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cptMittens

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About cptMittens

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  1. cptMittens

    Zombies & Demons 5.0

    Hey guys, Happy to see the improvements being made to the script. A little backstory on the script which might explain a few things. This was really a quick and dirty solution to try to work around some of the early short comings of the mod. I originally wrote it to be used in a single short co-op mission I had where players played "civillians" who were caught in the initial outbreak of the zombie appocalypse. So they were all over a city and were trying to make their way to a military evac point. The city was very dense, and the zombies were having a hard time path finding around in all the buildings, and the server was having a hard time keeping the zombies moving. I've found that in urban environments, like Kavala, even 20 zeds starts to cause stuttering of their movement. So the idea was to have the players locally spawn their own zombies and distribute the AI load similar to the way headless clients do. AS for the script itself, I'm a programmer professionally, but at the time I was a total noob at arma scripting, so I'm sure there's some stuff that could be done more efficiently.
  2. What I did to make medics more important is increase the bleed coefficient, so players who go down would almost always have to go see the medic for blood infusions. I'm not sure about other people, but we usually disable the re-opening of wounds, maybe that would make the medic more useful as they'd have to be more knowledgable on which dressings to use on which wounds to make them more effective. On a seperate note, I already asked bux this on twitter, but I figured I'd post it here again. I'm trying to disable ACE3 medical / wounds for 1 specific mission. My clan has Op nights where we play 5 or 6 missions in a night, usually like 30-45 minutes each, to allow challenging missions with no respawns, while avoiding having people sit in the dead room for too long. Recently we've added the Ryan Zombies and Demons mod. This mod has a conflict with ACE medical, where the zombies which are dynamically spawned during the mission cannot hurt players. They knock you back, and play the sound effects etc, but you receive no damage, save for leg damage, when they get a good hit on you and you take fall damage from the knock back. I'm looking to try to disable the ACE3 wounds / medical system at a mission level so we don't need to have everyone and the server restart without ACE3 enabled between missions when we want to run a zombie mission. Additionally, it means I can't use the cool ace stuff in my zombie missions like the tactical laders, Altimeter watches, and Ace draggables. One mission I made had paratroopers having to recover crates, and drag them to an objective while fighting through zombies. Some times the crates (which are paradroped as well) would land of roofs, and players would need the tactical ladders to get up and bring them down. But after the last ACE patch / Arma Medical changes the zombies can no longer damage players. I've sort of patched it, buy replacing ACE with R3F logistics script, but I'm still missing the Altimeter watches for the jump into fog, and the tactical ladders for grabbing supplies off the roofs. The proposed solution was to delete the medical PBOs, but it would be too complicated to get our players and servers reconfigured between missions. It's hard enough to get all our members to install our mod pack without messing it up :).
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