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NeMeSiS

Zmod (Crappy Zombie Mod)

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Well first of all, this isnt really anything special, its just the undead models that came with the game with a different config and a quite simple script slapped together. But as there are always people who like to play around with stuff like this i decided to share it for those interested as it might take a while before we will see a decent zombie mod (As Zombie_Mod said he wouldnt do it for ArmA).

Zombies can be found on the resistance side under NeM - Zombies, just drop em in the editor and they will automaticly attack any enemy they see

Pro's:

+plug and play

+THEY ARE ZOMBIES!

+walk around randomly when not attacking anyone (If you want them to attack someone specific, reveal the target to the zombie, sometimes quite a useless 'feature' )

Con's:

-Some bugs (They attack choppers/tanks/etc just as much as infantry, probably fixable by the mission editor if he sets the vehicle to the civilian side)

-.SQS (Instead of .FSM, which i might do later, i find .sqs easier to edit)

-Detection needs tweaking

As this is far from finished/special i would prefer if other people wouldnt host it, if it ever needs to be reuploaded people can just PM me.

http://rapidshare.com/files/16453854/NeM_Zombies.rar.html

Future versions may feature:

-.SQF Version

   -Completely done by charonos thumbs-up.gif

-Moaning

   -Concept implented (Thanks charonos for the sounds thumbs-up.gif )

-Zombies being able to infect non infected units

   -Concept implented (Not implented (yet?) in latest internal version)

-Lower armor values

   -improved

-Detection

   -removing bugs

*add request*

Things im wondering about if they should be added:

-Zombies who dont always know where you are (Its in the old version, not in the new version due the new detection system, still got some ideas about how it could be added again)

-Zombie scripts 'editable' from the mission editor (damage, speedmode, ...)

Things i dont want to think about yet but certainly want to include someday:

-More zombie types

*add request*

Things i definitely dont want to add:

*add request*

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notworthy.gif  Nice one ofpforum m8!  notworthy.gif

It was time for some more descent zombies wink_o.gif

Great name btw  rofl.gif (Come by for some coop btw tounge2.gif)

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LoL.. i never played that zombie things with OFP and i always thought: Why are all yelling for zombie Addons.. but its fun to have hundreds of Zombies and fight them with PKM, BRDM and Shilkas biggrin_o.gif

Nice one :> And i love their behaviour as it is now.. except of the thing that they lie down when they see an enemy

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Nice one :> And i love their behaviour as it is now.. except of the thing that they lie down when they see an enemy

What? They shouldnt as their behaviour is set to careless and when i tested they only laid down when wounded, oh well, its fixable after patch 1.5 for ArmA wink_o.gif

Quote[/b] ]Come by for some coop btw

Oh i will definitely drop by some time when im less busy with school (this was made in a couple of hours spread over several days)

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Oh i will definitely drop by some time when im less busy with school (this was made in a couple of hours spread over several days)

Nice m8, damn school smile_o.gif

Ill soon try the zombs with DAC, thats always hilarious biggrin_o.gif

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Well.. i placed them on rahmadi, few meters from my eastern troops away and they first hit the dirt, stood up again and ran to the enemies. Without any waypoints or so.

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Well.. i placed them on rahmadi, few meters from my eastern troops away and they first hit the dirt, stood up again and ran to the enemies. Without any waypoints or so.

Tried adding a waypoint to a zombie and then changing the behaviour in the waypoint to careless (or how was it called in editor terms?)?

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Maybe it was the default AI behaviour before the script kicked in, should be fine as long as they dont go up and down after 3 seconds after the mission started..

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For the first zombie attempt for arma its not bad, they are very playable, with a little imaginazion.

now I remembered someone in this forum mention that he got the zombie scripts from ofp to work, I can't find it again but I just wanted to know that someone might know a little about zombies out there.

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Well first of all, this isnt really anything special

CZM demo part 1

Ah, should have made a search for CZM first..

Oh well, in that case i rename the mod to:

ZMoD! (Zombie Mod of DOOooooOOooOOooOOm! )

Quote[/b] ]now I remembered someone in this forum mention that he got the zombie scripts from ofp to work, I can't find it again but I just wanted to know that someone might know a little about zombies out there.

Zombie_mod's last comment here didnt give me any hope of help from his side. confused_o.gif

Anyway: Would people be interested to see other units (civilians/soldiers, damaged and undamaged)? I also thought about making things optional (damage done by zombies, speedmode, ...) but it would lose the easy/fun 'plug and play' stuff, which i (and i assume most people) use zombies for.

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EDIT:

Future versions may feature:

*add request*

Zombies being able to infect non infected units! inlove.gif

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You defenitly need to make them able to attack civies.

I'm also missing some moaning, and try and make them do so by them selves, in the first zombie addons for ofp you needed to make every single zombie moan by typing something in the init line, thats a little anoying of you got a lot of zombies.

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You defenitly need to make them able to attack civies.

I'm also missing some moaning, and try and make them do so by them selves, in the first zombie addons for ofp you needed to make every single zombie moan by typing something in the init line, thats a little anoying of you got a lot of zombies.

Attacking AI's on the civilian side isnt really possible with my script, however if you put/group/edit/whatever the civilians to east/west the zombies will attack them. (which is very easy to do)

Moaning wouldnt be very hard to implent (with specific attack/found target/random walkaround moans if neccesary) if i had sounds and knew how to convert/config them. But it would definitly add to the athmosphere so i will look into it next week! (Next week im free so ill have quite alot of time to waste on this tounge2.gif )

Quote[/b] ]Zombies being able to infect non infected units!

Good idea thumbs-up.gif

EDIT: Added it, still needs some fixing (they dont have the same armor values as the zombies, and are dead in 1 shot, now i have to decide if i give them a nice eventhandler or reconfig all the original units as zombies whistle.gif )

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you might also consider making them slightly less crafty, its almost impossible to kill one zombie alone, a crowd is totaly impossible, the perfect zombie like kill would be that only a shot to the head is deadly.

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If you see the flesh, it's already too late...Zombies are always appreciated smile_o.gif thanks ofpforum!

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Small update:

I added some zombie sounds ((attack and hit sounds) Thanks to charonos), infection (when someone dies they come back, still concept version), improved the armor values and improved the detection a bit (got rid of some bugs/annoyances), however,

when im using alot of zombies (say, 300+), a certain amount of zombies wont move (often enough) and stand still most of the time instead of running to their targets, even though i barely have a FPS drop the scripts seem to have problems when executed too often. The zombies who were placed last in the editor seem to be affected the most by this, im not sure how to counter this effect as it doesnt seem to happen when im using a low amount of zombies. confused_o.gif

If anyone else can confirm/recreate this i would be grateful. thumbs-up.gif

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I noticed that a lot of the zombies are not attacking when stacked to tight, it helps to spread them over a larger area, but yeah its a little anoying, but zombies are supposed to be stupid right.

looking forward to your update this is great stuff, I also have a little suggestion, I don't know if this is possible or not, but it seems a little odd that the soldiers are laying down when attacking zombies, if there is any way to change it tot make them stand, it would be a nice add to the zombie mod.

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Im unsure if you know this but CZM is taken for "Conflict Zone Mindanao".

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@Jahve : Read the whole thread

Quote[/b] ] Ah, should have made a search for CZM first..

Oh well, in that case i rename the mod to:

ZMoD! (Zombie Mod of DOOooooOOooOOooOOm! )

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I loooooved zombies for OFP... Great addition, in my opinion, and it makes for a very nice change in mission theme.

Too bad you can't make addons call silent. I mean : imagine launching a normal mission you downloaded and then, without knowing it, it turns into a zombie mission. Gniark gniark gniark

Malick

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