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Let's say you spawn 2 Infected. Are you also placing the Infected Module in the mission? Just wondering.

In other news, I hope this gets updated with OA released, I don't have it yet unfortunely but the random town generator looks awesome, I could quickly make a city with several of those.

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Anyone familiar with the HL2 mod ZOMBIE PANIC SOURCE? I was wondering if a "Whitey" Zombie would look out of place in the Undead mod?

Whitey is a rotted white zombie with tattered clothes and a mutated body and face. Some rotted zoms might make it a lil more freaky :)

I'll always take ZPS over L4D because theres no unbelievable magical zoms like the witch, smoker and jockey....

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Yep, that is a tough game too need super good teammates. I like Zombie Master better though :P

That would be a cool idea I guess but Charon hasn't replied here in a while nor been on in a while either I think.

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Shame that being a zombie doesn't work, i used to love infecting the whole island on Arma 1 :D

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Charon please give us a sign that your still alive and well.......... And that your going to release a new version of the Mod...... :butbut:

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Are there any servers out there that are populated that have this mod???? I would LOVE to play this with other people.

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Never seen one, me and my friend usually just play on our own server.

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Charon please give us a sign that your still alive and well.......... And that your going to release a new version of the Mod...... :butbut:

Alive and well, V0.85 to be released in a few days.

It has been stable so far, not enough time to test it extensively,

so i figure why not release it.

OA compatibility can not be ensured, because i am not sure if i actually really want to spend money on OA

with no real fixes to the game engine.

If anyone wants to test a zombie mission that i am making please PM me about it.

Edited by Charon Productions

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Great to hear from you, been playing with this mod with no end.

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Charon, do you know if the zombies that are spawned from the infected towns get removed from their respective groups once they die? I noticed a few dead zombie bodies were not dissapearing like they do when groups get removed. Not a big deal I suppose but really cuts down on my missions play time once the group limit is reach.

If they are not removed from groups - Is there a way to disable towns from spawning zombies and not just reporting that they are infected?

Not as yet, it will be included in the next patch, had the same trouble with my mission. The base camp town would start to spawn zeds in the town center once a defending soldier at the town edge would get infected.

It will be an exclusion array global variable (CHN_LOCNOSPAWN=["","",""];)

---------- Post added at 09:04 PM ---------- Previous post was at 09:02 PM ----------

I'm not sure if this has been asked yet, but have you released the unit classnames? If so, where can I find them? If not, do you plan to?

Classnames:

CHN_UNDEAD_INFTYPES=["CHN_UNDEAD_Citizen1","CHN_UNDEAD_Citizen2"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Citizen3","CHN_UNDEAD_Citizen4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Worker1"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Worker2","CHN_UNDEAD_Worker3","CHN_UNDEAD_Worker4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Profiteer1"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Profiteer2","CHN_UNDEAD_Profiteer3","CHN_UNDEAD_Profiteer4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Rocker1","CHN_UNDEAD_Rocker2","CHN_UNDEAD_Rocker3","CHN_UNDEAD_Rocker4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Woodlander1"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Woodlander2","CHN_UNDEAD_Woodlander3","CHN_UNDEAD_Woodlander4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Functionary1","CHN_UNDEAD_Functionary2"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Villager1","CHN_UNDEAD_Villager2","CHN_UNDEAD_Villager3"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Villager4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Priest","CHN_UNDEAD_Doctor_base"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Doctor","CHN_UNDEAD_SchoolTeacher"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Assistant","CHN_UNDEAD_Pilot"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Policeman"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Secretary1","CHN_UNDEAD_Secretary2","CHN_UNDEAD_Secretary3","CHN_UNDEAD_Secretary4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Secretary5","CHN_UNDEAD_Sportswoman1","CHN_UNDEAD_Sportswoman2","CHN_UNDEAD_Sportswoman3"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Sportswoman4","CHN_UNDEAD_Sportswoman5","CHN_UNDEAD_ValentinaFit","CHN_UNDEAD_ValentinaVictim"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Madam1","CHN_UNDEAD_Madam2","CHN_UNDEAD_Madam3","CHN_UNDEAD_Madam4","CHN_UNDEAD_Madam5"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Farmwife1","CHN_UNDEAD_Farmwife2","CHN_UNDEAD_Farmwife3","CHN_UNDEAD_Farmwife4","CHN_UNDEAD_Farmwife5"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Damsel1","CHN_UNDEAD_Damsel2","CHN_UNDEAD_Damsel3","CHN_UNDEAD_Damsel4","CHN_UNDEAD_Damsel5"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_HouseWife1","CHN_UNDEAD_HouseWife2","CHN_UNDEAD_HouseWife3","CHN_UNDEAD_HouseWife4","CHN_UNDEAD_HouseWife5"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_Hooker1","CHN_UNDEAD_Hooker2","CHN_UNDEAD_Hooker3","CHN_UNDEAD_Hooker4","CHN_UNDEAD_Hooker5"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_UNDEAD_WorkWoman1","CHN_UNDEAD_WorkWoman2","CHN_UNDEAD_WorkWoman3","CHN_UNDEAD_WorkWoman4","CHN_UNDEAD_WorkWoman5"];

CHN_UNDEAD_INFTYPES=["CHN_ZOMBIE_Citizen1","CHN_ZOMBIE_Citizen2"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Citizen3","CHN_ZOMBIE_Citizen4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Worker1"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Worker2","CHN_ZOMBIE_Worker3","CHN_ZOMBIE_Worker4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Profiteer1"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Profiteer2","CHN_ZOMBIE_Profiteer3","CHN_ZOMBIE_Profiteer4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Rocker1","CHN_ZOMBIE_Rocker2","CHN_ZOMBIE_Rocker3","CHN_ZOMBIE_Rocker4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Woodlander1"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Woodlander2","CHN_ZOMBIE_Woodlander3","CHN_ZOMBIE_Woodlander4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Functionary1","CHN_ZOMBIE_Functionary2"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Villager1","CHN_ZOMBIE_Villager2","CHN_ZOMBIE_Villager3"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Villager4"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Priest","CHN_ZOMBIE_Doctor_base"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Doctor","CHN_ZOMBIE_SchoolTeacher"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Assistant","CHN_ZOMBIE_Pilot"];

CHN_UNDEAD_INFTYPES=CHN_UNDEAD_INFTYPES+["CHN_ZOMBIE_Policeman"];

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What's the changelog for 0.85?

Until now:

The Undead V0.85 (23/07/2010):

- Civilians that are inside a safezone trigger

won´t run away or try to pick up weapons

if a human gets killed in their vicinity anymore

- Significant delay reduction in the virtual infection system

- Added a function, that prevents the player getting shot at

if he executes an infected same sided soldier by keeping the rating

from dropping

- AI soldiers will now headshoot died infected humans to prevent them

prematurely from coming back undead (only when there is NO "alive" undead close)

- Added an optional cleanup function to prevent FPS drops due to

too many zombie corpses on the ground

- Empty groups will be deleted in regular intervals to prevent

running into the Arma2 group count limit of 144 per side

which would lead to new groups not being spawned anymore

- CHN_LOCNOSPAWN=["Names of Locations"] array can be filled with location names

that will not spawn undead when an infection occurs in the area.

Useful for camps,bases etc.

I am considering adding the option to actually play as a zed, but that necessitates

to go through the whole code and implement it so that the player is not being controlled by script

Edited by Charon Productions

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OA compatibility can not be ensured, because i am not sure if i actually really want to spend money on OA

with no real fixes to the game engine.

Thats a Darn shame, I was really hoping for a OA Version.

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Thats a Darn shame, I was really hoping for a OA Version.

Has anyone actually tried to run this with OA?

It does not work properly?

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Ive ran it with the CO version of it, and just quickly did a test, IE placed 5 zeds, and myself, and they chased me and killed me. just looked odd with a bunch of russians chasing me in the desert lol

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It works perfectly for OA, I thought it would have a shit load of errors but it works. When a Undead kills a OA Civilian, the corpse that reanimates turns into one of the zombies that you made, Charon. So no errors at all.

Also it works fine with CO Multiplayer as well.

However since this mod has come out, my missions just aren't right without some American police cars, or an ambulance. Any knowledge of these?

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It works perfectly for OA, I thought it would have a shit load of errors but it works. When a Undead kills a OA Civilian, the corpse that reanimates turns into one of the zombies that you made, Charon. So no errors at all.

Also it works fine with CO Multiplayer as well.

However since this mod has come out, my missions just aren't right without some American police cars, or an ambulance. Any knowledge of these?

Cool that is good news, would have surprised me if OA would have disrupted the functionality that much.

Knowledge of what exactly?

You mean how to make such addons? In that case, i dont have enough time for that, am hoping someone will come up with something like that too hehe.

Is there still the respawn bug in multiplayer with OA?

I had tried pretty much everything imaginable to counter that, but my knowledge of multiplayer scripting is limited.

So if it still exists only a top MP scripter would probably know why this still happens despite all efforts to restore a player upon respawn.

I am currently looking into lag reduction measurements, where actually the only way to go is fsms to

get around the 3ms script execution annuyance partially at least. First tests look good and will result in a few

hundred lines less sqf code.

Edited by Charon Productions

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Good to hear you are still developing the mod. I was getting the zombie fever again because my copy of Day by Day Armageddon: Beyond Exile finally arrived :yay:.

We played a short and simple OA coop mission with my friend without any problems but I don't know if there are any respawn issues.

I was wondering if it would be possible to make all the slow zombies faster. Some of them are pretty fast and you actually have to be very careful with them. Rest of them are a bit too slow for my taste since you can easily just take some distance and shoot them in the head. Maybe the very slow zombies should be the rare ones instead of the faster ones.

However since this mod has come out, my missions just aren't right without some American police cars, or an ambulance. Any knowledge of these?

I belive that the Sigma Vehicle Pack is just what you need.

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Good to hear you are still developing the mod. I was getting the zombie fever again because my copy of Day by Day Armageddon: Beyond Exile finally arrived :yay:.

We played a short and simple OA coop mission with my friend without any problems but I don't know if there are any respawn issues.

I was wondering if it would be possible to make all the slow zombies faster. Some of them are pretty fast and you actually have to be very careful with them. Rest of them are a bit too slow for my taste since you can easily just take some distance and shoot them in the head. Maybe the very slow zombies should be the rare ones instead of the faster ones.

I belive that the Sigma Vehicle Pack is just what you need.

The problem with the movement speed is that if you ask 5 guys they would all tell you different things. For some they are too fast, for some they are too slow ;)

So from my tests that i am doing i can conclude that the usage of fsms for range checks to the target will make the undead that much more dangerous. No more running through a mob of them without getting hit once due to script lag.

I had stood away from using fsms due to the Arma1 times where it was more a riddle than anything else how they would work.

It even seems possible to implement something like a hit point coefficient depending on

the relative position the human player has to the striking undead.

So if you manage to sneak around the undead while he is striking then logically you would

not score a full hit, but if you are right in front of him when the strike hits the damage must be full.

It remains to be seen if that will work that well in a dense battle though.

This is more for a future version, don´t wanna mess with V0.85 as it is.

If i am insane enough, i might consider even converting the custom burst movement to fsms, but that´s a lot of conditions, i´ll see.

Edited by Charon Productions

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I definitely approve of this! Brilliant idea.

This may solve the errors we ran into when I tried to combine Undead with the Warfare module. It also seems that this mod causes ACE flashlights to lag badly. May be the scripts' performance impact? Who knows.

I would love it very much if you were able to implement such features in this way :)

- HateDread

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edited: Figured out what i was doing or what arma was doing i should say.. the variable to stop the spawns wouldnt go off from trigger unless i had an actual unit pass through it after game start. maybe i can get past this if i put in init. but for now i just set all my modules to false on one trigger and have a unit fly through it at start. a unit standing in it wont work.. your trigger will go off but it just wont work lol.. weird. so now everything is fine. i have multiple modules and 2 triggers for each area one for true when group member enters zone and one to turn back false when all of group has left zone.. also just fyi, the countdown script on armaholic will kill this spawn module completly XD. dont use it with this module. and the killallzeds script works nice to if ya swap the < to a > it will kill anything outside of 400 meters from player for those stragler zombies who spawn in at start and keep ur zom cap down. and probably cause performance loss. thanks again enjoying the mod. hope this helps anyone else who encounters this.

building a fun longer 12 player mp mission with this mod, calling it "Panthera virus" on Panthera Island, ACE mod. I haven`t seen any missions that aren't only 2 objectives and done anywhere so figured id do it. Maybe ill figure out whats going on before i hear back from ya.. if so sorry to bug lol.. thanks for the hard work, these are the best acting,looking zombies ive ever seen for arma 1 or 2. and i love me some zombies. once i figure this out i can start playing this and hosting it.this is my last issue. at the moment XD :yay:

---------- Post added at 07:34 AM ---------- Previous post was at 07:20 AM ----------

if ya cant make him not take damage just keep healing him lol. run a loop script of this setdamage 0 :P

#start

~.1

man setdamage 0;

goto "start";

thats sqs format.

Edited by SplatterFace

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I belive that the Sigma Vehicle Pack is just what you need.

Thanks! The police cars are a bit old style but they will do, I just need an ambulance. Yeah, Charon, I was wondering if you knew if any addons had been released. I guess I'll wait until one of the RPG mods is completed and I'll just download and pick out what I need. :)

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I couldn´t resist it and have basically ported the whole individual zed movement script part to FSMs.

5133p39 had a good idea with realizing the damage with a weapon rather than with setdammage commands and since he expressively said that he does not mind if folks get inspired by his work and adapt it, i went ahead and realized something similar now for all male zeds.

The females can´t have any weapons on them, so a little workaround is needed.

The big plus with this method is that it is

a) fast

b) no big delay between the hit and the blood appearing on the player which sometimes was like 10 seconds or so hehe

c) AI do actually report that they are being attacked

So if that whole thing runs without big errors i will include it into V0.85

EDIT: Okay the FSMs are not performing better than the scripted version.

In a big scale test on utes with 120 zeds chasing me, the FSMs crippled the frame rate even more

and the execution of the FSMs lagged behind.

The scripts might be slow but they execute exactly at the right time what they are supposed to execute.

This might be a wrong observation, but it really seems that FSMs lag when lots of stuff is going on in a mission.

So i am forced to stick to the script variant.

Edited by Charon Productions

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I have been raving about this for some time, but I was happy to here you are considering playing as a zed.

Nothing more fun than making an entire island go to hell by your hands, so much fun.

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I have been raving about this for some time, but I was happy to here you are considering playing as a zed.

Nothing more fun than making an entire island go to hell by your hands, so much fun.

Ok i tested it and you can play now as a zed and kill humans, move around freely etc.

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