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D.murphy man

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Everything posted by D.murphy man

  1. Hey guys just noticed news on a pretty intresting mod over at OFP.info about a jerassic park mod! l The guy is looking for help on texturing and modeling so i thought id help him out as i like this idea for a mod Murphy
  2. D.murphy man

    The Art thread

    Well if the title isnt self explanitary enough... Use this thread to post pictures of your own art works you've created and to comment on others, giving positave constructive feedback if you wish! So ill get the ball rolling with a few pictures i done in MS Paint (i kid you not! First off heres a small collection i did on the Urban dead web game forum: British bobby on the beat...in a zombie apocalypse! British riot copper with his ex zombie friend! Zombies! remember to keep thoughs barricades up! Ah zombie spies! Typicle Malton survivour Heres a few pictures i did for BioNightmare web game forum: 'Lure zombies' attack! Sneak attack! Searching for survivours.... And now time for some random pictures: Somthing that really pees me off about MSN. No matter how bad you think your life is... Well thats it for tonight! i might put a few more up that i decide are fit for public consumbtion So guys, feel free to share.
  3. D.murphy man

    Quarantine

    *NEW V2.5* Mirror:Armaholic, thanks big! Quarantine V.2.5 (mirrior please! Optional Extra: Quarantine ambient music addon (optional) - 42.8 MB Old: V2.4 HOTFIX Required Addons: Yomies zombies RH pistol pack or Also heres a link from armaholic for RH AKs + pistol pack (only pistol pack needed for the mission) OLD:V2.3 Mission Link: V.2.3 on rapidshare Change log: Version 1.1 FIXED Lagging caused by the spawns repeating over and over FIXED Typos CHANGED outpost layout ADDED zombies now get deleted after outpost is over run ADDED read me UPDATED briefing now with hyper links + extra info ADDED hosts can now set weather and time of day at beginning of game FIXED Markers should now follow players after death FIXED (hopefully) vehicles randomly disappearing when players are driving them 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. ADDED-Sirens now sound when the M2 guns at the boarder or military base spot and shoot at zombies. Just for atmosphere. 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. Version 2.1 Quarantine V2.1 FIXED-Zombies drying up after hour + play time, Zombies should now never run out. FIXED-tt33 not showing in shop menu FIXED-unable to sell M4AIM FIXED-M2s guarding the border and military base no longer run out of ammo. CHANGED-Body removal script. Bodys no longer all removed after 1 minute. Bodies now maximum number of 10 bodies aloud to stay before first body is deleted. ADDED- ammo crates with weapons and military 4x4's with m2's in secret locations that have 50/50 chance of being present each game start. V2.2 NEW-Secure area missions. Players can now choose to do randomly generated 'Secure area' missions around the entire quarantine zone for 5000 reward. NEW-Convoys, now players can restock and rearm the military base by driving a convoy truck from the border to the base. Now when the base looses a gunner, or an M2 runs out of ammo players can do something about it and earn money at same time. 500 Reward for a delivery +1000 for each M2 needing ammo or +2000 for each gunner needed to replace losses. Check the status of the base and reward on offer on the map. UPDATED-Instructions in the briefing now better presented and easier to navigate. FIXED-Survivors drying up/not deleting properly when players leave a zone FIXED-Not being able to sell certain weapons at the gun smuggler V2.3 *NOW REQUIRES ARMA 1.08+* FIXED-Sycning in MP with markers, secure area missions, etc... *SHOULD NOW BE 100% PLAYABLE IN MP* FIXED-AI not firing over sand bag walls (AI fix in latest ARMA patches) FIXED-Friendly AI shooting each other and you due to negative ratings FIXED-Entering a vehicle whiles in a Secure area mission causing the mission to fail.*STILL DO NOT GET A REWARD IF MISSION IS COMPLETED WHILE IN VEHICLE.* FIXED-Strange bugs when JIP'ing. FIXED-Not all players being able to 'rescue' survivors. ADDED-All vehicles found in the quarantine zone now have random amounts of fuel as well as damage. ADDED-Fines of 2000 for any player that kills a friendly AI guards. V.2.4 ADDED:Radiation fallout ADDED:Medkits and anti rads (m203 flare red & white) ADDED:Find crash site mission ADDED:Randomised ammo crates in buildings FIXED:Syncing of rewards for completeing missions FIXED:Zombies drying up (again) FIXED:Getting negative rating when running down zombies FIXED:Disconected players are now removed when they disconnect. When some JIPs into that slot they respawn afresh ath refugee camp like normal. UPDATED:Breifing explaining all new features CHANGED:Secure area mission is now Eliminate infected mission, reward based on how many infected you have to eliminate. FIXED/CHANGED/UPDATED:a few other small bits and peices iv forgotten about and not worth mentioning. V2.4 HOTFIX FIXED:Base falling to easily/zombies spawning within the base. FIXED(Hopefully):Some players not being able to see the action to 'Browse Shop' FIXED:Side chat being spamed with "Bleh" when accesing some shops. FIXED:Some problems with detecting when a players in/out of a fallout zone ADDED:Geiger counter sounds when your in a fallout area.(Thanks to Ravenholme for sounds) V.2.5 (mirrior please! FIXED:Players not being rewarded when completeing a mission if there inside a vehicle FIXED:Radiation LOW zones now much larger, giving you a chance to take action before entering medium/high zones. FIXED:Geiger counter sounds, again. FIXED:Players not being rewarded for zombie kills if shooting them with vehicle mounted weapons. FIXED:Survivours randomly being deleted from your group FIXED:Eliminate # of infected mission not counting reliably zombies being killed in area FIXED:Using Medkits would take away antirads FIXED:No longer go into a 'heal' animation when using medkits or antirads if you do not have any left. FIXED:Soldiers not remanning M2's when convoy was deliverd to mil.base. FIXED:random ammo crates that you find in buildings not being stocked with a weapon and ammo and other weird stuff. ADDED:Radiation now a server option. ADDED:Land mines around military base that can be restocked via convoy. ADDED:New "High" geiger sound - Thanks Ravenholm. ADDED:New (Optional) ambient music - requires Quarantine_Ambient_Music.pbo addon to be installed. ADDED:Border is now much more built up with sceneary and AI soldiers patrolling/relaxing. Now feels much more alive and immersive. ADDED:Players can now 'Talk' to most AI soldiers in the military base and border. ADDED:Players who kill fellow players within the border zone will be sentanced to death by firing squad. ADDED:A small prison, players that end up here can talk to the AI convicts to pass the time. ADDED:Players who kill friendly AI soldiers within the border zone will be sent to prison for 5 minutes. ADDED:Players can now 'Call out' to survivours in the area. Players are then notified if they hear any survivours in the distance,close, or very close. Survivours that are very close will try to make there way to the player. ADDED:You can now purchase Mercenaires, your group limit is 5 max. ADDED:Zombies now have a random chance of hitting you to the ground. ADDED:You can now sell unwanted vehicles for a marked down price, or sell salvaged vehicles from the quarantine zone. ADDED:A repair kit, so you can now repair your damaged vehicles. UPDATED:Survivours now spawn INSIDE buildings, rather then in the streets. UPDATED: Antirads now take off 20% exposure. UPDATED:Players map markers now become less accurate and delayed longer the further the player is away from the border. UPDATED:Zombie unit cap has been increase to around 500, (from previous 144) so i have now increase the amount of zombies that spawn in each spawn zone.
  4. D.murphy man

    Quarantine

    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.
  5. D.murphy man

    Red Alert for free!

    i was referring to : this unit
  6. D.murphy man

    Red Alert for free!

    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.
  7. D.murphy man

    GC 2008 Press Coverage

    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!
  8. D.murphy man

    Quarantine Unleashed

    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.
  9. D.murphy man

    Dawn of the Yomies

    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.
  10. D.murphy man

    Quarantine

    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.)
  11. D.murphy man

    Quarantine

    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.
  12. D.murphy man

    Quarantine

    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!
  13. D.murphy man

    Dawn of the Yomies

    @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.
  14. D.murphy man

    Quarantine

    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.
  15. D.murphy man

    Quarantine

    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.
  16. D.murphy man

    Quarantine

    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.
  17. D.murphy man

    Quarantine

    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
  18. D.murphy man

    Quarantine

    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.
  19. D.murphy man

    Dawn of the Yomies

    As far as i know Yomies body removal script is not made with the intention of removing players dead bodies. It only takes into account bodies of units spawned via yomie spawning scripts. You could use a third party body removal script and edit it slightly to check any bodies to see if they are of a Yomie class name, and if so, dont delete it. Or you could edit the yomie body removal script to delete players as well, not entirely sure on how to do this as i will have to have a look at it and do some tinkering. And yes Quarantine does not have a script for removing player bodies, its something i have over looked but will take note of for next update. This was not an issue i was aware of! thanks for pointing it out, will get on fixing it.
  20. D.murphy man

    Quarantine

    @holtmart Will look into it! Of course ideally i would not want players to go around killing all the AI soldiers in first place, but hey, we all know what people are like! @Malick Thats strange, it sounds like you didnt have the addon installed, but if you did that is indeed very strange. are you sure you had it in correct mod folder (if your using any) I have considered this for a while however its impossible to make a unit invincible inless you use an addon. There is a unit you can access via createvehicle that is a man in a suit and is invincible thou, but do you guys thing it look odd buying weapons and used cars from a smartly dressed man? especially at the military base (plus they cant be invincible there since the yomies wont be able to kill them and they'd all just pile up around them.) Personally i only had a slight decrease in performance but i will certainly look into cutting down the soldiers a bit more. Nope just circling the town to add to atmosphere. It certainly would be possible to have a counter displaying number of killed zombies and rescued survivours. This suggestions just sparked an idea or two in my head, cheers. Maybe a server option so you could choose how many infected there are to kill intill the mission is considered 'won', ranging from Unlimited to 25k infected. (and of course every where in between). Every time a player or friendly AI (soldiers and survivors) are killed it will add to the total number of infected. @Narc Thanks for the PM again about what you found with the game freezing, i have informed spooner of your problems also. As for the zombies constantly attacking, ill look into it. @David.B. Well since you already pmed me about it saying you've worked it out thats great! But if any one else is wondering its just simply a case of finding the 'gunner' of what killed a unit with a killed event handler rather then just using 'This'. Since the gunner will refer to (obviously) the gunner of a vehicle that killed the unit, or the unit its self if it isnt in a vehicle.
  21. D.murphy man

    Dawn of the Yomies

    Ah yes of course, i have edited the init_game.sqf also like andersson described above. However when i have tested with andersons suggested fix in the yomie_spawn.sqf i found it will only spawn 144 yomies in one go max (so can only spawn 144 at any one time), but with my suggested fix to the yomie_spawn.sqf combined with anderssons init_game.sqf fix you will now be able to spawn 576 (minus the players group, and other groups you have placed in your mission before hand)yomies at any one time. As once one group cap is reached for one side, itll spawn yomies into next side, intill that group caps reached,and so on. Simple way to test both solutions: Put in your init.sqs/sqf: NYomies=0; then in spawn_yomie.sqf just after [_yomie] joinSilent _grp;: NYomie=Nyomie+1; hint format ["%1",Nyomie]; Then make a yomie spawn marker in your mission that spawns 576 yomies. It'll count up every time a yomie is spawned intill no more groups are left (since no more yomies are spawning)
  22. D.murphy man

    Quarantine

    No idea why/how my mission could screw up your Zboard (what is that?) keyboard config. I wasn't even aware Arma missions could do that. As for magazine descriptions heres a list from RH weapons readme: Also note i have found out how to intercept and change descriptions within SPON_Money (which is how i changed mercenary names and red white and yelllow flares to medkits, anti-rads,and repair kits.) so in next update i will make sure to change a few of the magazine descriptions so there easier to pair with the appropriate weapon. Yea it might still be a bit unreliable but at least it actually works most the time now, and also you no longer get a massive list of SLA weapons in the crate. Cheers for the feedback as always all. So no one found any major bugs yet? This must be a first! ill eat my hat if there isn't any.
  23. D.murphy man

    Quarantine

    @bhaz Yes there is, however i wish to get things stable and running perfectly (without any/little bugs) before i start converting to other islands. Otherwise it'll be a pain in the arese to update them all every time i make bug fixes and add new features. And here in the yomies thread is where i explained how i overcame the 144 cap. @Malick:The music is ripped directly from Fallout 2 game and 28 days later film. Its mainly ambient orchestral sort of music.
  24. D.murphy man

    Quarantine

    Quarantine ambient music addon (optional) - 42.8 MB Sorry it took so long, i had to go to work before it uploaded. Just got back 7 this morning. Mirror for V2.5 now up:Armaholic, thanks big!
  25. D.murphy man

    Quarantine

    Alright gents, heres what you been waiting for: V.2.5 (mirrior please! ) FIXED:Players not being rewarded when completeing a mission if there inside a vehicle FIXED:Radiation LOW zones now much larger, giving you a chance to take action before entering medium/high zones. FIXED:Geiger counter sounds, again. FIXED:Players not being rewarded for zombie kills if shooting them with vehicle mounted weapons. FIXED:Survivours randomly being deleted from your group FIXED:Eliminate # of infected mission not counting reliably zombies being killed in area FIXED:Using Medkits would take away antirads FIXED:No longer go into a 'heal' animation when using medkits or antirads if you do not have any left. FIXED:Soldiers not remanning M2's when convoy was deliverd to mil.base. FIXED:random ammo crates that you find in buildings not being stocked with a weapon and ammo and other weird stuff. ADDED:Radiation now a server option. ADDED:Land mines around military base that can be restocked via convoy. ADDED:New "High" geiger sound - Thanks Ravenholm. ADDED:New (Optional) ambient music - requires Quarantine_Ambient_Music.pbo addon to be installed. ADDED:Border is now much more built up with sceneary and AI soldiers patrolling/relaxing. Now feels much more alive and immersive. ADDED:Players can now 'Talk' to most AI soldiers in the military base and border. ADDED:Players who kill fellow players within the border zone will be sentanced to death by firing squad. ADDED:A small prison, players that end up here can talk to the AI convicts to pass the time. ADDED:Players who kill friendly AI soldiers within the border zone will be sent to prison for 5 minutes. ADDED:Players can now 'Call out' to survivours in the area. Players are then notified if they hear any survivours in the distance,close, or very close. Survivours that are very close will try to make there way to the player. ADDED:You can now purchase Mercenaires, your group limit is 5 max. ADDED:Zombies now have a random chance of hitting you to the ground. ADDED:You can now sell unwanted vehicles for a marked down price, or sell salvaged vehicles from the quarantine zone. ADDED:A repair kit, so you can now repair your damaged vehicles. UPDATED:Survivours now spawn INSIDE buildings, rather then in the streets. UPDATED: Antirads now take off 20% exposure. UPDATED:Players map markers now become less accurate and delayed longer the further the player is away from the border. UPDATED:Zombie unit cap has been increase to around 500, (from previous 144) so i have now increase the amount of zombies that spawn in each spawn zone. Quarantine ambient music addon (optional) - 42.8 MB
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