi,

I use that approach at the moment, spawn them where I want, and they come after you. Works well.

Only problem now is, its too damn creepy to test my own work!

brrrr..

Anyhow, the mission is as follows:

Kolgujev, the doomed island.

The US uses this remote island after the debacles in the past with Guba, since he let detonate an nuclear bomb. Large part of the island is radioactive. However, the US discovered years later that plant mutations caused by the fallout. A research facility is raised, and after a year of work, all contact is lost.

A week later, the player is brought in to investgate, go straight to the facility and report.

Because of possible Russian presence, its an undercover operation.

Needed: zombies, the zombie sfx, farmland mod/or research facility, and the new zombies with moans.. :-)

I used some scripts, to spawn them, and combined with the sounds, its very scary!

Johan

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Doesn't the third post in this topic already show all the possibilitys for specifying targets with the Unified Zombie Mod? crazy_o.gif

Where is the problem?

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in the zimbie inti: put "gblalltarget = [whateveryounameyoursoldier]"

but dont use the "

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Now my question is.. can you make it that at a certain distance the zombie ressurect(which they can always ressurect) but when they get about 15 ft away from you they stay dead when you shoot them? get what i mean? is that possible? becuase i am making a zombie mission pack and in order for it to work out the way i want it i need them to do that. and if anyone is good at making missions, pleae email me at wenkermesh@hotmail.com i am in need of some help..

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Now my question is.. can you make it that at a certain distance the zombie ressurect(which they can always ressurect) but when they get about 15 ft away from you they stay dead when you shoot them? get what i mean? is that possible? becuase i am making a zombie mission pack and in order for it to work out the way i want it i need them to do that.  and if anyone is good at making missions, pleae email me at wenkermesh@hotmail.com i am in need of some help..

I dont think its possible without editing the zombiescripts... smile_o.gif

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How to let Zombies stand up/resurrect again if the player comes close only.

(Using Unified Zombie Mod event handler gblOnZombieDeath)

<span style='color:red'>Working only for small missions, because an eventHandler bug in the last mod release candidate beta 3 will slowly overflow the memory until crashing OFP!!!</span> confused_o.gif

That's possible wenker. You'll have to use an Unified Zombie Mod event handler. - Make sure you're using the last zombie mod release to have them included.

In short:

1. configurate all the zombie settings with a script, not with a gamelogic. (remeber to wait for gblZombieInit == 1 before this setup! )

2. is it a multiplayer mission? then don't forget to place an OFP default gamelogic and name it SERVER.

3. disable the default zombie resurrection

(in your setup script: gblIndestructibleZombies = 0)

4. activate the Unified Zombie Mod event handlers

(in your setup script: gblEventHandlers=1)

5. configure the zombie death event handler

(in your setup script: gblOnZombieDeath = "customresurrect.sqs")

<span style='color:red'>5b. add a new global variable to prevent extreme memory overflow!!! (but the real bug remains)

(in your setup script: gblSLEEPERS = [])</span>

6. create a script named customresurrect.sqs in your mission folder. In this script you'll have to write your own resurrection procedure.

customresurrect.sqs should look like this (for single player! ):<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

if ((_this select 0) in gblSLEEPERS) then {exit} else {gblSLEEPERS = gblSLEEPERS + [(_this select 0)]}

_z=_this select 0

_ty=typeof _z

_gp=group _z

~gblZombieResrWait + random 5

@player distance _z <= 4.5

[_z,_ty,_gp] exec {\zombiescripts\reszombie.sqs}

gblSLEEPERS = gblSLEEPERS - [_z]

exit

When the time you have setup for zombie resurrection has passed, the zombie waits for standing up until the player is 15ft (4.5m) or closer.

(Don't blame me if the zombies need a few seconds until they go after the player, thats how they are. smile_o.gif )

This all could cause a higher cpu load than the default zombie system, because

- there is a bad line in the zombie addon scripts, which prevents the termination of no longer used zombie AI scripts, if you do something like above. They'll become more and more over time. <s>(only the looped scripts, not the zombies wink_o.gif )</s> - <span style='color:red'>This is exactly what will always cause the memory overflow after a while. The "brain" scripts of killed zombies keep running and get more with every resurrection. - (For experts: It's line 145 in movezombie.sqs which loops back to #mn, instead of terminating the script once the gblOnZombieDeath eventhandler is fired.)</span>

- all Zombies ready to stand up again, scan for the player distance. It makes their AI somewhat "alive" for the cpu even while lying around. Especially if you setup a low gblZombieResrWait.

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I Just bought a new computer about 3 hours ago.. and i need to dl the zombies.. the dl site is down on your site so can you hook me up with a link?

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not to much activity going on here any more... what new with the zombie squad?

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I'm sorry, but despite looking through various threads and readmes I'm still having a hard time trying to figure out how to have the zombies attack not just the player, but ai as well. I know that putting in "gblAllTargets = [Player]" in the init field of a regular game logic does the trick for zombies attacking the player, but still haven't figured out how to assign them to attack either the west or resistance in general? Anyone who can tell me the right code piece (whether it's just the matter of replacing the subject in the [ ] I don't know. Much appreciated if someone could tell me, thanks

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well, put in the AI groups leader something like

AIgroup1 = this

and then you get gblAllTargets = [Player] + units AIgroup1

You can do this with as many groups as you like smile_o.gif

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I'm sorry, so I when inserting groups of soldiers (on either the West or Resistance) I'd put "AIgroup1 = this" in the leader's init field? And then "gblAllTargets = [Player] + units AIgroup1" in the game logic init field? Thanks

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Yes. But of course you have to use AIgroup1, AIgroup2, AIgroup3 and so on.

If you add too many gblAllTargets at once, the Zombies are less effective. As gblAllTargets is just an array, you can always add and remove targets to avoid this.

Defining first targets:

gblAllTargets = [Player] + units AIgroup1

Adding more targets (AIgroup2) later in mission:

gblAllTargets = gblAllTargets + units AIgroup2

Remove Player from targets (AIgroup1 and AIgroup2 remain targets):

gblAllTargets = gblAllTargets - [Player]

Remove AIgroup1 from targets (Player and AIgroup2 remain targets):

gblAllTargets = gblAllTargets - units AIgroup1

Clearing gblAllTargets at once:

gblAllTargets = []

It's pure array handling all the time. You can find some more infos about arrays in the comref and at ofpec.

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Thanks for the help Trapper, that really helps after trying it the first way. On one of the modes at least the zombies weren't doing any damage to some of the units (as you mentioned), yet when I found myself cornered they made quick of me. Now all I have to do is try and find some of the sound f/x packs.

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if anyone is interested in helping me makea zombie mod/ off of this mod....It will just consist of maps...i could really use good scripters...I have the story line and a bunch of the maps laid out...just suck at scripting alot of things.. even trapper if you are interested in helping me out drop a line here..thanks..

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hey

i was just wondering if it is possible to have units from other mods resurrecting? I used to play with this mod ages ago and i'm sure it worked before but now any non-standard units just stay dead huh.gif

...

Thanks

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