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D.murphy man

Quarantine

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Ill look into that with the USP, i think what might of happened is one of the other RH weapons also uses the USP magazine, and i put it in twice by accident.

As for some weapons being left out, yes casting my mind back to last year when i started this i did leave one or two weapons out (for whatever reason iv forgotten) so ill review the list of available weapons and make some edits. Also i noticed a bug that some survivors carry a pistol that cannot be sold our brought in the shops so ill have to add that on as well.

And i wasn't aware some of the RH weapons required QG? i don't have QG and they work just fine. In less of course your talking about the AK pack and not the pistol pack. Since i havn't tried/used the AK pack.

Quote[/b] ]

I just tested your mission a few days back, it was pretty fun. I think the starting area should be more condensed, as I see no reason as to why the bank and small arms dealer are so far apart! I did not really test too much because I kept on dying, my aim is quite bad so I only blame myself, I also encountered some difficulty with rescuing survivors they often didn't want to get into my car or move with me. So I decide to just kill them for their guns instead...

Apart from that I have a question:

How do you get yomies to attack you! I have downloaded the mission template yet it seems something is missing and I can get the yomies to spawn, but they won't attack! So out of curiosity how did you get around this ?? [i am asking here since it seems the thread doesn't address this problem]!

Firstly, survivors some time get preoccupied targeting and engaging the zombies that they can ignore your command to enter vehicles, this is ARMAs AI at work here and out of my control. If your experiencing difficulty you can always order them to not engage and hold fire. As for the layout its all subject to change, i didnt find the distances between everything too bad, but if every one thinks otherwise ill change it.

As for yomies attacking, make sure you include the init.sqf that comes with the basic template. Or more importantly make sure you include these lines in the init.sqf:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

if (isNil "param1") then {param1 = 600}; // this sets the viewdistance to 600 meters (for singleplayer, in MP the value is choosen by admin at the slot selection screen)

_initYomies = execVM "yomies\init.sqf";

waitUntil {scriptDone _initYomies};

The view distance is quite an important factor as most the yomie scripts use the view distance settings to determine where to spawn yomies, what range potential 'targets' have to be before attacking, etc...

I find a view distance of 600 seems to work best (for my mission any way) anything above 1000 the yomies tend to spawn too far away from the player when they enter a spawn zone, or things start going wrong and they spawn near the player but wont attack them.

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Good news guys, iv been testing for most the day and it seems the zombies drying up bug has been fixed! I just need to implement a few minor adjustments, sort out the military base (seems to get easily over run now zombies work) and add some weapons and readjust few things in the shops and ill release v2.1.

After that, providing everything now works fine concerning zombie spawning, ill get to work on more features and things to do.

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Hmmm... that's odd... I could have sworn this mission needed the AK pack crazy_o.gif

Why not add some other means for Mercs to obtain money? Perhaps if you added dummy magazines in crates across the map that could be sold for large amounts of money? (ie: Military Secrets, Priceless Ming Vase etc. biggrin_o.gif )

Also, it'd be nice if the player could find some guns or ammo in the quarantine zone? (Maybe have some randomly spawned HMMWVs with M9s and Magazines and about a 25% chance of having an M16 and a few magazines?)

Still, I really like the mission so far biggrin_o.gif

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Nope uses standard BIS AKs and just RH pistol pack, its just RH pistol pack is now bundled in with RH AK pack.

I am currently just in the early process of making 'missions' and sort mercs can obtain from military base or border involving things like find missing convoy/down aircraft, drive supply truck from border to military base, escort VIPs, etc.. for money. Ill also look into different ways of spreading weapons and supplies around the quarantine zone for players to loot should they find them. At the moment is possible to stumble upon slain survivors and loot their weapons.

And now finally.....

Quarantine V2.1

FIXED-Zombies drying up after hour + play time, Zombies should now never run out.

FIXED-tt33 not showing in shop menu

FIXED-unable to sell M4AIM

FIXED-M2s guarding the border and military base no longer run out of ammo.

CHANGED-Body removal script. Bodys no longer all removed after 1 minute. Bodies now maximum number of 10 bodies aloud to stay before first body is deleted.

ADDED- ammo crates with weapons and military 4x4's with m2's in secret locations that have 50/50 chance of being present each game start.

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New version? Awsome!!!!

You're doing a really great job with this D Murphy!

I really like the idea of doing missions for $$$

All in all I think this mission is becoming a "Must have"

Have you ever considered using The Cuda's from Sigma wheels addon?

I edited them into your mission for myown personal use and I gotta say there's something almost spirtual about tooling around a post apocalyptic wasteland inmy badass muscle car.

Food for thought....

Keep up the most excellent work!

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woohoo new version :D thanks bro

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Do you have to have QG to run this mission? I see from the first post that yomies and the RH pistols are required but I think RH requires QG.

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No you don't, only RH Pistol pack is required to play, and that doesn't require QG, as mentioned a few posts up.

*Edit*

Thought id give a quick progress update. Today i been working on a quick convoy mission. Now you can pick up a 5T truck with mounted MG behind the border in the town (near the bank.) You can drive this convoy truck all the way to the military base and receive 5000 reward, if you have a fellow player helping out manning the MG he also gets a 5000 reward, (so long as he stays mounted as you drive into the military base). Once the truck is delivered it gets moved back to border, from which you can rinse and repeat the convoy run to base again.

Next ill try and implement a resupply system. Once the truck is delivered to the base, all M2s and guards will be rearmed, and any loss soldiers replaced. So if the military base looks to be soon over run with zombies, players can deliver a convoy truck to restock the base and keep it going.

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No you don't, only RH Pistol pack is required to play, and that doesn't require QG, as mentioned a few posts up.

*Edit*

Thought id give a quick progress update. Today i been working on a quick convoy mission. Now you can pick up a 5T truck with mounted MG behind the border in the town (near the bank.) You can drive this convoy truck all the way to the military base and receive 5000 reward, if you have a fellow player helping out manning the MG he also gets a 5000 reward, (so long as he stays mounted as you drive into the military base). Once the truck is delivered it gets moved back to border, from which you can rinse and repeat the convoy run to base again.

Next ill try and implement a resupply system. Once the truck is delivered to the base, all M2s and guards will be rearmed, and any loss soldiers replaced. So if the military base looks to be soon over run with zombies, players can deliver a convoy truck to restock the base and keep it going.

Brilliant idea on the military base, one of my goals was to keep it up and running, and every time a soldier got his jaw ripped out I was like 'Oh bugger'

As for the new version, awesome, the new body removal script and the fact that zombies dont run out is a great way to practice shooting, some people dont realise how hard it is to make expert headshots each time wink_o.gif

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Hey again guys, for all of you that hate rapidshare you can now get V2.1 at Armaholic, thanks Big and Fox!

Quick update on next version: all 3 entrances of the military base are now covered by 2 M2's each M2 is represented on the map by a green 'dot' marker, when one of the M2's runs out of ammo the marker will turn red, and if the gunner is killed the marker will turn to a red cross. To resupply the M2s and replace lost gunners players can now drive the previously mentioned Convoy truck to the 'Depot' inside the military base, for a 5000 reward. So now players can do something about it if the military base is about to fall.

Next on the list: Outposts scattered around the island, that players can also deliver supply convoys to. Reward for delivering said convoys will be dependent on distance from the convoy base behind the border. Outposts will also work in similar fashion to the old outposts. Each outpost that falls = more attacks on main base.

And hope all the silence from you guys lately means no one has found any bugs tounge2.gif

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notworthy.gif  notworthy.gif  notworthy.gif  notworthy.gif

D.murphy man I can not say it enough you are a godsend and am happy that you are around to make our zombie missions!!!

Like I said before if you need anything done like research or what ever just ask dude.

You do not know how many hours of fun and cursing you have given me and my guys.

Once I get my new pc I will try to expand on some of the models we have and port some dif ones over to make it more fun and "real".

Keep up the good work.

(You think if I give you a small read me and a mission temp you can add objectives to my mission? Its a small story type zombie mission and I suck at mission making. whistle.gif )

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sounds great murphy just an idea though.. add roadblocks so you cant just drive straight to the base and then back without a scratch.

edit: just remembered.. theres nothing that kills the atmosphere more than the yomies sounds. theyre hilarious lol and kinda bad. if you want i could try to replace those sounds and contact the author for a re-release with modified sounds.

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Just found this mission/mod and played with it over the last 2 days, I really like it, a lot. I was never much for zombies, but it adds a really nice atmosphere to the game, so I am converted.

Just some things I have noticed in playing, not sure if some of it is intentional or not. Please take them in the helpful way in which I intend, I really do like what has been created here.

-After the first "day" I never found another survivor. I found a grand total of 6, 2 in Corazol (plus one dead) and 4 in Paraiso and that was it. I have played in game for seven "days" so I was unsure if the number of survivors is fixed at the start of the game or if they respawn over time. I did find the body of a survivor on the second "day" so I have since gone from rescuer to weapons smuggler.

-Vehicles are too easy to find near the start point. I bought a little crap box and drove it all of three blocks before finding a police Land Rover that I drove in its mostly broken state for four days before finding an army 4x4 loaded with ammo (I drove real careful so as not to break it for good, best driving test I have ever had in the game). I don't think there would be any vehicles left that close to the safe zone, one could even assume that the ones being sold are in fact all of those recovered within town.

-Within ten minutes of entering the Q Zone, I found a dead survivor and retrieved his AK which negated the Glock 17 I had just bought. It is too easy to get a high ticket item right at the beginning of the game.

-The two above come down to perhaps a lucky start where I was able to get an assault rifle and a powerful 4x4 with almost no effort. I think that the initial area around the zone should be vacant of vehicle and weapons but be crawling with zombies.

-When you use the gun on a vehicle (army 4x4, BRDM-2) you do not get a kill bonus, not sure if this is because of the change made so that you cannot get kill bonuses from driving over them. Not that it really matters, there are enough to get cash from the good old fashioned way. Just mentioning it in case it was not intentional.

-Not all weapons can be sold at the smuggler. The USP, USP sd and Kimber 1911 are some examples that cannot be sold there or at the outpost. Not that I need more money, once I used the smuggler, I ran a dozen M4A1s (over 3 runs) and raked in enough to take care of my vehicle and weapon needs (ammo is easy enough to find with the army 4x4s). If possible, I would suggest placing some kind of limit on weapons allowing them to regenerate in random amounts within random times (I don't script so maybe this is beyond possible).

-I played in SP, so maybe in MP things would pan out differently with people all grabbing the good stuff before you can.

I am going to start again and do a couple of personal tests for fun, love what has been done to date and I am really looking forward to those side missions.

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this is awesome!! yay.gifyay.gif thanks for the excellent mod notworthy.gif

I played this mod with my friend and felt survivors were too few

we also felt that we need something like final objective which is very very hard to achieve to defeat zombies.

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Hey guys, thanks for all feedback!

Prototype:

Quote[/b] ](You think if I give you a small read me and a mission temp you can add objectives to my mission? Its a small story type zombie mission and I suck at mission making.

Sorry Prototype, what little time i have to work on mission making is spent on Quarantine, and lately i haven't had any time to work on it at all. However adding objectives and things shouldn't be to hard with simple triggers etc.. of course depending on how complex the objective are. A great place to get help on mission making and scripting is the OFPEC forums, thats where i always go for help.

BLUFOR

Quote[/b] ]sounds great murphy just an idea though.. add roadblocks so you cant just drive straight to the base and then back without a scratch.

edit: just remembered.. theres nothing that kills the atmosphere more than the yomies sounds. theyre hilarious lol and kinda bad. if you want i could try to replace those sounds and contact the author for a re-release with modified sounds.

Ill make sure to add more scenery like roadblocks ect... in next release. As for the sounds, at the moment i dont want to change the addon requirements again so soon after the last change, might piss people off having to download more stuff to play the mission. And i didnt think that sounds where

that bad.

Snake Raper

Quote[/b] ]After the first "day" I never found another survivor. I found a grand total of 6, 2 in Corazol (plus one dead) and 4 in Paraiso and that was it. I have played in game for seven "days" so I was unsure if the number of survivors is fixed at the start of the game or if they respawn over time. I did find the body of a survivor on the second "day" so I have since gone from rescuer to weapons smuggler.
Strange, the survivors shouldn't stop spawning. Might be something i've missed, will check it out.
Quote[/b] ]-Vehicles are too easy to find near the start point. I bought a little crap box and drove it all of three blocks before finding a police Land Rover that I drove in its mostly broken state for four days before finding an army 4x4 loaded with ammo (I drove real careful so as not to break it for good, best driving test I have ever had in the game). I don't think there would be any vehicles left that close to the safe zone, one could even assume that the ones being sold are in fact all of those recovered within town.
Of course it might be a bit too easy in single player, however in MP (which is what this mission is originally designed for) thous vehicles would been taken and used by other players. As for the loaded up 4x4, that has a random 50/50 chance of being there, sort of like a secret bonus. You was just lucky to find it!
Quote[/b] ]Within ten minutes of entering the Q Zone, I found a dead survivor and retrieved his AK which negated the Glock 17 I had just bought. It is too easy to get a high ticket item right at the beginning of the game.
Again, survivors armed with AK's are rare, and you was just lucky enough to find him so soon!
Quote[/b] ]When you use the gun on a vehicle (army 4x4, BRDM-2) you do not get a kill bonus, not sure if this is because of the change made so that you cannot get kill bonuses from driving over them. Not that it really matters, there are enough to get cash from the good old fashioned way. Just mentioning it in case it was not intentional.
Actually i would love to be able to add the ability to get kill bonuses from using vehicles, however things get complicated and beyond my abilities to add such a feature. Its hard to detect what player killed a zombie using a vehicles (either by running them down or using vehicle guns), i guess the game counts the vehicle as the killer, rather then the player in the vehicle.
Quote[/b] ]Not all weapons can be sold at the smuggler. The USP, USP sd and Kimber 1911 are some examples that cannot be sold there or at the outpost. Not that I need more money, once I used the smuggler, I ran a dozen M4A1s (over 3 runs) and raked in enough to take care of my vehicle and weapon needs (ammo is easy enough to find with the army 4x4s). If possible, I would suggest placing some kind of limit on weapons allowing them to regenerate in random amounts within random times (I don't script so maybe this is beyond possible).
Must of been something i missed in the shop scripts, will look into it, should be easy to fix. As for weapon limits, the whole shop system and thins is by Spooner, ill ask him if its possible.

verana_ss

Quote[/b] ]we also felt that we need something like final objective which is very very hard to achieve to defeat zombies.

In future versions, i might perhaps add an 'end game' sort of mission for players to accomplish. Or even, after certain amount of time the border becomes over run, and players have to reach an evacuation point before X amount of time before entire island is nuked or what ever.

Cheers again guys!

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Hmm, I know I have considered the idea of the shops being item-limited, but it is not something that could easily be added to the shops as they are. To have shop limits in SP wouldn't be too hard, but there are a number of complexities involved with keeping shops synchronised between clients (currently, it is kept simple by the shops all having unlimited stock). Since, as D.murphy man will have noticed, my new version of shopping is already way behind schedule, I can't promise whether that will be added any time soon, but it is something I'd like to add some day.

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Is there a way(goal) to actually finish this mission or RPG just continues indefinitely?

Otherwise kudos for creating this, a lot of work... and it has a nice "stalker" feel wink_o.gif

p.s. be advised - RH pistols are bugged in v1.5, a lot of RPT errors present in 1.09beta+. RobertHammer advises to use his AKpack that has a complete & binarized version of RHpistols included.

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Currently there is not a way to 'finish' the mission. It just continues indefinitely. I was hoping servers could host this mission 24/7 with people dropping in and out for some zombie survival blasting fun.

Quick update:

the reward for delivering the convoy to the military base has now been reduced from 5000 to just 500. However the reward now increases based on the needs of the base. So now when ever an m2 runs out of ammo 1000 is added to the reward, or if a gunner is killed, 2000 is added to the reward.

So now players can gamble with fate, they could choose to do convoy run to military base every time one gun runs dry or one gunner dies for a minimal reward. Or wait till the last m2 gun is just about to fall for a big pay off, of course theres a chance the military base would fall all together and then the player looses the option for convoy runs as well as all other benefits from the military base.

I have decided to delay implementing Outposts, and get straight onto 'missions' players can pick up. As im still deciding how/if outposts can work out with current set up of the mission and if theyll be fun or worth while implementing.

Im currently looking into making 'secure location' missions players can pick up. Players will be tasked with clearing out small areas of the island like around certain petrol stations, the airport, abandoned military facilities etc.. for a reward. Just got to get my head around how it would work.

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Outposts could be run by groups of bandits/survivors and they don't trust anyone and will open fire on anyone that approaches? If you manage to take down the defense there could be some super cool crates in (money,equipment,weapons). Just an idea.

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Just some things to report.

1. Could not get the menu to buy at ammo crates or cars. The bank worked but was very hard to find. 1.09 with RH_Pistol and yomies.

2. Yomies walk right through vehicles and kill you. Happened to me in the blue civilian 5 ton. Yomies walked right through the back of truck and killed me.

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Just some things to report.

1. Could not get the menu to buy at ammo crates or cars. The bank worked but was very hard to find. 1.09 with RH_Pistol and yomies.

2. Yomies walk right through vehicles and kill you. Happened to me in the blue civilian 5 ton. Yomies walked right through the back of truck and killed me.

1. Hmm this could be a problem with Spon money and issues with different game languages. Could you please tell me what language you play ArmA in?

2. Yea thats just the way Yomies act with vehicles. I know it looks odd but that was only way i could edit the yomies to attack players in vehicles, as i didnt want players to be able to sit there in complete safety while yomies stood around the vehicle ready to be run over/shot at with mounted weapons.

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1. Atari Retail DVD english version.

2. Hmmm.... maybe you could change that? I was thinking that I was safe locked in the vehicles and screaming like a little girl like in the movies. Maybe you could have the yomies do very little damage to the vehicles over time. Like in Shawn of the Dead, where everyone hurries up and gets to safety in car and are scrared sh$tless and know it is only a matter of time before the yomies break through. Would add to the movie like atmosphere greatly.

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1. Atari Retail DVD english version.

2. Hmmm.... maybe you could change that? I was thinking that I was safe locked in the vehicles and screaming like a little girl like in the movies. Maybe you could have the yomies do very little damage to the vehicles over time. Like in Shawn of the Dead, where everyone hurries up and gets to safety in car and are scrared sh$tless and know it is only a matter of time before the yomies break through. Would add to the movie like atmosphere greatly.

1. oh ok then, well did you walk up to the flag poles? thats where the actions are usable.

2.I did look into changing it but it seemed to complicated and risked messing a few other things up with the yomies. Ill take another look into it and see what i can do, but hold your breath.

*Edit*

Another one my edit updates!

Secure area missions now implemented. An area is randomly chosen across the island, and awaits players to enter. Once a player enters the mission begins, players must clear out the area for a 5000 reward, however should the area become vacant of any players the mission will fail. (no penalty's just no reward/gotta wait awhile for next mission) Sounds simple but without back up you could find your self running low on ammunition and injured, desperately trying to fight off the last zombie so you don't have to retreat and fail the mission.

But players can work together to clear areas, all players in the area once its 'secured' (usually <3 zombies in area) will be rewarded 5k.

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