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So I'm guessing we need all 3 parts for this update?

ArmAholic doesn't have its own mirror of the update yet :/

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Much better.

Was only thinking of your sake, buddy.

If Charon or a mod saw that... big trouble.

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Much better.

Was only thinking of your sake, buddy.

If Charon or a mod saw that... big trouble.

thanks

- New undead model for Schnapsdrosel`s excellent BlackOps merc unit (gasmask)

Install his addon and have the gasmask woodland merc come back as an undead.

The unit that can be "zombified" is of the type "WDL_Mercenary_Default12"

Woodland gasmask mercenary

i don't think there is a slow Merc Gasmask Zed?

- For inexperienced mission makers or to make life easier for the experienced

a new module has been added. "THE UNDEAD - Spawn Module"

It automatically spawns undead in regular intervals and thereby creates

waves of undead.

so, it spawns zeds based on the Module placed (Infection or Zombie Module?)

and in the future, do you think you will be able to have ALL the default models as infected/zombies?

Edited by That guy Over there

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If only this was multiplayer......But still great mod in itself sort of reminds me of nagova virus.

It wasn't made to be played in multiplayer, but it seems to work fine in multiplayer.

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So I'm guessing we need all 3 parts for this update?

ArmAholic doesn't have its own mirror of the update yet :/

Yes all 3 parts are needed.

Part 1 contains the scripts

Part2 the new model textures

Part3 the demo missions

And of course as always the uodated documentation ;)

---------- Post added at 11:35 AM ---------- Previous post was at 11:33 AM ----------

It wasn't made to be played in multiplayer, but it seems to work fine in multiplayer.

Yeah many people confirm that, but there is still folks that rather stay away from actually trying it out themselves before posting.

---------- Post added at 11:39 AM ---------- Previous post was at 11:35 AM ----------

i don't think there is a slow Merc Gasmask Zed?

No there isn`t, will add it in the next update.

so, it spawns zeds based on the Module placed (Infection or Zombie Module?)

It works just as in the demo mission.

and in the future, do you think you will be able to have ALL the default models as infected/zombies?

Very unlikely, it was 300+ hours of work to make the already 150+ individual textures for this. I am tired of photoshopping, really really tired.

---------- Post added at 11:41 AM ---------- Previous post was at 11:39 AM ----------

Much better.

Was only thinking of your sake, buddy.

If Charon or a mod saw that... big trouble.

I wonder what that was. Salute to you Hatedread,

you keep your fellow forum members from being banned :rthumb:

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--Bows--

Can we get a combined package of all three files? Preferably at somewhere where one can use a download manager/planner, such as Armaholic? Surely this update justifies 'bugging' them to do it for you? :P

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--Bows--

Can we get a combined package of all three files? Preferably at somewhere where one can use a download manager/planner, such as Armaholic? Surely this update justifies 'bugging' them to do it for you? :P

Well they listed the update in their news, but have not mirrored it. I will address them about them kindly doing so.

Please could you test the feature with the disabled radio variable for dying infected soldiers? I have implemented it last, but haven`t found the time to test it enough.

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Sorry if I missed it, but is there already the behavior option for undeads, that they first move when they recognize humans (when a set distance between both is reached) as mentioned?

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Sorry if I missed it, but is there already the behavior option for undeads, that they first move when they recognize humans (when a set distance between both is reached) as mentioned?

What behaviour option? Who mentioned that?

The hunting scripts don`t trigger with distances but with knowsabout values higher than zero. When they know about a human, then they will hunt that human.

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Hi CP!

First of all: Great work!

I have little experience scripting but I'm willing to learn. I'm working on a multiplayer mission based on your Mod for a few days now. It's a simple idea: to counter hordes of Zombies emerging from the forest and rooting out their spwaning locations. So theres no Infected Module involved.

Things are running nice so far. Players getting killed (by attacks from Zeds or friedy fire) will respawn. There's one problem though: If a player gets infected and takes the antidote, the timer disappears. The player will die nontheless once time is up. Those players won't respawn at the respawn-marker but will end up in the ocean.

If there were a scripting command for reversing the infection I could figure out a workaround. I was not able to find such a command - only those for reading out the status of a player ("CHN_UNDEAD_INFECTED").

Thanks in advance and keep up the great work!

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Hi CP!

First of all: Great work!

I have little experience scripting but I'm willing to learn. I'm working on a multiplayer mission based on your Mod for a few days now. It's a simple idea: to counter hordes of Zombies emerging from the forest and rooting out their spwaning locations. So theres no Infected Module involved.

Things are running nice so far. Players getting killed (by attacks from Zeds or friedy fire) will respawn. There's one problem though: If a player gets infected and takes the antidote, the timer disappears. The player will die nontheless once time is up. Those players won't respawn at the respawn-marker but will end up in the ocean.

If there were a scripting command for reversing the infection I could figure out a workaround. I was not able to find such a command - only those for reading out the status of a player ("CHN_UNDEAD_INFECTED").

Thanks in advance and keep up the great work!

I might misunderstand you, but if you don`t use the infected module at all, why do you need the variable ?!

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So I saw earlier in this thread that someone had tried multiplayer with success. I also saw in the mod docs that multiplayer is *not* supported yet.

So what are the specific caveats with multiplayer with the mod? Is it just that you haven't tested it and there may be unknown bugs? Or are there specific things that won't work?

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So I saw earlier in this thread that someone had tried multiplayer with success. I also saw in the mod docs that multiplayer is *not* supported yet.

So what are the specific caveats with multiplayer with the mod? Is it just that you haven't tested it and there may be unknown bugs? Or are there specific things that won't work?

It sais "not supported" because i can`t test it in a work-efficient testing environment.

As long as the server is being played by one member of the coop team then the virtual infection should work satisfyingly.

Dedicated server will probably not support the virtual infection, because it is relative to the player character.

If you just wanna shoot a bunch of zeds with your buddies, you won`t notice any problem anyway (And that`s what most people tend to do).

I will work with some folks that make MP missions for the Undead mod to tackle the issues they run into.

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Well they listed the update in their news, but have not mirrored it. I will address them about them kindly doing so.

Please could you test the feature with the disabled radio variable for dying infected soldiers? I have implemented it last, but haven`t found the time to test it enough.

Working on getting v0.84 now.

In case you didn't know, Armaholic has now mirrored your latest version, in a combined pack.

Screw download planning for 4 am, for now - I'll be able to test soon.

In future it would be a massive help if you could contact Armaholic ASAP, so guys like me can plan for off-peak, as a small update requires big files, with this mod.

Cheers.

EDIT: Alright, so using CHN_UNDEAD_NOZEDRADIO, can I write, say, CHN_UNDEAD_NOZEDRADIO = true? That seems to have no effect.

Also, is it possible to add an option for the starting credits to be set to a black background, and have the 'Charon Productions' credit fade in from that black? I needed to fade it to the mission, to hide the weird behaviour of choppers at the start, but your titles overwrote mine.

Will continue testing.

Edited by HateDread

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Working on getting v0.84 now.

In case you didn't know, Armaholic has now mirrored your latest version, in a combined pack.

Screw download planning for 4 am, for now - I'll be able to test soon.

In future it would be a massive help if you could contact Armaholic ASAP, so guys like me can plan for off-peak, as a small update requires big files, with this mod.

Armaholic can impossibly mirror every update, they have their traffic limitations too and i respect and understand that situation.

So i will only approach them for big updates only.

EDIT: Alright, so using CHN_UNDEAD_NOZEDRADIO, can I write, say, CHN_UNDEAD_NOZEDRADIO = true? That seems to have no effect.

Hmm, weird. I applied it to all scripts that issue the radio messages for dying soldiers.

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How would I implement the command, then? Maybe I am doing it wrong?

I have a trigger set to 'true' in the Condition field, so that it fires instantly, with CHN_UNDEAD_NOZEDRADIO = true in the 'On Act'.

Am I writing this correctly, and executing it correctly? Does the module overwrite it?

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How would I implement the command, then? Maybe I am doing it wrong?

I have a trigger set to 'true' in the Condition field, so that it fires instantly, with CHN_UNDEAD_NOZEDRADIO = true in the 'On Act'.

Am I writing this correctly, and executing it correctly? Does the module overwrite it?

I had to implement it in a hurry, because i wanted to include that.

Please put in the condition line of the trigger:

CHN_UNDEAD_INITIALIZED

So the trigger will execute when the module is initialized, thus countering any previously possible overwrites. I will fix that at startup in an update.

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Condition Field:

CHN_UNDEAD_INITIALIZED

On Act:

CHN_UNDEAD_NOZEDRADIO = true; player sidechat "Module Init-ed";

This trigger fires very quickly after the start of the mission, and the radio sounds are still played.

Remember these are civilians I can hear, as a Bluefor unit.

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Condition Field:

CHN_UNDEAD_INITIALIZED

On Act:

CHN_UNDEAD_NOZEDRADIO = true; player sidechat "Module Init-ed";

This trigger fires very quickly after the start of the mission, and the radio sounds are still played.

Remember these are civilians I can hear, as a Bluefor unit.

Civilians playing back the zombie dying sound?

That is impossible actually lol:

if ((side _unit!= civilian) and ! CHN_UNDEAD_NOZEDRADIO) then {

player say format ["CHN_MANZOMBIEFIEDRAD%1",_ra];

};

Then your civilians must be grouped into a west-side group.

By the way for the sake of easier downloading of future updates i have completely restructured

the addons. Now the config and the control scripts sit in a 500 kB file ;)

Edited by Charon Productions

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When Civilians become infected, and I am a Bluefor soldier, I am hearing the sound. That, or it automatically fires it a small while after mission start-up?

And THANK YOU! I was going to beg you for that change! Ahhh, that's so helpful! Thank you, thank you, thank you!

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When Civilians become infected, and I am a Bluefor soldier, I am hearing the sound. That, or it automatically fires it a small while after mission start-up?

And THANK YOU! I was going to beg you for that change! Ahhh, that's so helpful! Thank you, thank you, thank you!

I have tested the situation and the civilian test subjects can not be heard over the radio when they die and become infected :

Test mission:

http://www.sendspace.com/file/fvq4rf

You must have them spawned into a Blufor group, that is the only explanation.

Check their side with:

hint format ["civilian`s effective side :%1",side NAMEOFYOURCIVILIAN];
Edited by Charon Productions

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