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@ Charon Productions

Will 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.

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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

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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_Default12

CHN_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

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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 by GiorgyGR

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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??

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

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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.

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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

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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 by Charon Productions

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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!

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Anyone know how I can make soldiers shoot civilians on site?

Tried google but got nowhere.

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Charon, will you be making a separate thread for your Predator and Crocodile addons?

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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

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Hi, I'm new to the forums and this mod and was wondering. Can this mod work with only OA?

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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

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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.

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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.

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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.

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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.

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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.

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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?

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