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I got mine to spawn, i just, am a little confused on how to get the to migrate or whatever.

What logics do i use?

i guess, if anyone knows, can you tell me step by step how to get the zombiespawn to send the zombies to random villages in the area?

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The zombies will automatically migrate. There are many many settings you can set for the zombies.

Download the README's that are linked in my sig and the explanation should be in one of those. There are also DEMO missions.

If you have any questions feel free to ask.

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Okay, i have three zombie spawns.

Zedspawn01

Zedspawn02

Zedspawn03

i want 02 and 03 to be disabled until a trigger activates them with the Civilians not present global settings.

Yet, whenever i start, all three start popping out zeds. :/

How can i fix this?

Zedspawn02 and Zedspawn03 have the same properties, except for the name.

ZedSpawn02 setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true];
this setvariable ["CHN_UNDEAD_SM_INTERVAL",120,true];
this setvariable ["CHN_UNDEAD_SM_NUMBER",random 20,true];
this setvariable ["CHN_UNDEAD_SM_GRPTYPE","MIGRATING",true];

As for the trigger.

Axis: Global

Condition:

Civilian - Not present

Activation:

ZedSpawn02 setvariable ["CHN_UNDEAD_SM_ACTIVE",true,true]; ZedSpawn03 setvariable ["CHN_UNDEAD_SM_ACTIVE",true,true];

am i doing something wrong here?

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Excusez mon français, il n'est pas bon.

Je ne suis pas sûr que vous voulez regrouper les modules ensemble. C'est peut-être un problème. Mais ce n'est pas ce qui est l'origine du problème.

J'ai essayé aujourd'hui avec le module de frai et je pense que cette partie du module peut être rompu. Tout ce que vous ne sonnait bien. J'ai fait tout ce vous avez fait et puis certains n'ont pas les résultats.

Je vais continuer à chercher dans la situation.

En outre, avec la version actuelle a publié Je crois que le module ne supprime pas les anciens groupes de morts AI. Alors vous avez atteint la limite de groupe de 144 à terme. Là encore, je ne sais pas si elle a fixé Charon dans le dernier patch ou non

Thanks for your response,

i wait then, if you need zombie sound for add at zombie, say me i send you that.

dalia

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Okay, i have three zombie spawns.

Zedspawn01

Zedspawn02

Zedspawn03

i want 02 and 03 to be disabled until a trigger activates them with the Civilians not present global settings.

Yet, whenever i start, all three start popping out zeds. :/

How can i fix this?

Zedspawn02 and Zedspawn03 have the same properties, except for the name.

ZedSpawn02 setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true];
this setvariable ["CHN_UNDEAD_SM_INTERVAL",120,true];
this setvariable ["CHN_UNDEAD_SM_NUMBER",random 20,true];
this setvariable ["CHN_UNDEAD_SM_GRPTYPE","MIGRATING",true];

As for the trigger.

Axis: Global

Condition:

Civilian - Not present

Activation:

ZedSpawn02 setvariable ["CHN_UNDEAD_SM_ACTIVE",true,true]; ZedSpawn03 setvariable ["CHN_UNDEAD_SM_ACTIVE",true,true];

am i doing something wrong here?

ZedSpawn02 setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true];

I am not sure that is how you would use that script correctly. When I get home tonight I am going to look into it with more detail.

By the way...has ANYONE seen Charon lately?

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Also, i keep reading things about the infected city logics or whatever.

How it sets up a city being infected and spawns zombies when player gets close.

How does one actually go about setting those up?

Location names and such?

How do i know the zombies will even go to them?

because it doesn't seem like the want to do anything cept stand in the woods until they see someone. :/

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ZedSpawn02 setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true];

I am not sure that is how you would use that script correctly. When I get home tonight I am going to look into it with more detail.

By the way...has ANYONE seen Charon lately?

The Zombies Took him, they were mad that Charon had Included the Fast Variant of them, so they took him for food....

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:D Those fast zombies scare the hell out of me. Charon should get together with somebody and make a trenchgun. Only way to stop em is to blow a damn hole in their chests. That or a claymore. Bullets tend to have little effect.

*Sidenote* have you seen the zombies run underwater yet? It's frightening.

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I sure have, after being overrun on an island in Sahrani I swam to the mainland, only to realize that the zombies were following me.... on the ocean floor.

Freaky...

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Also, i keep reading things about the infected city logics or whatever.

How it sets up a city being infected and spawns zombies when player gets close.

How does one actually go about setting those up?

Location names and such?

How do i know the zombies will even go to them?

because it doesn't seem like the want to do anything cept stand in the woods until they see someone. :/

When towns turn CODE RED they will start to spawn zombies to spread to other POPULATED towns. The infection has to start before that will happen.

BUT, the zombies will only spawn if the zombie limit has not been reached.

The Zombies Took him, they were mad that Charon had Included the Fast Variant of them, so they took him for food....

Crap :mad: We shall go zombie hunting and kill every last one of those f****rs!

Those fast zombies scare the hell out of me. Charon should get together with somebody and make a trenchgun. Only way to stop em is to blow a damn hole in their chests. That or a claymore. Bullets tend to have little effect.

*Sidenote* have you seen the zombies run underwater yet? It's frightening.

Ha! Yeah, bullets do shit unless you hit them in the head. (What better way to practice your aim for real combat?)

It usually takes a full clip or two to bring them down if you are hitting them in the chest.

2 to 3 shots will kill them if you hit them in the head with a pistol.

1 shot if its a bigger weapon :rolleyes:

I have seen the zombies run under the water, run on top of the water and before Charon patched it, I have seen them flying at me...

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Is it possible to have the zombies only kill you, not infect you?

No, not that I know of without directly modding the Undead Mod itself.

There are, however, work arounds to this.

You can increase the infection timer by an ungodly amount (9999 minutes anyone?) and...I think there was one more... but I can't remember at the moment.

Giving the players antidote is also a step of stopping infection.

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But what are the Chances that he is already one of them......:butbut:

:( What if...what if Charon was the zombie master?! What if HE was the one in charge of the zombies!? What if HE staged his own death!?!?!?

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:( What if...what if Charon was the zombie master?! What if HE was the one in charge of the zombies!? What if HE staged his own death!?!?!?

OH GOD NOOOO! :butbut:

we must stop dhem ALL, but how......:confused:

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OH GOD NOOOO! :butbut:

we must stop dhem ALL, but how......:confused:

...I heard zombies like waffles.

We can have a waffle making marathon to convince them to come to our side!

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...I heard zombies like waffles.

We can have a waffle making marathon to convince them to come to our side!

But what if they just turn us into zombies and steal all our waffles :eek:

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Simple. If they turn you guys into zombies I will call in Chuck Norris. If he fails, well our only hope will be to call in a moderator to nuke Chernarus.

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If he fails? Ha ha ha ha ha ha...

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lol chuck norris failed >>>>>>>>>>>>.

Ask ban :)

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Simple. If they turn you guys into zombies I will call in Chuck Norris. If he fails, well our only hope will be to call in a moderator to nuke Chernarus.

and if the Nuke fails you need too

1: Bend over

2: Kiss your A** goodbye

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Someone needs to remake the classic ArmA 1 game mode, Quarantine, using this.

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