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Dawn of the Yomies

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Sorry when I mention yomies as the spawn name I meant "yomie_spawn".

I've set only a small spawn area so I would've thought that I should be able to see them. The Spawn area is situated right next to my player so that I can easily see if the zombies are spawning.

I'll check the view distance thing when I get home later.

Thank you for your swift response, your efforts are appreciated. I'll let you know if changing the view distance solves the problem.

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I've set only a small spawn area so I would've thought that I should be able to see them. The Spawn area is situated right next to my player so that I can easily see if the zombies are spawning.

I'll check the view distance thing when I get home later.

Thank you for your swift response, your efforts are appreciated. I'll let you know if changing the view distance solves the problem.

For testing purposes, you can try first setting the <span style='color:blue'>param1</span> to some lower value like 100, and then you can add <span style='color:blue'>setViewDistance 2500</span> at the end of the mission <span style='color:blue'>init.sqf</span> script.

That way the yomies will be spawned about 100m away, but because of the view distance set to 2500m later, you will be able to see them.

...but if you do this, then don't be surprised when you will see them being deleted when you leave the spawn area - then all yomies, belonging to this spawn area, will be deleted if they are more than 100 meters away from any player and if they are not chasing someone already.

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Thank you, that sorted it. biggrin_o.gif

Is it possible to have slow moving zombies like in Nem's mod? Or are these just the fast moving ones only? Not a problem either way, I'll be able to incorporate either into my mission.

Thanks again.

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Is it possible to have slow moving zombies like in Nem's mod? Or are these just the fast moving ones only? Not a problem either way, I'll be able to incorporate either into my mission.

Personally, i think that to have simple slow-walking zombie is useless, because you can outrun him so easily, it's not a challenge anymore and then it's not fun.

But of course i am not doing this for myself (then i wouldn't bother with publishing it), so i will be adding other types of zombies like the crawler, or the sloth (the slow walker), but i can't tell you when i do this, because i still think that there are some more important things to do.

<span style='color:brown'>btw. check the new "todo" section at my yomies website.</span>

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Where did you get the name "Yomie"?

Strange name, huh? smile_o.gif

It's on the website:

"Some time ago, back in the golden OFP days, when i was writing someone about my zombie addon, i made a typo - i wrote 'y' instead of 'z' because i forgot to change the keyboard characters layout ('z' and 'y' are swapped on the czech keyboard layout),

then i skipped the letter 'b', and the "Yomies" were born."

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Strange name, huh? smile_o.gif

It's on the website:

Ah, Ok. I admit that I never got much past the screenshots

on your website. The BIS "zombie faces" are strangely

compelling. They look like zombies, soldiers after serious

combat hell (in a real war), and any random passerby in

downtown Amsterdam on a weekend. smile_o.gif (ye gods I hate it

here)

It probably won't interest you to know that "yomin'" where I

come from in Scotland means "extremely decrepit and smelly".

The connection of "decrepit and smelly" with zombies was

what compelled me to ask.

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"extremely decrepit and smelly"
rofl.gifrofl.gif

I think that the name is appropriate then.

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Better sign up the trademark fast or Nestle will put out new crispy-cereals out with that name wink_o.gif

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Better sign up the trademark fast or Nestle will put out new crispy-cereals out with that name wink_o.gif

Well, if they do, then i make sure the world get to know what the word really means :-)

"extremely decrepit and smelly"

;-)

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Does anybody know how to make the zombies walk like this?

http://www.youtube.com/watch?v....search=

...in the comments it is said it's some sort of bug - so, it's not a new animation, but something which already is in ArmA - i want to use this "bug" and let some zombies walk like that.

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I cant seem to download the template after it says that ive received the file it gives me this error message

"The requested operation requires elevation"

anyone have an idea whats up with it?

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I cant seem to download the template after it says that ive received the file it gives me this error message

"The requested operation requires elevation"

anyone have an idea whats up with it?

welcome.gif to Vista... try disabling User Account Control (but be warned - it can be potentially dangerous, i won't recommend you to leave it disabled if you aren't really experienced user, but i must also say that simply having Vista on your computer is dangerous enough :-)) )

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found & fixed serious bug

Sample mission and basic template were update to v0.2.

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These yomies aren't working in my lan game. All I've done is used the template (tried both versions) and placed a "yomie_spawn" marker.

Notably, it works absolutely fine in the editor preview mode. Zombies chase and attack, but when I try it on a lan game, no success.

What am I doing wrong? Or are these not intended for online use?

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These yomies aren't working in my lan game. All I've done is used the template (tried both versions) and placed a "yomie_spawn" marker.

Notably, it works absolutely fine in the editor preview mode. Zombies chase and attack, but when I try it on a lan game, no success.

What am I doing wrong? Or are these not intended for online use?

I reported this bug to Sleeper last nite, as I was experiencing zombies just walking around, not attacking in multiplayer, but attacking in single player.

So, I think the new update fixed it Kamikaze.

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ive been using them online and its been working fine, Try and adding a Game logic into the editor and name it "Server", might be the reason why its not working.

Ive been looking at the scripts (no chance i understand any .sqf) but i got this message, and im sure this is the reason why Zombie sounds arent working:

errorny4.jpg

Thought id add that in, please reply what needs to be changed in the editor so i can do it.

Thanks mate keep up the good work!

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I'm still not able to get them to attack using either v1 or v2.

I've also tried the Gamelogic Server, but still no luck.

The zombies walk around but they won't attack anyone... I'm wondering if I'm setting up the spawns wrong.

1. I place a marker on the map,

2. ellipse it

3. name it "yomie_spawn"

4. in text: [50,'C',INFINITE]

Is that all right?

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ive been using them online and its been working fine, Try and adding a Game logic into the editor and name it "Server", might be the reason why its not working.
Whatever this bug is, there is no need for logic named "Server", the <span style='color:blue'>isServer</span> command is used instead (at least by the yomies addon/template/mission).
Ive been looking at the scripts (no chance i understand any .sqf) but i got this message, and im sure this is the reason why Zombie sounds arent working:
Well, i don't understand how i missed this error. I must be an idiot the <span style='color:blue'>_added</span> variable is supposed to be array, but i forgot about that.

I will fix this tomorow.

Quote[/b] ]
Thought id add that in, please reply what needs to be changed in the editor so i can do it.
If you want to fix it, you need edit the <span style='color:blue'>\yomies\srv_loop.sqf</span> script, and change both lines <span style='color:blue'>addPlayer = objNull;</span> to <span style='color:blue'>addPlayer = [objNull,-1];</span> - that should fix it.
EDIT: sorry, this was wrong, i'll correct it tomorrow in version 0.3. I am sorry, i just finished some really exhausting work, too tired to do it now.

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I'm still not able to get them to attack using either v1 or v2.

I've also tried the Gamelogic Server, but still no luck.

As i wrote in my last reply - that's not the problem.
4. in text: [50,'C',INFINITE]
The INFINITE is supposed to be a string:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[50,'C','INFINITE']

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To fix the following problem:

Ive been looking at the scripts (no chance i understand any .sqf) but i got this message, and im sure this is the reason why Zombie sounds arent working:

|img| http://img252.imageshack.us/img252/4275/errorny4.jpg |/img|

...replace content of the script <span style='color:blue'>\yomies\srv_loop.sqf</span> with this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/*

Used on server to fill array of all players.

And to catch various events broadcasted by players and react to them.

*/

private["_idx"];

aPlayers = [];

addPlayer = objNull;

while {bGame} do {

// collect all player units into the array 'aPlayers'

if (not isNull addPlayer) then {

playerAdded = [addPlayer,-1];

if (not ((playerAdded select 0) in aPlayers)) then {

aPlayers = aPlayers + [playerAdded select 0];

_idx = aPlayers find (playerAdded select 0);

(playerAdded set [1,_idx];

};

publicVariable "playerAdded";

addPlayer = objNull;

};

Sleep 0.03;

};

But as i wrote little earlier, i will fix this in verions 0.3 which will be available tomorrow.

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The soudns of the yomies are really loud, kinda like "crapy zombie mod"..

You can hear them down your neck, even when they are far away...

huh.gif

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I have a big bug, I can't get my forces to engage the zombies, they seem to still regard them as civvies. I issued a fire at will order and it did nothing. This happens in the demo mission as well.

Also where the hell is version 2, the site only has beta 1.

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I may be wrong Red-dog but I think that its actually a bug with Arma, not Yomie's.  

Atleast for us, whenever we play a co-op with enemy civs (Especas Commando, Evolution hostage rescue mission etc) the AI always goes funny, they seem to have no trouble on their first few kills.....but then it seems to all go down hill.  If you actually hold space and order them to attack by left clicking they have no problems but that is abit much.

Also not sure if this actually helps, but we got the impression it did alittle, but try setting them to 'engage at will'.

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