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Everything posted by D.murphy man
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Good idea, i will add it to the list. And im guessing you got the name Zack from reading a favourite book of mine, World War Z, by Max brooks, if not you should check it out, great read for any zombie fan. And that isint a bug, but rather a incentive for player conflict. I wanted players to be able to steal survivors off each other as to create some interesting RP scenarios where players can compete and fight amongst each other for valuable resources, such as survivors and weapons (you can sell weapons you've stolen of dead players to arms dealer for high profit) just so players have one more thing to worry about in the quarantine zone apart from the ever present infected.
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Just a quick note on the whole money system thing - These sets of scripts are not mine, for whole money system i used SPON_Money by Spooner. So any fixes/updates/changes to toughs (very advance) set of scripts will be unlikely on my part and down to when ever spooner releases next version of SPON_money. Although i will relay all problems you guys are having back to him and see if he knows a solution. And at the moment there is no plans to add any more addons intill i get most bugs ironed out and features implemented. (makes it easier to get a wider range of players to test, rather then players being put off having to d/l 50 odd non essential addons for the mission.) Edit:Also id recomend any one having a FPS drop to, like some one previously mentioned, remove some non essential addons you may be running, or even easier, make a new mod folder just for the mission addons (and perhaps your other zombie related addons) and then see if theres any FPS drops when opening menus.
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Bugs have been noted, the minus rating for running down zombies and using vehicle weapons was an oversight on my part, i am not entirely sure how to fix that one, but if i do itll also mean ill hopefully be able to integrate a reward for running the zombies down too. (At the moment you only get a reward for killing them if your not in a vehicle, using your personal weapon). The AI survivors (and like wise any AI you may add to your squad via editing) do indeed have problems keeping formation and following orders, this isn't down to any FSM thats controlling the yomies but rather the AI targeting and trying to engage the Yomies and the yomies not being like normal enemies by constantly running around and towards there targets confusing the your non Yomie AI squad mates. You may get more responsive squad mates if you order them to not engage and such but its still a bit of problem thats unfortunately beyond my skills to fix. As for the lag spikes when accessing the weapons menu thats a new one to me, ill look into it. Also feel free to edit the mission, as long as the mission name is CLEARLY changed to mention its an edited version, as so it cant be confused with 'officials' releases and credit is giving to me for the original then i don't mind! And there currently isnt any plans to officially add the new zombies with the new animations, as the Yomies use a lot more sophisticated path finding with them being able to follow you into buildings and such, unlike the other zombie addons. Cheers all, Murphy.
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Have you tried looking DIRECTLY at the flag poles associated with each shop/bank (i really need to include that little tip in the briefing next update)? Unfortunately i am not aware of any servers (1.14 or otherwise) that are currently running this map, id be glad to hear from any one interested in hosting it on there servers thou. As for an update using queens gambit, thats a no, since i don't own queens gambit at the moment. And on the subject of updates lately i been VERY busy with real life and haven't made any real progress sadly, but rest assured ill certainly look into adding the ability to recruit AI as well as the other features previously discussed in the thread when i get around to mission editing again. Thanks again, glad your all enjoying my little mission
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I must say warfare is an excellent addition to Arma, i havnt really played Arma in a while especially on MP, but now this came out i thought id give it a whirl and now im addicted! I love building arty batteries manning them with AI, then go off scouting for targets and bringing down sheer hell on the enemy! Its a perfect balance of fun, gameplay, and all out war.
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1.The mission was designed to be mainly played in MP, however due to no dedicated servers or any one else hosting it in MP most people tend to play it in SP. Although its still very fun to play in SP, i think the missions best enjoyed in an MP environment with other players. 2. Just under the link for the rapidshare d/l on first page is the Armaholic mirrior
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Im not entirely sure, you could perhaps edit the way it currently spawns the civs, to spawn the new Anim zombies, then go around all the markers in the mission and edit them so they spawn the Anim zombies and not Yomies. That is of course if the new zombies are a simple 'drop in and play' addon, if they need external scripts in the mission folder to work then it might need some more tinkering to get it to work with the current spawning system. In short - I dunno.
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Well as for easter eggs theres plans to be able to find papers and such (see previous page) and you can actually occasionally find the body's of survivors (who where alive but properly got mobbed by yomies before you got there) with weapons and such, how ever there body's do delete faster if your mowing down yomies and as such you might not find them often. I might add randomly placed bodies to the towns and such, however theres of course the problem of the 144 group limit. Each unit id place down would take away from the potential maximum amount of yomies to be spawned, especially a problem in multiplayer with multiple spawns being activated. As for the idea of barricades i have thought about it but it seems it be pretty difficult to implement, im not sure if yomies will even attack or target static objects, let alone syncing everything over MP and such. But you could always grab a few buddies and park a load of cars in a circle or a line to create a barricade. Work on the mission has slowed down A LOT lately, real life of course takes priority over the mission building, and plus i need a little brake from ARMA at the moment, i feel the current version is stable enough to be enjoyable (as i can see it is by you guys kind comments) but trust my brakes are usually short lived and followed by a massive burst of enthusiasm and fast work, so as soon as i find time ill get straight back to work. I thought i share a fun little snip bit with you guys, i was driving full pelt down the road between Dolores and Cayo when i was approaching the abandoned outpost/fuel station. I smashed through the barricade, hit a pallet on the road, and my car flipped (didnt even know that could happen in Arma!?) and landed upside down on the roof spinning down the road. After the initial 'Oh fuck' i took a second to get my bearings and work out what just happend whiles strapped in the car upside down, then i hear foot steps and groan of the zombies closing in around me! 'Oh fuck!' jumped out the now FUBAB'd car took a few down and legged it to pickup parked by petrol station. Got inside, 'oh crap no fuel!' by this point i got mobbed by zombies and died. Great fun! Any way thanks guys, im glad your all still intrested in my little mission, and that your all having a good time! If any ones hosting this on a dedi please drop us a line here so we can all go zombie hunting. Cheers, Murphy
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You are correct at the moment zombies spawn an unlimited amount of times, however it is possible to completely clear a town out, but if you leave the town area and enter again the zombies will respawn. If you look back at one of my previous posts on last page you'll see what i have planned in relation to cleaning out the entire island. At the moment it is not possible to sell vehicles, and the only way you can repair them is by buying a repair vehicle from one of the car shops. Id love a dedicated server to host this 24/7, but at the moment there doesn't appear to be any, and i don't have access to dedicated server of my own.
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looks great, first game was amazing. However i think they need to tune the bloom down when looking at the screen shots, every thing seems to be glowing.
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Heh i remember back in OFP days i made a script so that when zombies where within a close range to the players the players would have a random chance of being 'grabbed' by the zombies (message would appear in group chat) and the player would be forced to play the 'punch' animation to 'fight off' the zombie. Once the player finished the animation the zombie would die. Up against a single zombie the player would usually survive the attack but be slightly injured, it would add to the 'immersion' like when a zombie you didnt notice gets you from behind and you 'fight it off' in hand to hand combat. However it was more of a problem when being mobbed by zombies, the player would get stuck in the punching animation fighting off the zombies and eventually get killed. It gave a VERY good reason to keep you distance from the zombies and prevented players simply running past or right through the middle of a group of zombies without fear. I completely forgot about this script, ill see if i still have it on my hard drive (doubt it) and remake it for a feature for quarantine.
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In the older versions there was heavy fog, however a lot of people complained and wanted higher view distances. However i am going to add random fog levels to already present random weather script soon. As for the story line and what caused the zombie out brake i was planning to leave the player in the dark on the actual cause of the zombies and use there own imagination. I am planning to add possibility for players to find old front pages of newspapers in the quarantine zone that will hint at what went on leading up to quarantine, there would also be several news articles on the front pages of the papers ranging from different dates, all of which could of been the cause of the outbrake, with fun references to popular zombie films, like 'Rabid Monkeys escape from lap - public warn to stay alert.', 'Meteor shower stuns locals', 'local teens find military dumping waste in abandoned grave yard' etc... I was thinking perhaps the secure area missions could have a setting in the server options for either 'temporary' or 'permanent' , temporary would just be how it is now, where as permanent would clear the zone of zombies for good if the mission is successful, as players complete more missions more areas become 'secure' intill entire is zombie free, meaning the mission ends. So dedicated servers could set it to temporary for 24/7 sessions for people to drop in and out of, where people hosting with few buddy's can enjoy a long coop to cleanse the island of zombies.
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is there a way to perhaps keep track of how many groups there are for each side, then when the cap is hit for one side, say 144 civ groups, next yomies that spawn are spawed as east groups intill they cap 144, then west, then resistance, etc..
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It supports JIP, and is currently 12 player (although no. of players is subject to change based on feedback with lag and such in future versions) And yes i was going to add a note into the breifing about the flag poles and how to use them to access shops, as a lot of people seem to be having problems, but i forgot to update the breifing in last update so just remember people: TO USE THE SHOPS, YOU MUST LOOK DIRECTLY AT THE ASSOCIATED FLAG POLE FOR THAT SHOP. THEN CHECK YOUR ACTION MENU. *Edit* Also i was wondering what you guys think of this idea i was considering adding to quarantine and how best to implement it. I was thinking of having 'clouds' of radiation cross over parts of the quarantine zone randomly with the wind (if thats possible, else just randomly float around) and randomly dissipate or form. The radiation 'clouds' are invisible and only way players can tell where they are is by opening the map which will have a constant update on the the clouds of radiation about.The story line element to explain this would be one of the near by countries on mainland have used nuclear weapons? These clouds would deal out damage to players health if they enter the clouds without protection, players could buy NBC suits from one of the shops (not sure if thats possible with spon_money yet) and be able to enter these clouds without damage. however there view would be extremely limited by placing a filter over players screen similar to when you use binoculars, with out the zoom of course. Every zombie you kill inside a radioactive zone would give you an extra 100 bonus and completing a secure mission thats inside a radioactive cloud would also give an extra bonus of about 3000 or something. The NBC suits would be pretty expensive which means early on in the game players will have to plan there routes carefully and getting from point A to B will no longer be as simple as a straight forward drive. I was also thinking about using nearest object command and heartbeat sound, when more and zombie units come within a certain (very close) range of the player, a heart beat sound would play louder and faster to ramp up the tension. The same could also be used for music, i was thinking something quite orchestral fast and high tension. Maybe a softer ambient music could loop when not in combat too. Adding sound files thou will ramp up the file size considerably so im not sure. *Edit 2* On the same line of thought as the heart beat sounds, maybe instead of map updates, players could only know if there in a radioactive area by use of one of thous machines that click to radiation (cant remember name) higher radiation=faster clicks. All players from spawn (and respawn) will have these for free just to make things bit easier.
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Sadly no where yet, however if any servers are running my mission please let us know!. Maybe one of the RPG servers that currently only run Sahrani life would be interested? Occasionally ill be hosting the mission, but not dedicated server, so wont be any long playing sessions.
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Occupied Southern Sahrani - Coop Missions
D.murphy man replied to evilnate's topic in ARMA - USER MISSIONS
Or you could host the mission on LAN by your self and have all the options you have in MP available to you, plus respawn. and turn AI team mates on or off depending on your preference. -
not sure what that could be, perhaps it couldnt find the player (you) because you was in a vehicle. how ever being in vehicles has never effected any thing before. And the spawn seems to be a rare one off, perhaps somthing to do with player dieing and then respawning? What ever it is, its related to the yomie spawn scripts, which i haven't edited much. Only things that have been edited is to run the 'arm.sqs' (arms civs with guns) if spawning yomie side = civ, adding a eventhandler to the yomies to reward player and simply changed the east spawn classes to civilians instead of east yomies.Nothing that should cause any problems with the overall mechanics of the spawning system, so perhaps Sleeper might have an idea? *edit* on second thoughts it looks like it could be a problem with the name of the marker that represents the area of the spawn. all spawns should be named Yomie_spawn_1, 2, 3, etc.. without any gaps in between. So for example if you had yomie_spawn_1,2,3,5,6 spawns 5,6, wouldnt work and throw up errors because spawn 4 is missing. Maybe iv accidently deleted a spawn some where without knowing? will look into it. *edit2* Nope every thing seems fine naming wise. the mystery continues... but as long as it doesn't brake any thing it shouldn't be any thing to worry about for now.
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Hmm never seen that error either! will have to look over the soldiers inits again, i might of left in an old eventhandler which is refering to an old penelty script if a friendly kills them.
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Ah i forgot to mention that in the briefing... again. But yes you have to stand right next to the flag poles and look directly at them. As for the error message i have no idea what that is, i haven't experienced any error like that my self even after play testing over 2+ hours. In the next version i will be looking into replacing the flag poles with civilians to make it just a bit more obvious, and attach some event handlers to them to stop people killing them. Also the cease fire broadcast is usually because of the military base is under attack, some times a zombie gets to close to a soldier and one his team mates burst fires into the zombie accidentally hitting the soldier too. Not much i can really do about that as is hard coded into the game.
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Would it be possible to have...
D.murphy man replied to PheonixFury's topic in ARMA - ADDONS & MODS: DISCUSSION
I suppose it could be possible to make an island with a large and deep ditch in the ground, making sure not to go below sea level, where you'd want your tunnel complex. Then make a 'building' the same diameter and depth of the ditch in the ground with a flat 'roof' level to the surrounding ground, then have tunnels inside this 'building' and an entrance on the 'roof'. Texture the roof of it to same as the surrounding ground texture of the island and hey presto, a tunnel net work 'under ground'. Although im not sure how the AI would react moving from walking hard ground straight onto a roof of a building, and lining the texture of the roof up with surround island texture could also be problematic. Note i am not very experienced in addon making and have some experience in island building so dont take what i say for granted. -
I don't understand the logic behind rank points.
D.murphy man replied to PheonixFury's topic in ARMA - MULTIPLAYER
Well that depends on what mission the server is playing. I presume your on about servers playing 'Evolution' mission(the most popular mission at the moment), where players must earn rank points to do stuff. Try looking for servers that are not playing this mission or variants of it (although i belive theres a variant 'Evolution - unlocked' where you can do any thing) and you may use any vehicles you wish, provided that the mission designer included vehicles to use in said mission. Remember with ARMA there isnt really any set game modes like CTF,DM,TDM etc.. like with other games. It all depends on the individual mission and the mission designers imagination. Again unlike many other games, most missions played in MP on Arma are 3rd party rather then official missions from BIS, so it may be worth shopping around different servers and trying out what the community has to offer. -
What do you mean? an addon or something already exist? that would help me a lot i believe he was talking about the direction military technology is going in real life, not an addon or any thing game related.
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Actually fritz deletegroup command is implemented into the body and unit deleting scripts, as far as i can recall when i was looking into the yomies scripts. Thats why i had problems in quarantine in one the earlier versions when using another delete body script. The zombies would dry up after all 114 groups where used. When i switched back to yomies body remove script i had no (and still dont in latest quarantine) problems with the yomies drying up. The only problem that could occur for example in my mission, is if all 12 player slots are occupied and they are all standing in 12 seperate spawn zones across the map. The players who first enter zones would have yomies spawning (subtracting from the 144 limit) whiles the last few players to enter zones might experience a low amounts or even no zomies at all spawning as the 144 groups are being used else where. Of course this is perhaps unlikely to happen as players do like to stick together and occupie one zone between them.
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I certainly hope you can find a solution to 144 unit cap, may i suggest asking the same question over at OFPEC forums there seems to be a lot more scripting gurus that hang out over there as oppose to the BIS forums that might be able to give you more advance help on scripting issues.
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V2.3 now Hosted at Armaholic, thanks Big! And i will take a look into 144 limit, cheers fritz. With current version i think it shouldnt cause to much of a problem. Inless all 12 player slots are filled, and all 12 players are all in seperate spawn zones across the island. (Unlikely, people like to stick together)