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Does a unit getting infected broadcast the message over direct channels - can you hear them if you're close by? The player flys over the top of some civilians being infected, in a helicopter.

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Does a unit getting infected broadcast the message over direct channels - can you hear them if you're close by? The player flys over the top of some civilians being infected, in a helicopter.

O.c. you can hear them, but you mentioned "over the radio" explicitely.

That implies radio chatter/crackling played together with the sound.

What you are hearing is the direct sound.

I have to tweak the hearing distances of the sound a bit.

One of the zillion things that were put in place just to get it to work and need tweaking later on.

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Sorry. I initially thought it was, but upon further review, a zombie group was closer to the flightpath than I thought, where they infected a civilian. I can easily fix that.

But yes, a lowered distance for the sound would be handy - I'm hearing it in a helicopter flying overhead at something like 25 metres.

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Sorry. I initially thought it was, but upon further review, a zombie group was closer to the flightpath than I thought, where they infected a civilian. I can easily fix that.

But yes, a lowered distance for the sound would be handy - I'm hearing it in a helicopter flying overhead at something like 25 metres.

Well imagine standing in a lonely village 25 metres next to a dying infected. You would be able to hear that right? ;)

But i `ll have a look at the distance configuration. We all know that Arma2´s sound engine is very lame.

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I'm not actually sure about that - who's to say they don't die quieter? :P

Is there some variable that you could possibly add to give us the option of completely turning off those sounds for our missions? It's hard enough to build the silent/quiet ambience, only to have a very strange sounding gurgle fire off every now and again :P

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As of now it`s not. i will have to implement that case.

You can always "send" them somewhere else (if you don`t like where they are going) with the previously discussed functions

---------- Post added at 11:46 AM ---------- Previous post was at 11:44 AM ----------

Okay, i will try to implement such case.

Looking into the functions again, i tracked down the cause for an error that occasionally

appeared where it seemed as if a zed was killed by a zed and thus it was attempted to

spawn an undead undead :D

The problem is that there is some delay between setting the variables in the script and the

unit actually having that variable available for readout and in the meantime some other script

would tag the newly spawned zed as a human, really weird.

EDIT: Alright, i have implemented that case with a new variable "CHN_UNDEAD_STATICGRP"

A group with that variable set to true will not patrol or migrate, just stand there and wait for humans

As already mentioned ;)

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I made a couple of fixes concerning multiplayer respawn issues where the respawned player would still be infected due to variable space left-overs.

Does anyone here know if Arma2 has a list/array of all currently joined players or does such a list need to be obtained with a script by cycling through all units and checking for isplayer?

If such an array is manageable, then also the virtual infection system will be possible to adapt for multiple human player teams on a map.

Also the population of towns with zeds is now majorly faster with no delay upon player proximity.

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During testing a defensive situation with a safezone base and many waves of undead trying to get near that base, i realized that a couple of hundred dead bodies (hmm, i mean REALLY dead UNDEAD :D ) could cause some FPS issues.

The remarkable thing is that i have not noticed an FPS drop.

But in theory, for the engine to draw hundreds of models, should cause a performance drop.

So i consider adding a clean-up script that deletes the bodies after lying there for 1 or 2 minutes. The 1 million dollar question is just, will those scripts cause more performance issues than the actual dead models ?!?!

I guess i have to try out )

Limiting ammo for that base i also a big hazzle, because since OFP there is no way to tell (by command at least) how many magazines are in an ammo crate.

There is expensive workarounds though.

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As far as limiting ammo, you could just have the crate run a script that clears its contents and adds its own table of ammunition and whatnot.

As far as a cleanup script is concerned, by all means do so. I can't imagine it'll be much more CPU intensive than whatever it is that causes bodies in Warfare to sink into the ground.

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As far as limiting ammo, you could just have the crate run a script that clears its contents and adds its own table of ammunition and whatnot.

As far as a cleanup script is concerned, by all means do so. I can't imagine it'll be much more CPU intensive than whatever it is that causes bodies in Warfare to sink into the ground.

I have written a custom base logistics script that checks the ammo reserves and orders resupplies automatically.

That is not for the undead addon though, but for a mission i am making.

Concerning the clean up script, i will write one. Your have a good point.

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Concerning the clean up script - could you write it as a 'logic module' (so it's optional) or maybe the script could initiate when a certain threshold of bodies has been breached (for example; after 100 bodies are on the ground, it starts deleting the oldest first).

It's just that it's quite nice seeing the trail of bodies littering the ground - like a twisted Hansel and Gretel breadcrumb trail :)

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Concerning the clean up script - could you write it as a 'logic module' (so it's optional) or maybe the script could initiate when a certain threshold of bodies has been breached (for example; after 100 bodies are on the ground, it starts deleting the oldest first).

It's just that it's quite nice seeing the trail of bodies littering the ground - like a twisted Hansel and Gretel breadcrumb trail :)

Okay okay.

So it will be clean up all bodies by default.

And then optional to be toggled by global variable

a partial cleanup that kicks in after a certain number of bodies

is on the ground and that number again definable by global variable.

That should suit everybody ;)

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So i consider adding a clean-up script that deletes the bodies after lying there for 1 or 2 minutes. The 1 million dollar question is just, will those scripts cause more performance issues than the actual dead models ?!?!

I think it's probably an individual machine issue :) however, you could automate such a cleanup procedure in an easy transparent way, set up a TUM_MaxDeadZombies global for people to set themselves and use something like:

if(isNil "TUM_MaxDeadZombies")then{TUM_MaxDeadZombies=100;};

...zombie code...

ZombieArray=(ZombieArray+[_zombie]);
// Limit number of zombies.
if(count ZombieArray>TUM_MaxDeadZombies)then{
	deleteVehicle (ZombieArray select 0);
	ZombieArray=ZombieArray-[(ZombieArray select 0)];
};

And that should constantly maintain a maximum level of dead zombies once that maximum is reached.

Apologies to Solus, who might recognise this method ;)

Edited by DMarkwick

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I was reading through most of this and kept seeing players saying "I wish the multiplayer worked" or "Make the multiplayer work! Blah blah blah"

Just thought I would add one thing (Sorry if this has already been said)

MULTIPLAYER WORKS GREAT!!!

Everything seemed to work just fine as you said. The zombies would run to a town and start the infection. The infected town would spawn zombies to send to other towns to infect those. Everything seemed to work flawlessly.

I only had two issues (Both were probably problems with something else though)

1) I was playing in Sahrani with a few friends and at one point Dolores got infected but seemed to constantly spawn an endless wave of zombies. Like one zombie would spawn right after another. We saw around 50 zombies spawn before we decided to GTFO. Didn't seem to create any real problems though and I have never seen it happen after that. (They were spawning in water, maybe that glitched it?)

2) The antidote seems to only work for selected players? My friend and I both got infected but we both had an antidote. So, we used it and it said the infection was reversed but 8 minutes later I just died out in the middle (This happened on multiple occasions) of a desert but he remained alive for 30 more minutes before he got blown up by a nuke! So maybe I don't understand how the antidote works?

The only other addons I was using was ACE and CAA1 (Sahrani)

P.S. This was on an older version of the Undead Mod. Just not sure what version :S

Edited by Minizzzile

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is it normal to have a zombie (NOT INFECTED) Sprinting at you forever? as some soldier Zeds seem to do that :)

i know what the problem is

when they sprint foward they leap faster, but when they sprint to the left they are able to run

i see that when playing a zed they do not preform the animation when you combo your Foward button with your left or right button

So if i hold W and L (My button config) the zed will sprint like a human moving to the left

this also happend in the Crappy Zombie Mod for ArmA I (its not name calling, thats what the mod was called)

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is it normal to have a zombie (NOT INFECTED) Sprinting at you forever? as some soldier Zeds seem to do that :)

i know what the problem is

when they sprint foward they leap faster, but when they sprint to the left they are able to run

i see that when playing a zed they do not preform the animation when you combo your Foward button with your left or right button

So if i hold W and L (My button config) the zed will sprint like a human moving to the left

this also happend in the Crappy Zombie Mod for ArmA I (its not name calling, thats what the mod was called)

The undead mod uses the same zombie animations that have been used for CZM, so there is no sideways animation considered. For the sake of people liking those animations so much (and them being the only thing available thanks to the insane appreciable effort by Teacup to write a MEL script for Maya to be able to convert those to .RTMs) i have included them.

Maybe i said it like 6 times, but i`ll say it again. If BI would release any official tool to efficiently convert mocap-animations and use them for the male and female skeleton, there would be a possibility to have zeds walk really like in the movies.

I`ll have a look at the config, maybe it is possible to just use the same animation for FL and FR than for F.

Edited by Charon Productions

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okay

oh and i heard you were making a Zed Campaign? if so will it be Fast or Slow Zeds?

It will be fast zeds, because that is the new thing about the mod compared to CZM and poses more of a challenge IMHO

It`s not a campaign per se, but one huge mission with many tasks, multiple adversaries and allies that it almost is as complex to play as a campaign.

85 Locations to clean from the infection and the safezone base constantly under attack from zeds.

Ammo will run out frequently, personel also. So the player needs to make wise choices when to tackle the tasks and when better to wait for reinforcements.

Edited by Charon Productions

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Charon Productions! The zombies just stand around and get mowed down, I have the independents set to nobody, i put the module named The Undead-infected and i put a group of infected. if i put a waypoint, they will run past you like nobody is there, when i play as a zombie i cant attack and he doesnt autoattack. thank you for your time

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I am afraid that you are suffering from an interference with other mods that you have installed, because you are the only person out of many hundred who runs into that error.

Try it with a vanilla version of Arma2 is my only advice.

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First thanks for this good zombie mod Charon.

As survive to a horde of zombies is much more immersive in multiplayer, I'm currently trying to keep up a dedicated server on my PC.

The uptime won't be 24/7 but it'll be up as often as possible.

I quickly made a MP mission. You play as civilians. Any MP missions submission is welcome.

Server name : Undead mod - zombies monsters zeds

I hope you, zombies enthusiasts, will enjoy MP playing;)

Cheers

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First thanks for this good zombie mod Charon.

As survive to a horde of zombies is much more immersive in multiplayer, I'm currently trying to keep up a dedicated server on my PC.

The uptime won't be 24/7 but it'll be up as often as possible.

I quickly made a MP mission. You play as civilians. Any MP missions submission is welcome.

Server name : Undead mod - zombies monsters zeds

I hope you, zombies enthusiasts, will enjoy MP playing;)

Cheers

Nice gesture, there is for sure some people that appreciate it very much :thumbsup:

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soo about the spawn module

can you place mulitple spawn modules? or just one and it will spawn random groups of Zeds on the map

You can place as many as you want and it will spawn groups with a random selection of undead types.

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I am afraid that you are suffering from an interference with other mods that you have installed, because you are the only person out of many hundred who runs into that error.

Try it with a vanilla version of Arma2 is my only advice.

It changed now, they only attack me, they wont attack my squad or anything.:eek: they run in circles around me and my squad and they dont really seek me out but if i run into them they will attack once and keep running.

lets see, i dont really have any mods installed, just some unit addons, a scud launcher, well ill try to reinstall it tonight and i will report back tomorrow if it worked or not, thanks Charon

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