das attorney 858 Posted October 10, 2010 Awesome. Looks like good clean zombie family fun. Share this post Link to post Share on other sites
sas troop 0 Posted October 11, 2010 (edited) Two questions: 1. How to make zombie bodies disappear with spawn module? 2. How to turn off infection. I just want zeds to kill people, not infect them! Generally, I want several groups of zombies respawning around and wandering with avoidance of some strategic locations (like cities). When group is eliminated, it respawns again after some time and wanders. Vicious circle. Should I use Spawn Module or respawn zombies via normal scripts and set them to wandering etc. Which version is better in use? Edited October 11, 2010 by SaS TrooP Share this post Link to post Share on other sites
charon productions 10 Posted October 13, 2010 Two questions:1. How to make zombie bodies disappear with spawn module? 2. How to turn off infection. I just want zeds to kill people, not infect them! Generally, I want several groups of zombies respawning around and wandering with avoidance of some strategic locations (like cities). When group is eliminated, it respawns again after some time and wanders. Vicious circle. Should I use Spawn Module or respawn zombies via normal scripts and set them to wandering etc. Which version is better in use? 1. The spawn module itself does not provide such a function. In V0.9 there will be a clean-up function that cleans dead zed bodies every minute. If you want to do it yourself, you have to write a standard clean script solution (KILLED EH or similar). 2. There is no implementation of non-infection, it would defy the principles of zombie outbreaks. Share this post Link to post Share on other sites
sas troop 0 Posted October 13, 2010 OK then. What is possible release date of v0.9. If I will release that mission I need to know should I wait or try to bypass spawn module somehow. Share this post Link to post Share on other sites
hhhat09 10 Posted October 15, 2010 HELP plaese make a new mirror notihgn here works for me i keep getting rederected every tiem i got to aramholic Share this post Link to post Share on other sites
WarMachine45 10 Posted October 16, 2010 Someone needs to make this for multiplayer, I can imagine some good times with it. Also someone should make a cross breed of City Life and The Undead Mod, having a city as a safe zone or something with the police side trying to protect the civs. Or just all civs trying to scavage bullets and guns to that scatered around the map, looking for antidotes, and food. Share this post Link to post Share on other sites
giorgygr 61 Posted October 16, 2010 Someone needs to make this for multiplayer, I can imagine some good times with it. Also someone should make a cross breed of City Life and The Undead Mod, having a city as a safe zone or something with the police side trying to protect the civs. Or just all civs trying to scavage bullets and guns to that scatered around the map, looking for antidotes, and food. I find your idea just brilliant but..maybe due to my "inexperience" i m not sure if this can be done with this -complex- mod. Maybe someone who examined the possibilities more..or the 'Charon' himself can tell us-because if it is...it's just ..WOW! Share this post Link to post Share on other sites
HateDread 13 Posted October 16, 2010 (edited) Charon, if you refuse to transfer this mod over to OA, may I suggest; - A clear guide/method for somebody to follow in order to do so. I mean how to generate 'zombie' versions of existing models. Have you considered doing one male zombie and one female zombie for each faction? That'd be not much work at all, I had hoped? This mod is so good, it really deserves attention by all the new players using OA. Regards, HateDread. EDIT: Even easier would be a single model for each gender, compatible with desert (colours), and looks middle-eastern. That sort of thing. Edited October 16, 2010 by HateDread Share this post Link to post Share on other sites
Tobie 10 Posted October 16, 2010 Someone needs to make this for multiplayer, I can imagine some good times with it. Also someone should make a cross breed of City Life and The Undead Mod, having a city as a safe zone or something with the police side trying to protect the civs. Or just all civs trying to scavage bullets and guns to that scatered around the map, looking for antidotes, and food. afaik its actually not possible to make this work in MP because of heavy lags.. Share this post Link to post Share on other sites
charon productions 10 Posted October 16, 2010 Charon, if you refuse to transfer this mod over to OA, may I suggest;- A clear guide/method for somebody to follow in order to do so. I mean how to generate 'zombie' versions of existing models. Have you considered doing one male zombie and one female zombie for each faction? That'd be not much work at all, I had hoped? This mod is so good, it really deserves attention by all the new players using OA. Regards, HateDread. EDIT: Even easier would be a single model for each gender, compatible with desert (colours), and looks middle-eastern. That sort of thing. Refuse? OA? It works in OA. I have posted guidelines on how to adhere to the zombie config requirements for new custom models. It is impossible to have a female zombie (slow walking) because the zombie animations have been made for the male skeleton. Nearly impossible to adapt that to the female skeleton. And it would be an unbelievable amount of work. Only Teacup could probably do it. There is no custom models in the Undead mod at all. All you have to do is re-texture and follow the guidelines. ---------- Post added at 02:41 PM ---------- Previous post was at 02:37 PM ---------- afaik its actually not possible to make this work in MP because of heavy lags.. It DOES work in MP already with a few issues with the currently released version. In the upcoming V0.9 these issues are all fixed. The Lag is majorly reduced. That means the "Inject Antidote" action works 100% and players are not infected anymore on respawn. Genesis92x helped me in countless MP sessions to track down the cause for these bugs. Unfortunately the folks that wanted to do the dedicated server tests have not found the time yet to test and let me know if it works for dedicated servers or not. ---------- Post added at 02:44 PM ---------- Previous post was at 02:41 PM ---------- Also someone should make a cross breed of City Life and The Undead Mod, having a city as a safe zone or something with the police side trying to protect the civs. Or just all civs trying to scavage bullets and guns to that scatered around the map, looking for antidotes, and food. It is possible, all that is needed is a skilled mission maker to simply create such a mission environment ... I think i will also release a version of my huge zombie mission with the next release. I am currently working hard to make the mission itself (which was single player mission) with the whole task and communication system work in MP as a COOP mission. Share this post Link to post Share on other sites
Scrub 0 Posted October 16, 2010 Have I told you lately that I love you? ... Um, in the purely 'You rock, you creative genius you!' sort of way..FPDR Share this post Link to post Share on other sites
HateDread 13 Posted October 17, 2010 (edited) Refuse? OA?It works in OA. I have posted guidelines on how to adhere to the zombie config requirements for new custom models. It is impossible to have a female zombie (slow walking) because the zombie animations have been made for the male skeleton. Nearly impossible to adapt that to the female skeleton. And it would be an unbelievable amount of work. Only Teacup could probably do it. There is no custom models in the Undead mod at all. All you have to do is re-texture and follow the guidelines. I'm sorry; I really mis-worded my post. I meant you preferred not to make any Zombie-textured models of OA (civilians and such), not that you refused to have the mod work in OA, or that it didn't, as I know it does (and I'm very glad). I'll find those guidelines and have a noob's crack at it :s Love the work so far. EDIT: I presume these are the guidelines? (-Scared-) For infected: class CHN_UNDEAD_MALE; class CHN_UNDEAD_TYPENAME : CHN_UNDEAD_MALE { scope = 2; displayName = "Undead NAME OF YOUR UNIT"; model = "PATH TO YOUR MODEL"; identityTypes[] = {"CHN_UNDEAD_Head_SOLD2"}; class EventHandlers { init = "(_this select 0) setidentity 'CHN_UNDEAD_Head_SOLD2';_script = _this execVM '\CHN_UNDEAD\scripts\CHN_Undead_init.sqf'"; Dammaged = "if (_this select 1!='head_hit') then {(_this select 0) setdammage (getdammage (_this select 0) - ((_this select 2))/16)} else {(_this select 0) setdammage 1}; [_this select 0] spawn UNDEAD_DAMAGE;"; HandleIdentity = "true"; }; }; For zombies: class CHN_ZOMBIE_MALE; class CHN_ZOMBIE_TYPENAME : CHN_ZOMBIE_MALE { scope = 2; displayName = "Zombie NAME OF YOUR UNIT"; model = "PATH TO YOUR MODEL"; identityTypes[] = {"CHN_UNDEAD_Head_SOLD2"}; class EventHandlers { init = "(_this select 0) setidentity 'CHN_UNDEAD_Head_SOLD2';_script = _this execVM '\CHN_UNDEAD\scripts2\CHN_Zombie_init.sqf'"; Dammaged = "if (_this select 1!='head_hit') then {(_this select 0) setdammage (getdammage (_this select 0) - ((_this select 2))/32)} else {(_this select 0) setdammage 1}; [_this select 0] spawn UNDEAD_DAMAGE;"; HandleIdentity = "true"; }; }; The type of the unit MUST start with CHN_UNDEAD_ or CHN_ZOMBIE_ followed by the name (with the exact letters) used in the typename of your custom uninfected unit. I don't even know where to begin, haha... EDIT: Also, Charon, will this new update (and it's new system) lead to better zombie building navigation, etc? So that we can't sit in the 2nd story of a house and be completely safe... OA brought many AI improvements for buildings... have they been translated to this mod? Edited October 17, 2010 by HateDread Share this post Link to post Share on other sites
TacKLed 10 Posted October 17, 2010 I read the readme but how do I get it work well and create a pesistant game? What are the select steps and could I use Ambient Civilians? Share this post Link to post Share on other sites
charon productions 10 Posted October 17, 2010 I'm sorry; I really mis-worded my post.I meant you preferred not to make any Zombie-textured models of OA (civilians and such), not that you refused to have the mod work in OA, or that it didn't, as I know it does (and I'm very glad). I'll find those guidelines and have a noob's crack at it :s Love the work so far. EDIT: I presume these are the guidelines? (-Scared-) I don't even know where to begin, haha... EDIT: Also, Charon, will this new update (and it's new system) lead to better zombie building navigation, etc? So that we can't sit in the 2nd story of a house and be completely safe... OA brought many AI improvements for buildings... have they been translated to this mod? About the config, you might wanna have a look at the latest config, as there has passed some time since i posted those guidelines. There will be no building behaviour changes, i wont touch V0.9 anymore, because i wanna get it out as it is, as soon as i make sure that its relatively debugged. Maybe for a future version. ---------- Post added at 01:09 PM ---------- Previous post was at 01:08 PM ---------- I read the readme but how do I get it work well and create a pesistant game? What are the select steps and could I use Ambient Civilians? Please refer to the demo missions to understand how to use the components to create your own missions. Share this post Link to post Share on other sites
sas troop 0 Posted October 17, 2010 I try to respawn zombies via script while having required modules on map (Zombie Module and Spawn Modules on the other side of the map). Unfortunately, units not always act like zombies (soletimes they jsut stand doing mraaah... and nothing happens) and NEVER have proper animations, they just run. How to get rid of this? I am not interested with zombie limits and other scripts used in templates, just working respawn via script. Share this post Link to post Share on other sites
raserisk 12 Posted October 17, 2010 So because of the optimizations in the upcoming update, it will mean we can have bigger missions with more zombies, yes? :) Share this post Link to post Share on other sites
charon productions 10 Posted October 17, 2010 I try to respawn zombies via script while having required modules on map (Zombie Module and Spawn Modules on the other side of the map). Unfortunately, units not always act like zombies (soletimes they jsut stand doing mraaah... and nothing happens) and NEVER have proper animations, they just run.How to get rid of this? I am not interested with zombie limits and other scripts used in templates, just working respawn via script. Please analyze the demo missions to comprehend the functionality of this mod and then use them as a reference for your own missions. Also make sure you have the LATEST version of the mod. The behaviour of the zombies you describe points to a faulty installation or a wrong version/heterogen addon parts. ---------- Post added at 04:09 PM ---------- Previous post was at 04:07 PM ---------- So because of the optimizations in the upcoming update, it will mean we can have bigger missions with more zombies, yes? :) I would put it like this: Now missions exhibit tougher zombies and situations where you could run through a mob of them unharmed for 3 minutes don´t occur anymore. The point of the optimization was actually to counter the existing lag in medium sized missions. If your machine is fast enough you can additionally attempt bigger missions. Share this post Link to post Share on other sites
sas troop 0 Posted October 17, 2010 Denied. Thing only happens when respawning via script. When units are on the map already or are placed via Spawn Module everything works fine. I am not interested in counting the number of zeds, so respawn like this: _secondaryquest6_zedgroup1= creategroup resistance; _zeddy1= "CHN_UNDEAD_Rocker2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen3" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker3" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Profiteer4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Rocker2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; Should without any problems work properly. This is my Undead Mod: http://www.armaholic.com/page.php?id=9207&highlight=UNDEAD Share this post Link to post Share on other sites
HateDread 13 Posted October 17, 2010 Alright, thanks. I look forward to v0.9. How does one lower the volume of the zombies' calls? Like, the sounds they make as they run around/at the player? I'd rather the attacks be more of a surprise. And I can't seem to get CHN_UNDEAD_NOZEDRADIO = true to work in the init.sqf. Will this update lead to better Ai navigation? I.e. not circling the player (like the dogs do), instead going straight for and attacking? Share this post Link to post Share on other sites
Lincoln1stFJ 10 Posted October 17, 2010 Are any servers running this lately? Share this post Link to post Share on other sites
charon productions 10 Posted October 18, 2010 (edited) Alright, thanks. I look forward to v0.9.How does one lower the volume of the zombies' calls? Like, the sounds they make as they run around/at the player? I'd rather the attacks be more of a surprise. And I can't seem to get CHN_UNDEAD_NOZEDRADIO = true to work in the init.sqf. Will this update lead to better Ai navigation? I.e. not circling the player (like the dogs do), instead going straight for and attacking? This is actually what i mean with reduced lag. The reason why they seem to circle you, is that once cycle for their target update loop took about 8-10 seconds before the fix. which had them chase an "8 second old" target. This is not my fault, it is BI script execution time limit that causes the lag. I have now just made the scripts more efficient just checking units that are relevant, thereby reducing the number of units that have to be cycled through. I can not verify the functionality of CHN_UNDEAD_NOZEDRADIO since i have V0.9 installed, but i must admit that this function got omitted during the restructuring of the script framework. I guess it is important for you, so i will look into re-adding it. You cant lower the volume of the zombies' calls, they are set in the config and there is no script commands available to change their volume. ---------- Post added at 12:15 AM ---------- Previous post was at 12:05 AM ---------- Denied. Thing only happens when respawning via script. When units are on the map already or are placed via Spawn Module everything works fine.I am not interested in counting the number of zeds, so respawn like this: _secondaryquest6_zedgroup1= creategroup resistance; _zeddy1= "CHN_UNDEAD_Rocker2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Citizen3" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker3" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Profiteer4" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Worker" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; _zeddy1= "CHN_UNDEAD_Rocker2" createUnit [getMarkerPos "secondaryquest6_zeds1_spawn", _secondaryquest6_zedgroup1,"", 0.5, "SERGEANT"]; sleep 0.1; Should without any problems work properly. This is my Undead Mod: http://www.armaholic.com/page.php?id=9207&highlight=UNDEAD Make sure to use the correct syntax for createunit then this should work properly. The group that you probably created prior to the createunit commands needs to be a resistance group. Inside of the spawn module the following syntax is being used : _inftype createUnit [_spawnpos, _group]; Edited October 18, 2010 by Charon Productions Share this post Link to post Share on other sites
enad 11 Posted October 18, 2010 Any chance of takiban zombies? :p Share this post Link to post Share on other sites
TheonlyJEZ 10 Posted October 18, 2010 Having a really great time with this mod.. Just wanted to show you that not only does it work with OA, it also works with the ARMANAM mod, bringing a whole new multiplayer experience. Walking through the jungle at night only seeing a few meters in front of your face and just hearing the moaning of zombies is a real bottom twitching experience.. Keep up the good work chaps, and also over at ARMANAM..... Play it at 720p [youtube=640,505]<object width="640" height="385"><param name="movie" value="http://www.youtube.com/watch?v=w7l9z7-svS0&fs=1&hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=w7l9z7-svS0&fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object> Share this post Link to post Share on other sites
HateDread 13 Posted October 19, 2010 (edited) I love this part: Having a really great time with this mod..Just wanted to show you that not only does it work with OA, it also works with the ARMANAM mod, bringing a whole new multiplayer experience. Walking through the jungle at night only seeing a few meters in front of your face and just hearing the moaning of zombies is a real bottom twitching experience.. Keep up the good work chaps, and also over at ARMANAM..... Anyways, a few things; 1. Is there any way, or do you have any ideas, for dealing with fortification and barricades? I mean like this quarantine zone in my latest mission: The zombies simply run into it, then die as we shoot them. How can I make it more terrifying/realistic? At present, zombies can't understand the barricades, posing no threat. I'm guessing some sort of interaction, where the zombies can 'destroy' it? Would be impossible to script/model them climbing it, right? (If it were, could inflict damage simulating the wire of the fences). 2. I can't seem to find the old command to hide the infection map markers for towns. Charon, may you refresh my memory? 3. In future, would you consider improvements to the way in which the AI approaches its attacks (if possible). I mean, instead of this (beware bad Paint art, Where zombies tend to stack in a single file, and therefore lose a lot of the fear of their attack (it's hard to appreciate the size of the 'horde' if they stand behind each other).: We have this: My only guess on how this is possible would be to have the zombies communicate, in a sense - if they 'check' how close the others are, and adjust accordingly, plus if you run the motion calculations (like the scripts for artillery, where the AI must predict the unit's movements to score a hit), it should be even more possible for them to almost 'plan' together, not that the zombies I've encountered in real life plan like this. It's just, the player wouldn't know about the communication, but would see its wonderful effects. That's all from me, for now :D EDIT: I also noticed, when sending a wave of zombies at a position (6 men, one on a 50. cal machinegun vs 50 infected), that they all focus on the first guy, and leave the rest. Is there a way to split the targets between the nearby zombies, so they all just pour into a defensive position and hit everyone? I set infection time to 2 seconds, but due to the aforementioned script lag, it takes forever to register the hit (even from 50 zombies), and so many are neutralised while waiting to continue to the next target. I assume the new system will also help in this regard? Edited October 19, 2010 by HateDread Share this post Link to post Share on other sites
charon productions 10 Posted October 19, 2010 I love this part:Anyways, a few things; 1. Is there any way, or do you have any ideas, for dealing with fortification and barricades? I mean like this quarantine zone in my latest mission: The zombies simply run into it, then die as we shoot them. How can I make it more terrifying/realistic? At present, zombies can't understand the barricades, posing no threat. I'm guessing some sort of interaction, where the zombies can 'destroy' it? Would be impossible to script/model them climbing it, right? (If it were, could inflict damage simulating the wire of the fences). 2. I can't seem to find the old command to hide the infection map markers for towns. Charon, may you refresh my memory? 3. In future, would you consider improvements to the way in which the AI approaches its attacks (if possible). I mean, instead of this (beware bad Paint art, Where zombies tend to stack in a single file, and therefore lose a lot of the fear of their attack (it's hard to appreciate the size of the 'horde' if they stand behind each other).: We have this: My only guess on how this is possible would be to have the zombies communicate, in a sense - if they 'check' how close the others are, and adjust accordingly, plus if you run the motion calculations (like the scripts for artillery, where the AI must predict the unit's movements to score a hit), it should be even more possible for them to almost 'plan' together, not that the zombies I've encountered in real life plan like this. It's just, the player wouldn't know about the communication, but would see its wonderful effects. That's all from me, for now :D EDIT: I also noticed, when sending a wave of zombies at a position (6 men, one on a 50. cal machinegun vs 50 infected), that they all focus on the first guy, and leave the rest. Is there a way to split the targets between the nearby zombies, so they all just pour into a defensive position and hit everyone? I set infection time to 2 seconds, but due to the aforementioned script lag, it takes forever to register the hit (even from 50 zombies), and so many are neutralised while waiting to continue to the next target. I assume the new system will also help in this regard? Basically there is one all-encompassing answer to all your suggestions. If i were to write a zombie game from the scratch, it would be possible to implement all that because i can (more or less) freely assign CPU resources to the AI computations. In Arma2 this is not possible. The engine limits those resources to a meager minimum to be used by scripts. Already lag is the biggest problem of the mod. By introducing additional calculations like that, the lag would rise enormously so that they would never be able to keep up with any target. About your barricade situations, please refer to the demo missions there is examples of working safe-zone triggers to disable zeds from entering those. The global variable you are referring to is called CHN_UNDEAD_NOMARKS. The infection time has nothing to do with the time between the hit and it being registered, that is solely the lag in the last version. Since the new system is projectile-based and uses function calls rather than spawned scripts the execution limit is minimized. Now the only focus is to get the zed as fast as possible to fire his Undead strike against a human target. The rest goes fairly quickly due to the Arma2 projectile system being hard-coded. Split the attacking zeds into more groups. Different groups can have different targets. position them at different approach angles then there is a chance that they have differing closest targets. A script-solution to do that is too computation-intensive, maybe in Arm3 on a 6 Ghz CPU, this could all work better. Share this post Link to post Share on other sites