raserisk 12 Posted June 10, 2010 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? Share this post Link to post Share on other sites
Minizzzile 10 Posted June 10, 2010 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. Share this post Link to post Share on other sites
raserisk 12 Posted June 10, 2010 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 Share this post Link to post Share on other sites
bezzzy 10 Posted June 12, 2010 @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. Share this post Link to post Share on other sites
Minizzzile 10 Posted June 12, 2010 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. Share this post Link to post Share on other sites
bezzzy 10 Posted June 12, 2010 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. Share this post Link to post Share on other sites
Woodstock21 10 Posted June 13, 2010 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 Share this post Link to post Share on other sites
raven1720 10 Posted June 14, 2010 @ 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. Share this post Link to post Share on other sites
Woodstock21 10 Posted June 14, 2010 ok thank you for the replay i will definatally try it out tommorow way too tired to try and start editing right now Share this post Link to post Share on other sites
Soldier of Anarchy 10 Posted June 14, 2010 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. Share this post Link to post Share on other sites
Citizen Society RPG 11 Posted June 15, 2010 *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 Share this post Link to post Share on other sites
Woodstock21 10 Posted June 15, 2010 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 Share this post Link to post Share on other sites
raven1720 10 Posted June 15, 2010 @woodstock ill make one for you give a e-mail and ill send it to you Share this post Link to post Share on other sites
Woodstock21 10 Posted June 16, 2010 thanks man i just tossed ya a PM with my email addy thanks again Share this post Link to post Share on other sites
Profanwolf 10 Posted June 16, 2010 Does the undead spawn module work in MP? Share this post Link to post Share on other sites
raven1720 10 Posted June 16, 2010 @profanwolf yes its work in mp Share this post Link to post Share on other sites
That guy Over there 10 Posted July 3, 2010 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 Share this post Link to post Share on other sites
icebreakr 3159 Posted July 3, 2010 (edited) 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 July 3, 2010 by IceBreakr Share this post Link to post Share on other sites
demonic87 10 Posted July 4, 2010 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. Share this post Link to post Share on other sites
Darvo 10 Posted July 4, 2010 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. http://www.armaholic.com/list.php?c=files Share this post Link to post Share on other sites
demonic87 10 Posted July 4, 2010 http://www.armaholic.com/list.php?c=files 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. Share this post Link to post Share on other sites
Darvo 10 Posted July 4, 2010 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. Share this post Link to post Share on other sites
raserisk 12 Posted July 4, 2010 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. Share this post Link to post Share on other sites
demonic87 10 Posted July 4, 2010 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. Share this post Link to post Share on other sites