HateDread 13 Posted October 19, 2010 Okay thank you, I thought that may be the case. I just thought I would throw ideas out there for you. About the barricades; I know about the markers, but I'd like the zombies to try and get past it, so it has to be defended, you know? Like, they rush it, and break out of the quarantine. Share this post Link to post Share on other sites
charon productions 10 Posted October 20, 2010 Okay thank you, I thought that may be the case. I just thought I would throw ideas out there for you.About the barricades; I know about the markers, but I'd like the zombies to try and get past it, so it has to be defended, you know? Like, they rush it, and break out of the quarantine. In that case just delete or setpos the triggers to [0,0] then the zeds will rush it. Share this post Link to post Share on other sites
HateDread 13 Posted October 20, 2010 In that case just delete or setpos the triggers to [0,0] then the zeds will rush it. I'm sorry, but I don't understand what you mean. Could you please explain? Share this post Link to post Share on other sites
charon productions 10 Posted October 20, 2010 I'm sorry, but I don't understand what you mean. Could you please explain? If you desire to take away the safezonetrigger thereby allowing the zeds to rush in after a time you set for their attack to be successful, then just execute the command in a script : NAMEOFTRIGGER setpos [0,0] Share this post Link to post Share on other sites
HateDread 13 Posted October 20, 2010 Ahh, I get you. Thanks, that'll help. I also meant how they can physically overcome the barricades. If they rush them atm, they get stuck. :( Share this post Link to post Share on other sites
charon productions 10 Posted October 20, 2010 Ahh, I get you. Thanks, that'll help.I also meant how they can physically overcome the barricades. If they rush them atm, they get stuck. :( its game mechanics man, or should i say Arma2-mechanics :icon_rolleyes: What you are having in mind is impossible with this physics engine. And the safezones were made to make absolutely sure nothing gets in. Still lag sometimes cant prevent an undead clipping through, everything only engine-caused script-lag-related Share this post Link to post Share on other sites
HateDread 13 Posted October 21, 2010 Ahh I thought so :( How about this (and this would be done on a mission-by-mission basis, so it'd be up to me to do, of course)... Having it set so that if zombies get with x distance of a barricade or particular type of fence, etc, (and possibly if for y seconds), the fence is destroyed, much like a car ramming it. Is this possible? Share this post Link to post Share on other sites
charon productions 10 Posted October 21, 2010 Ahh I thought so :(How about this (and this would be done on a mission-by-mission basis, so it'd be up to me to do, of course)... Having it set so that if zombies get with x distance of a barricade or particular type of fence, etc, (and possibly if for y seconds), the fence is destroyed, much like a car ramming it. Is this possible? If you have a high end machine that can take additional script load then it is possible. Name all barricades individually, put their names in an array, cycle through the array with foreach scopes, one for the name array, one for all zeds. Then check for proximity for each barricade with each zed, hang a variable to the zed that registers its proximity start time for that particular barricade and next check if enough time has passed since that starttime to destroy the barricade. However each cycle could easily take up to a minute depending on your machine and the number of zeds and barricades. Hope that helps. Share this post Link to post Share on other sites
sas troop 0 Posted October 21, 2010 No way Charon, it must be exactly the same. I am respawning a couple more lads as humans same way, and also while refering to marker GetMarkerPos is more suitable than position, I am not pretty sure if positions works with markers. When using game logics via position command there is no change. That's not the point Charon. Maybe can you provide me full syntax used in respawn module? Maybe I miss some kind of eventhandler, whatever? Share this post Link to post Share on other sites
enad 11 Posted October 21, 2010 Is there a way to make it so Zombies constantly spawn? Say after you kill 50, after 2 mins or so they will respawn? This would be great for some zombie missions I got in mind. Share this post Link to post Share on other sites
charon productions 10 Posted October 21, 2010 Is there a way to make it so Zombies constantly spawn? Say after you kill 50, after 2 mins or so they will respawn?This would be great for some zombie missions I got in mind. For that purpose there is a zombie spawn module, a explanatory demo mission and a documentation included. ---------- Post added at 08:16 PM ---------- Previous post was at 08:11 PM ---------- No way Charon, it must be exactly the same. I am respawning a couple more lads as humans same way, and also while refering to marker GetMarkerPos is more suitable than position, I am not pretty sure if positions works with markers. When using game logics via position command there is no change. That's not the point Charon. Maybe can you provide me full syntax used in respawn module? Maybe I miss some kind of eventhandler, whatever? Here you go: // ++++++++++++++++++++++++++++++++++++++++++++// ++++++ UNDEAD_SPAWNMOD.sqf script ++++++++++ // ++++++ written by Charon October 2009 ++++++ // ++++++++++++++++++++++++++++++++++++++++++++ // ++++++++++++++++++++++++++++++++++++++++++++ // ++ Adaption,modification or external use ++ // +++++++++++ is not allowed +++++++++++++++++ // Task: Spawn Module script _module=_this select 0; sleep 1; waituntil {CHN_UNDEAD_INITIALIZED}; _module setvariable ["CHN_UNDEAD_SM_ACTIVE",true,true]; _zedtype=""; if (typeOf CHN_UNDEAD_MAINSCOPE=="CHN_UNDEAD_Logic") then {_zedtype="Infected"}; if (typeOf CHN_UNDEAD_MAINSCOPE=="CHN_UNDEAD_Logic2") then {_zedtype="Zombie"}; if (_zedtype=="") exitwith {}; _interval= _module getvariable "CHN_UNDEAD_SM_INTERVAL"; if (isnil "_interval") then {_interval=180}; _number= _module getvariable "CHN_UNDEAD_SM_NUMBER"; if (isnil "_number") then {_number=12}; _grptype= _module getvariable "CHN_UNDEAD_SM_GRPTYPE"; if (isnil "_grptype") then {_grptype="MIGRATING"}; _wppos= _module getvariable "CHN_UNDEAD_SM_WPPOS"; if ((_grptype=="MOVER") and (isnil "_wppos")) then {_grptype="STATIC"}; while {!isNull (_module)} do { if ((_module getvariable "CHN_UNDEAD_SM_ACTIVE") and (CHN_UNDEAD_ZEDCNT < CHN_UNDEAD_ZEDLIMIT)) then { switch (_grptype) do { case "STATIC" : { _grp=[position _module,_number] call CHN_UNDEAD_fn_CRSTATZEDGRP; _module setvariable ["CHN_UNDEAD_SM_CURGRP",_grp,true]; }; case "NON-MIGRATING" : { _grp=[position _module,_number] call CHN_UNDEAD_fn_CRTZEDGRP; _grp setvariable ["CHN_UNDEAD_NONMIGRP",true]; _module setvariable ["CHN_UNDEAD_SM_CURGRP",_grp,true]; }; case "MIGRATING" : { _grp=[position _module,_number] call CHN_UNDEAD_fn_CRTZEDGRP; _module setvariable ["CHN_UNDEAD_SM_CURGRP",_grp,true]; }; case "MOVER" : { _grp=[position _module,_number,_wppos] call CHN_UNDEAD_fn_CRTZEDGRPMV2; _module setvariable ["CHN_UNDEAD_SM_CURGRP",_grp,true]; }; }; sleep _interval; }; sleep 0.1; }; and CHN_UNDEAD_fn_CRTZEDGRP = {private ["_spawnnumber","_spawnpos","_rd","_inftype","_group"]; _spawnpos=_this select 0; _spawnnumber=_this select 1; createcenter resistance; _group = createGroup resistance; _group setvariable ["CHN_UNDEAD_NONMIGRP",true]; _group setVariable ["CHN_UNDEAD_HUNTS",objNull]; _group setvariable ["CHN_UNDEAD_ONTHEMOVE",false]; _group setVariable ["CHN_UNDEAD_IS_UNDEADGRP",true]; _group setvariable ["CHN_UNDEAD_ENVOYGRP",false]; _group setvariable ["CHN_UNDEAD_ENVOYDEST",[0,0]]; _group setvariable ["CHN_UNDEAD_STATICGRP",false,true]; for [{_i=0}, {_i<_spawnnumber}, {_i=_i+1}] do { _rd = random ((count CHN_UNDEAD_INFTYPES-1)); _inftype=CHN_UNDEAD_INFTYPES select _rd; _inftype createUnit [_spawnpos, _group]; }; So its: _inftype createUnit [_spawnpos, _group]; For everything else i cannot guarantee functionality. Share this post Link to post Share on other sites
Jimmithesith 10 Posted October 22, 2010 Hail. A few questions: 1. Do it work on OA? 2. If so, do it work on combined ops? 3. Do we need combined ops to play with OA? Or can we simply play OA only with undead mod? thx alot Share this post Link to post Share on other sites
raserisk 12 Posted October 22, 2010 Don't think it works with standalone OA, yes it works with CO. You probably need CO, because the zombie models used are those from ARMA 2 Share this post Link to post Share on other sites
wiggum2 31 Posted October 24, 2010 Hi, is there a class-list around for this mod ? I would need all the names like "CHN_ZOMBIE_xxx" and "CHN_UNDEAD_xxx" so i can include them into a spawn script. Thanks ! Share this post Link to post Share on other sites
charon productions 10 Posted October 25, 2010 Hi,is there a class-list around for this mod ? I would need all the names like "CHN_ZOMBIE_xxx" and "CHN_UNDEAD_xxx" so i can include them into a spawn script. Thanks ! You can find the classes in the config file. They are also stored in the global variable CHN_UNDEAD_INFTYPES which is declared in the script UNDEAD_MODULE_INIT.sqf Share this post Link to post Share on other sites
wiggum2 31 Posted October 25, 2010 UNDEAD CHN_UNDEAD_Citizen2 CHN_UNDEAD_Citizen3 CHN_UNDEAD_Worker1 CHN_UNDEAD_Worker2 CHN_UNDEAD_Worker3 CHN_UNDEAD_Worker4 CHN_UNDEAD_Profiteer1 CHN_UNDEAD_Profiteer2 CHN_UNDEAD_Profiteer3 CHN_UNDEAD_Profiteer4 CHN_UNDEAD_Rocker1 CHN_UNDEAD_Rocker2 CHN_UNDEAD_Rocker3 CHN_UNDEAD_Rocker4 CHN_UNDEAD_Woodlander1 CHN_UNDEAD_Woodlander2 CHN_UNDEAD_Woodlander3 CHN_UNDEAD_Woodlander4 CHN_UNDEAD_Functionary1 CHN_UNDEAD_Functionary2 CHN_UNDEAD_Villager1 CHN_UNDEAD_Villager2 CHN_UNDEAD_Villager3 CHN_UNDEAD_Villager4 CHN_UNDEAD_Priest CHN_UNDEAD_Doctor_base CHN_UNDEAD_Doctor CHN_UNDEAD_SchoolTeacher CHN_UNDEAD_Assistant CHN_UNDEAD_Pilot CHN_UNDEAD_Policeman CHN_UNDEAD_Secretary1 CHN_UNDEAD_Secretary2 CHN_UNDEAD_Secretary3 CHN_UNDEAD_Secretary4 CHN_UNDEAD_Secretary5 CHN_UNDEAD_Sportswoman1 CHN_UNDEAD_Sportswoman2 CHN_UNDEAD_Sportswoman3 CHN_UNDEAD_Sportswoman4 CHN_UNDEAD_Sportswoman5 CHN_UNDEAD_ValentinaFit CHN_UNDEAD_ValentinaVictim CHN_UNDEAD_Madam1 CHN_UNDEAD_Madam2 CHN_UNDEAD_Madam3 CHN_UNDEAD_Madam4 CHN_UNDEAD_Madam5 CHN_UNDEAD_Farmwife1 CHN_UNDEAD_Farmwife2 CHN_UNDEAD_Farmwife3 CHN_UNDEAD_Farmwife4 CHN_UNDEAD_Farmwife5 CHN_UNDEAD_Damsel1 CHN_UNDEAD_Damsel2 CHN_UNDEAD_Damsel3 CHN_UNDEAD_Damsel4 CHN_UNDEAD_Damsel5 CHN_UNDEAD_HouseWife1 CHN_UNDEAD_HouseWife2 CHN_UNDEAD_HouseWife3 CHN_UNDEAD_HouseWife4 CHN_UNDEAD_HouseWife5 CHN_UNDEAD_Hooker1 CHN_UNDEAD_Hooker2 CHN_UNDEAD_Hooker3 CHN_UNDEAD_Hooker4 CHN_UNDEAD_Hooker5 CHN_UNDEAD_WorkWoman1 CHN_UNDEAD_WorkWoman2 CHN_UNDEAD_WorkWoman3 CHN_UNDEAD_WorkWoman4 CHN_UNDEAD_WorkWoman5 Zombies CHN_ZOMBIE_Citizen1 CHN_ZOMBIE_Citizen2 CHN_ZOMBIE_Citizen3 CHN_ZOMBIE_Citizen4 CHN_ZOMBIE_Worker1 CHN_ZOMBIE_Worker2 CHN_ZOMBIE_Worker3 CHN_ZOMBIE_Worker4 CHN_ZOMBIE_Profiteer1 CHN_ZOMBIE_Profiteer2 CHN_ZOMBIE_Profiteer3 CHN_ZOMBIE_Profiteer4 CHN_ZOMBIE_Rocker1 CHN_ZOMBIE_Rocker2 CHN_ZOMBIE_Rocker3 CHN_ZOMBIE_Rocker4 CHN_ZOMBIE_Woodlander1 CHN_ZOMBIE_Woodlander2 CHN_ZOMBIE_Woodlander3 CHN_ZOMBIE_Woodlander4 CHN_ZOMBIE_Functionary1 CHN_ZOMBIE_Functionary2 CHN_ZOMBIE_Villager1 CHN_ZOMBIE_Villager2 CHN_ZOMBIE_Villager3 CHN_ZOMBIE_Villager4 CHN_ZOMBIE_Priest CHN_ZOMBIE_Doctor_base CHN_ZOMBIE_Doctor CHN_ZOMBIE_SchoolTeacher CHN_ZOMBIE_Assistant CHN_ZOMBIE_Pilot CHN_ZOMBIE_Policeman Share this post Link to post Share on other sites
HateDread 13 Posted October 25, 2010 Is it possible to check if a unit is of an infected classname -without- listing them all? Like, a command to check if a unit's classname starts with 'CHN_ZOMBIE'? Share this post Link to post Share on other sites
charon productions 10 Posted October 25, 2010 As i have stated 2 posts earlier, the typenames of those units can be found in the array CHN_UNDEAD_INFTYPES. Share this post Link to post Share on other sites
Crimson_Raptor 0 Posted October 27, 2010 I downloaded and played this mod, but I have to say, as much work that appears to have been put into this, I'm not as impressed with the gameplay as the screenshots looked to me. I think the best thing woul have been to have a night time mission with the mod for use in multiplayer (because the daylight doesn't add any suspense) and to have "limited" speed on the zombies. Most of the time they simply run past you back and forth without hurting you. The only time I got hurt was by a soldier zombie that could run as fast as I could. My two cents. :( Share this post Link to post Share on other sites
charon productions 10 Posted October 27, 2010 I downloaded and played this mod, but I have to say, as much work that appears to have been put into this, I'm not as impressed with the gameplay as the screenshots looked to me.I think the best thing woul have been to have a night time mission with the mod for use in multiplayer (because the daylight doesn't add any suspense) and to have "limited" speed on the zombies. Most of the time they simply run past you back and forth without hurting you. The only time I got hurt was by a soldier zombie that could run as fast as I could. My two cents. :( If you don´t like it, don´t play it then. Concerning your statement on "limited speed" zombies, you might not have realized that this mod comes with two modules where the zombie module is realizing slow "Romero" type zombies. If that is still too fast for you, then i dont know what you are after. Then you would be better off with a shooting range with zed targets or something. Share this post Link to post Share on other sites
icewindo 29 Posted October 27, 2010 I downloaded and played this mod, but I have to say, as much work that appears to have been put into this, I'm not as impressed with the gameplay as the screenshots looked to me.I think the best thing woul have been to have a night time mission with the mod for use in multiplayer (because the daylight doesn't add any suspense) and to have "limited" speed on the zombies. Most of the time they simply run past you back and forth without hurting you. The only time I got hurt was by a soldier zombie that could run as fast as I could. My two cents. :( Well, the ArmA engine has it's limitations and as I recall some new stuff and the limitations (pathfinding?) in ArmA2 wrecks the zombie behavor. But who would play a zombie mission in broad daylight anyway? Download this addon and play at dark: http://www.armaholic.com/page.php?id=7122 Share this post Link to post Share on other sites
Crimson_Raptor 0 Posted October 29, 2010 If you don´t like it, don´t play it then. Wow, what a great way to get more people play and enjoy your hard work in your mod by starting to sound arrogant, lol. Concerning your statement on "limited speed" zombies, you might not have realized that this mod comes with two modules where the zombie module is realizing slow "Romero" type zombies. If that is still too fast for you, then i dont know what you are after. Why was this not listed in the readme or in your post? The lab coat, soldier, and most of the zombies run far too fast? They run similar to 28 days later rather than like a zombie. Then you would be better off with a shooting range with zed targets or something. What are zed targets? Well, the ArmA engine has it's limitations and as I recall some new stuff and the limitations (pathfinding?) in ArmA2 wrecks the zombie behavor. This is a perfect example of what a constructive reply looks like! Lol! Anyway, that sucks. This only applies to the "old scripts" right? If the Russian soldier, by default, attacks both independent and us forces, then couldn't a "new" Zombie be created with limited speed and a "translucent" close range weapon? Maybe something with a grenade throw animation (that forces the zombie to be in place to hit, giving the play time to get away), and a small radius projectile. But who would play a zombie mission in broad daylight anyway? Download this addon and play at dark: http://www.armaholic.com/page.php?id=7122 That was my concern when playing one of the demo missions. It just didn't set the right mood for zombies. Plus the fact that my troops wouldn't obey me and follow me to rescue the scientists when all they would do is lay down int he grass with zombies running around them in signals, lol. The fog following the player sounds intriguing though. Could this be used in multiplayer though? For example, if a zombie is to the left of a player, the another player comes close and blocks the view of the zombie with their "fog" around them, or does the fog work only client side for each player? Share this post Link to post Share on other sites
charon productions 10 Posted October 29, 2010 (edited) Any updates yet? Hey Chammy, V0.9 update is pretty close to being finished. Last problems are with dedicated server games not enabling players to use the antidote. Once that is fixed, i would say this is ready to be released. It will also come with a nice big zombie mission. @ Crimson_Raptor: Had you taken the time to play ALL included demo missions before posting you would have noticed that there IS slow zombies. That´s the reason for it to come with 2 modules. The fact has been discussed in this thread multiple times, nearly every youtube video related to this mod SHOWS slow zombies. It would have been advisable to actually familiarize yourself with this mod better, before suggesting slow zombies that are ALREADY included. Edited October 29, 2010 by Charon Productions Share this post Link to post Share on other sites
wiggum2 31 Posted October 29, 2010 @ Charon Productions Will you include a full classlist in the new version ? That would be cool ! :) Share this post Link to post Share on other sites