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SerbiX8

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Posts posted by SerbiX8


  1. jTzMDxR.jpg

    This is an open world zombie survival modification, which was specifically created to work with 'The Artifact' scenario.

    The scenario is available under the 'scenarios' tab in the main menu.


     

    PAY ATTENTION TO THE REQUIRED MODS LISTED BELOW. MY MODIFICATION WILL NOT WORK PROPERLY WITHOUT THOSE. 

     

    Required mods:

    1. CBA_A3;
    2. CUP Terrains - Core;
    3. CUP Terrains - Maps;
    4. CUP Units;
    5. CUP Vehicles;
    6. CUP Weapons;
    7. DS Houses

     

    Feautures:

    • Hardcore survival in the zombie-infested Chernarus;
    • Zombies with realistic human-like sight;
    • Stealth;
    • Basic needs (hunger, thirst, temperature, vitamins) and injures (bleeding, pain, wounded legs, open wounds);
    • Diseases (flu, food poisoning, blood infection);
    • Dynamic weather;
    • Dark ambient music;
    • Different ambient sounds;
    • Various hand-made animations;
    • Survival HUD
       

    --The Artifact--

    The scenario combines survival with completing various tasks.
     

    Story

    Year 2014, Chernarus.
    The zombie apocalypse began about a year ago. Chernarus Defence Forces were rescuing inhabitants for about a month before they were displaced by the infected.
    Many eyewitnesses alleged that something strange was going on before the apocalypse: people were going missing, animals and crops were dying. Some insisted that Chernarus was cursed.
    You are an explorer named Dean Hendricks. You work for the clandestine company which provides different legal and illegal services. Recently, you were sent to Chernarus to find an unidentified object, which was named 'The Artifact', examine it and bring it back with you.
    You were flying over Chernarus with your partner Michael and a pilot when suddenly, something went wrong... You wake up near your crashed helicopter and see the dead pilot, but no sign of Michael...
     

    --Other--

     

    Credits

    Mod, scenario: SerBiX (a.k.a SerbiX8);
    Music, sounds: Nicolas Gasparini (Myuu) - The Dark Piano;
    Freesound
     

    License

    This work is licensed under Creative Commons Attribution 4.0 International (CC-BY 4.0) license.
     

    Donate

    PayPal
    Patreon

     

    --STEAM WORKSHOP PAGE--

    • Thanks 1

  2. 9 minutes ago, Smitt14ua said:

    Why?

    private _name = _this select 0;

    private _type = _this select 1;

    ...

    Some:

    params ["_name", "_type", ...];

    And this works fine with call and other

     

    18 minutes ago, SerbiX8 said:

    So the main feature of params command is that I don't have to define each argument in call command for the function to work, right?

     

    It is my understanding from what Old Man said:

    34 minutes ago, Grumpy Old Man said:

    TAG_fnc_function = { params [["_test","Parameter missing"]]; hintsilent _test; }; ["Hello"] call TAG_fnc_function//prints "Hello" call TAG_fnc_function//prints "Parameter missing" //to do the same without params you need to do this: TAG_fnc_function = { private ["_test"]; _test = if (isNil {_this select 0}) then {"Parameter missing"} else {_this select 0}; hintsilent _test; };


  3. Hello,

     

    Can somebody explain me what's the difference between params and select commands?

     

    For example, we have 2 functions:

    fnc_someFunc={
    params ["_argument1","_argument2"];
    //...//
    };
    
    [_argument1,_argument2] call fnc_someFunc;

    And

    fnc_someFunc={
    _argument1 = _this select 0;
    _argument2 = _this select 1;
    //...//
    };
    
    [_argument1,_argument2] call fnc_someFunc;

    So what's the difference between these commands?

     

    I apologize if this question is dumb but I really can't understand the difference.

     

    Thanks.


  4.  

    RickTs7.jpg

     

    The Outbreak - Part 1

    by

    SerBiX

     

    This is a SP/COOP Action-Horror scenario.
     

    Story:

    Year 2008, Chernarus. Yet another civil war was erupted. But soon it has been displaced by a sudden outbreak of the disease. The military forces failed to hold it back and the infection spread quickly throughout Chernarus. Somebody was lucky to get away alive and somebody was not. Now, it's too late to run away... It's time to survive.
    You are the Russian Forces soldier, returning to your headquarters after losing contact with your commanding.
     

     

    Story - Part I:

    Your helicopter has crashed after a spontaneous big blast while you were returning to your headquarters.
    You landed right in a dark, mysterious forest. Some say that this forest was cursed. There are many legends about lost expeditions, about people who wandered into its territory and never came back, about bright lights and strange sounds coming from inside. You have no desire to stay here too long.
     

     

    Features:

    • Horror elements
    • Every bullet counts
    • You'll have to use your head
    • Custom Dark Ambient music
    • No revive
    • Spectator mode after death (in multiplayer)
    • ~1-2 hour length

     

     

    Installation:
    [SP] Extract the .pbo file to [\Steam\steamapps\common\Arma 3\Missions]
    [MP] Extract the .pbo file to [\Steam\steamapps\common\Arma 3\MPMissions]

     

    Required Mods:

    CM Zombies
    CUP Terrains - Core
    CUP Terrains - Maps
    RHSAFRF
    RHSUSAF
    Zombies and Demons

     

    Credits:

    Scenario: SerBiX (a.k.a. SerbiX8)
    Music: myuu from The Dark Piano
    burning-mir from Freesound
    Bohemia Interactive

     

    Workshop page

    or

    Download

    Ratings and comments are much appreciated.


  5. 19 hours ago, Lloyd Dawkins said:

    Is this forum still alive? I use Z&D quite religiously, I have come across an issue with the Zombie Deletion Module, regardless of the distance or side present the zombies are being deleted.

    Has anyone else experienced this or are aware of a resolution?

    Please note I am using Simulation manager, do they clash?

    I have the same problem. Zombies are spawning on every spawner regardless of the distance and being deleted as well. I think that new arma update did something.
    I don't know what to do but just wait for new update from BI or Ryan.

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