Zombie_Mod
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Everything posted by Zombie_Mod
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Yep I think Placebo should ask these people outside Czech with the game what their serials are... 99% of them are probably RE*P- (You think I'm going to write that serial down lol and let people google for it??? I can wait til May for a proper bug free version thanks) 1 & 2: I dunno, I'll need to ask the author of the video. I can't see why he would turn it down though, he's using a X850 Pro??? 3. No, I know when a man is in cover and when he's not in cover. Unless the grass is see through (a bug), then the player was in cover. The fact of the matter is, when 3 troopers jump out of a burning BMP, they should not immediately turn and face the player then waste him. 4. Fair enough, but I suspect the AI is more like superman than a normal human being (or Ai approximation to such). It is strange, on the destroy the bridge mission, the soldiers on the bridge are dumb and easily killed it seems, yet the T72 drivers, when they eject from their tanks, are uncannily accurate....
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Are you talking to me? Just that, as an adult 14 years your senior, I don't really understand your lingo. Are you implying something? EDIT: patronising shite removed. It's been a lousy day....
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To the people who are playing ArmA, how is it?
Zombie_Mod replied to evilnate's topic in ARMA - GENERAL
Or maybe make the grass shorter so noone can hide in it... Why not have a "grass draw distance" that you can set yourself for MP games? Then players could hide in it properly. This would of course require the same grass models to be drawn in the same place every time... you don't want a small bush to be drawn one minute, then look away and find a whole shrubbery there the next time... I don't think that would be too difficult though, I am sure some algorithm could compute the required grass model to draw at position X,Y,Z, so the same grass is rendered on all machines in an MP session.. -
Were you thinking the same thing as I was? Yes, I was thinking the self same thing.... a lot of people on here will be running defrag and using photoshop while playing ArmA, wonder why? Anyway if memory is an issue and you have windows XP, why not just use the control panel / administrative tools / services and halt all those services you don't need, such as web publishing, UPnP, NetBIOS helper, Server etc....
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I would like a bug-free game in the box. One that does not need patched to 1.96 over 3 years ... I will be nearly 40 by that time and I might be dead by then I know zero defects is an impossible task for developers, but it is one that every developer should strive for. From what I have seen, ArmA is an unfinished product. Those 70% reviews should be ringing bells in BIS... Anyway, in the box I would like a map of Sahrani, a XXL USMC or BLUFOR t-shirt, some vanilla dog tags and a stencil that you can use to chisel your name onto the tags.
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Here Redstorm, you are based in Holland (I read your profile) How come you have a copy of the game to play..... ? Also, my 2$ on ArmA: thanks to my contacts within the community I've had opportunities to see the game in action. I must say, I'm not THAT impressed.. some bugs:- 1) Hit a BMP with an M136 and there's no explosion cloud. Why is this so? I don't have a copy of the game so I dunno if it's pixel shaders missing or whatnot, but I am sure its not that... 2) Hit a T72 with M136 and the tank is disabled, yet no explosion cloud, flame or whatever? The tank also doesnt look as if it has a scratch on it. 3) The enemy seems to know where you are the minute they leap out of a disabled bmp/tank, even though the player position should be unknown to them. In the convoy single mission, hit the BMP with the satchel charge and hide behind a tree near the ambush point. Unless you are prone, the enemy will shoot at you almost immediately, even though you are well hidden. 4) Enemy is pretty accurate too, even on "regular" level, even at >100m distance where player kills would be difficult? (Apologies if regular is wrong, I am told that is the translation) Any idea if its the rig or the game at fault for this? I can't tell by video.
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Hey guys, I like the zombies continuing, but erm... aren't you forgetting something? Yes, like letting me know what changes to the scripts you're making??? If you're going to change my scripts at least ffs call them FarmLand_XXX or something, don't call them ZombiesXXX.pbo... last thing I want is for your scripts to collide with mine; people might think you created it or something
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Yes. I'm going to update the scripts to include the "smells" idea, as soon as I get time, which will be pretty soon I reckon. Just relax...
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There's plenty that can be done with the zombies.. My line of thinking was that zombies can "smell" you by using the following scripts (in pseudocode): EmitSmell.sqs lp: smells = []; foreach unit in gblAllTargets smells = smells + [unit] next ~5 goto lp MoveZombie.sqs Find a target zombie knows about If no targets known about then Find nearest smell from smells[] array Move to it end if And that's it!
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Yeah, you are right Scott, several standing animations can be added... Most of the zombies don't have that "neck"  problem Are you serious about improving zombie AI? We have to talk about it I'm glad to have you back on business  Yeah I'm serious about improving the zombie AI. I have been meaning to do it for ages... I didn't realise that people would still be demanding zombie stuff 3 years after I released the mod... Time for an update of the scripts I think.. Mig, get online MSN tonight about 10PM GMT.
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Ooh yeah baby, I like the look of this! All the zombies heads are hanging to one side in the pics, but no matter - that'll be fixed soon, right guys OK so let's have a look at these scripts... what can I improve for the benefit of this mod.... hmm....
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What modifications have been made to the zombie mod scripts for this new mod? I'm just wondering, if you haven't changed them much, I could add new stuff, I reckon now everyone has faster PCs with 1gb of memory (for ArmA) maybe I can add new ideas to the scripts. I say, MAYBE. It's been a while since I wrote a script. The zombies following people by "smell" is definitely do-able now IMHO. It will get rid of that magical "they always know where you are" problem, and allow players to hide.
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You shall see Scotty, i've another one ready but this new one don't use stockings or suspenders... is just...Romero's universe  I'm feeling it Mig, I'm feeling it.... Running zombies are fantastic! Tell me, are you increasing the body mass as well, so that they will damage cars if hit? Thats one thing about OFP, when you're in a car you can plough through 100s of civvies without denting it....
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just checked out the video - those running zombies are crazy! whats with the zombie woman wearing stockings and suspenders? Some kinky minds at work... Also, I really hope BIS incorporate some scripting functionality to make the player become "tired" after doing too much running, those zombies would be hilarious in a Night Of The Living Dead type co-op.
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Hi Trapper, is there another zombie mod? Or do you mean the scripts of your own mission? EDIT: I'd really love to see a new zombie mod, the problem with being the developer is that you know how every creature is going to behave, it would rock to be surprised sometimes...
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They took my scripts out of the PBO to use in their own missions? Without telling me? If I recall correctly thats not in the terms & cs of the agreement in my readme (I may be wrong) The dirty leeching bast**ds!!! Here's me, I can't get a f**kin game on All Seeing Eye and I find out that some zombie missions are using my scripts
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Simpler Chain of Command type interface?
Zombie_Mod posted a topic in OFP : MISSION EDITING & SCRIPTING
Hello I'm wondering if any scripts exist that let users control multiple squads by clicking on a map? For example, for a wee zombie mission I'm making, something I'm surprised no-one else has done yet, I want the player to be in control of up to 20 squads and tank platoons. A total zombie war!! I used the CoC interface before, but the last time I looked it's really too large and complicated for what I need. Basically the requirements are: 1. Select a squad using the radio 2. Click on the map to tell the squad where to move to. 3. If the squad dies, it's not on the radio any more Non func requirements: 1. The script should be easy to use. -
Simpler Chain of Command type interface?
Zombie_Mod replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
have a look at CE lite - it is really lite  or try tacrods scripts: Combined Arms Engine Fantastic stuff Q! Cheers mate OFPForum - yeah I've been away a while but I couldn't resist coming back, especially now the release of ArmA is so close...  What spec of PC do you have? I'm running an 3.4Ghz Athlon 64 with X800 gfx card & 1gb of RAM; if your system is better than mine I won't bother making a mission, I'll take your advice!!! Tanks vs Zombies though... full squad battles... I've dreamed of it since the mod came out  BIS you had better UP THE GROUP LIMIT IN ARMA, YOU HEAR ME???  -
Are these anims part of the config.cpp, or are they just "playmove" activated? And did Maccollo update them, because they look a lot more fluid now than before... Maccollo's gonna be an amazing animator
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Thanks for the offer. In due time, I will contact Mig, Grabarz, Maccollo etc and we can hopefully get this zombie stuff on the road again. The break away from the project was what I needed IMHO to recharge my creative batteries ... jeez how cheesy does that sound Here's my current thinking, in no particular order: 1. I want to think about how I can upgrade the "scare" factor this time. In the original zombie mod, I remember playing a sample from Day of the dead (from when John & Sarah have made their escape into a tunnel, and cut a zombie's head in half by a spade, fact fans) and every time it played I jumped! I want something like that but only less repetitive. 2. If ARMA supports a large number of players in MP then I can see "hold off the zombie horde" type games becoming a real possibility. I even want players to be ZOMBIES after they get killed so if you can programatically switch player controlled units in real time that would be amazing. 3. Fitness factor. Something that has really annoyed me with OFP is that you can just run forever. Your soldiers never get tired, even when running up hills. I would like ARMA to implement a Far-Cry style "Fitness" meter that lowers the more you run. And if we can programatically slow down a player, that would be great. Note: in the Romero universe, zombies don't get tired, so we need unlimited energy for those chaps. 4. The ARMA version of o2 has to be easier to use
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I'm thinking something like the XBox 360 game "Dead Rising" except with helos, Abrams M1A3 and massive firefights. The constraining factor of the zombie mod was the time taken to execute each AI script per zombie. I had ideas of what I wanted to do but the speed of execution back then was SLO-O-O-W. It was mind-numbing watching the CPU usage go up to 100% when things got busy on screen. My dreams of George Romero dystopia may be realised with ARMA though... I really hope BIS are precompiling the custom scripts so that they execute 100% faster, or even allocating each script to a CPU thread so that our dual core jobbies can work with them. I doubt it
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Those specs have me worried, will ArmA allow users who have specs higher than the "recommended" settings, to employ unlimited amounts of units on screen? I really don't want 64 groups per side, GOD NO!!!!!! BIS if there is one thing you must do, that is get rid of the group limit or at least let the user set it. I do not mind upgrading to 2Gb of RAM and an ATI X1900 if it means I can have 1000,2000,5000 units moving around at once. Yes, I know not everyone can afford the hardware, but for those why can, why hold them back? Think big, ffs no no no no~ you should go to IBM or the USAF to ask them if they have the will to borrow one of their super computer to you That might be a good idea - run it on a server farm BIS should be thinking ahead and not restricting us to the limits of today's technology. Let the user worry about the number of polys and groups moving round the screen!! the original OFP was released when I had an Athlon 700Mhz job, it's only now that I can have full view distance and 1024x 768 resolution. I realise 1000 groups or so will make my current machine chug along but in 5 years when I have a new box... I doubt it. And, what is the point of a 400km2 island if you can't fill it?
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Right, those zombies in the pics 3 pages or so ago just don't scare me. Thats not an insult to the authors, I just think I can up the gore! So without further ado, I gotta get my hands on these new zombies and do some textures, I got so many ideas my brain hurts  PS: On the farmland page their movie ROCKS I cannot WAIT to get back to the texturing, and even the sound pack stuff too, I got loads more zombie related moans and screams, its unreal
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Those specs have me worried, will ArmA allow users who have specs higher than the "recommended" settings, to employ unlimited amounts of units on screen? I really don't want 64 groups per side, GOD NO!!!!!! BIS if there is one thing you must do, that is get rid of the group limit or at least let the user set it. I do not mind upgrading to 2Gb of RAM and an ATI X1900 if it means I can have 1000,2000,5000 units moving around at once. Yes, I know not everyone can afford the hardware, but for those why can, why hold them back? Think big, ffs
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Questions on unified zombie mod
Zombie_Mod replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
The zombies will only stand still if gblAllTargets is set to [] You can manipulate all zombies by iterating through gblZombieList, like it says in the readme.txt You guys excited about ArmA? I know I am, company-sized zombie firefights all day and night