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Everything posted by D.murphy man
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There is a remove body script active, how ever it deletes bodies every 1 minute, time might be lowered if its causing performance problems. However i wanted enough time to be available so to give players time loot bodies should they find any.
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I think that be pretty hard if not impossible (at least with my skills) to achieve. Also i am not using DAC or any grouplinking scripts. The current spawning system is the one that came with the Yomies addon, although slightly edited to spawn civilians as well as the supposedly brake the unit limit (which doesn't seem to of worked). Also V2 now Hosted at Armaholic, thanks Big!
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Thanks for feedback all! gsleighter I have confirmed this myself recently when play testing online, seems theres still a unit cap on amount of units that can be spawned even thou i used the method to 'brake' the unit cap previously discussed by others in the thread. At the moment im completely stumped on how to solve this issue, and assistance would be much appreciated by any scripting pro's out there so i maybe hopefully get a quick fix out at soon as possible. The number of survivors spawned, as well as zombies, is of course subject to tweaking through out development. In the next version i shall up the amount of survivors to be found in each city and towns. The prices where made so high as to give players something to aim for and give a sense of progression and 'leveling up' as seen in RPG's. If i can hopefully sort out the ever so difficult spawning system to work properly hopefully there will be a large enough population of zombies and survivors to earn enough cash to make buying rifles easier. Of course prices are also subject to tweaking during development and i admit current prices for rifles may be a bit steep.As for the pistol pack requirement i feel it adds a bit more variety to choose from instead of the limited standard choices, hopefully players wont be put off having to download 2 addons. However i will remove it if theres demand to do so. I am planning missions and other things for players to do as well as things to add to the atmosphere with military patrols etc... see bottom of the first post for details.Bloodofthedragon Will look into it, i didnt want to make it too easy to be able to smuggle weapons, im also planning to have the weapon smuggler be a boat that randomly drives around the shore and sets up shops at random locations to keep things more dynamic. This can easily be fixed if you open up multiplayer and simply host this mission by yourself on LAN. Then you can choose the starting bank balance and view distance and carry on playing. You'll also have the advantage of respawn.Radius Sadly i feel civilians must be armed in order to survive long enough to be rescued before being devoured by zombies, but this of course also means theyll engage enemy and not follow orders due to the Arma AI and also get killed. so its a bit of a catch 22 situation. But as BLUFOR said you can always order them to cease fire.Thanks for all feedback and comments guys, its much appreciated and keeps me motivated and helps make this mission perfect and bug free. My first priority is fixing the god damn spawning system, so far every spawning system iv tried as been flawed and i simply lack the knowledge and skills to fix or make my own. If theres any one who thinks they could offer a solution to the spawning problems id be very great full!
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Hmm strange, i even made sure to open up the mission sqm and delete Kaos_zombies since they aint used any more. Will check it out! edit: Right well seems that i didnt delete 'Kaos_zombies' out of the addon needed in the sqm. So ive just made up a new zip with the updated mission file : http://rapidshare.com/files/93814148/Quarantine_V2_BETA.zip.html Will update front page with new link shortly
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i always been interested in trying this map, but sadly no one seems to play it! I remember RTS3 from OFP days it was great fun. We need to get some people and a server going some time!
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*drum roll...* Version 2 (yea i know i skiped a few versions 1.5 was meant to be DAC conversion but i didn't release it since i wasn't happy with it) ADDED-dynamic weather and time, 2 hours = 1 day ADDED-now Yomie zombies are used, they will follow you over bridges, into buildings and up ladders. No where is safe to hide. ADDED-survivors are no randomly armed with a weapon to protect them selves ADDED-Hosts and admins can now choose veiw distance, and starting bank account in the lobby before game starts. FIXED-zombies now attack survivors. FIXED-survivors now follow orders and follow the player FIXED-survivors now disembark vehicles when being 'saved' at refugee camp/evac pad and then deleted (before they would still be inside a vehicle after being 'saved' ) FIXED-All the damn lag, hopefully. FIXED-civs and vehicles no longer give kill bonuses FIXED-Brought URALS no longer full to brim with ammo and equipment that could be sold for profit. FIXED-occasional debugging errors CHANGED-vehicles are now placed all over the island from the beginning, no more random spawning of vehicles as you enter a town or city.(gives more incentive to buy vehicles as the abandon ones in cities soon run out) CHANGED-new spawning system. Now more reliable and stable. REMOVED-Outposts around the military base have been removed due to problems with yomies. Maybe return in future updates in some form or another. REMOVED-KAOS Zombies are no longer used. and thus not needed to play this version. Linky! Now requires: Yomie Zombies As well as RH Pistol pack. KAOS_Zombies no longer required. Enjoy! *Front page also updated* (check out my mad photoshop skillz yo' ! )
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1- yes thats a bug, i notice this myself recently and completely forgot about it intill you mentioned it! thanks for reminding me, shall be fixed in the soon to be released update. 2-did you mean no more zombies spawned at the military base? or just no more zombies spawning any where at all on the island? which ever it was it doesnt matter now since i am using new zombies and new spawning system, which will need testing in the next update, as for vehicles giving you reward, thats been fixed also. Sorry guys i haven't released the next update yet, i got unexpectantly distracted and sidetracked over last day or two and couldn't work on polishing the update off. Hopefully it shall be released later on today after i finish a few things up providing everything goes to plan.
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These looks excellent, im also sick of middle eastern insurgents and the sort. These guys would also make great 'Survivors' for zombie missions or post apocalyptic missions, could even be used with that alien addon thats in the works, as a sort of human resistance. Of course can also be used for European or USA resistance guys for fictional wars based in thous settings. Great work, keep it up! I look forward to a release.
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These looks excellent, im also sick of middle eastern insurgents and the sort. These guys would also make great 'Survivors' for zombie missions or post apocalyptic missions, could even be used with that alien addon thats in the works, as a sort of human resistance. Of course can also be used for European or USA resistance guys for fictional wars based in thous settings. Great work, keep it up! I look forward to a release.
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Hey again guys, just a quick progress update. *Civilians (survivors) are now spawned using the Yomie spawning system, was pretty simple to integrate and works fine! *The yomies also now attack to survivors as well as you. *Survivors now have no problems following you or your orders. *Survivors are now spawned and randomly equipped with small arms (RH pistols) and occasionally an AK or MP5 to protect them selfs. *Outposts around the military base have been removed due to problems with yomies not attacking them properly. Seems they get easily over whelmed and confused when too many targets are in the area causing them to stand still and do nothing.However the main military base is still there and still gets randomly attacked every 5 to 10 mins (might be changed) and can still get over run by zombies. *Dynamic time and weather is now implemented. 2 hours = 1 game day. (Thanks to doolittles batch'o'scripts over at OFPEC) *randomly generated cars are no longer in. Not sure weather i will be implementing them again or just use editor placed ones instead. *Still getting strange performance issues. Some times mission runs fine other times the performance dips and gets laggy. Not entirely sure whats causing this as it happens even when no zombies have been spawned, it could just be my computer so will have to wait in till i release the next version and get feedback. And speaking of release, expect a beta in the coming days, possibly tomorrow. Cheers!, Murphy.
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Ok guys iv been working most the day with playing round with Yomie zombies. Using the built in functions and spawning system iv managed to get the zones to function as they do with current system, spawning zombies when a player enters, then deleting them when player exits, although now its a lot simpler and faster to set up, and more reliable. Iv already striped out my old spawning system and implemented this into the mission and it all works dandy in SP, real test will come in MP. I also suspect the number of zombies spawned in each zone will need to be tweaked.(currently iv kept the amounts pretty small and modest) Now ill have to look into seeing if i can modify the spawning scripts so they can spawn civs for rescuing too. Hopefully what i hear from you guys the unit cap is now broken and zombies wont stop spawning after long game time. Apart from today i doubt much will be done over course of this week so don't hold your breath.
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I used and modified the Coop essentials package from myke13021. The method i used is pretty unstable, and i am having loads of problems trying to get zombies to work properly with DAC and now experimenting using Yomies and there built in spawing method with the tweaks to brake the unit limit discussed earlier in this thread by others. However as always real life is taking up most my time so don't expect another update for a long while.
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There needs to be a serious zombie mod made for the ultimate zombie package with all features of previous zombie addons and decent path finding and spawning features. But sadly at this current moment in time you will just have to use what where stuck with as no one is currently dedicated to making new zombies. Or script your own.
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Im afraid its a little more complicated to implement something like that, and far beyond my abilities. And as for the next update its currently on hold as i haven't got the time lately to work on it.
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I suppose what would be quiet worrying is if people start loosing there grip on reality with these things in. You could generate objects and characters that look like they inhabit the space around you and such for games or interactive films or something of the sort. Or even have entire game worlds like that found in MMO's beamed into your eyeballs combined with motion sensors to increase the immersion. Just think how much time people spend hooked for hours to things like world of war craft today using just keyboard and monitor for input and output. With contact lenses and motion sensitive controls people would find it increasingly hard to pull them selves away from more exciting 'fantasy' worlds that are coming closer to resembling real life then boring old soba reality. Of course we got a few more years to go before something like that is possible, still something to consider.
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You sir, should quit your job. Seriously, pump a few of thous out, frame them, then off to ebay!
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Ahoy there! Thought it be time to drag this thread kicking and screaming back from the dead and show of some more my art! Cow gun "Hand" gun "Hand" gun - original ink pen drawing Motor Head Face of war Horse Bike Mum Bot Angel of War<---latest piece Rest of my online gallery: Deviant Art Gallery Prints of some of my works are also available to buy! Linky! (Hey might as well at least try make some profit from something i enjoy doing) *edit* Heh, just looking back at the first post on this thread. My digital art has come a long way!
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Well with what little free time i have lately i been messing around with DAC and NEM_Zombies. I've almost over come the prone problem by using a looping .sqs to constantly tell the zombies to stand up. This method however may cause lag in MP with the constant looping. Now in my test mission with just zombie spawning DAC triggers, performance isnt too bad even thou im now running my PC on 512MB RAM after loosing half of my RAM earlier in the week. But when i try to implement DAC into my mission it halts to a slide show Might try out your guys Yomies spawning method soon.
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well inless we can brake the max number completely Then this, sadly, will still be useless for Quarantine since i need there to be an unlimited amount of zombies to spawn so the game can last for as long as one wishes to host it, not intill the zombies run out
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Mapfact releases DAC 2.0 for ArmA
D.murphy man replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Usually yes this is the automatic behavior of the AI, however when not using DAC and just placed units in the editor they do not lay down under fire, same goes for any unit with setunitpos "up" command attached to them. Only when they are generated by DAC do they seem to lay down under fire. Strange indeed.- 376 replies
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- dac
- dynamic ai creator
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Well all problems with the spawning system (and hell there was a lot of them) *Should* be fixed when i convert to DAC, at the moment im using NEM_Zombies instead of Prototypes KAOS_zombies, for some reason KAOS_Zombies refuse to work with DAC (nothing spawns) this also means its now possible to be infected by zombies as a feature of the addon, with a 5min countdown before you die and your corpse comes back as a zombie (AI controlled). However you will be able to buy the Antidote at one of the shops. At the moment im just trying to get the damn zombies to keep standing up, for some reason when using DAC they all go prone when being shot at even with setpos "up" command.
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Surprised i havnt heard of this before, looks great! Will be checking it out soon, i loved TA!
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Mapfact releases DAC 2.0 for ArmA
D.murphy man replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
this is truly impressive, excellent work guys, however i have one question, how do stop generated AI from going prone? At the moment im using it to generate some zombie units, which of course i don't want them going prone, however despite the zombies being setpos "up" by default, as well as using the setpos "up" command when they spawn, they still lay down when being shot at?- 376 replies
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- dac
- dynamic ai creator
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Just a quick update my pc is now up and running again, however i lost half my RAM. Work should continue on the mission shortly.
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Well it seems my PC has thrown in the towel on no longer works, meaning at the moment i can no longer work on the mission in till my PC is repaired and, hopefully, nothing is lost. Which is a bit frustrating being as i would of had most of tomorrow to work on converting it to use DAC with extra features and goodies . Sorry all!