charon productions 10 Posted October 29, 2010 @ Charon ProductionsWill you include a full classlist in the new version ? That would be cool ! :) Wiggum, i understand the necessity of this for mission makers to have, so will include a class list. Share this post Link to post Share on other sites
sxp2high 22 Posted October 29, 2010 Here are all unit class names. You have to place a zombie or undead somewhere on the map at first, or createVehicle / creteUnit will not work. :) Infected: CHN_UNDEAD_DOG CHN_UNDEAD_Assistant CHN_UNDEAD_Citizen1 CHN_UNDEAD_Citizen2 CHN_UNDEAD_Citizen3 CHN_UNDEAD_Citizen4 CHN_UNDEAD_Damsel1 CHN_UNDEAD_Damsel2 CHN_UNDEAD_Damsel3 CHN_UNDEAD_Damsel4 CHN_UNDEAD_Damsel5 CHN_UNDEAD_Doctor CHN_UNDEAD_Farmwife1 CHN_UNDEAD_Farmwife2 CHN_UNDEAD_Farmwife3 CHN_UNDEAD_Farmwife4 CHN_UNDEAD_Farmwife5 CHN_UNDEAD_FR_AR CHN_UNDEAD_FR_Corpsman CHN_UNDEAD_FR_Marksman CHN_UNDEAD_FR_TL CHN_UNDEAD_Functionary1 CHN_UNDEAD_Functionary2 CHN_UNDEAD_Hooker1 CHN_UNDEAD_Hooker2 CHN_UNDEAD_Hooker3 CHN_UNDEAD_Hooker4 CHN_UNDEAD_Hooker5 CHN_UNDEAD_HouseWife1 CHN_UNDEAD_HouseWife2 CHN_UNDEAD_HouseWife3 CHN_UNDEAD_HouseWife4 CHN_UNDEAD_HouseWife5 CHN_UNDEAD_Madam1 CHN_UNDEAD_Madam2 CHN_UNDEAD_Madam3 CHN_UNDEAD_Madam4 CHN_UNDEAD_Madam5 CHN_UNDEAD_Pilot CHN_UNDEAD_Policeman CHN_UNDEAD_Priest 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_RU_Soldier_Base CHN_UNDEAD_SchoolTeacher 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_USMC_Soldier_AA CHN_UNDEAD_USMC_Soldier_AT CHN_UNDEAD_USMC_Soldier_AR CHN_UNDEAD_USMC_Soldier_Crew CHN_UNDEAD_USMC_Soldier_HAT CHN_UNDEAD_USMC_Soldier_LAT CHN_UNDEAD_USMC_Soldier_MG CHN_UNDEAD_USMC_SoldierM_Marksman CHN_UNDEAD_USMC_Soldier_Medic CHN_UNDEAD_USMC_Soldier_Officer CHN_UNDEAD_USMC_Soldier_Pilot CHN_UNDEAD_USMC_Soldier_SL CHN_UNDEAD_USMC_SoldierS_SniperH CHN_UNDEAD_USMC_SoldierS_Sniper CHN_UNDEAD_USMC_Soldier_Base CHN_UNDEAD_USMC_SoldierS_Spotter CHN_UNDEAD_USMC_Soldier_TL CHN_UNDEAD_ValentinaFit CHN_UNDEAD_ValentinaVictim CHN_UNDEAD_Villager1 CHN_UNDEAD_Villager2 CHN_UNDEAD_Villager3 CHN_UNDEAD_Villager4 CHN_UNDEAD_Woodlander1 CHN_UNDEAD_Woodlander2 CHN_UNDEAD_Woodlander3 CHN_UNDEAD_Woodlander4 CHN_UNDEAD_Worker1 CHN_UNDEAD_Worker2 CHN_UNDEAD_Worker3 CHN_UNDEAD_Worker4 CHN_UNDEAD_WorkWoman1 CHN_UNDEAD_WorkWoman2 CHN_UNDEAD_WorkWoman3 CHN_UNDEAD_WorkWoman4 CHN_UNDEAD_WorkWoman5 Zombies: CHN_Zombie_Citizen1 CHN_ZOMBIE_Assistant CHN_ZOMBIE_USMC_Soldier_Medic CHN_ZOMBIE_Citizen2 CHN_ZOMBIE_Citizen3 CHN_ZOMBIE_Citizen4 CHN_ZOMBIE_Doctor CHN_ZOMBIE_FR_AR CHN_ZOMBIE_FR_Corpsman CHN_ZOMBIE_FR_Marksman CHN_ZOMBIE_FR_TL CHN_ZOMBIE_Functionary1 CHN_ZOMBIE_Functionary2 CHN_ZOMBIE_Pilot CHN_ZOMBIE_Policeman CHN_ZOMBIE_Priest 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_RU_Soldier_Base CHN_ZOMBIE_SchoolTeacher CHN_ZOMBIE_USMC_Soldier_AA CHN_ZOMBIE_USMC_Soldier_AT CHN_ZOMBIE_USMC_Soldier_AR CHN_ZOMBIE_USMC_Soldier_Crew CHN_ZOMBIE_USMC_Soldier_HAT CHN_ZOMBIE_USMC_Soldier_LAT CHN_ZOMBIE_USMC_Soldier_MG CHN_ZOMBIE_USMC_Soldier_Officer CHN_ZOMBIE_USMC_Soldier_Pilot CHN_ZOMBIE_USMC_Soldier_SL CHN_ZOMBIE_USMC_SoldierS_SniperH CHN_ZOMBIE_USMC_SoldierS_Sniper CHN_ZOMBIE_USMC_Soldier_Base CHN_ZOMBIE_USMC_SoldierS_Spotter CHN_ZOMBIE_USMC_Soldier_TL CHN_ZOMBIE_Villager1 CHN_ZOMBIE_Villager2 CHN_ZOMBIE_Villager3 CHN_ZOMBIE_Villager4 CHN_ZOMBIE_Woodlander1 CHN_ZOMBIE_Woodlander2 CHN_ZOMBIE_Woodlander3 CHN_ZOMBIE_Woodlander4 CHN_ZOMBIE_Worker1 CHN_ZOMBIE_Worker2 CHN_ZOMBIE_Worker3 CHN_ZOMBIE_Worker4 Share this post Link to post Share on other sites
Crimson_Raptor 0 Posted October 30, 2010 i understand the necessity of this for mission makers to have, so will include a class list. Excellent, Charon! Share this post Link to post Share on other sites
charon productions 10 Posted October 30, 2010 Here are all unit class names.You have to place a zombie or undead somewhere on the map at first, or createVehicle / creteUnit will not work. :) That is due to the center not yet defined. It should be enough to createcenter resistance; before creating the group. The list seems pretty complete, what is saw missing was: CHN_UNDEAD_WDL_Mercenary_Default12CHN_ZOMBIE_WDL_Mercenary_Default12 Undead objects: -------------------------------------- CHN_Antidote_case CHN_Antidote UNDEAD_Blood1 Undead vehicles: -------------------------------------- CHN_UNDEAD_Lada1 CHN_UNDEAD_Ikarus Undead ammo: -------------------------------------- CHN_762_Revert Undead magazines: -------------------------------------- CHN_10Rnd_762_Revert Share this post Link to post Share on other sites
giorgygr 61 Posted November 1, 2010 (edited) Please forgive me guys for i m TOTALLY n00b in Editor-but i want to (try) to make an "outbreak" scenario in Namalsk. So.. 1)Is there any way to make the majority of infected ppl NOT migrating-but staying-idling around the city they have been infected from start -except they spot a human nearby 50-100 meters? 2)Can i place infected units idling inside buildings? (and maybe someone knows a way to place the "Antidote suitcase" AND infected ppl idling in Underground laboratory (AII)of Namalsk?? Edited November 1, 2010 by GiorgyGR Share this post Link to post Share on other sites
charon productions 10 Posted November 1, 2010 Please forgive me guys for i m TOTALLY n00b in Editor-but i want to (try) tomake an "outbreak" scenario in Namalsk. So.. 1)Is there any way to make the majority of infected ppl NOT migrating-but staying-idling around the city they have been infected from start -except they spot a human nearby 50-100 meters? 2)Can i place infected units idling inside buildings? (and maybe someone knows a way to place the "Antidote suitcase" AND infected ppl idling in Underground laboratory (AII)of Namalsk?? 1) Quote from the Undead documentation: The differences between these types are: - A "STATIC" group will not move anywhere, just stay at their spawned position until a human is spotted which the group will hunt. 2) Please read Murray´s editing guide, search for setposASL Share this post Link to post Share on other sites
raserisk 12 Posted November 1, 2010 Looks like the undead mod isn't compatible with the UAV Module, can anyone double check this? When I go to use the UAV, it just gives me a black screen with the text in the corner and I have to go to task manager and kill the game manually. Share this post Link to post Share on other sites
HateDread 13 Posted November 10, 2010 Looks like the undead mod isn't compatible with the UAV Module, can anyone double check this? When I go to use the UAV, it just gives me a black screen with the text in the corner and I have to go to task manager and kill the game manually. It's not compatible with a lot of scripts - it over-loads the game and stops the execution of others, such as UAV, COIN, etc. Charon, how goes the production of the new version? :D Share this post Link to post Share on other sites
charon productions 10 Posted November 11, 2010 (edited) It's not compatible with a lot of scripts - it over-loads the game and stops the execution of others, such as UAV, COIN, etc.Charon, how goes the production of the new version? :D Yesterday, we have successfully tackled also the dedicated server issues where the antidote wouldnt work for the clients. So it seems as if this will have close to 100% Multiplayer compatibility. There is a handful of issues left like animations not playing because they are local to the server and projectile hits not getting registered. Basically all locality issues. Hopefully they can be tackled within the next few days. I also prepared a Single Player Mission as well as an 8 Player COOP variant of it which will be included with V0.9 The UAV should have been hard-coded. BIS probably didnt have the resources to hard-code it and decided for a scripted approach, but it really slows everything down and logically MODs with scripts especially. Edited November 11, 2010 by Charon Productions Share this post Link to post Share on other sites
Craig_VG 20 Posted November 18, 2010 Umm, I seem to have a problem here. I can't get the spawn module to not spawn. I took Charon's UND_spawnmoduledemo.chernarus mission and just added: john setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true]; to the init parameters of the spawn module and changed the name of the module to john. It kept spawning. I tried doing it by trigger and by init.sqf. I tried it on CO and plain arma 2. Am I doing something obvious wrong? Thanks! Share this post Link to post Share on other sites
Thechuz 10 Posted November 23, 2010 Anyone know how I can make soldiers shoot civilians on site? Tried google but got nowhere. Share this post Link to post Share on other sites
raserisk 12 Posted November 23, 2010 Charon, will you be making a separate thread for your Predator and Crocodile addons? Share this post Link to post Share on other sites
charon productions 10 Posted November 23, 2010 Charon, will you be making a separate thread for your Predator and Crocodile addons? yes , working on it. Share this post Link to post Share on other sites
jclark919 10 Posted November 23, 2010 Anyone know how I can make soldiers shoot civilians on site?Tried google but got nowhere. yes all you do is group the civies with a invisible opfor dude. to make in him invisible set his probability of presence to 0 and give him a high rank Share this post Link to post Share on other sites
Barnett 10 Posted November 27, 2010 Hi, I'm new to the forums and this mod and was wondering. Can this mod work with only OA? Share this post Link to post Share on other sites
last_apoc 10 Posted November 29, 2010 Really looking forward to the release of 0.9! (I hope its 1 single file to download) Will 0.9 work well in MP? I really want to fight zombies with my friends Share this post Link to post Share on other sites
charon productions 10 Posted November 29, 2010 Really looking forward to the release of 0.9!(I hope its 1 single file to download) Will 0.9 work well in MP? I really want to fight zombies with my friends Its 3 files. There is new objects that necessitate 3 files. The reason for V0.9 taking that long is entirely the MP compatibility which is difficult to establish with such an unusual addon. Share this post Link to post Share on other sites
TacKLed 10 Posted November 30, 2010 How do I get this mod to work? I did everything that it said in the readme and it only spawns one zombie that gets stuck in the ground. Share this post Link to post Share on other sites
charon productions 10 Posted November 30, 2010 How do I get this mod to work? I did everything that it said in the readme and it only spawns one zombie that gets stuck in the ground. Make sure to install all Arma2 patches and look into the demo missions for correct usage of the modules and comprehending the functionality. Then based upon the demo missions, make your own missions. Share this post Link to post Share on other sites
Death Dealer 10 Posted November 30, 2010 Yo Charon, for the upcoming new version did you fix that annoying glitch where the zombies get stuck inside objects when they run? Or when you keep running and when I turn around they randomly teleport somewhere else. That's really annoying. Other than that though, I'm loving it! But it'd be cool if you fixed those two physical glitch issues. Share this post Link to post Share on other sites
charon productions 10 Posted November 30, 2010 Yo Charon, for the upcoming new version did you fix that annoying glitch where the zombies get stuck inside objects when they run? Or when you keep running and when I turn around they randomly teleport somewhere else. That's really annoying. Other than that though, I'm loving it! But it'd be cool if you fixed those two physical glitch issues. That is actually no glitches. The first is the trade-off for full direct motion, but a lack of collision avoidance due to switched off path finding. The second is a phenomenon that is also connected to the custom movement system that i have no idea why this happens. It´s most likely connected to the Arma2 animation engine. So that can´t be fixed at all, but generally with the update, you will find though that the zeds move around faster. Share this post Link to post Share on other sites
Craig_VG 20 Posted December 2, 2010 I still cannot seem to get the spawn module to stop spawning. Is this a known problem? I have this code in the init of the module: this setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true]; Any ideas? Share this post Link to post Share on other sites