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0 NeutralAbout D.murphy man
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Sergeant Major
core_pfieldgroups_3
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OFP, and any OFP addons that are out of the ordinary such as the zombie mod. More intresting original mods the better! less M4s,planes,Special Forces addons and more giant robots im happy :D
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I think i owe you all an apology for being absent for such a long time. Sadly i no longer have any time to even play Arma let along editing, so im afraid for the foreseeable future the project is on hold. Also it didn't help that my pc was busted for good couple of months. (hence why i haven't been around forums). Of course you guys are more then welcome to rip apart my mission for own projects as always. Cheers all, Murphy.
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i was referring to : this unit
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RA3 looks seriously lame, i just looked threw the list of units and have you seen some of the Empire of rising sun units? a giant robot and a Japaneses school girl...Seriously? I wasnt keen on the art direction and style of units in RA2 but i tolerated it and it was an enjoyable game. But this is getting a bit too out there and wacky for my liking. One of the russian APCs has got a man cannon that FIRES infantry units!!? R.I.P Westwood.
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Ill admit i wasnt feeling too optimistic about Arma 2 for quiet a while, but after reading W0lle's personal review I'm now feeling a hell of a lot more optimistic and excited at what improvements and features Arma 2 will bring to the table compared to Arma. I love this addition! Now fire fights and such should feel a lot more realistic rather then soldiers simply shrugging of injuries to the arms and legs and continue fighting without any pain at all like some sort of zombie.I also love the new civilian and wildlife features. Populating villages ect with just a few lines of code in the editor. Great stuff BIS!
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Glad to see others taking the lead and furthering the Arma zombie theme! Keep it up guys. There is one or two features and fixes you have mentioned in your run down of changes that id like to collaborate with you guys on into adding and making better the official version, of course credit as always will be given. Sadly at the moment i haven't the time to work on Quarantine like i use to, with work,social life, and throwing my self back into education.
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He is getting confused with all units i have placed on rahmadi island in my mission Quarantine to decrease loading times and lag caused by spawning of units and weapon models etc... Please keep all that discussion in the Quarantine thread.
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yes, what im planning is a server selectable option for start population density (high,medium,low,infinite) which will up the densities of all the areas. Of course larger cities and towns will always been more densely populated then the middle of no where. Each population will expand by 1 or 2 every couple of minutes (to simulate new victims falling to the hordes, and to give the zombies the chance to eventually retake the entire quarantine zone) to a currently undecided maximum population. Like already mentioned once a population for an area reaches 0 no more new zombies will spawn in that area, and a randomly selected nearest population will send half of its population in a horde to retake the area every so often. (Inless all the nearest populations are also at 0 or below about 100.)
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All thous guys are there to help decrease lag ironically. If you spawn new soldiers that weren't loaded up with the mission from the start Arma has to load up there models mid game causing some one off heavy lag. Same goes for weapons (hence all the RH weapon guys) I could of course just delete them all after game has started. But there is one or two units on that island which are essential and need to be there over entire course of the mission. I am not sure if setting them to 0% probability of presence will still load up there models and such at game start or not, i think ill just use a this list trigger with a slight delay to delete all of them after X seconds at mission start. And of course throw up a kill zone around the island to make sure no one goes there and kills the few essential units that need to be present.
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Strange, as you only get fined and sent to prison if you kill a friendly AI, not a player. And if you do kill a player inside the quarantine zone you shouldnt be punished any way. Ill look into it. The military base zombie attack system is due to be removed and the new hording system will take care of attacking the military base in the newest version. as for the mines, ill look into it! I am still undecided on weather to let players raise the military base again after it falls.They should be under pressure to keep it going rather then have a careless attitude to it knowing they can always raise it again if it falls. Any way hopefully the base wont fall as easy with the new horde system handeling the attacks. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">4.- Also, I remembered this again, in the prison, I don't know how do you get out of it because I spawned in the normal spawn, maybe through a container or whatever, if you get too close to the container between the 2 soldiers guarding it the weapons I had dissapeared, also the Anti-rads, Med-kits etc... when you prison sentance is up it should spawn you outyside of the container. your weapons disapearing is because you triped the trigger thats meant to disarm you when your inside the prison, ill shrink it to make sure it doesnt happen. @Ironpants ah, i think i know the reason for this, ill get it fixed it straight away. That be pretty fiddly to implement and im not sure i want to spend time on somthing like that. after all this is a survival horror, your own fault if you dont take enough ammo! I dont think so, sorry. I am aware of this but i am not sure how to fix the problem. I will however look into it more closely.Thanks again all for the feed back!
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@CrazyAce Well in quarantine it isnt really stated weather the infected are dead or alive (up to the players imagination). But from a purely game play and design point of view its better to have the zombies running. With a game like arma thats so open and dynamic its very hard to funnel players into tight spaces where shambling zombies would work best. Running ones work better with the arma environment being able to close vast distances quickly becoming more dangerous. Where shamblers would easily get picked off before they even become a threat, the only way to make them a threat would either be spawning them very close the player all the time, or spawning thousands of them at the same time, which of course isn't possible due to performance and unit caps. Dont get me wrong thou, id love to see them animated a bit more frantic and zombie like.
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Heres the like to yomies thread where its discussed how i broke the limit. Have you got it installed into you addons folder or any mod folders you are using to play the mission in your BIS/arma directory? or have you changed the name of the pbo at all? No. It is not possible to detect who ran who over. With a killed event handler it only returns the killed unit as the killer as well. But i do think sharanilife RPG mission does some how detect who ran who over, my guess would be that they achieved this by a killed event handler that detects the nearest driver of a vehicle within a a very close radius to the killed player when he dies. But i consider this a feature that would be more hassel then its worth to implement, just get out your car and shoot the zeds! cant have people making money too easily by just driving around running them down for a few hours.
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Ammo crates are still bugged a bit and i am tempted to just remove them all together as it seems to be way more hassel then its worth trying to implement. As far as i know you are the only one experiencing the outpost bug. Only other time ive heard of people experiencing it is when they have certain addons installed. The zombies constantly attacking the base has been noted and fixed. And thats just the way minefields work, just a trigger covering an area that sets off an explosion when zombies enter. Yes it would be better and more 'realistic' to have all the mines as individual mines but that just be a pain in arse to implement. And no the hire mercenary shop is not a place holder. You should be able to purchase mercenaries from there, so far your the first to report this bug. It could be related to your outpost shop causing slide-show bug.
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sadly the only reason they currently spawn in the same spots is because they spawned too randomly and ended up spawning inside the military base most the time.However with the newly implemented Hordes feature (carry on reading below) the whole way the base is attacked will change for the better. Nope it wasnt, will look into it! I will make the helis fly further away from the safe zone so it takes them a little longer to come back around again. I will take note of that bug and look into it. New update: Hordes and zombie populations now implemented! After some extremely confusing and mind screwing bit of coding (which im not even sure i understand my self, but hey it works! i have now implemented Zombie populations for each spawn zone. Each spawn zone on the map is represented by a black square and a number, the number represents the Population (or spawns) left in the area (this is not the exact amount of zombies however), so for example you kill a zombie, it dies, then respawns, this subtracts from total number of population (spawns) in that area. Once this value reaches 0 for the area, no more zombies will spawn (but there may still be zombies in that area) so if you leave (remaining zeds get deleted) and come back, no more zombies will be present and the area is clear. Now of course i wouldn't let you get away with clearing areas so easily! Once an area reaches 0 population one randomly selected closest spawn area around it which are yet to reach 0 population, will send 1/2 of there 'population'(spawns) over to the area in a 'Horde'. Hordes are represented on the map as a ! sign with the number of population next to it. Hordes will slowly move towards the empty spawns zone, if they reach it with out being intercepted the population of the spawn area will go back up to what ever value of population the Horde had and once again be swarming with zombies when players later enter that area. If a player (or friendly AI unit for that matter) intercept the Horde, it will act pretty much the same as a normal spawn area, and the horde will be considered 'destroyed' when its population reaches 0.
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Heklos, Thanks for the spelling corrections! even thou English is my first (and only) language i have always been a terrible speller, plus most of the dialogs for gruntchat.sqs where written pretty quickly and i forgot to check them for mistakes. Ill see what i can do but if i move the zombie spawns to far away they wont attack the base and just stand around like lemons sadly. Sorry i am not willing to add any more addons to the mission currently whiles its still very much a work in progress (dont want to put people of from playing if they have to d/l 100 addons) and all the other standard units didnt fit the merc look either. I could set them to be randomly equiped with weapons but with the hassel iv had with ammo crates over MP i am not willing to dive back into it just yet. Already being implemented with some other features
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well i dont kill the soldiers, the zombies do. Ah of course! sorry. We ill look into it but doesnt seem to much of a big deal. Works going to be slowing down ALOT of lately because i am preparing to go back to college (gotta do 20 drawings before 21st of aug ) and of course i work nights in a super market, meaning ill be either sleeping, in college, or working. And any free time will be spent either down the pub or up the girlfriends. (yes i do have a social life.*shock! ) Speaking of my college and my Art career (or lack of one)! Buy some my art, yo! Any way back to the mission: I been getting complains of a few bugs like weapons randomly being removed and such. I have done a few quick fixes that will hopefully fix these issues, seems one or two scripts where executing globally rather then locally, even though iv already added safe guards against this it seems it wasnt enough. I am now considering adding a quick new feature zombie/survivor/player death counts so you can keep track of whats been going on over entire game. And possible a server selectable zombie kill limit, So for example you could set it to 2000, then players must kill 2000 zombies to clear out the quarantine zone and 'win'. (course it most prob be larger numbers) I might even expand this into individual towns, each town having a population, once eliminated no more zombies would spawn in the town. Of course for every non zombie unit to die it will add to the population of said town it died in. Then server options could be: "Zombie Population: Infinite (default),small,medium,large" and all the populations of the town will be scaled accordingly with a simple marker over each town display current zombie population.