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D.murphy man

Quarantine

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Thx Ravenholme, but other thing is strange...

I got FPS about 20-30, but when I choose buy weapon menu at flag pole near the docks FPS is... 5-8. And it is not changing even after e.g. 5 mins of playing...

Other bug?

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Not one that I've encountered, which makes it pretty odd. You may have problems with the game if you're going to have a bug like that, the zombies are deadly to anyone who's FPS drops suddenly or they experience an internet lag spike.

EDIT:

I also think that Weredragon, the server host, is creating a personal edit of the map for us, mainly to equate to "saved progress" from our game last night. So that we still have our Fuel/Repair Urals, our BRDM-2, Army 4x4 with MG, Police Car and my MH-6. I also believe he's giving us some AI squadmates to fortify Valejo with and to man the guns on the UH-60 when I can afford it. If he integrates anything from any addons, I'll let you know in the PM and link you to said addons.

(None of this is meant in offence to D. Murphy Man, it's just that we want to hold onto our Gear for when we resume playing)

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@ Troop: Adding squadmates to your team "works" more or less, but their AI is much like that of the Survivors regardless of the units skill slider, very stubborn, wont follow direct orders other than to get in a vehicle. Sometimes they will even go as far as to move to specific coordinates when told, but honestly it's much more frustrating to have AI backup than it's worth imho. Once they start breaking formation, it's time to get new teammates biggrin_o.gif

@Ravenholme: The problem with"Friendly AI" targeting you is because the Yomies are on the Civ. side and as you kill them off it reduces your rating. But thanks to the init.sqf file, for each Yomie kill with a Rifle / Pistol / Nade you get 15000 added to your rating. Unfortunatly, this doesnt happen for the ones you just run over or kill with vehicle mounted weaponry. As a sloppy workaround, you could raise the rating bonus in the init.sqf file to say 50000 or more (Depending on how determined you are to only run the Yomies over)

And RE: The Merc hiring post I mentioned before, unless theres a way to allow them to use default AI and not whatever FSM seems to run for Survivors (Thats just how it seems to work with the troops I've tried adding) it would be a waste of money if they cost much more than 8k imo. Thou they do make decent Yomie bait. (On more than one occasion I'd sit just outside of the secure area zone, send in a pack of survivors, then trigger the spawn whistle.gif But then I started feeling guilty biggrin_o.gif )

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BUt the bug appear ONLY when I get in buy weapons menu!

Also, I sometimes got Tec-9, sometimes only AK-74 etc.

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I was quite determined to run them over because I was running supplies to the military base and didn't want to exit the vehicle except to rescue survivors. When I had an MH-6, this wasn't so much of a problem, I'd drop my two comrades in a city, they'd clear it, and I'd dustoff with the survivors whilst they made their own escape (If we'd managed to fill the Heli with survivors)

Interesting to hear how it works though, I hope a workaround can be found so that we can have viable AI squadmates who aren't Yomie bait.

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Bugs have been noted, the minus rating for running down zombies and using vehicle weapons was an oversight on my part, i am not entirely sure how to fix that one, but if i do itll also mean ill hopefully be able to integrate a reward for running the zombies down too. (At the moment you only get a reward for killing them if your not in a vehicle, using your personal weapon).

The AI survivors (and like wise any AI you may add to your squad via editing) do indeed have problems keeping formation and following orders, this isn't down to any FSM thats controlling the yomies but rather the AI targeting and trying to engage the Yomies and the yomies not being like normal enemies by constantly running around and towards there targets confusing the your non Yomie AI squad mates. You may get more responsive squad mates if you order them to not engage and such but its still a bit of problem thats unfortunately beyond my skills to fix.

As for the lag spikes when accessing the weapons menu thats a new one to me, ill look into it.

Also feel free to edit the mission, as long as the mission name is CLEARLY changed to mention its an edited version, as so it cant be confused with 'officials' releases and credit is giving to me for the original then i don't mind!

And there currently isnt any plans to officially add the new zombies with the new animations, as the Yomies use a lot more sophisticated path finding with them being able to follow you into buildings and such, unlike the other zombie addons.

Cheers all,

Murphy.

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Well, In fact I think we dont have to use those menus etc.

I think just a normal addaction in some situations should be enough.

Well, there are plenty of scripts with money using addaction, so I think you should modify one of them.

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It would be nice to be able to give money to other players as well, but that'd be a pain in the ass to code.

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@ SAS Troop: Is the FPS drop only while you are "in the store"? If so, it's just your video card dropping down a notch as it doesn't need to run full tilt for displaying whats mostly a static display of the "Storefront".

If however it's happening for you even after you leave the store, could it be due to some other addons (Extended event handler, ECS, etc.) you have running as well? If so, try process of elimination.

@ Ravenholme: As far as the negative rating from running down Zombies goes, I fixed my issue a while back by "Tweaking" the Init.sqf file. Line 68-ish is the Yomie-killed reward snippet where 15000 gets added to your rating to compensate for the negative impact of killing "Civ's". Just bump it up to 50000 or 100000 or some such ridiculosly high number to where for only killing a handfull of Yomies with direct fire, you can play "Bumper-cars" for days.

P.S. offtopic-ish I ran across an addon last month with a heavy armored transport truck with a .50 cal mounted to each side of the back. The addon was focused on Phillipine troops and hardware but I cant find it anymore to save my life. Anyone know of which mod I speak? I'd sort of like to swap the 5 ton outpost truck for it. wink_o.gif

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No, FPS got down while in store and not fixing while off. WHen it happens that 6 FPS it keeps till I will turn off the game...

BTW, my graphic card is Radeon Pro X1950 256MB

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Same card, but I don't have that problem. However, the people I was playing with both experienced it at one point, but their FPS drop eventually went away.

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Just a quick note on the whole money system thing - These sets of scripts are not mine, for whole money system i used SPON_Money by Spooner. So any fixes/updates/changes to toughs (very advance) set of scripts will be unlikely on my part and down to when ever spooner releases next version of SPON_money. Although i will relay all problems you guys are having back to him and see if he knows a solution.

And at the moment there is no plans to add any more addons intill i get most bugs ironed out and features implemented. (makes it easier to get a wider range of players to test, rather then players being put off having to d/l 50 odd non essential addons for the mission.)

Edit:Also id recomend any one having a FPS drop to, like some one previously mentioned, remove some non essential addons you may be running, or even easier, make a new mod folder just for the mission addons (and perhaps your other zombie related addons) and then see if theres any FPS drops when opening menus.

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Hmmm, for missions available to the player.

You already have planned rescuing downed pilots and escorting scientists. How about a mission to link up with some survivors who have contacted the Military via radio to report their location and the fact that they have Zack closing in (Zack being the nickname that me and my friends give zombies)? I can think of other ideas, but a few require AI gunners to shoot at the Yomies =/

Oh, possible bug. Other players can rescue survivors that you have rescued, essentially removing them from your control.

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Hmmm, for missions available to the player.

You already have planned rescuing downed pilots and escorting scientists. How about a mission to link up with some survivors who have contacted the Military via radio to report their location and the fact that they have Zack closing in (Zack being the nickname that me and my friends give zombies)? I can think of other ideas, but a few require AI gunners to shoot at the Yomies =/

Oh, possible bug. Other players can rescue survivors that you have rescued, essentially removing them from your control.

Good idea, i will add it to the list. And im guessing you got the name Zack from reading a favourite book of mine, World War Z, by Max brooks, if not you should check it out, great read for any zombie fan.

And that isint a bug, but rather a incentive for player conflict. I wanted players to be able to steal survivors off each other as to create some interesting RP scenarios where players can compete and fight amongst each other for valuable resources, such as survivors and weapons (you can sell weapons you've stolen of dead players to arms dealer for high profit) just so players have one more thing to worry about in the quarantine zone apart from the ever present infected.

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Ah, fair enough, led to an annoying situation where one of my friends rescued my survivor by accident after I'd been hit by Zack (Yep, it's where we got it from) and stopped him from boarding my UH-60 which was on the roof of the hotel in Chantico.

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This mission uses Yomies right? Do they have the new TCP anims incorporated yet?

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Well, finally updated to 1.14 ad on a fluke I added a SF squad to follow me around which oddly enough they did! They even kept formation and used Field Hospitals when told to. I didn't get too complex with instructions or anything but they kept to the rudimentary "follow the leader" behavior one would wish for. Played for a good hour or so, Saved the Outpost from being overrun, returned with a resupply truck, cleared out some straggling Yomies. Formed a caravan with an m1030, a Civil Ural and an armed 4x4 from the Outpost store, then promptly passed out so I never got to check out how well they cope with having to drive while in formation.

Downside? Well, when you rescue survivors your teammates get caught up in the script. I suppose it would be avoidable if the AI teammates (Or possibly hireable Mercenary units) received similarly special names to that of the Player Characters (man1 thru 12) and refrence to such names were added into the rescue.sqf to prevent them from being "cahsed in". I'll tinker and see what I come up with, but I've got a shite dialup line so no uploading from me confused_o.gif .

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That can be easily fixed by just slightly editing the rescue.sqf so it only counts units in your squad who are of civilian class (being as all survivours are civilian) and removing them/rewarding you accordingly.

And glad to know 1.14 has seem to of fixed some of AI issues with them not following player, admittedly i haven't had much of a chance lately to even play Arma let alone mission making.

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pistols.gif GREAT!!!

It remembers Resident Evil Apocalypse

It would be great with the slx people mod, and some P90 tounge2.gif

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Is there any way to implement a second faction, two factions that complete with each other in MP? Like rebels that hate military and are blaming them for the outbreak? smile_o.gif

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Quarantine Apocalypse - entire island has been over run. Players must scavenge for equipment, can build camps and bases etc...

That..sounds....AWESOME!!!

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Is there any way to implement a second faction, two factions that complete with each other in MP? Like rebels that hate military and are blaming them for the outbreak? smile_o.gif

I guess you could simply place down a few players who are on the EAST side, and an east respawn some where in the quarantine zone. Since all AI that guard the base and the border are on West side they'd shoot at the players if they came near. However there be a few balancing issues. Like what would stop East players from massacring every one at the border, then just spawn camping every one who respawns there, or easily wiping out every one at the Military base.Also the east players would get fined for killing the AI with they way its currently set up, but that could be avioded with a simple check on what side the player who killed the AI is on in the script. But the Yomies should still attack the east players if i remember correctly.

Edit: Although at the moment its perfectly possible for players to simply role play being rebels and attack other players in the quarantine zone should they wish. Players can already steal survivors off each other rescue for profit, and can always steal weapons and equipment of bodies of one another to go sell to the arms dealer.

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But it would be simple to set up spawning AI bandits on the East side... interesting.

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