NeMeSiS 11 Posted February 21, 2007 Where do you install the .pbo file? http://community.bistudio.com/wiki/Addons Quote[/b] ]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 Well, you could pull the scripts out of the PBO and call them from the mission editor, you just have to change the paths. The next version is supposed to have a decent targeting system (works kinda in a similar way the the OFP version by zombie_mod did), it kinda works, there are still some bugs to iron out but its currently in a better state then first version was. (i got some great help from charonos, he really pulled me trough ) If it works good enough i hope i can release it, after that it will probably become a .fsm or a .sqf, which makes we want to cry, messing around with .sqs is actually more then my brain can handle EDIT: See first post for a messy scheme of what is being worked on.. Share this post Link to post Share on other sites
DaRat 0 Posted February 21, 2007 Hey, I wonder if you could get a mirror up somewhere other than rapidshare? Rapidshare wont work for me and I'd love to give this a try (I know you said you didn't want to, so don't worry about it if you dont want to) Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 21, 2007 http://files-upload.com/111716/NeM_Zombie1s.rar.html There you go Share this post Link to post Share on other sites
DaRat 0 Posted February 21, 2007 Thanks alot man!  EDIT: File not found  I'll try again a little later  EDIT2: Still not found Share this post Link to post Share on other sites
Eddie Haskel 0 Posted February 22, 2007 So cool, FINALLY some Z's in the game! And I have a 3 day weekend starting tomorrow! Gonna have some fun! Keep up the great work! Share this post Link to post Share on other sites
casum 0 Posted February 22, 2007 Great mod! We've been playing a coop mission I created with this zombie mod and it's great fun securing a city from the walking dead. Share this post Link to post Share on other sites
Commando84 0 Posted February 22, 2007 dude you have any pics of the stuff? Share this post Link to post Share on other sites
canis lupus 20 Posted February 22, 2007 is there two versions out yet, I noticed that the link at files-upload has a different filename than the one I downloaded, I can't get the file it keeps giving me an error message. Share this post Link to post Share on other sites
DaRat 0 Posted February 22, 2007 Still can't download I'll wait for the next version with groans etc Any estimate on a release? Share this post Link to post Share on other sites
Deadeye 1 Posted February 22, 2007 Just tested them. Good job. I'm looking forward for the futur releases @rat : take this one : http://deadeye.pytalhost.com/Addon/NeM_Zombies.rar Share this post Link to post Share on other sites
DaRat 0 Posted February 22, 2007 Huzzar! Cheers man, going to try it out Share this post Link to post Share on other sites
urbanwarrior 0 Posted February 22, 2007 zombie mod is great! hard as hell to kill but setting up 10 m240's at one end off a road and 25 zombies at the other usually does the trick, allthough the last few always drop 5 feet away from my lines. Keep us updated with any updates. one thing i would change would be the amount of damage they can take, i tried setting up a town with them but even with 10 guys if we meet 3 zombies it just turns in 2 a blood bath with the ai going mental and causing friendly fire! but yeah, brilliant addon, a classic, defo Share this post Link to post Share on other sites
Timblesink 0 Posted February 22, 2007 Personally, I think the new attack animations are better than the old OFP ones... But that's just me. Lubz t3h z0mbeez! Share this post Link to post Share on other sites
dmarkwick 261 Posted February 23, 2007 Congratulations on a great initial addon it's inspired me to resurrect an idea I was kicking around some years back. In the summer I'd like to try my hand at zombie logic routines. I did have some rather nice logic worked out that was due to be coded into a fledgling game release but it all got called off. Unfortunately I lost the pseudo code in the site shutdown but it shouldn't take too much to come up with again. Although I like these zombies, my zombies will be more like the 1978 Dawn Of The Dead zombies, where numbers and penetration make the game a tense affair. The below shot showed me that the ArmA engine can handle lots of zombies, I got about 200 on-screen with no slowdowns in SP, with simpler models and slower logic (slow zombies only need slow logic) and an urban environment I should get quite a crowd going Share this post Link to post Share on other sites
DaRat 0 Posted February 23, 2007 Terrifyingly brilliant!! Very well done man, I absolutely adore this addon I shat myself the first time I saw them sprinting towards me! Reminds me of 28 days later where the infected are running mindlessly across a field towards a military base 9/10 (only because they don't have sounds yet) Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 23, 2007 is there two versions out yet, I noticed that the link at files-upload has a different filename than the one I downloaded, I can't get the file it keeps giving me an error message. No, my desktop is a mess, when i have another version which i place also at my desktop i just rename the first file by adding a random letter/number in the name somewhere @DMarkwick, nice, i guess lower LODs is the key, my old .sqs version never gave me any performance problems as long as i didnt look at all the zombies, now charonos sent me a .sqf version, which is also more efficient then my original idea ( ), i guess the only way to allow more zombies is uglier models.. I tested slow zombies for a while, but IMO those were too easy to defeat, as ArmA is mostly open plains/cities its quite easy to see them comming and either kill them or run away before they are close to you. Share this post Link to post Share on other sites
dmarkwick 261 Posted February 23, 2007 @DMarkwick, nice, i guess lower LODs is the key, my old .sqs version never gave me any performance problems as long as i didnt look at all the zombies, now charonos sent me a .sqf version, which is also more efficient then my original idea ( ), i guess the only way to allow more zombies is uglier models.. I tested slow zombies for a while, but IMO those were too easy to defeat, as ArmA is mostly open plains/cities its quite easy to see them comming and either kill them or run away before they are close to you. Yeah my "previous" version was much more of a FPS game, more like HL2 sort of intimacy, with objects, close streets etc. I've a feeling you may be right, for the slower zombies to work there'd have to be many hundreds all around, although I'd still like to see it. Perhaps I'll make a version that is toggleable fast/slow, with many slow or fewer fast zombies. I'm not seeing any slowdowns with 200 zombies onscreen, and in fact I have some FRAPS footage of satchel-charging all 200 zombies, and apart from a 2-second pause on ignition there's not much slowdown. Very impressive in fact. They all got blown a few hundred yards in a fan formation, I got footage of wandering through the carnage afterwards as well. I'll try & youtube some of it. Oh, and also, the first time I satchel-charged them I only got most of them, not all of them. The remainder came after me but I was on the roof of a disused factory warehouse. Guess what - they followed me up. Not all the way up to the top - just as far as the stairs could get them. Gave me a big fright, it was quite close to a nightmare I had many years ago Share this post Link to post Share on other sites
sniper pilot 36 Posted February 23, 2007 the funnest mod out there.... The only one infact... Share this post Link to post Share on other sites
Rattus 0 Posted February 23, 2007 They do climb up ladders too which I found out the hard way ^^ anyone willing to share his missions containing these zombies? As I have only very rudimentary mission editing skills, I'd really appreciate it. Share this post Link to post Share on other sites
Commando84 0 Posted February 24, 2007 hhahaha lol ladder climbing zombies! omg these has to be way more dynamic than the old zombies for ofp then Can't wait to get my friends to get arma and we can have some zombie counter coop i think i just named a new game type... Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 24, 2007 hhahaha lol ladder climbing zombies!  omg these has to be way more dynamic than the old zombies for ofp then  Thanks BI for that, not me EDIT: The targeting system you people are currently using is so primitive that im almost ashamed i released it Share this post Link to post Share on other sites
Dr. Mojo- PhD 0 Posted February 24, 2007 The targeting system works perfectly for zombies, actually. I gotta say I modified your zombies slightly (I put them on opfor as well as resistance, which is great if you set resistance to be friendly to east since you can create huge groups of 10-20 zombies and still have 288 of those groups! I think coupled this with the armed civilians mod, stuck in the best looking civilians on blufor, and set the zombies on SLA and RACS doing Urban Patrol with Kronzky's awesome Urban Patrol script. Now I've got zombies shambling around the cities slowly until they see a target, wherein they flip out and run. These three things work together so well that it's unbelievable. The only thing I can recommend changing is 1) default the zombies to all sides so that anybody can use them and change the display names so that instead of showing as Zombie1, 2 -- they just show as Zombie. For some reason having survivors being able to differentiate between lumps of rotting flesh seems a little strange (I've already done this on my modified vers., right now I'm tweaking the display names for Armed Civs and BLUFOR to get the US soldiers to show as Guardsman and the civvies to show as Survivor). Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 24, 2007 The targeting system works perfectly for zombies, actually. Not really, its unreliable (can take a while before it knows a target, supposed to be a bug with the nearestenemy command), buggy (zombies have problems with vehicles/persons in vehicles and sometimes they run after choppers while there are targets on the ground ), new system is a bit more heavy performance wise but i have much more control over the zombies and who they should attack (still need to make a new formula for that but thats a piece of cake). Share this post Link to post Share on other sites
Dr. Mojo- PhD 0 Posted February 24, 2007 They're zombies, they're not supposed to be smart. I love having the zombies swarm cars and whatnot. I've not tested it with choppers (zombies running after a chopper swinging wildly would be funny) but otherwise it's got the brainrot down. Just adopt the Microsoft mantra -- it's not a bug, it's a feature! Share this post Link to post Share on other sites