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MiG2003

Operation Farmland Mod

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Scott: I've been away several months and i don't know if that feature was implemented by Zombie1. There are several types of Zombies and they should cause differente dammage in vehicles, too. Well, the regular zombies in my oppinian should cause small dammage cause they are just dead bodies. I thing we should find a way of disagregate their putrefacted bodies in such an impact, on even when shoted in different parts of the body (that small research interests me). With the mutated zombies it should be different. I think they should cause severe dammage on light vehicles.

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agreed mig.. it all sounds too exciting smile_o.gif i hope all goes well for u guys smile_o.gif

its funny when im writing this post im listerning too a Rob Zombie song tounge2.gif

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Many. We also don't just have zombies, there will be other.. Creatures, so to speak...

JW

wink_o.gif

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im curious what other type of creatures , do they have to do with zombies whistle.gifwhistle.gif , why dont you guys release a beta , please .... notworthy.gifnotworthy.gif

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Well, I'm trying to tell Dave they're as good done, but he wants the weapons, etc released at the same time... goodnight.gif

EDIT: These fast zombies are great at long distance.

My big brother running away from a bunch of them after I died: tounge2.gif

brendanrunningawayfromzombiesyr8.jpg

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hahah omg you can't outrun them with your rifle on the back! rofl.gifbiggrin_o.gif If you don't got some special script for that maybe?

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What modifications have been made to the zombie mod scripts for this new mod?

I'm just wondering, if you haven't changed them much, I could add new stuff, I reckon now everyone has faster PCs with 1gb of memory (for ArmA) maybe I can add new ideas to the scripts.

I say, MAYBE. It's been a while since I wrote a script.

The zombies following people by "smell" is definitely do-able now IMHO. It will get rid of that magical "they always know where you are" problem, and allow players to hide.

yay.gif

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What modifications have been made to the zombie mod scripts for this new mod?

I editted the scripts a bit. A few things: You can't run through a big group no more, you'll probably die. Added in some nice blood scripts. More... wink_o.gif

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I still hope for some _z knowsabout _t check combined with some random walkaround thingy, otherwise i have to do it myself again.. tounge2.gif

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Why not just use a trigger for west/east/civilian/res (not anyone or the zombies will attack themselves :P ) and set it to "detacted by east, and have "GBLalltargets = thislist"

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Why not just use a trigger for west/east/civilian/res (not anyone or the zombies will attack themselves :P ) and set it to "detacted by east, and have "GBLalltargets = thislist"

Then they suddenly know about everyone wink_o.gif

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Yes, they can smell their way to human flesh.

Especially bleeding human flesh... whistle.gif

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There is slow zombies... Slow braindead thingies, you know. But also there is fast zombies. And with fast, we mean fast, they run even faster then you. So tactics and firepower is vital when going against fast zombies. Also, zombie dogs will be included in HP3 biggrin_o.gif

Then ofcourse, there is other things, but I won't tell you all the stuff right now wink_o.gif

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ohh dark suprises await in the islands of everon and others tounge2.gif

can't wait to see how the zombie dogs will be like, if they run faster than slow zombies or not and how much harder it will be to hit them face 2 face tounge2.gif

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