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I've been trying to make a few missions with the infected/zombies in Combined Operations with only the Undead Mod (v0.84) enabled on top of the vanilla installation, and some issues have been happening when I try to use the UAV/ULB. (Charon Productions, I believe you said you don't have OA yet, but it seemed like at least a good idea to start by seeing if anyone else has the same issue.)

I modified one of the example missions by copying and pasting a default group of people and equipment I use in other missions into the example mission. Everything seemed to work fine until I tried to select the UAV action at a terminal; the screen faded to black as normal and the word "UAV" appeared in the upper left corner as normal, but the rest of the image never came up, and there was no audio from the UAV either. The program stopped responding to inputs (including hitting Esc), but I was able to Alt-Tab to other programs and back without problems, and I was able to close ArmA2OA by hitting Alt-F4 (the word "Shutdown..." would appear and it would close). Same thing happened with the ULB. I tried deleting an individual item from the mission in the editor, testing it, reverting the mission, and deleting a different item, and repeated the process. It quickly became apparent that when I deleted just the Undead Module from the mission the UAV and ULB would function normally again.

To try this the other way around, I went to make a simplified mission on the nearly empty Desert map. I had both a UAV and ULB set up, and a couple groups of the undead characters a long ways off. The UAV and ULB worked normally. When I added an instance of the Undead Mod - Infected or Undead Mod - Zombies modules, the problem in the last paragraph would appear, but there would be no issues if I added only the Undead Mod - Spawn module (though the zombie characters weren't acting correctly).

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I've been trying to make a few missions with the infected/zombies in Combined Operations with only the Undead Mod (v0.84) enabled on top of the vanilla installation, and some issues have been happening when I try to use the UAV/ULB. (Charon Productions, I believe you said you don't have OA yet, but it seemed like at least a good idea to start by seeing if anyone else has the same issue.)

I modified one of the example missions by copying and pasting a default group of people and equipment I use in other missions into the example mission. Everything seemed to work fine until I tried to select the UAV action at a terminal; the screen faded to black as normal and the word "UAV" appeared in the upper left corner as normal, but the rest of the image never came up, and there was no audio from the UAV either. The program stopped responding to inputs (including hitting Esc), but I was able to Alt-Tab to other programs and back without problems, and I was able to close ArmA2OA by hitting Alt-F4 (the word "Shutdown..." would appear and it would close). Same thing happened with the ULB. I tried deleting an individual item from the mission in the editor, testing it, reverting the mission, and deleting a different item, and repeated the process. It quickly became apparent that when I deleted just the Undead Module from the mission the UAV and ULB would function normally again.

To try this the other way around, I went to make a simplified mission on the nearly empty Desert map. I had both a UAV and ULB set up, and a couple groups of the undead characters a long ways off. The UAV and ULB worked normally. When I added an instance of the Undead Mod - Infected or Undead Mod - Zombies modules, the problem in the last paragraph would appear, but there would be no issues if I added only the Undead Mod - Spawn module (though the zombie characters weren't acting correctly).

Huh. I don't have OA yet so I can't test. I do know that the undead mod causes a slow down in execution of scripts for the host. Can you host a multiplayer game and see if the clients get the same issue?

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Huh. I don't have OA yet so I can't test. I do know that the undead mod causes a slow down in execution of scripts for the host. Can you host a multiplayer game and see if the clients get the same issue?

Genesis has the most probable explanation.

The undead module is by its nature script intensive.

So if additional intensive scripts are being executed it can cripple the performance. Bohemia Interactive should have introduced a script priority system for parts of scripts that are time critical and not this 3ms BS.

But it is understandable that they want the graphics to be always smooth and that they care less about heavy user-scripts.

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iam creating a mission with much use of titletext for conversations.

because i cant read the text properly when im infected, i wanna know:

how can i disable the titletext message when getting infected?

or can i change it to the middle of the screen?

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Charon, I was wondering if there was anyway to cure infection manually via script. I ask mainly because in dedicated multiplayer, the inject antidote action doesn't work most of the time.

Also this may be a really dumb question, but is there any problem in placing two undead spawn modules?

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There wont be a problem placing more than one spawn module, I do it all the time. Just dont overload it because more zombies = more lag.

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Charon, I was wondering if there was anyway to cure infection manually via script. I ask mainly because in dedicated multiplayer, the inject antidote action doesn't work most of the time.

Also this may be a really dumb question, but is there any problem in placing two undead spawn modules?

Since there seems to be no-one here who is a multiplayer script specialist for dedicated server games who could point out to me how and where to execute the heal infection (even after death), i can not fix that.

I have tried all kinds of approaches (server only and on all hosts) and it simply does not work. My hands are tied.

If a player uses the action "Inject Antidote" then the script UNDEAD_INJECTION.sqf is being executed locally that should reset the infection variable for the healed unit and that variable is allowed to be transmitted over the network with the "true"-parameter, even though the counter is handled locally as well. Still for some reason it does not work sometimes.

player setVariable ["CHN_UNDEAD_INFECTED",false,true];

It seems as if something keeps resetting the unit to "infected" status, although this makes no sense, because

ONLY when a zed swings at a human then that variable is set to true and at no other point in any script is that being done too.

It would be interesting to know if there is still the message "Your infection has been reversed" displayed, but the countdown goes on or the unit still dies all of a sudden.

If the message does not show up at all in those mentioned most cases, then it´s a sign for the script not even being executed.

If it does show up then the setvariable command is not being processed correctly.

Edited by Charon Productions

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I already extract everything to addons folder.I open the game but I don't know how to play the mod.

I really need to try this mod I'm Mil Sim players and Zombies games&movie fan !

Ps.I register to this board for this mod ...

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I already extract everything to addons folder.I open the game but I don't know how to play the mod.

I really need to try this mod I'm Mil Sim players and Zombies games&movie fan !

Ps.I register to this board for this mod ...

Extract the demo missions to your user missions folder and look how the modules are set up or read the documentation. All your answers are in there.

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Extract the demo missions to your user missions folder and look how the modules are set up or read the documentation. All your answers are in there.

many thanks :)

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I think i have now fixed the respawn bug. It works for me and a few testers with non-dedicated servers.

Any of you guys playing the Undead Mod with dedicated servers willing to test the update just to check if respawning players don´t spawn with the infection counter still running?

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First let me say I Love this mod. But, when I make a mission I like weird and random things to happen...and they usually do :) Like civis shooting back at me as i fight zombies, very cool when this happens. It must be a conflict with some other mod I have running. Sometimes a car will pull up, and armed people will shoot at me. I wright it off as civis not knowing the zombies are dead, and foreign military forces are shooting their sick relatives.

Makes for a more cool and chaotic mission :)

I was wondering if things could even be more chaotic. If we took George Romero's direction, any person dieing would come back to life...err death.

If a person gets hit by a car or shot to death.

Another off shoot of the apocalyptic game type could be the story from "CROSSED". (very adult ,very violent... you are warned)

It's a story about pure rage ,where some people are infected..except they can shoot and attack and eat you. Getting shot by an infected could turn that person infected since they put bodily fluids on the bullets.

Just some ideas from my twisted mind :)

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If players that are into COOP missions want to help get a nice and big infected mission to work in MP, please PM me. I need to verify that all taskhints appear on the clients too.

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Is there a Script that's kinda like a reverse Safe-Zone

a Quarantine so that It keeps Zombies spawned In The Quarantine, In (Unable to leave)

And It deactivates If all Blufor/Opfor Soldiers are Dead/Undead

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Is there a Script that's kinda like a reverse Safe-Zone

a Quarantine so that It keeps Zombies spawned In The Quarantine, In (Unable to leave)

And It deactivates If all Blufor/Opfor Soldiers are Dead/Undead

No there isnt. I would not even know how to script something like that.

Maybe try to check if they are inside a trigger then set their group to non migrating. At least they will not migrate out of the trigger, but they will still hunt humans outside of that zone though.

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Worked on the virtual infection system and made some major code optimizations. Now zeds will pretty much spawn instantly once the player(s) enters town outskirts.

Also the position update for their target is much faster now, which makes them much more threatening.

The virtual infection system should also work in MP now, spawning undead groups when a player enters a town (Needs testing).

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Awesome, I love it when the zombies are a threat, they already were. going to be a bigger challenge now :D

When you have a rifle and about 6 zombies charging at you, RUUUNN.

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Worked on the virtual infection system and made some major code optimizations. Now zeds will pretty much spawn instantly once the player(s) enters town outskirts.

Also the position update for their target is much faster now, which makes them much more threatening.

The virtual infection system should also work in MP now, spawning undead groups when a player enters a town (Needs testing).

Sounds good anything to make em more deadly :) Will that be V0.85, or is it still in testing?

Great work

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Sounds good anything to make em more deadly :) Will that be V0.85, or is it still in testing?

Great work

Well it´s actually more of a V0.92 if you look at the amount of new features

and fixes. Not sure yet to not go ahead and actually name it V0.92

It still undergoes testing the code optimizations really changed hundreds of lines of code, but things are so much more faster now.

There is also a new feature, that a location will be set (and marked on the map) to "Under Attack" Status when the first zed hurts a human in that location.

The "Infected" status has been until now given to a location once the first human got killed and resurrects as a zed.

This has been the easiest way to implement it.

Still thinking to maybe make that more dependent on how many zeds flood a location in relation to the humans there and less on the first kill only.

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OMG CHARON IS BACK!

Check this out Charon....

www.clan-chk.com

I have a fast download on my server for your mod and people cant get enough of the "Nightmare" Mission that I made based on your Mod. Read about it on my site, and let me know if you want to test anything. I will lock my server up to run beta test. I love the mod and the Mission is a lot of fun.

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OMG CHARON IS BACK!

Check this out Charon....

www.clan-chk.com

I have a fast download on my server for your mod and people cant get enough of the "Nightmare" Mission that I made based on your Mod. Read about it on my site, and let me know if you want to test anything. I will lock my server up to run beta test. I love the mod and the Mission is a lot of fun.

Nice.. Hopefully my connection allows me time to join up on that. Looks great.

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OMG CHARON IS BACK!

Check this out Charon....

www.clan-chk.com

I have a fast download on my server for your mod and people cant get enough of the "Nightmare" Mission that I made based on your Mod. Read about it on my site, and let me know if you want to test anything. I will lock my server up to run beta test. I love the mod and the Mission is a lot of fun.

Nice mood in your mission judging from the videos.

As of now the code optimizations are just for the infected module.

Once this runs seemingly bug-free, i will modify the zombie module.

The zeds now use FSMs only for proximity check to the assigned group target. That way they can strike fast if they are close to it.

EDIT: Started porting it to the zombie module and it looks good. Needs more testing though.

Edited by Charon Productions

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Ha, Seen that once when I was playing.

I walked past it and was like WAIT WAT

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