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5133p39

Yomies 2, porting the infamous Yomies to ArmA2

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Hello not sure if these old scripts will help, Rommel from the ACE developer team made them for our AAF/VMA clan nights as a bit of fun ..the script worked great online and the animation can be change to be slow or fast. (walk or run..or a mix as it is now)

http://www.otakubrothers.com/testmissions.rar

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Rommel also helped with the fog and colour scripts, big thanks to him for all the help.......remember this was just a bit of fun and in no way finnished.

Good luck with the Yomies mod!!...look forward to playing with it.

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DMC_RULEZ: are these missions/scripts standalone, no mod required? I'm planning something similiar for my squad :]

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Thanks, i'll check it out. Maybe i can find some inspiration there.

btw. those videos are hillarious, especially the second one - when the zombies started jumping from the rock :-)

Edited by 5133p39

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I am not 2D nor 3D artist to make textures or models.

I will do only scripting and addon config.

So, no special Zombie textures - at least not by me.

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@IceBreakr

hmmm if anything you might have to rip some ACE stuff out of the .sqm but ..other then that...no..its all scripts.

PM me if ya having probs ill ask Rommel to update the scripts to vanilla OA.

@5133p39

Cool glad ya like.........lol...suicide Zombies.

if ya need someone to help out, i can try and do some textures.

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@5133p39

Cool glad ya like.........lol...suicide Zombies.

if ya need someone to help out, i can try and do some textures.

Feel free to do so - if you supply me with textures, i will gladly put them inside the addon (with proper credits of course),

but i think you should wait first until i release first version of the addon - it will take some time until i finish it.

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The best comprimise would probably be half as bright as a normal human, that way you can explain it off as either! (Thermal signatures usually drop in some diseases, and it takes a significant time for a body to loose the heat it accumulates after death)

That would be cool. Then you could quickly differentiate between zombies and non-zombies with FLIR. C'mon, we need all the help we can get. We're fighting for the survival of the human race here. :nener:

Edit: Woah. So, right after I hit "save" for this post, guess what artist randomly pops up on my media player? That's right. The Zombies.

And with this...

Strangely, I was just watching this movie(28 Days Later) when I read your posts :yay:

...ladies and gentlemen, I'm afraid the evidence is all too clear. The zombie apocalypse is upon us. Panic! :goodnight:

Edited by arthur666

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@IceBreakr

Yep I tried the Scripts in OA......but it's still too many problems to make it fun

As you can see here they are more like a Angry mob then Zombies.

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@5133p39

When ever you want..PM me and ill try and get a collection of zombie textures too ya.....as the AAF mod im working on has died somewhat.

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That will depend on the mission creator, if he makes other units infectible.

By default, the Yomies addon will not provide any means of "infection", but its easy to script it if anyone wants it.

---------- Post added at 20:38 ---------- Previous post was at 19:53 ----------

Can't use the agents, back to square one.

After some testing i found it is not possible to use the agents as zombie units.

First i thought it would help the performance a little as the agents are not fully working units, and it would get us around the 144 groups per side limit as they are not in any group, but what irony - these are exactly the reasons why i can't use agents.

They instantly knows about any other unit, so i can't use any command which relies on the knowsAbout value to check if the zombie "seen" some non-zombie unit and should chase and attack it.

Even the nearTargets returns array where there are all units in specified range and their "perceived" positions, types, sides, and costs are instantly exact, so there is no telling if the agent really had LOS with that unit or not.

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God bless you sir i really hope this mod work's out i would help but i sadly have no experience in modding games. The best of luck to you! :)

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One new problem: Zombies are unable to attack motorcycles and static weapons

This already worked in ArmA1 to some extent, the AI had only to walk close to the motorcycle (driver) and start attacking.

Now we have problem, because the AI refuses to get close to the vehicle or static weapon - they allways stops about 2.5m away from it, so they cant "reach" the driver/gunner when attacking.

Any suggestions?

Doesn't sound like a deal-breaker, nice to have resolved for sure but I doubt too many zombie missions will hinge on the presence of motorcycles or statics if that's where it stops.

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Well, i am not worried about motorcycles - apart from the fact it will look stupid, it's the same as with other vehicles where the zombies also can't hurt the crew inside.

But with the static weapons it means, that we won't be able to use them at all, because it would negate any fun - the player would be untouchable, yet able to move down any horde of zombies, at least until he runs out of ammo (which could be used as a little workaround, to initially limit the ammo in the static weapon).

I just wanted to check whether anybody knows about any solution (maybe someone working on something completely different has accidentaly found how to "fix" this).

Anyway, i am slowly progressing towards the finish, if i won't get some unexpected work, i should be able to have clean and polished addon at the end of this week.

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Maybe give zombies a short range "puke" attack? A bit unconventional, but unconventional problems need unconventional solutions! :D

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Maybe this is the way you do it already but I guess you must have the yomies to attack the vehicle instead of the crew? The crew is just a proxy.

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Still trying to solve that "new" problem.

Any ideas?

The Bounding Box of vehicles is usually more extended than on character

models and is taken into consideration for collision computation.

The engine tries to prevent friendly run-overs that way.

There is no (simple) way around it (which doesnt mean that it is not possible, but you

would have to fully take over control of everything to do that)

Edited by Charon Productions

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Andersson: as you said - already doing that.

D@VL: that's not bad idea, i can already see how to do this, but it will have towait until basic things are finished.

Thank's for the info Charon, now i can finally stop thinking about solution.

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Andersson: as you said - already doing that.

Wasnt expecting anything else from you, but sometimes you have to say the obvious to be 100% sure :)

I guess we have to do without MC and mounted weapons. If the rest works Im happy with that! Missing yomies so badly..

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Requesting help with animations

Please, anybody who would be able and willing to do this:

1. make replacement for forward walking animation.

To make it look more zombie-like (but not the one with hands in front).

This animation will be used when the zombie is just wandering around, searching for a victim.

2. make replacement for the throwing animation.

Again, to make it look more like a zombie who is trying to kill someone, instead of zombie who just doesn't know how to play bowling properly.

3. make proper CfgZombieMoves class.

I already have one, but it contains too much unnecessary things like anims for weapons/binocs/etc (thats why the addon size is cureently 1.5MB, as the cfgmoves class has 1.2MB).

I tried to clean it up, but after many painful hours i allways ended up only with many painful errors.

I will manage eventually, but i would apreciate help with this.

So, anyone interested? please :)

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Sorry, the promissed release will not happen this week.

The old pathfinding problem is back again, either i did something wrong (which i hope is the real cause),

or there is something wrong with the latest beta patch (i am not saying there is something wrong, i will need to test it on the older patches first, but it is the other logical explanation).

I am tired by all this config/scripting "alchemy", so i'll take short break for few days.

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After some more testing, i discovered the "pathfinding problem" occurs ONLY after i kill few of the zombies.

It seems like some "fear" mode kicks in, and they start fleeing which colides with their move orders.

Sometimes they start running away from me, just to get back after they run around few houses.

...looks familiar right? Yes, of course, because i already had this problem before

Unfortunately, i have no idea how did i solved it, it kind of solved itself (if at all), maybe some patch changed this behaviour and now it is back, or maybe some config.cpp settings?

I tried allowFleeing, setSkill and whatever i could think of, but nothing helps.

And another related problem - they stop and stand still when i start moving, and vice versa (it starts after i kill few of them, or after some time even if i dont kill any).

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