Gorgi Knootewoot 0 Posted August 9, 2006 Rofl, and i thought i was the only one checking every hour this thread. Happy birthday zombie1 Share this post Link to post Share on other sites
Commando84 0 Posted August 9, 2006 sometimes i check the forum every 5th hour espeically days when there is little or nothing better to do Share this post Link to post Share on other sites
Zombie_Mod 0 Posted August 10, 2006 Right, those zombies in the pics 3 pages or so ago just don't scare me. Thats not an insult to the authors, I just think I can up the gore! So without further ado, I gotta get my hands on these new zombies and do some textures, I got so many ideas my brain hurts  PS: On the farmland page their movie ROCKS I cannot WAIT to get back to the texturing, and even the sound pack stuff too, I got loads more zombie related moans and screams, its unreal Share this post Link to post Share on other sites
DarkTerritory3 0 Posted August 10, 2006 Maybe not in the right forum but almost, how do i use jason voorhees? I put fmlvoorhees.pbo in the resistance addon folder but i can`t find it in the editor. ok nevermind found it. Share this post Link to post Share on other sites
zombie1 0 Posted August 11, 2006 The pack isn't just zombies. Share this post Link to post Share on other sites
mattxr 9 Posted August 11, 2006 Sweet!  I now see a town hit bye a nuke 10 years later one man advetures back to find.. dun duunn duuuuuun - Zombies  those damaged cars are great. Share this post Link to post Share on other sites
Commando84 0 Posted August 11, 2006 great with the damaged cars! any chance for a ambulance or some emergency type of vehicles sometime? I knew there was a mod doing some of that stuff but i don't know if they are alive still. Share this post Link to post Share on other sites
mattxr 9 Posted August 11, 2006 in the mean time, while we are waiting where is the best zombie pack out to date? i feel like making tonnes of zombie missions and releases them while im in the apocolipic theme. Share this post Link to post Share on other sites
zombie1 0 Posted August 11, 2006 Hmm, I'd think it'll be this... Share this post Link to post Share on other sites
mattxr 9 Posted August 11, 2006 the zombies dont attack me.. nevermind ill wait Share this post Link to post Share on other sites
Gorgi Knootewoot 0 Posted August 11, 2006 After watching the movie and now the wrecked cars... I CANT WAIT :P Share this post Link to post Share on other sites
Commando84 0 Posted August 11, 2006 i know this is a bit ot but igot my hands on a zombie spawn script and wanted to test the thingy but i can't get it to work, anyays here's the script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">This will spawn 12 zombies a given location Quote _A = 0 _trig=_this select 0 _zombiegroup=_this select 1 #HardAttack _A=_A+1 _zombiesIwannaspawn = ["zombieex1", "zombieex2", "zombieex3", "zombieex4", "zombieex5", "zombieex6", "Zombieexwoman1", "zombieexwoman4", "zombieexwoman3", "zombieex7", "Zombieex8", "Zombieex9"] _y = 0 #loop ? _y >= count _zombiesIwannaspawn: exit _u = _zombiesIwannaspawn select _y _u CreateUnit [getpos _trig, _zombiegroup] ~1 _y = _y + 1 goto "loop" Place this in a .sqs file, call it spawn.sqs or what ever you like and place it in your mission directory. Then the simplest way to activate this would be by placeing a trigger, activated by who ever you want. place in the on activation field [Zombiegroupname,Triggername] exec "scriptname.sqs" Zombiegroupname = The name of a unit on the map, id recomend that you place a unit thats the enemy to what ever side the player is on. Place the unit on a far off island and name him Zombiegroup1 or what ever you want. Trigger name=name of the trigger Scriptname.sqs = the name of the .Sqs with the code in ive given you. I am presumeing that you are useing the Unified zombie mod correct? Other notes: Useing this you cannot spawn more then 12 zombies at a time useing only one zombiegroup (due to OFP having a 12 units per squad limit). If you want to spawn more in a trigger simply put [zombiegroupname1,triggername] exec "spawn.sqs";[zombiegroupname2,triggername] exec "spawn.sqs";ect... Make sure to place more Units on a far of island with Zombiegroupname1,2,3,ect.. i have a ast soldier outside the island in a boat named zombie1 and then i have a trigger with [Zombiegroupname,Triggername] exec "scriptname.sqs" where zombiegroupname is the name of the east soldier outside the island and the trigger name is the name of the trigger the west walks into, and i got the zombiespawn.sqs in my mission folder. Any1 in the zombie mod wanna help me out? I could just throw in 10-20 groups of zombies but it would get to laggy i think Share this post Link to post Share on other sites
Texas-Ranger 0 Posted August 11, 2006 wow awsome when are they comin out Share this post Link to post Share on other sites
j w 0 Posted August 11, 2006 Farmland mod addons will be released when... When they're ready. Share this post Link to post Share on other sites
mattxr 9 Posted August 12, 2006 is it possible to do another video lol cos the one you made was GREEAT!! Share this post Link to post Share on other sites
j w 0 Posted August 12, 2006 Gonna get my filthy hands on Farmland stuff and make some random phootage.. but that will be in a week or so... Share this post Link to post Share on other sites
DarkTerritory3 0 Posted August 12, 2006 If there is one can anybody give me the thread about jason voorhees? I got a simple question about it. He takes long before starting to move and or won't move at all until i'm 1 meter away from him. Share this post Link to post Share on other sites
zombie1 0 Posted August 13, 2006 Never seen that before... If anyone wants to do voices for FML campaign contact me on msn at somealien@hotmail.com. Please do! I only have 7 contacts. Share this post Link to post Share on other sites
j w 0 Posted August 13, 2006 If there is one can anybody give me the thread about jason voorhees? I got a simple question about it. He takes long before starting to move and or won't move at all until i'm 1 meter away from him. Happens to me to, but one time, he started his anim and started running towards me with his chainsaw in the air. But all the sudden, he stopped and the anim restared (he was starting the chainsaw again, that is). I will ask maccollo about this, I think he knows... Share this post Link to post Share on other sites
mattxr 9 Posted August 13, 2006 Hey Zombie i added your msn [voices] Im getting ready for my Zombie Campaign such as setting up the sets, and everything will be ready just to insert the zombies and some other things Share this post Link to post Share on other sites
NeMeSiS 11 Posted August 13, 2006 i know this is a bit ot but igot my hands on a zombie spawn script and wanted to test the thingy but i can't get it to work, anyays here's the script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">This will spawn 12 zombies a given locationQuote _A = 0 _trig=_this select 0 _zombiegroup=_this select 1 #HardAttack _A=_A+1 _zombiesIwannaspawn = ["zombieex1", "zombieex2", "zombieex3", "zombieex4", "zombieex5", "zombieex6", "Zombieexwoman1", "zombieexwoman4", "zombieexwoman3", "zombieex7", "Zombieex8", "Zombieex9"] _y = 0 #loop ? _y >= count _zombiesIwannaspawn: exit _u = _zombiesIwannaspawn select _y _u CreateUnit [getpos _trig, _zombiegroup] ~1 _y = _y + 1 goto "loop" Place this in a .sqs file, call it spawn.sqs or what ever you like and place it in your mission directory. Then the simplest way to activate this would be by placeing a trigger, activated by who ever you want. place in the on activation field [Zombiegroupname,Triggername] exec "scriptname.sqs" Zombiegroupname = The name of a unit on the map, id recomend that you place a unit thats the enemy to what ever side the player is on. Place the unit on a far off island and name him Zombiegroup1 or what ever you want. Trigger name=name of the trigger Scriptname.sqs = the name of the .Sqs with the code in ive given you. I am presumeing that you are useing the Unified zombie mod correct? Other notes: Useing this you cannot spawn more then 12 zombies at a time useing only one zombiegroup (due to OFP having a 12 units per squad limit). If you want to spawn more in a trigger simply put [zombiegroupname1,triggername] exec "spawn.sqs";[zombiegroupname2,triggername] exec "spawn.sqs";ect... Make sure to place more Units on a far of island with Zombiegroupname1,2,3,ect.. i have a ast soldier outside the island in a boat named zombie1 and then i have a trigger with [Zombiegroupname,Triggername] exec "scriptname.sqs" where zombiegroupname is the name of the east soldier outside the island and the trigger name is the name of the trigger the west walks into, and i got the zombiespawn.sqs in my mission folder. Any1 in the zombie mod wanna help me out? I could just throw in 10-20 groups of zombies but it would get to laggy i think  can you tell me WHAT doesnt work? does it give an error? It looks like a script i made some time ago, but with some changes (ill look at it later, im a bit dizzy after a 11 hour car trip ) Share this post Link to post Share on other sites
zombie1 0 Posted August 14, 2006 HP3 will include spawners, 6 different types. Quote[/b] ]Hey Zombie i added your msn [voices] Hey that's great. I'm on 56k so I'm not always on msn. Share this post Link to post Share on other sites
D.murphy man 0 Posted August 14, 2006 i know this is a bit ot but igot my hands on a zombie spawn script and wanted to test the thingy but i can't get it to work, anyays here's the script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">This will spawn 12 zombies a given locationQuote _A = 0 _trig=_this select 0 _zombiegroup=_this select 1 #HardAttack _A=_A+1 _zombiesIwannaspawn = ["zombieex1", "zombieex2", "zombieex3", "zombieex4", "zombieex5", "zombieex6", "Zombieexwoman1", "zombieexwoman4", "zombieexwoman3", "zombieex7", "Zombieex8", "Zombieex9"] _y = 0 #loop ? _y >= count _zombiesIwannaspawn: exit _u = _zombiesIwannaspawn select _y _u CreateUnit [getpos _trig, _zombiegroup] ~1 _y = _y + 1 goto "loop" Place this in a .sqs file, call it spawn.sqs or what ever you like and place it in your mission directory. Then the simplest way to activate this would be by placeing a trigger, activated by who ever you want. place in the on activation field [Zombiegroupname,Triggername] exec "scriptname.sqs" Zombiegroupname = The name of a unit on the map, id recomend that you place a unit thats the enemy to what ever side the player is on. Place the unit on a far off island and name him Zombiegroup1 or what ever you want. Trigger name=name of the trigger Scriptname.sqs = the name of the .Sqs with the code in ive given you. I am presumeing that you are useing the Unified zombie mod correct? Other notes: Useing this you cannot spawn more then 12 zombies at a time useing only one zombiegroup (due to OFP having a 12 units per squad limit). If you want to spawn more in a trigger simply put [zombiegroupname1,triggername] exec "spawn.sqs";[zombiegroupname2,triggername] exec "spawn.sqs";ect... Make sure to place more Units on a far of island with Zombiegroupname1,2,3,ect.. i have a ast soldier outside the island in a boat named zombie1 and then i have a trigger with [Zombiegroupname,Triggername] exec "scriptname.sqs" where zombiegroupname is the name of the east soldier outside the island and the trigger name is the name of the trigger the west walks into, and i got the zombiespawn.sqs in my mission folder. Any1 in the zombie mod wanna help me out? I could just throw in 10-20 groups of zombies but it would get to laggy i think can you tell me WHAT doesnt work? does it give an error? It looks like a script i made some time ago, but with some changes (ill look at it later, im a bit dizzy after a 11 hour car trip ) Heh, i was looking at it and though it was a script that I made some time ago Actully I have a zombie spawn example mission if you want me to send you that commando84? Share this post Link to post Share on other sites