Jump to content

Recommended Posts

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

ah cool, but will they migrate or wait until human/player is in proximity?

Share this post


Link to post
Share on other sites
ah cool, but will they migrate or wait until human/player is in proximity?

Please read the section "Description of the Spawn Module:"

of the documentation file named "ForMissionMakers.txt".

Share this post


Link to post
Share on other sites

I asked before, but it might've been lost in the crowd...

Is it possible to change the intro that you've added? I am referring to where it names the mod used, and lists your name. I need to fade in from black, but your effects overwrite mine.

All I need is the exactly same, but with 'The Undead Mod' on a black background, and have 'By Charon Productions' fade in from black, to a normal screen.

Any ideas?

Share this post


Link to post
Share on other sites

i cannot for the life of me get CHN_UNDEAD_ZEDLIMIT to work.....

i put in the module

CHN_UNDEAD_ZEDLIMIT ##;

all i get is "Missing ;"

Edited by That guy Over there

Share this post


Link to post
Share on other sites
i cannot for the life of me get CHN_UNDEAD_ZEDLIMIT to work.....

i put in the module

CHN_UNDEAD_ZEDLIMIT ##;

all i get is "Missing ;"

I recommend to read this

to educate on the correct usage of global variable assignments.

The correct timing to assign the variable is right before mission start via init.sqf

or after CHN_UNDEAD_INITIALIZED is true.

Share this post


Link to post
Share on other sites

Is it possible to set a random time for this sequence:

this setvariable ["CHN_UNDEAD_IS_HUMAN",true,true]; this setVariable ["CHN_UNDEAD_INFECTED",true,true]; this setVariable ["CHN_UNDEAD_BITTENTIME",time,true]; this setVariable ["CHN_UNDEAD_INFTYPE","INFECTED",true];

Share this post


Link to post
Share on other sites

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=uUPG7g9DBHI&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=uUPG7g9DBHI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>



This video shows the safezone compound that the player´s team is operating from and that has to be defended against undead attacks. Due to the night setting, there is not much to see, but it shows nicely the atmosphere of the mission.
A lot of fire can be heard, the snipers run out of ammo after some time and ammo deliveries have to be secured to make sure that they have their rifles filled with ammo apart from the many tasks that the mission offers. Edited by Charon Productions

Share this post


Link to post
Share on other sites

From what I saw, that was brilliant. Can't wait!

Got any tips for setting the atmosphere? You seem to have it working well. Things like lighting, etc. And did you say you compose your own soundtracks for it?

Share this post


Link to post
Share on other sites

Is that set in Namalsk? The mission looks really cool by the way. I really liked the John Carpenter-esque music in the background. Very '70s :)

Thanks for a brilliant mod Charon. It's the most comprehensive zombie game I've ever played. The swawn modules are pretty cool, but the genius bit is the infection logic. You can use the camera script&civilian module and literally watch the infection spread across the face of the region . It's really scarily well done stuff - like watching bacteria multiply through the lens of a microscope.

I've had some epic confrontations with the undead; usually resulting in me dying on a rooftop alone after watching my comrades get munched on. Mega. :)

Share this post


Link to post
Share on other sites
Got any tips for setting the atmosphere? You seem to have it working well. Things like lighting, etc.

It`s just 2 searchlights, illum rounds for artillery and a main lamp on the roof of one building. Looks like more though, because lighting isn`t really physically accurate in Arma2 compared to Maya for instance. It works more like an ambient light.

And did you say you compose your own soundtracks for it?

Yes, i composed that track (music is my RL occupation).

There will be a couple of more soundtracks for the mission or i`ll even add them to the final release of the mod.

Share this post


Link to post
Share on other sites

Ahh, I ask because I myself am a musician. Piano approaching two years now, and I'm very into composing. You?

What program do you use? (I use Reason 4.0)

And what tips do you have, for this sort of genre?

EDIT:

I can't for the life of me find this 'spawn module' in the module list. Where is it?

Edited by HateDread

Share this post


Link to post
Share on other sites
Please read the section "Description of the Spawn Module:"

of the documentation file named "ForMissionMakers.txt".

could it be because my version of arma 2 is 1.01 and the latest one is like 1.5 or 1.05?

Share this post


Link to post
Share on other sites

Quick question.

What does the variable "CHN_UNDEAD_SHTREAC" really do? I don't think I understand the "zeds will react to being shot while attacking civilians only" What do you mean by "react"?

Thank you for your time.

Share this post


Link to post
Share on other sites
Ahh, I ask because I myself am a musician. Piano approaching two years now, and I'm very into composing. You?

What program do you use? (I use Reason 4.0)

And what tips do you have, for this sort of genre?

EDIT:

I can't for the life of me find this 'spawn module' in the module list. Where is it?

Also, I found some incompatibilities with this mod. I know that's not your fault, but it would help me greatly in making my new mission, if you could check it out.

http://forums.bistudio.com/showthread.php?t=91022

When running this mission, an example of the Warfare Module, you approach your MHQ and hit 'construction' in the action menu, after which you can begin base building.

If you try again, with an Infected Module placed in the editor, it freezes as soon as you hit 'construction'. This occurs with and without ACE2.

I was going to develop a large warfare/zombie map, but this has stopped me dead in my tracks.

Any ideas?

Regards.

Share this post


Link to post
Share on other sites
]Ahh, I ask because I myself am a musician. Piano approaching two years now, and I'm very into composing. You?

What program do you use? (I use Reason 4.0)

And what tips do you have, for this sort of genre?

Anything from dark ambient to trance, EBM, rock and goth.

My roots are in new romantic/punk/goth.

Tips? I dont know, it`s not so much about equipment, it`s more about mood.

Nowadays folks rely too much on technical aspects and most contemporary music has no atmosphere at all (nor emotions).

EDIT:

I can't for the life of me find this 'spawn module' in the module list. Where is it?

In that case, you seem to not have the latest version of the mod.

It is right between the infected and the zombie modules ;)

---------- Post added at 01:23 PM ---------- Previous post was at 01:21 PM ----------

could it be because my version of arma 2 is 1.01 and the latest one is like 1.5 or 1.05?

I had that possibility in mind as a cause for your problem, but considered it very unlikely that someone would not want to enjoy the major improvements of the game with the post-vanilla patches.

The mod uses some scripting commands that have been introduced with a later patch. In 1.01 this mod would have been simply impossible.

So just update to 1.05

---------- Post added at 01:28 PM ---------- Previous post was at 01:23 PM ----------

Also, I found some incompatibilities with this mod. I know that's not your fault, but it would help me greatly in making my new mission, if you could check it out.

http://forums.bistudio.com/showthread.php?t=91022

When running this mission, an example of the Warfare Module, you approach your MHQ and hit 'construction' in the action menu, after which you can begin base building.

If you try again, with an Infected Module placed in the editor, it freezes as soon as you hit 'construction'. This occurs with and without ACE2.

I was going to develop a large warfare/zombie map, but this has stopped me dead in my tracks.

Any ideas?

Regards.

That is a big trouble.

Because:

With all respect to the work of the BI developers, but these construction/purchasing menus are the lamest thing in Arma2.

It`s actually the reason why i stopped playing the campaign, because i

could not get the menus to update with 10 minutes waiting to be able to buy new soldiers.

So in case that these menus freeze, what can i do to prevent that?

If i could modify the warfare module`s scripts too, then maybe it could work.

But i have really not the time to study the functionality of that module until i can fix that. Really sorry.

EDIT: Does this happen in vanilla warfare´s construction menu too or only in those scripts from the guy?

---------- Post added at 01:45 PM ---------- Previous post was at 01:28 PM ----------

Is that set in Namalsk? The mission looks really cool by the way. I really liked the John Carpenter-esque music in the background. Very '70s :)

Thanks for a brilliant mod Charon. It's the most comprehensive zombie game I've ever played. The swawn modules are pretty cool, but the genius bit is the infection logic. You can use the camera script&civilian module and literally watch the infection spread across the face of the region . It's really scarily well done stuff - like watching bacteria multiply through the lens of a microscope.

I've had some epic confrontations with the undead; usually resulting in me dying on a rooftop alone after watching my comrades get munched on. Mega. :)

Glad you enjoy playing it ;)

I also enjoyed observing the infection spread with TroopMon2.

It`s really like a bacteria study, scary in a way hehe.

---------- Post added at 01:48 PM ---------- Previous post was at 01:45 PM ----------

Quick question.

What does the variable "CHN_UNDEAD_SHTREAC" really do? I don't think I understand the "zeds will react to being shot while attacking civilians only" What do you mean by "react"?

Thank you for your time.

This part of the mod is not working very reliably. Have to look into it again.

In the tests i did at least, they did react to me firing at them and hunt me.

The variable is "supposed" to allow the zombie group to swap the current target (let`s say sitting in a car) to the shooter who tries to pick them one by one from a distance, because the shooter is obviously a bigger threat than the guy in the car.

So when the variable is true, they will hunt the shooter.

If false (or nil possibly i think too) then they will just not react to the shooter, only when he someone manages to get closer to them than the guy in the car which is diffucult to actually do hehe.

Edited by Charon Productions

Share this post


Link to post
Share on other sites

Hmm.

I thought v0.84 was latest? Got it from Armaholic, documentation says V0.84, but no spawn module?

This freeze occurs with the vanilla Construction Interface.

Simply create it in editor. Init field: xhandler = [this] execVM "coinvars.sqf", with Coinvars.sqf in mission folder saying;

myMoney = 1000;

MyCoin setvariable ["BIS_COIN_name","Base"];

MyCoin setvariable ["BIS_COIN_rules",[player]];

MyCoin setvariable ["BIS_COIN_areasize",[50,20]];

MyCoin setvariable ["BIS_COIN_categories",["Base", "Defence"]];

MyCoin setvariable ["BIS_COIN_items",

[

//--- Class, Category, Cost or [fundsID,Cost], (display name)

["USMC_WarfareBBarracks","Base",200,"Barracks"],

["BTR90_HQ_unfolded","Base",100],

["USMC_WarfareBLightFactory","Base",400],

["USMC_WarfareBHeavyFactory","Base",600],

["USMC_WarfareBFieldhHospital",Base",400,"Field Hospital"],

["USMC_WarfareBMGNest_M240",Assault,150"MG Nest (M240)"],

["USMC_WarfareBVehicleServicePoint",Base,1000"Vehicle Service Point"]

]

];

myCoin setvariable ["BIS_COIN_funds",["myMoney"]];

myCoin setvariable ["BIS_COIN_fundsDescription",["€"]];

MyCoin setvariable ["BIS_COIN_onPurchase",{sleep 2}];

Without Infected module, construction menu appears when within 50m of module (I realise there are no options shown in this menu). Place the Infected module, and try again. It gets stuck on a loading screen, dead in the water.

Is there anything that can be done? :/

EDIT: Does not occur in Benny's Warfare. Hmm, I'll look at some of that.

Edited by HateDread

Share this post


Link to post
Share on other sites

Okay, i`ll test it out, even though there is really not much i can do, because it is the warfare code that freezes.

EDIT:

I really have to open a school lol.

Ok, first add the following start-up option to your Arma2 shortcut: -showScriptErrors

Had you done that, you would have found out that your script contains MULTIPLE errors , namely:

["USMC_WarfareBFieldhHospital",Base",400,"Field Hospital"],
["USMC_WarfareBMGNest_M240",Assault,150"MG Nest (M240)"],
["USMC_WarfareBVehicleServicePoint",Base,1000"Vehic le Service Point"]

Fix these errors and then try again.

Errors like these are highly likely to crash other scripts, because

if the next array element is not found and hyphens are left open, then the code lines

after processing the array will never be executed.

I am afraid then there is something wrong with the armaholic version?!

I`ll test-DL them and see if it is an older version.

I know it`s a problem for you to DL, but i recommend you use my sendspace V0.84 links, they for sure work.

Edited by Charon Productions

Share this post


Link to post
Share on other sites

1. I already have -showScriptErrors

2. It isn't my script.

I'm not a total noob :P

I tested it with some of the example warfare missions that ship with the game. Same freezing issue.

EDIT: Seems -showScriptErrors was removed from my AddonSync. Weird.

Edited by HateDread

Share this post


Link to post
Share on other sites
1. I already have -showScriptErrors

2. It isn't my script.

I'm not a total noob :P

I tested it with some of the example warfare missions that ship with the game. Same freezing issue.

EDIT: Seems -showScriptErrors was removed from my AddonSync. Weird.

So who wrote that script then?

If that varibale "BIS_COIN_items" ever gets used later on by whatever module/script , it has got to result in a serious error.

Zip up a .utes test mission with that vanilla warfare thing set up and i look into it.

Share this post


Link to post
Share on other sites

It was by some guy on a thread regarding the CoIn Module. My bad for not checking it.

Also my bad for somehow removing -showScriptErrors. Sorry for that - I actually read the script, and I found those obvious errors.

Zip up a .utes test mission with that vanilla warfare thing set up and i look into it.

Sorry, what exactly do you mean? I can get you one of the vanilla missions that ship with the game, with the Infected Module placed as well, if that's what you mean. If not, then what?

Cheers.

EDIT: 2:34 AM. I can't keep working on my research regarding Undead + Warfare - it's killing my brain. I'll continue tomorrow. Thanks so far!

Edited by HateDread

Share this post


Link to post
Share on other sites

Alright, I've packed up a copy of 'War Welcome' with the Infected module. Without module, works fine, but as soon as you place it, and try to access construction menu, the entire game locks up.

http://www.filefront.com/15519715/SP_WarWelcome_Infected.utes.rar

Oh, and regarding version numbers - I noticed the intro credits (at the start of the mission) show it as Undead Mod V0.83. Armaholic made a mistake - I double-checked I put the right files in by re-moving them from the V0.84 Pack from Armaholic. Still says V0.83.

Share this post


Link to post
Share on other sites
Alright, I've packed up a copy of 'War Welcome' with the Infected module. Without module, works fine, but as soon as you place it, and try to access construction menu, the entire game locks up.

http://www.filefront.com/15519715/SP_WarWelcome_Infected.utes.rar

Oh, and regarding version numbers - I noticed the intro credits (at the start of the mission) show it as Undead Mod V0.83. Armaholic made a mistake - I double-checked I put the right files in by re-moving them from the V0.84 Pack from Armaholic. Still says V0.83.

Yes it locks up. No idea why, really. So no possibility to fix it.

All i can say is that the warfare code must be super heavy, as i have never seen texture delay drawing on utes and with the warfare module even utes seems slow.

Share this post


Link to post
Share on other sites

hey ive added the .pbo files to addon's how do i select to play this mod in single player?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×