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5133p39

Dawn of the Yomies

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So, its possible to trigger the spawning only when a certain condition is met (ex. blufor reaches a town)? If you move the yomiespawn point far far away (ex. Rahmadi), they won't spawn because they're too far away from players?

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I added Yomies.pbo to Addon folder and Nem Zombies, and go to editor and drop 1 Yommie and 1 Nem, and myself, i preview. Right away the Yommie drops for cover, and the Nem doesn't, the Nem eats the Yommie zombie lol. So why do the Yommie zombies lay down and drop to lay down if they attack. I don't think the Nem zombies lay down at all, only stand to attack.

As for the sounds, go to http://www.sounddogs.com and type in Zombie in search and pick up some better zombie sounds lol they kinda sound like bears when they attack :P

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I've found out the reason the yomies weren't working for me.

You need to have the description.ext from the sample mission, or something of the sorts. Once I dropped that into my mission it suddenly decided to work.

So for the next "_yomies_basic_template" it might be a good move to keep the description.ext in there by default.

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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.

post your mission, i'll take a look.

I don't think the cause is some bug in Yomies, as they are ENEMY to all, so even if you put a civilian with gun, or resistance soldier, no matter, everyone will want to kill the zombies.

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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

Yes, its possible, the ocnfig needs a lot of tweaking.

I will of course alter the config settings as needed, but you have to wait, i am going for small one week vacation first smile_o.gif

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So, its possible to trigger the spawning only when a certain condition is met (ex. blufor reaches a town)? If you move the yomiespawn point far far away (ex. Rahmadi), they won't spawn because they're too far away from players?

I don't understand your question... have you read the documentation? its all there.

The yomies are spawned when any non-zombie unit enters the spawn area.

If this isn't enough, you can create the spawn on the fly when some other conditions you require are met, or you can have the spawn DISABLED and ENABLE it whenever you like.

Just read the docs, its all there.

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I added Yomies.pbo to Addon folder and Nem Zombies, and go to editor and drop 1 Yommie and 1 Nem, and myself, i preview. Right away the Yommie drops for cover, and the Nem doesn't, the Nem eats the Yommie zombie lol. So why do the Yommie zombies lay down and drop to lay down if they attack. I don't think the Nem zombies lay down at all, only stand to attack.

As for the sounds, go to http://www.sounddogs.com and type in Zombie in search and pick up some better zombie sounds lol they kinda sound like bears when they attack :P

I guess you haven't read the readme, or anything.

Download the sample mission, the scripts that are needed to make the zombies attack are located in a scripts folder inside your actual mission.

The zombie sounds are currently being made by me. There will also be updated face pack to in the future versions. The BIS Faces/Sounds are just placeholders. This is a Beta release.

So, review the readme, or visit the website for information on how to use the zombies.

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I added Yomies.pbo to Addon folder and Nem Zombies, and go to editor and drop 1 Yommie and 1 Nem, and myself, i preview. Right away the Yommie drops for cover, and the Nem doesn't, the Nem eats the Yommie zombie lol. So why do the Yommie zombies lay down and drop to lay down if they attack. I don't think the Nem zombies lay down at all, only stand to attack.

Of course, and if you would bother to read the docs, you would knew that they are not meant to be placed in the map editor!

FFS!!!!!!! DOES ANYONE BOTHER TO READ ANYTHING HERE?huh.gif?huh.gif??

Sorry, but you people are really starting to make me angry... good that tomorrow i am going on that vacation, i certainly need it.

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I've found out the reason the yomies weren't working for me.

You need to have the description.ext from the sample mission, or something of the sorts. Once I dropped that into my mission it suddenly decided to work.

So for the next "_yomies_basic_template" it might be a good move to keep the description.ext in there by default.

A missing description.ext? And the reason is what exactly?

I am using them without any description.ext and they work as intended.

Can you really confirm this?

EDIT: No need to confirm this. I just figured it out. It's because the <span style='color:blue'>param1</span> variable is used to set viewdistance, and viewdistance is used when searching for yomie targets to attack.

Since in SinglePlayer the <span style='color:blue'>param1</span> is nil, it fallbacks to the default predefined value (600m by default), but in MultiPlayer the <span style='color:blue'>param1</span> is not nil, but since the "description.ext" is missing ti is also not set to any particular value - i don't know what is the value of <span style='color:blue'>param1</span> if you don't put the <span style='color:blue'>valuesParam1</span> or <span style='color:blue'>defValueParam1</span> definition into the description.ext, but it certainly isn't nill so the fallback to default does not happen.

So yes, for MP, the description.ext is necessary (or you need to change the appropriate code in init.sqf script)

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Quick Question. I want to get some of these baddies spawned with a trigger. is there anything special i have to do besides just spawn them with createvehicle? also, what are the classnames?

*Edit

Also, how would i go about adding killed eventhandlers to the yombies?

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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.

post your mission, i'll take a look.

I don't think the cause is some bug in Yomies, as they are ENEMY to all, so even if you put a civilian with gun, or resistance soldier, no matter, everyone will want to kill the zombies.

I haven't actually made a mission, this happens in the example mission that come with the mod. My team members will just stand around while the zombies massacre them.

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Everyone,

i am sorry i haven't got the time to do any more testing and debuging, i am going for simple and quick one week vacation (i call it Vacation v0.1-alpha).

I am sorry things aren't working as we would want, but it will be just one week, then i will be back and fix all those bugs.

nener.gifwhistle.gifwink_o.gif

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Quick Question. I want to get some of these baddies spawned with a trigger. is there anything special i have to do besides just spawn them with createvehicle? also, what are the classnames?

Check sleepers web docs, you may find something your looking for there

http://5133p39.wz.cz/yomies/?docs

If you want the classnames you could Create a mission by placing zombies on the map, saving its name as Test or something, then having alook at the mission.sqm and looking for the classnames.

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Did anyone check if yomies spawn on server? Does the player number currenlty in-game affect the spawning or not?

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I think I know why your AI won't attack them, change the RACS side to NOBODY. The Yomies are on the RACS side by default, so if the RACS is not sided with anyone, everyone should attack them.

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Uzii: read the docs, yomies are not on anyone's side because they have status -50000 that makes them an enemy even to RACS and civilians.

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I'm not sure how much you've played with this, but have you noticed that if you leave it on default, all friendly players will turn red after they've shot a few zombies? Whether he fixed this in 0.2 I'm not sure, but with the first release this was the case. That MIGHT be the problem with who ever it was who said their friendly AI wasn't shooting the zombies. I'm just trying to help.

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okay i need some help.

i have no idea how to fiddle with missions in ArmA. I am completely lost. i dont know how to add and use the yomies in my missions because ArmA feels so different when making the missions. So, could someone please explain RIGHT FROM THE BEGINNING, how do i make a mission in ArmA, using the yomies, because im having a hard time trying to figure it out.

thanks.

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Go to the website listed in the first post. You'll find your information there. OFP Missions are very very very similary to creating Arma missions. I really didn't notice any change switching over.

As for the BIS Vanilla Faces. Pshaw, those look like zombies made of green marbled stone. Not to my liking, I want fresh, bloody wounds. I just sent out 15 fresh faces to Sleeper, and some sounds that will be included in the next release of the Yomies. Here is a preview.

yomieface1.jpg

yomieface2.jpg

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yeah i did check the website, and it assumes that i know alot about mission making when i dont. what do you mean use the files to create a new mission? sure, i unpacked the yombies template to my mission directory, now what?

i just need some help with it.

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I'm having the same trouble as Col-Psycho. I unpack it into the template directory, and can find it as a template to use in creating single player missions; but when I try to edit it from there I can't create a player unit, nor really do much of anything else. I have used the editor on the main screen to create a mission and exported that to single player, but none of the scripts work because it's not connected with the yomies files. Whats the step I'm missing?

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You unpack it. You pull all the files except for the mission.sqf into your new mission folder. Say you saved your missions as OMFGYOMIESATEMYMOM. Look for that folder, then put All the files into that folder.

Now.

Go into the editor and open up the mission called OMFGYOMIESATEMYMOM and go to Markers, create an Elipse marker say 200 x 200. The name of the marker should be yomie_spawn. Now in the text part of the yomie_spawn marker, this is how you set how many yomies you want to spawn and what type, Civilian, West etc. Put [75,'C','ONCE'] Now you will have 75 Zombies spawn in the Civilian clothing once. You have to be close to the Markers outter rims to activate it.

This is a quick brief from the website basically. Its all really there honest.

But what I just said will get the zombies in the game.

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Well im putting a basic basic template up then, with 3 spawn points.

Temporary URL for the template

http://83.233.198.128/zombie/Template.Sara.zip

And to all who writes manuals, or FAQ, you have to write and explain them step by step. You cant write it, couse it easy for you to understand it, couse you made it.

I know i have to explain everything at very very simple points, all the time, in my work.

No harm mean by this. Just the opinion i have.

Love the mod so far, only have the sound problem.

when i start with a group of soldiers, they wont attack the zombies in front of them, until 15-30 seconds later. And sometime my guys can just shoot the zombies, and they dont care they just wonder around, the place and do nothing.

Satchmo the man the myth the working class hero

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You unpack it. You pull all the files except for the mission.sqf into your new mission folder. Say you saved your missions as OMFGYOMIESATEMYMOM. Look for that folder, then put All the files into that folder.

Now.

Go into the editor and open up the mission called OMFGYOMIESATEMYMOM and go to Markers, create an Elipse marker say 200 x 200. The name of the marker should be yomie_spawn. Now in the text part of the yomie_spawn marker, this is how you set how many yomies you want to spawn and what type, Civilian, West etc. Put [75,'C','ONCE'] Now you will have 75 Zombies spawn in the Civilian clothing once. You have to be close to the Markers outter rims to activate it.

This is a quick brief from the website basically. Its all really there honest.

But what I just said will get the zombies in the game.

When ever I use the editor and I export the mission to single-player, it is then saved as a pbo file. The mission editor through mission selector is useless as I get to a map with no player unit, nor can I use it to place markers. I am able to place markers in the editor that you can access through the main screen (I have the US Atari version), but that is of no use when I cannot link it to the yomies files

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