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No, I'm running it by a trigger (putting it on the on act box)

Basically im trying to spawn a group of 20-30 Infected at one spot. Anyway to simply do that without making a script?

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No, I'm running it by a trigger (putting it on the on act box)

Basically im trying to spawn a group of 20-30 Infected at one spot. Anyway to simply do that without making a script?

Well, I have a script that will work. I believe you need a script to spawn zombies.

Here is an example of one.

SpawnZeds.sqf

_mhpos=position ZedSpawn1;
_spgrp2 = createGroup resistance;

"CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO1%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Rocker2" createunit [_mhpos,_spgrp2,format ["ECHO2%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Rocker3" createunit [_mhpos,_spgrp2,format ["ECHO3%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Citizen2" createunit [_mhpos,_spgrp2,format ["ECHO4%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Citizen3" createunit [_mhpos,_spgrp2,format ["ECHO5%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Priest" createunit [_mhpos,_spgrp2,format ["ECHO6%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Profiteer4" createunit [_mhpos,_spgrp2,format ["ECHO7%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Profiteer3" createunit [_mhpos,_spgrp2,format ["ECHO8%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Profiteer2" createunit [_mhpos,_spgrp2,format ["ECHO9%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Profiteer1" createunit [_mhpos,_spgrp2,format ["ECHO10%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO11%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO12%1 = this",Wsupnum], 1, "COLONEL"];
sleep 13;
CHN_ZEDINFCLD=false;
Wsupnum=Wsupnum+1;

With _mhpos being the position and _spgrp2 being the group they go under.

And in your mission folder have a Init.sqf with

CHN_SpawnZeds = compile preprocessfilelinenumbers  "SpawnZeds.sqf";

This should spawn zombies now. (Don't forget to get the location!!) There are many ways to spawn zombies, this is just an example I pulled directly from Charons mission.

Another one could be

SPAWNZOMB1.sqf

_group = createGroup resistance;
"CHN_UNDEAD_Hooker2" createUnit [[1,1], _group];
"CHN_UNDEAD_Housewife5" createUnit [[1,1], _group];
"CHN_UNDEAD_Doctor" createUnit [[1,1], _group];
(leader _group) setpos getpos ZOTA1;

and then you could have a trigger that has on the activation field

this exec "SPAWNZOMB1.SQF" (Or something like that)

Another one pulled from Charons mission.

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Seems a bit complicated for just a simple mission :X to be honest, I just use the editor to make battles for myself, and thats about it lol

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@bezzzy

If you use that script and use

vehicle addEventHandler ["HandleDamage", {false}];

on whoever you don't want to die. Not sure if thats how this addons handles the damage or not... Try it and report back?

~Mini

I gave it ago, but didn't work. I might not be using it properly, is this right?

#loop
CptnDonnan setVariable ["CHN_UNDEAD_INFECTED",false,true]; 
CptnDonnan addEventHandler ["HandleDamage", {false}];
goto "loop";
;

CptnDonnan being the name of the unit I don't want to die, and I executed this script in the init of that unit. I've tried it in a separate script as well, still no luck.

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Hm, that does look right. You shouldnt have to loop the "CptnDonnan addEventHandler ["HandleDamage", {false}];" though.

At last ditch effor would be to add this addEventHandler ["HandleDamage", {false}]; right into the init line of the unit. On further testing I'm not sure how the zombie deal damage. When you get hit by a zombie it dosen't seem to register like normal damage. e.g. If you are playing with the ACE wounding system it wont recongnize that you were hurt by anything if you get attacked by any zombie.

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Hm, that does look right. You shouldnt have to loop the "CptnDonnan addEventHandler ["HandleDamage", {false}];" though.

At last ditch effor would be to add this addEventHandler ["HandleDamage", {false}]; right into the init line of the unit. On further testing I'm not sure how the zombie deal damage. When you get hit by a zombie it dosen't seem to register like normal damage. e.g. If you are playing with the ACE wounding system it wont recongnize that you were hurt by anything if you get attacked by any zombie.

Yeah I've tried the init line as well, no luck unfortunately. Yeah I think your right about the zombie's not registering as normal damage, but thanks for your help anyway.

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Well, I have a script that will work. I believe you need a script to spawn zombies.

Here is an example of one.

SpawnZeds.sqf

_mhpos=position ZedSpawn1;
_spgrp2 = createGroup resistance;

"CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO1%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Rocker2" createunit [_mhpos,_spgrp2,format ["ECHO2%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Rocker3" createunit [_mhpos,_spgrp2,format ["ECHO3%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Citizen2" createunit [_mhpos,_spgrp2,format ["ECHO4%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Citizen3" createunit [_mhpos,_spgrp2,format ["ECHO5%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Priest" createunit [_mhpos,_spgrp2,format ["ECHO6%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Profiteer4" createunit [_mhpos,_spgrp2,format ["ECHO7%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Profiteer3" createunit [_mhpos,_spgrp2,format ["ECHO8%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Profiteer2" createunit [_mhpos,_spgrp2,format ["ECHO9%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Profiteer1" createunit [_mhpos,_spgrp2,format ["ECHO10%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO11%1 = this",Wsupnum], 1, "COLONEL"];
"CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO12%1 = this",Wsupnum], 1, "COLONEL"];
sleep 13;
CHN_ZEDINFCLD=false;
Wsupnum=Wsupnum+1;

With _mhpos being the position and _spgrp2 being the group they go under.

And in your mission folder have a Init.sqf with

CHN_SpawnZeds = compile preprocessfilelinenumbers  "SpawnZeds.sqf";

This should spawn zombies now. (Don't forget to get the location!!) There are many ways to spawn zombies, this is just an example I pulled directly from Charons mission.

Another one could be

SPAWNZOMB1.sqf

_group = createGroup resistance;
"CHN_UNDEAD_Hooker2" createUnit [[1,1], _group];
"CHN_UNDEAD_Housewife5" createUnit [[1,1], _group];
"CHN_UNDEAD_Doctor" createUnit [[1,1], _group];
(leader _group) setpos getpos ZOTA1;

and then you could have a trigger that has on the activation field

this exec "SPAWNZOMB1.SQF" (Or something like that)

Another one pulled from Charons mission.

Ok so i tried the above scripts, and placed a marker called ZOTA1 for the 2nd script and ZedSpawn1 for the frist script and when i go into the trigger area the music plays, but nothing spawns, i have the module down as well, i just don't get it, i tried a couple other scripts that i found and not able to get any of them to work, can someone please help me, or maybe post a demo mission with a working spawn from a script that is activated by a trigger for Bluforce i would appreciate that very muh

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@ woodstock21

this works great with triggers

[[(getpos raven select 0) - random 50 + random 20,(getpos raven select 1) - random 50 - random 20 - 5,(getpos raven select 2)],2 + random 4,raven] call CHN_UNDEAD_fn_CRTZEDGRPMV;

put that in the on act box. where raven is put the name of your player. when you enter trigger about 4 to 8 zeds will spawn. make as many trigger you like in a town to activation

blufor i set activation to once i cant remember who made this but thanks to him it works great.

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ok thank you for the replay i will definatally try it out tommorow way too tired to try and start editing right now

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Has anyone made a creepy audio pack yet? Radio,TV news reports /creepy music / creepy sounds?

Would like one in pbo form so missions can be put together quicker.

I remember a large audio pack in OFP, and another in ARMA1 but most of it was in french.

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*I am posting here because your inbox is full and will not allow further messaging*

Hello, I just wanted to run this by you. I was sent a texture request by "Raserisk" for a reskin of the crown victoria police car. He claims to want to use them in one of his missions that he makes for the undead mod. I was wondering if you wanted to use them in the mod itself?

Regards.

-Alec

http://forums.bistudio.com/showthread.php?t=100499

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ok so i tried the script above and still cannot seem to get it towork it gave me some script error, anyone have a sample mission of zombies spawning from a trigger activation from bluforce or civlian

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@woodstock

ill make one for you give a e-mail and ill send it to you

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I think I know why 0.85 Is taking so long, I believe Charon was waiting on Operation Arrowhead to make Compatibility Changes (Zombie Units for OA, Bugs with OA, ya know), But that's just my guess

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I wonder if there will a be "lite" version, because 300mb+ addon is a bit too much for a short zombie-killin' squadnight? For example with dog, 3 max zombie models?

Edited by IceBreakr

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Wish I could play the mod, but the sh*tty download site you use caps me at 300mb and hour, and this mod is pretty oversized.

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Haha, thanks. However im having a problem with the zombies. Let me elaborate,

When I spawn zombies, they spawn halfway through the floor, some of them even start on the floor, but 1 second later end up halfway in the floor like the others. There a workaround to this? I tried many locations and its all the same.

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Haha, thanks. However im having a problem with the zombies. Let me elaborate,

When I spawn zombies, they spawn halfway through the floor, some of them even start on the floor, but 1 second later end up halfway in the floor like the others. There a workaround to this? I tried many locations and its all the same.

This is still a beta there so many problems at the moment, like soldiers not reacting on zombies when not in group, and the dont do anything at close range. And civi standing stil. etc.

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Sound's to me you installed it incorrectly, I remember when I first got the mod on release I had this issue and it was because I installed it wrong. Personally, I would dig through this thread and find the most up to date files since I don't think Armaholic has everything right.

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Sound's to me you installed it incorrectly, I remember when I first got the mod on release I had this issue and it was because I installed it wrong. Personally, I would dig through this thread and find the most up to date files since I don't think Armaholic has everything right.

Well it had the problem in 0.83 when I first tried it, no different in 0.84.

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