Soldier of Anarchy 10 Posted September 12, 2010 Has anyone tweaked the police addons from ARMA 1 to work in ARMA 2 yet? They add nice atmosphere to a zombie mission. http://www.armedassault.info/index.php?game=0&cat=news&id=2116 The police suburbans seem to be ok to port with a lil work. Not sure about the squad cars though. http://www.armedassault.info/index.php?game=0&cat=news&id=1856 Share this post Link to post Share on other sites
BANDIT2338 10 Posted September 13, 2010 (edited) i really love this mod! keep comming! Edited September 13, 2010 by BANDIT2338 Share this post Link to post Share on other sites
raserisk 12 Posted September 19, 2010 Any progress made on 0.85? Share this post Link to post Share on other sites
twiggy158 10 Posted September 19, 2010 Any way I could get a copy of this mission you guys are using? I've been waiting for a zombie mission forever for ArmA 2. Share this post Link to post Share on other sites
charon productions 10 Posted September 19, 2010 (edited) Any progress made on 0.85? Yes, the entire damage system has been re-written, to balance it with the new feature of players being able to play as zombies. This is the version history for the newest version which i decided to name V0.9 due to the huge amount of changes: VERSION HISTORY :The Undead V0.90 (19/09/2010): - Damage system rewritten, undead attacks are now projectile-based. Damage and blood effects show up without delay that way - Zeds check for target proximity with FSMs resulting in a significant lag reduction for their attack movement - "Bucket Brigade" script syncing minimizes zed group target selection time - Fixed an animation inaccuracy when eating zombies would stand up and play the animation for holstering a handgun - Added the "undead Attack" map marker and location status prior to a location becoming infected - Fixed a bug that would spawn the infection counter every time when a player is hit (resulting in flashing text) The Undead V0.89 (21/08/2010): - Multiplayer Respawn Bug fixed. Players that were infected prior to their death will now respawn without infection or infection timer counting down - Substantial script lag reduction by further code optimization Undead now update their target position faster even in dense combat environments Infected Towns spawn now an undead group as soon as a player is in range of the town through the virtual infection system The Undead V0.88 (05/08/2010): - Mission makers can now define custom infectable locations on their maps (like HQs, bases) which are not already defined in the island config as locations. To do so, he uses the command : http://community.bistudio.com/wiki/createLocation and adds the locations(s) to the array CHN_CUSTOMINFLOCS=[MYCUSTOMLOC1,MYCUSTOMLOC2,...] If an undead resurrects in the area of that location it will be marked as infected on the map and spawn Undead units just like infected towns. Note the array has to be existing at mission startup/Undead module initialisation An even easier way to do it is to put this in the init line of a game logic etc. : MYCUSTOMLOC1 = createLocation ["NameVillage", position this, 100, 100]; MYCUSTOMLOC1 setText "Name of My Loc"; The location will then be treated just like a village. If the mission maker wants to make a location/locations infectable only AFTER a certain time through the course of a mission he can use the function : [MYCUSTOMLOCARRAY] call UNDEAD_add_customloc to add that/these location/s to the array of infectable locations. MYCUSTOMLOCARRAY is an array itself with either a single location or many. The Undead V0.87 (01/08/2010): - 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 The Undead V0.86 (30/07/2010): - Added a function, that prevents the player getting shot at by AI team mates if he executes an infected same sided soldier by keeping the rating from dropping The Undead V0.85 (29/07/2010): - 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. - Players can now play as infected or zombie units. To hit a human use the weapon "Undead Stroke". The kills will be counted, for some reason as friendly kills though?! Edited September 20, 2010 by Charon Productions Share this post Link to post Share on other sites
raserisk 12 Posted September 20, 2010 Amazing. Dare I say...When can we expect a release? :) Share this post Link to post Share on other sites
mcnools 62 Posted September 20, 2010 amazing indeed! I'm looking forward to this. Share this post Link to post Share on other sites
raserisk 12 Posted September 21, 2010 (edited) Any way I could get a copy of this mission you guys are using? I've been waiting for a zombie mission forever for ArmA 2. Yeah, I'll try to look for some. Try armaholic in the mean time. Also I found this really cool W.I.P zombie mission. http://www.youtube.com/watch?v=2-FKxz0PXu8 Edited September 21, 2010 by Raserisk Share this post Link to post Share on other sites
icebreakr 3159 Posted September 21, 2010 Charon: u never cease to amaze. Kudos! Share this post Link to post Share on other sites
charon productions 10 Posted September 21, 2010 Amazing. Dare I say...When can we expect a release? :) Hard to say, still a couple of bugs that even i am already aware of, before i can give that version to the beta testers. Arma2´s animation handling is a nightmare :/ Maybe a week or two. Share this post Link to post Share on other sites
sweguy96 10 Posted September 21, 2010 I remember when I downloaded this for the first time and I remember seeing that you would not continue to work with this. and now an another realese is comming and thats GREAT! ;) Share this post Link to post Share on other sites
genesis92x 810 Posted September 22, 2010 Hey Charon! I am back from the dead! Haha, just posting to show my support still. Keep up the good work. Share this post Link to post Share on other sites
Brooklyn718 10 Posted September 25, 2010 Hosting 32 player Undead Mission "Nightmare" Beta testing tonight at 7:30 EST. www.clan-chk.com for server info. added BAF, weapons, vehicals and new Zombie spawn points. Share this post Link to post Share on other sites
raserisk 12 Posted September 25, 2010 Hosting 32 player Undead Mission "Nightmare" Beta testing tonight at 7:30 EST.www.clan-chk.com for server info. added BAF, weapons, vehicals and new Zombie spawn points. Cool stuff, I will have to join you guys sometime :D Share this post Link to post Share on other sites
Guest Posted September 26, 2010 With the next update, what will we have to change in our current zombie missions for the updated version to work? Not alot I hope as I'm currently working on a campaign with the current version. Please could someone let me know, thanks:) Share this post Link to post Share on other sites
wiggum2 31 Posted September 26, 2010 @ Charon Would it be possible to make the hole infection stuff optional ? So the player can choose between "just zombies" and the infection system. Share this post Link to post Share on other sites
sxp2high 23 Posted September 26, 2010 Would it be possible to make the hole infection stuff optional ? Would be very appreciated. Something like "this allowInfection false" would be enough for my like... :) Share this post Link to post Share on other sites
genesis92x 810 Posted September 28, 2010 Would be very appreciated. Something like "this allowInfection false" would be enough for my like... :) Yeah, I think you can simulate this with an absurd long infection time. Or I believe there is a command you can constantly run on the players to set their infection status to 0 Share this post Link to post Share on other sites
raserisk 12 Posted September 29, 2010 Just wanted to announce we need have amazing Police Cars for our zombie missions rather than the crappy eastern European vanilla ones! Hurray! http://www.armaholic.com/page.php?id=12197 Share this post Link to post Share on other sites
Happy Chappy 10 Posted September 29, 2010 (edited) Well, I must say, great work on the mod, and it's nice to hear about another release on the way :) Keep up the great work. Also, I'm not sure if this is the right place to post this, but I thought it might be appropriate, here's a little review of the mod I did. <object width="640" height="390"><param name="movie" value="http://www.youtube.com/watch?v=fgAUuYAcOSQ&hl=en_US&feature=player_embedded&version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/watch?v=fgAUuYAcOSQ&hl=en_US&feature=player_embedded&version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="390"></embed></object> Edited September 29, 2010 by Happy Chappy Share this post Link to post Share on other sites
raserisk 12 Posted October 3, 2010 I thought it was pretty fair however for your game footage you should of filmed some nice Zombie missions or made some yourself ;) Share this post Link to post Share on other sites
charon productions 10 Posted October 9, 2010 (edited) Update: In a painstaking effort the functionality of the antidote action as well as the respawn have been made sure for hosted games. It took a while because the interchange of variables between various undead scripts is hard to keep track of. Genesis92x helped a great deal achieving this. Now only a test run for dedicated server situations is needed. I wanna ask all the kind folks that offered some dedicated server testing again if they would like to test V0.9 for dedicated server functionality. Please PM me. Edited October 9, 2010 by Charon Productions Share this post Link to post Share on other sites
sxp2high 23 Posted October 9, 2010 Hi there. I would like to beta test you new undead version. :) I can offer a powerful dedi for testing (i7, 12gb ram, 1gbit...). I have about 6 people almost playing every day, i'm sure they would like to test it. We were playing the old version often... I'm also a experienced mission maker and can try out the functions if needed. :) Share this post Link to post Share on other sites
charon productions 10 Posted October 9, 2010 @sxp2high: Thanks, i will PM you. A little teaser for V0.9: uuzxDeM00p0 Share this post Link to post Share on other sites
giorgygr 61 Posted October 10, 2010 Go for it Charon!! :D Share this post Link to post Share on other sites