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Are you going to release your urban pack also?:)

Yes it`s planned, however it needs lots of work. The shadow LODs have to be done and there is some geometry issues.

I hope some guys will then make a map with a big north american style metropolitan city )

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Ah ok. I have some ideas in mind for a city. I stuck a few zeds outside and inside the building. Pretty cool how they walked down the hall to me heh. Keep up the great work!:yay:

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I was gonna say this before the mod was released but i was too late but what the hell

"PREPARE FOR UNFORESEEN BUGS" :)

and there you have. now i am off to play more Night Of The Living ArmA.....2!

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I have finally managed to fix the injection animation. Now the player is not stuck in the animation anymore (was a bit annoying).

The list of things to fix has gotten significantly shorter now, which is nice.

Additional fixes so far for the next update:

- Fixed a bug where female civilians would attempt to pick

up weapons from dead soldiers which resulted in an arma error

message because female characters can`t use guns

- Static weapons like M2 minitripods on rooftops won`t be

assigned as target for the zombies anymore

- AI medics will now heal every unit that they normally heal from

damage ALSO from the infection IF they have the antidote in

their inventory

About the multiplayer thing. I have looked into the scripts and as long

as the host machine is being played by a player also, then the virtual infection system should work fine when there is only one human team with the host player inside (CoOp etc.) This player will trigger the town zed population scripts.

For the final release it would be nice to include a mission pack, so whoever wants to contribute a mission

to that pack is welcome to contact me.

Edited by Charon Productions

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Hi,

I have a question

"

Custom soldier addons will now be replaced with a generic

model belonging to the same side as the infected custom soldier"

Why spawn Units not with the same model, as it really has.

For Arma 1 there was sometimes a zombie Mod, there worked this. The Custom Units also use as undead her own model.

Why not here ?:confused:

But it is a great MOD, further in such a way!

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Hi,

I have a question

"

Custom soldier addons will now be replaced with a generic

model belonging to the same side as the infected custom soldier"

Why spawn Units not with the same model, as it really has.

For Arma 1 there was sometimes a zombie Mod, there worked this. The Custom Units also use as undead her own model.

Why not here ?:confused:

But it is a great MOD, further in such a way!

Because the zombie models in this mod don`t just use the injury textures from the original models. I never liked that approach in CZM, but at that time it was a compromise. The downside of that was that the zeds were constantly highly damaged to have the blood textures appear on them and thus hard to handle with damage.

In the Undead mod, EVERY civilian and most Blufor soldiers have their OWN Blood textures, that was a lot of work, but looks much better than the Arma1 approach.

That`s why it does not work like you described.

Even for CZM i wrote many updates to get the SWAT addon and the woodland addon to appear bloody, never worked out of the box right away.

I can post some guidelines for addon makers on how to adhere to the undead mod naming conventions, if they are up for making zombie textures for their custom units.

Edited by Charon Productions

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If anyone ever wants to make one, for the config of custom zombie addons the following config entries are needed:

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.

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Soooo how does the migration fair with custom islands now?

It was extensively tested on custom islands.

My campaign uses Panthera by Icebreakr and it works as intended and flawlessly.

The virtual town infection and population with zeds is still something that could be better, but to check all the locations on the map for player proximity is taking a long time for the scripts, so there is a delay issues.

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It was extensively tested on custom islands.

My campaign uses Panthera by Icebreakr and it works as intended and flawlessly.

The virtual town infection and population with zeds is still something that could be better, but to check all the locations on the map for player proximity is taking a long time for the scripts, so there is a delay issues.

ah, but would it work with Sbrodj island with no issues?

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ah, but would it work with Sbrodj island with no issues?

How can i know? Try it out.

All i can say is that i did not use any Chernarus-specific attributes or anything that would make this only work on Chernarus.

Instead generic locations are being used.

So as long as the map maker paid attention to naming his locations and listing them in the island config, the migration will work.

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During editing my campaign, i noticed that some towns would not spawn zeds via the virtual infection system. I tracked down the bug and now all locations spawn zeds as intended. :yay:

It`s like a big mission where the objective is to save survivors that hide in safehouses in locations. I know there was a Quarantine mod that rewarded

saving survivors with money. Wonder if there is other alternatives what a reward/motivation could be to save survivors. Something like ammo?

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woot woot CAmpagin???damn, you are the man!!!:yay::dancehead:

weapons/vehicles/ammo hard to say.^^

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My Suggestion

Easy to get survivors = Ammo For your weapons (Low Quantities) (First Survivor awards play with Truck (No Machine Gun)

Medium (Meaning only a tiny bit hard) Survivors = Weapons (Bad)

Hard to get Survivors = Light Vehicles

Hard to get Survivors = Ammo And Weapons (In Large Quantities and Very Good Weapons)

VERY HARD To get Survivors = Heavy Vehicles

The Super Hard To Get Survivor = ?

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- player actions can`t be sorted to appear lower in the list.

I don't know how you added your antidote action, but if you use the command AddAction, you can set the priority of the action.

     Number = unitName addAction [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition)] 

priority: Number - (optional) Priority value of the action. Actions will be arranged descending according to this. Every game action has a preset priority value. Value can be negative or decimal. Actions with same values will be arranged in order which they were made, newest at the bottom. Typical range is 0 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on').

hope this help

That guy Over there:

The Super Hard To Get Survivor = blackhawk?

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I don't know how you added your antidote action, but if you use the command AddAction, you can set the priority of the action.

     Number = unitName addAction [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition)] 

hope this help

That is very helpful. Always a command attribute that one can overlook hehe.I will see if i can implement that reasonably.

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I have implemented it and it works great now. The action is available but at the bottom of the list . Thanks again for pointing that out.

The next update will have many substantial fixes plus a new (surprise) zombie model ;)

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During editing my campaign, i noticed that some towns would not spawn zeds via the virtual infection system. I tracked down the bug and now all locations spawn zeds as intended. :yay:

It`s like a big mission where the objective is to save survivors that hide in safehouses in locations. I know there was a Quarantine mod that rewarded

saving survivors with money. Wonder if there is other alternatives what a reward/motivation could be to save survivors. Something like ammo?

The fact that they're with you, helping you fight, should be reward enough. I know if you raise a big enough army to fight the menace you can do some damage - I know that from rescuing military personnel in Quarantine :v

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The fact that they're with you, helping you fight, should be reward enough. I know if you raise a big enough army to fight the menace you can do some damage - I know that from rescuing military personnel in Quarantine :v

Yes i think so too. Something like each saved civilian can be turned into a soldier with a little training or help in logistics for faster ressuply.

I had the idea to let them be given handguns from the team to defend themselves while they are being saved.

Maybe they could be even resettled into a cleared non-infected town, but that would soon lead to the same problem due to which i had to invent the virtual infection system for this. Too many AI on the map.

There is 97 infected locations on the map. About 50 towns have survivors.

The player team losses are enormous against the infected. Pretty much

every 2nd mission the team is only me left :D

But i am impatient/unconcentrated on the gameplay during testing.

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The Undead V0.84 (31/01/2010):

- Fixed a bug where female civilians would attempt to pick

up weapons from dead soldiers which resulted in an arma error

message because female characters can`t use guns

- Static weapons like M2 minitripods on rooftops won`t be

assigned as target for the zombies anymore

- The antidote injection animation froze the player sometimes

Now the player is able to move freely after the injection

animation has been played back

- AI medics will now heal every unit that they normally heal from

damage ALSO from the infection IF they have the antidote in

their inventory

- Fixed a bug where some infected towns would not spawn undead on player

proximity. Now all infected named map locations (Capital/City/villages)

spawn undead as intended.

_ Undead won`t chase a helicopter over the whole map. They will "forget"

about it as a target if it is too far away.

They will also forget about human characters entering safezones or

climbing higher

- Action menu priority for the "inject antidote" has been lowered to be bottom

of the list, so the player would not inadvertently fire up that action

- Fixed a bug in the control script where a group that has no units added yet

would not be able to deliver a position for the group leader thus resulting

in an error message.

- Added a global variable that would if set to true prevent infected

soldiers that are in the process of becoming undead to use the radio

CHN_UNDEAD_NOZEDRADIO=true;

- For inexperienced mission makers or to make life easier for the experienced

a new module has been added. "THE UNDEAD - Spawn Module"

It automatically spawns undead in regular intervals and thereby creates

waves of undead.

- New Global variable CHN_UNDEAD_ZEDLIMIT (100 by default) for the spawn module

- New undead model for Schnapsdrosel`s excellent BlackOps merc unit (gasmask)

Install his addon and have the gasmask woodland merc come back as an undead.

The unit that can be "zombified" is of the type "WDL_Mercenary_Default12"

Woodland gasmask mercenary

Download links: The Undead Mod V0.84 Part1

The Undead Mod V0.84 Part2

The Undead Mod V0.84 Part3

Edited by Charon Productions

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The Undead V0.84 (31/01/2010):

- Fixed a bug where female civilians would attempt to pick

up weapons from dead soldiers which resulted in an arma error

message because female characters can`t use guns

- Static weapons like M2 minitripods on rooftops won`t be

assigned as target for the zombies anymore

- The antidote injection animation froze the player sometimes

Now the player is able to move freely after the injection

animation has been played back

- AI medics will now heal every unit that they normally heal from

damage ALSO from the infection IF they have the antidote in

their inventory

- Fixed a bug where some infected towns would not spawn undead on player

proximity. Now all infected named map locations (Capital/City/villages)

spawn undead as intended.

_ Undead won`t chase a helicopter over the whole map. They will "forget"

about it as a target if it is too far away.

They will also forget about human characters entering safezones or

climbing higher

- Action menu priority for the "inject antidote" has been lowered to be bottom

of the list, so the player would not inadvertently fire up that action

- Fixed a bug in the control script where a group that has no units added yet

would not be able to deliver a position for the group leader thus resulting

in an error message.

- Added a global variable that would if set to true prevent infected

soldiers that are in the process of becoming undead to use the radio

CHN_UNDEAD_NOZEDRADIO=true;

- For inexperienced mission makers or to make life easier for the experienced

a new module has been added. "THE UNDEAD - Spawn Module"

It automatically spawns undead in regular intervals and thereby creates

waves of undead.

- New Global variable CHN_UNDEAD_ZEDLIMIT (100 by default) for the spawn module

- New undead model for Schnapsdrosel`s excellent BlackOps merc unit (gasmask)

Install his addon and have the gasmask woodland merc come back as an undead.

The unit that can be "zombified" is of the type "WDL_Mercenary_Default12"

Woodland gasmask mercenary

Download links: The Undead Mod V0.84 Part1

The Undead Mod V0.84 Part2

The Undead Mod V0.84 Part3

Hell of an update, CP. Thanks a bunch! :D

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The Undead V0.84 (31/01/2010):

- Fixed a bug where female civilians would attempt to pick

up weapons from dead soldiers which resulted in an arma error

message because female characters can`t use guns

- Static weapons like M2 minitripods on rooftops won`t be

assigned as target for the zombies anymore

- The antidote injection animation froze the player sometimes

Now the player is able to move freely after the injection

animation has been played back

- AI medics will now heal every unit that they normally heal from

damage ALSO from the infection IF they have the antidote in

their inventory

- Fixed a bug where some infected towns would not spawn undead on player

proximity. Now all infected named map locations (Capital/City/villages)

spawn undead as intended.

_ Undead won`t chase a helicopter over the whole map. They will "forget"

about it as a target if it is too far away.

They will also forget about human characters entering safezones or

climbing higher

- Action menu priority for the "inject antidote" has been lowered to be bottom

of the list, so the player would not inadvertently fire up that action

- Fixed a bug in the control script where a group that has no units added yet

would not be able to deliver a position for the group leader thus resulting

in an error message.

- Added a global variable that would if set to true prevent infected

soldiers that are in the process of becoming undead to use the radio

CHN_UNDEAD_NOZEDRADIO=true;

- For inexperienced mission makers or to make life easier for the experienced

a new module has been added. "THE UNDEAD - Spawn Module"

It automatically spawns undead in regular intervals and thereby creates

waves of undead.

- New Global variable CHN_UNDEAD_ZEDLIMIT (100 by default) for the spawn module

- New undead model for Schnapsdrosel`s excellent BlackOps merc unit (gasmask)

Install his addon and have the gasmask woodland merc come back as an undead.

The unit that can be "zombified" is of the type "WDL_Mercenary_Default12"

Woodland gasmask mercenary

Download links: The Undead Mod V0.84 Part1

The Undead Mod V0.84 Part2

The Undead Mod V0.84 Part3

does this mean i have to figure out the spwn system again :P or are the waves set auto by the module?

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does this mean i have to figure out the spwn system again :P or are the waves set auto by the module?
It automatically spawns undead in regular intervals and thereby creates

waves of undead.

I don`t understand your question.

Please read the documentation "ForMissionmakers.txt"

and look into the (extremely simple) Demo Mission "UND_SpawnModuleDemo.Chernarus"

and i am sure you will be able to realize spawns easily now.

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