Minizzzile 10 Posted April 3, 2010 Great mod, but it dosent work with ACE to well.... In jets you always experience G force and blackout every 2 seconds and on the ground M203 launchers have a delayed reaction, you die at about 3 mins of being infected (probably because of ACE) and if you throw a grenade it goes up a certain height and just bounces across an invisible barrier in mid air.... Wish I could play it man. Your issues with ACE are strange. I have been running this mod with ACE and I didn't have any of these symptoms. The blacking out is an ACE caused thing. If you don't want to black out, create a pilot slot. and if you throw a grenade it goes up a certain height and just bounces across an invisible barrier in mid air.... I have never ever ever seen this happen nor have any of my beta testers for my mission. What version of ACE are you running? I think part of the problem you are experiencing is the script-lag. There are so many scripts executing that the 1 ms minimum wait time for every script adds up to a noticable amount. The grenades look buggy but still go where you want them to. Share this post Link to post Share on other sites
Liam!!!! 10 Posted April 3, 2010 (edited) Your issues with ACE are strange. I have been running this mod with ACE and I didn't have any of these symptoms.The blacking out is an ACE caused thing. If you don't want to black out, create a pilot slot. I have never ever ever seen this happen nor have any of my beta testers for my mission. What version of ACE are you running? I think part of the problem you are experiencing is the script-lag. There are so many scripts executing that the 1 ms minimum wait time for every script adds up to a noticable amount. The grenades look buggy but still go where you want them to. I am using the latest version of ACE. These problems disspeared after deleting the mod. May try to download again and will post a vid if i get the same weird stuff happening. I think that grenade thing was actually a bug. It was happening for AI too they would thro it, it would go up to a certain height and kinda float in mid air then explode not killing any zombies. -Edit- Just redownloaded, same thing the grenade in thin air thing seems to have gone but the constant blackouts are back and so are the delayed exploding of Grenades from grenade launchers. *It seems this only happens whn i put the modules down* Edited April 3, 2010 by Liam!!!! Share this post Link to post Share on other sites
Minizzzile 10 Posted April 3, 2010 (edited) That is very strange... It is possible that some extra addons are conflicting with the mod. ACE itself may even be interrupting the game. I stopped updating ACE at V1.0.7.298, and only use the latest up-to-date version when I am not playing on Sahrani (Which is never >_<) So it is possible ACE messes with the Zombie Mod. When you create a mission, what modules do you place? The wounding system had a weird effect on the zombies. The delayed grenade explosion sounds like the script lag to me. For example: ACE already runs hundreds of scripts while you are playing. Adding the zombie mod ontop of that adds hundreds more. ArmA 2 can only process those scripts at a certain rate so it slows everything down. EDIT: It is possible to have 2 versions of ACE at the same time. If you want a version that is cooperative with the zombie mod, I have give you version V1.0.7.298. It would require just a simple swapping of files, but that is only if you really want to play the mod. Edited April 3, 2010 by Minizzzile Share this post Link to post Share on other sites
Liam!!!! 10 Posted April 3, 2010 That is very strange... It is possible that some extra addons are conflicting with the mod.ACE itself may even be interrupting the game. I stopped updating ACE at V1.0.7.298, and only use the latest up-to-date version when I am not playing on Sahrani (Which is never >_<) So it is possible ACE messes with the Zombie Mod. When you create a mission, what modules do you place? The wounding system had a weird effect on the zombies. The delayed grenade explosion sounds like the script lag to me. For example: ACE already runs hundreds of scripts while you are playing. Adding the zombie mod ontop of that adds hundreds more. ArmA 2 can only process those scripts at a certain rate so it slows everything down. EDIT: It is possible to have 2 versions of ACE at the same time. If you want a version that is cooperative with the zombie mod, I have give you version V1.0.7.298. It would require just a simple swapping of files, but that is only if you really want to play the mod. Yeah i thought the grenade bounce was gone turns out its not lol.... I think ACE is the problem I may make a shortcut that dosen't have the mod files for ACE in the properties thing just to play zombies :D Share this post Link to post Share on other sites
Minizzzile 10 Posted April 3, 2010 Yeah, Charon really did good on this mod. The zombies are way complex. Like I said, if you want an extra-version of ACE that is compatabile with this mod just let me know. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted April 3, 2010 (edited) @Liam: You don't fly much in A.C.E. mod I take it? It's been a feature for a while now where if you get in an aircraft and your not a Pilot soldier class (guy wearing flight suit with helmet. More Helo pilot than jet.) you will start blacking out due to the G-Forces. Even in very shallow turns/dives/climbs & I have also experienced it when using the rudder and trying to make a slight, shallow turn. I have seen the "grenade in thin air" thing before but I can't recall where, I'll see if I can find it. Oh & I believe the delayed explosion from 203s is an A.C.E. feature. Kinda like a timer from the time it's launched to the time it hits something. If the time isn't long enough the grenade determines that the range is too close and the shell with lodge itself in the ground without exploding. Edited April 3, 2010 by Darkhorse 1-6 Share this post Link to post Share on other sites
Liam!!!! 10 Posted April 3, 2010 @Liam: You don't fly much in A.C.E. mod I take it? It's been a feature for a while now where if you get in an aircraft and your not a Pilot soldier class (guy wearing flight suit with helmet. More Helo pilot than jet.) you will start blacking out due to the G-Forces. Even in very shallow turns/dives/climbs & I have also experienced it when using the rudder and trying to make a slight, shallow turn.I have seen the "grenade in thin air" thing before but I can't recall where, I'll see if I can find it. Oh & I believe the delayed explosion from 203s is an A.C.E. feature. Kinda like a timer from the time it's launched to the time it hits something. If the time isn't long enough the grenade determines that the range is too close and the shell with lodge itself in the ground without exploding. Mate, im not a stupid lol. It IS a problem with this mod if i put the modules down it goes like it. i completely black out when flying at 100 mph without even turning and I never fly a jet without being a pilot I just spawn Jets in the editor. If i remove the Modules however, all problems dissapear. Yeah im also aware of that but im talking wont go off for 5 mins after being shot at a target 50+metres away. Again when I remove the Undead modules itreturns to normal. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted April 3, 2010 I was just attempting to give you one possible answer. As for the 203 thing it's lag then. Nothing can be done other than upgrading your computer. And as for this... Mate, im not a stupid lol. I didn't say you were. Judging by your other posts you really need to read the forum rules & listen to the mods but that's another thing altogether. @Charon: A friend of mine made a zombie mission using this that I've been testing. Works great. Great mod. Share this post Link to post Share on other sites
Liam!!!! 10 Posted April 3, 2010 (edited) I was just attempting to give you one possible answer. As for the 203 thing it's lag then. Nothing can be done other than upgrading your computer.And as for this... I didn't say you were. Judging by your other posts you really need to read the forum rules & listen to the mods but that's another thing altogether. @Charon: A friend of mine made a zombie mission using this that I've been testing. Works great. Great mod. I appreciate your help/suggestions... Asi have said the M203 thing is fine once the modules are removed it must be the same thing as the grenade, encountering some sort of invisible barrier. My PMs from the mods have been interesting, to say the least. But lets not get into that... EDIT- I wonder where Charon is? He has not been on for a while Edited April 3, 2010 by Liam!!!! Share this post Link to post Share on other sites
Minizzzile 10 Posted April 4, 2010 Possibly spring break vacation? I want him to release the fixed version of the spawn module already >_< Good things come with time I suppose. Share this post Link to post Share on other sites
Liam!!!! 10 Posted April 4, 2010 Possibly spring break vacation? I want him to release the fixed version of the spawn module already >_<Good things come with time I suppose. That is possible :P I would like to see the AI passing through walls and bumping into objects fixed. Very annoying. Share this post Link to post Share on other sites
Minizzzile 10 Posted April 4, 2010 That is possible :PI would like to see the AI passing through walls and bumping into objects fixed. Very annoying. I am like 99% sure that fixing that is not possible unless all of ArmA 2 is re-written. Share this post Link to post Share on other sites
runforrest 10 Posted April 4, 2010 if theres already some missions out there for mp or sp, it would be cool to have them in first post, or a new thread in missions section of these forums just for zombie missions. oh and does any1 know if this works with VFAI? Share this post Link to post Share on other sites
Minizzzile 10 Posted April 4, 2010 if theres already some missions out there for mp or sp, it would be cool to have them in first post, or a new thread in missions section of these forums just for zombie missions.oh and does any1 know if this works with VFAI? I'm not sure what VFAI is but I would guess that it would work with it. I am currently asking for beta testers for my zombie mission but the mission addon requirements are quite ridiculous. (As it was only ment for my friends in the beginning) A new thread containing links to all zombie mission would be quite niffty... Maybe this is something we can start soon? :cool: Share this post Link to post Share on other sites
runforrest 10 Posted April 4, 2010 (edited) hmm the requirements for ur mission shouldnt be a problem we have a server running with ace stable release + caa1 ill have a chat with my buddys and let u know what they think of a lil zombie hunting :D if u dont know VFAI u should really try it. it enables AI to pickup ammo and weapons automatically. thats why im sceptical if it works with Charons great mod. i think i will test it the next days... Edited April 4, 2010 by RunForrest Share this post Link to post Share on other sites
Minizzzile 10 Posted April 4, 2010 hmmthe requirements for ur mission shouldnt be a problem we have a server running with ace stable release + caa1 ill have a chat with my buddys and let u know what they think of a lil zombie hunting :D if u dont know VFAI u should really try it. it enables AI to pickup ammo and weapons automatically. thats why im sceptical if it works with Charons great mod. i think i will test it the next days... Ahhh, that's a good question. I'm not sure about that... I do recall Charon saying he had an issue with zombie AI grabbing weapons that would cause the game to crash. He fixed that a long time ago but I wonder how that addon affects it... Share this post Link to post Share on other sites
Stevo_223 10 Posted April 5, 2010 could you imagine a zombie with a gun that would suck... i dont think that the addon could be at fault it has to be something else, maybe some corrupt data or something Share this post Link to post Share on other sites
dalia 13 Posted April 5, 2010 Hi, i have a question, i make a zombie mission but, i can false the module at the beginning of mission. I wrote on module what you say but zombie spawn.... Is it possible to false spawn at start and true this with trigger and on mission stop spawn etc...? thanks for your job is great!! and trailer for mission.(french english) http://www.youtube.com/watch?v=V2pKU0oQN4M Share this post Link to post Share on other sites
Minizzzile 10 Posted April 7, 2010 Hi,i have a question, i make a zombie mission but, i can false the module at the beginning of mission. I wrote on module what you say but zombie spawn.... Is it possible to false spawn at start and true this with trigger and on mission stop spawn etc...? thanks for your job is great!! and trailer for mission.(french english) http://www.youtube.com/watch?v=V2pKU0oQN4M Yes it is possible to do what you are asking (If I am understanding correctly) Name the module in the editor something like : "Spawnmodule1"then when the time has come to stop spawning make a script (or a trigger) execute the command line : Spawnmodule1 setvariable ["CHN_UNDEAD_SM_ACTIVE",false] Now you are in business. Share this post Link to post Share on other sites
WMike20052 0 Posted April 7, 2010 Possible to make the infected eyes red instead of that pale blue? Share this post Link to post Share on other sites
Minizzzile 10 Posted April 7, 2010 Possible to make the infected eyes red instead of that pale blue? I'm pretty sure the eyes are part of the model. You could make your own models Share this post Link to post Share on other sites
dalia 13 Posted April 7, 2010 Yes it is possible to do what you are asking (If I am understanding correctly) it's i maked, but don't work, i use ace 2 too, problem? in module variable i add the line with false but zombie spawn then i tried with ini.sqs but spawn always and finally with a script spawn always. i don"t understand. Share this post Link to post Share on other sites
Minizzzile 10 Posted April 7, 2010 Ace 2, shouldn't cause this problem (But with the recent turn of events I'm not willing to bet my life on it) Can you tell me, step by step. How you are activating this trigger? ----------------------------------- Ace 2, ne devrait pas poser ce problème (mais avec la récente tournure des événements que je ne suis pas prêt à parier ma vie sur celle-ci) Pouvez-vous me dire, étape par étape. Comment vous activez ce déclencheur? Share this post Link to post Share on other sites
dalia 13 Posted April 8, 2010 yes i'm french :) ok, so then i put module undead infected and spawn in first time. I group them together, i insert in spawn module space the variable there is in you read me. this setvariable ["CHN_UNDEAD_SM_INTERVAL",40,true]; this setvariable ["CHN_UNDEAD_SM_NUMBER",2,true]; this setvariable ["CHN_UNDEAD_SM_GRPTYPE","MIGRATING",true]; (i tried with too : dead setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true];) i name the module : dead. I see all work no problem, it's perfect, move, infection etc.. Now i insert in the ini.sqs this line : dead setvariable ["CHN_UNDEAD_SM_ACTIVE",false]; But zombies spawn, i tried with a script. In start of mission the player have in this area this exec "zombie.sqf" ZOMBIE.SQF = dead setvariable ["CHN_UNDEAD_SM_ACTIVE",false]; Don't work. I tried with a trigger, in this activatin line i put : dead setvariable ["CHN_UNDEAD_SM_ACTIVE",false]; if he detect BLUFOR, it put on the area start of player, else the trigger is active at mission start. But don't work. I forget anything but why? this is my question :) if you want mission no problem, i can send you. Share this post Link to post Share on other sites
Minizzzile 10 Posted April 8, 2010 I group them together I am not sure you want to group the modules together. That might be a problem. But it is not what is causing the issue. I tried today with the spawning module and I think that part of the module may be broken. Everything you did sounded good. I did everything you did and then some with no results. I will keep looking into the situation further. ALSO, with the current released version I believe the module does not delete old groups of dead AI. So you hit the group limit of 144 eventually. Then again, I am not sure if Charon fixed it in the last patch or not. ------------------------------------------------------------ Excusez mon français, il n'est pas bon. Je ne suis pas sûr que vous voulez regrouper les modules ensemble. C'est peut-être un problème. Mais ce n'est pas ce qui est l'origine du problème. J'ai essayé aujourd'hui avec le module de frai et je pense que cette partie du module peut être rompu. Tout ce que vous ne sonnait bien. J'ai fait tout ce vous avez fait et puis certains n'ont pas les résultats. Je vais continuer à chercher dans la situation. En outre, avec la version actuelle a publié Je crois que le module ne supprime pas les anciens groupes de morts AI. Alors vous avez atteint la limite de groupe de 144 à terme. Là encore, je ne sais pas si elle a fixé Charon dans le dernier patch ou non Share this post Link to post Share on other sites