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MiG2003

Operation Farmland Mod

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Love the new models and sounds! smile_o.gif Was though which game logic do I insert so the zombies attack not just the player and its group, but other units as well. Say if I have my squad as well as several other npc squads on the map how do I get it so the zombies attack all units on that side (whether it's West or East). Thanks

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Love the new models and sounds!  smile_o.gif Was though which game logic do I insert so the zombies attack not just the player and its group, but other units as well.  Say if I have my squad as well as several other npc squads on the map how do I get it so the zombies attack all units on that side (whether it's West or East).  Thanks

Make a trigger, repeatedly, activated by west

in the on actvation field type

gblalltargets = thislist

and place an easy/medium/hard game gamelogic smile_o.gif

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Apart the zombie knowwing where you are what else could be done with the zombies? Because i think right now they are the best.

There's plenty that can be done with the zombies..

My line of thinking was that zombies can "smell" you by using the following scripts (in pseudocode):

EmitSmell.sqs

lp:

smells = [];

foreach unit in gblAllTargets

smells = smells + [unit]

next

~5

goto lp

MoveZombie.sqs

Find a target zombie knows about

If no targets known about then

Find nearest smell from smells[] array

Move to it

end if

And that's it!

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so the new ressurect dead units script i can make say delta force dudes when killed ressurect as zombies after a certain time? biggrin_o.gif

Zombie who can smell you out would be really great. Maybe in Arma you can make Zombies trash down or open doors in a loud way and go into houses and attack people there tounge2.gif

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Apart the zombie knowwing where you are what else could be done with the zombies? Because i think right now they are the best.

There's plenty that can be done with the zombies..

My line of thinking was that zombies can "smell" you by using the following scripts (in pseudocode):

EmitSmell.sqs

lp:

smells = [];

foreach unit in gblAllTargets

smells = smells + [unit]

next

~5

goto lp

MoveZombie.sqs

Find a target zombie knows about

If no targets known about then

   Find nearest smell from smells[] array

   Move to it

end if

And that's it!

wouldnt it be easier to increase their hearing ability? that way it could still detect enemies without seeing them? huh.gif

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Maybe in Arma you can make Zombies trash down or open doors in a loud way and go into houses and attack people there  tounge2.gif

lol john matrix, you are as crazy as i am. Zombie attacking in a house could be fun. wink_o.gif

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wouldnt it be easier to increase their hearing ability? that way it could still detect enemies without seeing them? huh.gif

The zombies don't detect enemies the same way as normal solders, it can be eating you and still not know about you in the traditional OFP sense

(although, admittedly it is quite unlikely)

(Is he John Matrix? wow_o.gif )

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(Is he John Matrix? wow_o.gif )

Not yet but soon biggrin_o.gif

2 Questions,

1: I was wondering what island do you guys play the most with the zombies?

2: I saw on a video that theres a addon that make some kind of fog atmosphere but i can't find it. Please help

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I would REALLY like to make the zombies only attack people they can see (know about)...

If someone would be so kind as to give me an idea how to do that, I would be eternally gratefull biggrin_o.gif

no matter what I try, the zombies keep running directly to the closest living as soon as they spawn (no matter how far away it is)

I want to make them roam around like...well, like zombies, attacking only those that cross their paths.

Any help will be met with extreme gratitude.

(excellent mod, by the way)

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I play on Malden alot with Zombies, mainly because its my favorate island though not for logistical reasons. smile_o.gif

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Commando84 having zombie attacking in a house its possible wink_o.gif   On farmland island there's a big house somewhere and the zombies did enter inside lol I even use some sound effects from night of the living dead and its like if i was in the movie. really cool actually.

I will problably make a little video.

sad_o.gif Yikes is Fraps good for capturing video because for only 30 second my video is 69mb lol

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That's very uncompressed. My 5 minutes video is 18mb. tounge2.gif

Quote[/b] ]2: I saw on a video that theres a addon that make some kind of fog atmosphere but i can't find it. Please help

It's just heavy fog. wink_o.gif

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maybe i'll release a small mission tonight or tomorow with the zombies on the flooded ocean island, its a Mp mission so it will work best if you are at least people playing it.

But it will feature policie pack and zombies and jam soldiers and also trying to figure out if i should add some fire truck or something in the mess. but addons only seen once in a mission could be a bit wasted maybe. tounge2.gif anyways the mission has one dude as a spy and 2 dudes as police men and then 4 dudes as soldiers.

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FML_HP3_slow_Zombie3 is the unit.

The script I use is:

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

"FML_HP3_slow_Zombie3" CreateUnit [getpos _location,_location,"",1,"PRIVATE"]

_location has to be a unit aswell. wink_o.gif If you call him "Spawn1

" his init should be: [spawn1] exec "spawn.sqs"

FML_HP3_slow_Zombie1

to

FML_HP3_slow_Zombie11

and

FML_HP3_slow_Zombiewoman1

to FML_HP3_slow_Zombiewoman5

and

FML_HP3_slow_skullhead

FML_HP3_slow_skeleton

work also with fast

But what is the code for prostitute zombie?

FML_HP3_slow_prostitute and FML_HP3_slow_zombieprostitute dont work.

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wouldnt it be easier to increase their hearing ability? that way it could still detect enemies without seeing them?  huh.gif

The zombies don't detect enemies the same way as normal solders, it can be eating you and still not know about you in the traditional OFP sense

(although, admittedly it is quite unlikely)

(Is he John Matrix? wow_o.gif )

I was assuming that there would be a simple knowsabout check to check if the zombie knows his target wink_o.gif

(zombie gets target assigned by script->knowsabout check (which would be easily passed with improved ability, if it fails assign new target)->zombie attacks)

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Hi guys i was thinking of releasing some more zombie faces to use on the pack i have several still on my hard drive , i would also like to improve the actual model graphics when i get chance , if people would would like?

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Oh nowonder you got it wrong, I missed a 't' in the config. tounge2.gif

Hehe, but now it works smile_o.gif

The zombies are very hard to kill, but if they are all slow it isn't so bad. In fact it is great this way. Sometimes i put a fast one in between.

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the fast ones have a strange manner of moving their arms while running , it is like they are dancing the "mambo" tounge2.gif

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will you replace that punch animation? smile_o.gif

for example in Half-Life zombies have nice attack anims,maybe you can use it as an example smile_o.gif

Yeah,I know its lot of things,you cant make everything

BTW:Sry for my bad english

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and the HP3 pack isnt compabile with ROFL addon(it crashes if you try launch the editor with zombie dog)

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