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charonos

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Everything posted by charonos

  1. charonos

    Collision outside the grid?

    Check your geo lod, it can't be the grid-relative size only, i have made huge skyscrapers that also work "outside the grid" as you call it. But i have run into that mistake too with big models, i suspect it is due to using one big polygon as geo lod, that sometimes creates errors. Re-doing the geo lod has fixed it sometimes.
  2. charonos

    Zmod (Crappy Zombie Mod)

    Due to the engine not being laid out to control zombies, they have to be controlled by script and that naturally slows down the game. So the whole moving procedure and targetting can't be done by the engine alone, because the AI uses ranged weapons and is never approaching enemies close to melee distance. And all the features like infection timer and so on needs calculation power too. So you either get lame zombies with high FPS or smart feature-rich zombies with a reduced FPS. Remember the ArmA AI is not working flawlessly, so a lot of steps had to be taken to get around the whole domove FSM complex. I hope the lag is not so severe for most players, as i don't see any other way unfortunately.
  3. charonos

    Zmod (Crappy Zombie Mod)

    @Kamikaze189 Can you elaborate on that spawn system you are talking about? I have no clue what you mean.
  4. charonos

    Zmod (Crappy Zombie Mod)

    I have talked about the lag earlier, there is not much that can be done to reduce it, the zombies are script dependant. All steps to minimize lag have been taken, like keeping it sqf and processing all zombies in only one script and not use 1 script per zombie. It can only be anticipated that BIS will add something like a melee combat option (with a knife or by fist stroke), so that the engine controls the approach towards the next target. On script level the target approach slows things down unfortunately. About the sounds, the zombies correctly "SAY" the sounds, so they should be distant-dependant. Again it's the engine's task to handle that. Inedependent sided units can't be enemies for the zombies, sorry. They would simply not engage each other.
  5. charonos

    Zmod (Crappy Zombie Mod)

    Hmm, what happens if you order them to "UP" their position? I do not remember altering the combat and behaviour stats of the humans in any part of the script. I will check the issue myself today.
  6. charonos

    Zmod (Crappy Zombie Mod)

    Well i assume you can import keyframed walkcycles from 3DS and Maya with the tools, it just wouldn't look as good as all the MoCap stuff that comes with Arma.
  7. charonos

    Zmod (Crappy Zombie Mod)

    The whole zombie walk direction algorithm had to be adapted to counter the insufficiencies of the ArmA engine of handling frequent domove commands because of the path planning and the FSM override by the engine. It is partially still unsatisfactory, but it's the best that can be done and i have tried every possible way to get around the situation that they stand around. Zombie animations can be done maybe when the tools are out and someone has a mocap suit lying around and samples the data. Expired? Okay different link: CZM V0.61c Charon
  8. charonos

    Zmod (Crappy Zombie Mod)

    I apologize for that, there was one untested line remaining before i uploaded the latest version and it prevented the zombies to be identified. It is fixed now, here is the new link: CZM V0.61c Have fun
  9. charonos

    Zmod (Crappy Zombie Mod)

    @jackass888 Which type of zombie in particular are you having problems with?
  10. charonos

    SLX People

    Hey, nice addon. Respect to the research efforts on the modelling! If anyone is interested, i have made zombie versions of the SLX women available over in the zombie mod thread. They inherit the SLX classes with some zombie attributes. Zombie Mod Thread This is not meant to hijack this thread, just a little notice. Looking forward to seeing more releases of you guys. Charon
  11. charonos

    Zmod (Crappy Zombie Mod)

    Hey there, i have updated the zombies definitions with the SLX civilians. It is always nice to have more civilian type zombies available. The archive contains the woodland and SWAT definitions too. New Zombie Definitions Also this little update of the zombies works better now with the definitions, as there was a little database bug concerning the registering of the SWAT units. One new function, that Malick requested is: You can determine what type of zombie gets spawned upon a human is killed with the global variable NEM_ZOMRESTYPE="Slow" NEM_ZOMRESTYPE="Fast" independent from what type the infecting zombie was. You don't have to declare that variable if you don't want to change the usual method of zombie resurrection. So an undefined NEM_ZOMRESTYPE results in usual behaviour. Here the link for the current main config version: CZM V0.61b CZM V0.61b Have fun
  12. charonos

    Zmod (Crappy Zombie Mod)

    @Malick There is a config look-up involved into the process of determining what kind of zombies (slow/normal) to create deriving from the killing zombie unit thereby ensuring homogenous zombies types. I figured it would be weird, to have a slow zombie created a fast zombie. No variable is used in that case, just : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _maxspeed=getNumber (configFile >> "CfgVehicles" >> _zombieclass >> "maxSpeed"); if (_maxspeed<4) then { _type=_ty+"_InfSlow"; };
  13. charonos

    RHS Hind v1.0 for ArmA

    @Shadow NX If you haven't done so, talk to sickboy. He has put a lot of energy into realizing information sharing with 6thsense. It is however difficult, if like you say, there is a lack of contributors, or people that just keep their secrets. BTW, i really like the Hind, keep it up!
  14. charonos

    Zmod (Crappy Zombie Mod)

    @Malick Nice points, you must have seen that youtube thing comparing Dawn of the Dead with consumerism too, if not: Funny One As for the units, everything has to be meticulously registered into arrays for the whole thing to function properly, i should have made that information available too, as i realize now that it has the potential to improve some missions, okay here they are: NEM_ZOMBIEARR: Contains ALL units that are zombies including infected units that have turned into zombies or are zombies by default like Marian Quandt as a zombie. NEM_TARARR : Contains all humans that are considered a target for the zombies, basically every human and manned vehicle. NEM_ZOMGROUPS : Contains all groups that contain zombies. NEM_Timedeath : Contains all humans that have been infected and have not yet turned into zombies. NEM_AIINFECTED : This is an array that contains arrays to assign an infection time to each infected unit. It is built like this : NEM_AIINFECTED=[[infected Unit],[infection Time]] NEM_PLAYBITETIME: Time when the player got infected NEM_INFCOUNTER: Number of seconds that the infection timer is counting. NEM_DEADARR: Array containing all killed humans. NEM_ZOMBIETYPES : If the mission maker wants to compare a unit's type, in here are all types(class names) of Zombies. I hope that helps improve some missions. I might add a mall identificator variable or game logic for buildings and a "Dawn of the Dead" variable that let's em do just that. @the zombie AIKing All of that is up to the mission maker, i have tried to enable that with the variables NEM_WPENABLED and NEM_HALTLIST. If i would add that to the main zombie script the lag would increase significantly. @agamoth I' ll look into the moan, it just needs to be separated so that not every zombie that is close to the target will make that sound. I have tried to have em make different sounds all the time with the use of random array sounds.
  15. charonos

    Zmod (Crappy Zombie Mod)

    Yeah that's intentional to reduce lag, but it is no problem to add the option not te delete them. Will be in the next update. Generally ideas are welcome, because i don't know what more options to add.
  16. charonos

    Zmod (Crappy Zombie Mod)

    @Agamoth To be honest, i had some problems assigning a group to the resurrected humans. I am using the creatgroup-command, however i have noticed the same thing, that they are not considered an enemy until the kill or attack a human. Hmm, i might change it back to how the killed version works. I just like to keep all possible events in mind, so for the case that all zombies are dead and the infected soldier dies after 5 minutes there is no more zombie group to join. Thanks for reporting all that! I will look into that.
  17. charonos

    Zmod (Crappy Zombie Mod)

    CZM V0.61 Alternate Link Okay here is another Link, unfortunately the host i used for the other link got out of business. As still some people can't get the zombies to show up, i am out of possible explanations. It is completely beyond me. Only BIS might know, but their support does not inlcuded anything addon related. So unless someone has an idea as to why this happens, i can't help. All i know is that the last official ArmA patch definately has introduced issues that only happen on some systems and work on others. Sorry.
  18. charonos

    Zmod (Crappy Zombie Mod)

    Okay here is just a little update. V 0.61 - Medics now get identified as intended and will feature the right antidote count in their inventory - Dead infected humans now correctly resurrect as zombies - An attempt was made to eliminate the error that the zombies won't show up on some user systems Can't check if it works, because obviously they show up on my system CZMV0.61 I hope the zombie classes will now get recognized on ALL systems. Let me know if it works now (legion1978,OkitaMakoto)
  19. charonos

    Zmod (Crappy Zombie Mod)

    Okay, i have an idea what might be the cause, will post the solution here today. Still why is there so many inconsistencies in the game like things working on one computer and not working on another computer? That is completely beyond me and might need to be looked into by BIS.
  20. charonos

    Zmod (Crappy Zombie Mod)

    Yeah, that is due to the fact that soldiers in ArmA don't have a melee attack variant and need to be moved by script instead of the engine doing that part. Since the introduction of the infection timer, even more arrays have to be handled and to overcome ArmA's inability to process domoves fast enough a new array that handles that had to be written. I wish the whole thing could be done easier with less script, but the zombies would be ineffective then. I will try to simplify the whole thing, but that needs to be thought through intensely. I have tested it with around 100 zombies and the lag was tolerable, so it comes down to the specs of the individual computers. Maybe i should make a zombie light version without infection and not caring if they stand around thereby relieving the whole thing of too many arrays needed to be looked up.
  21. charonos

    Zmod (Crappy Zombie Mod)

    Very strange, the error message points out to you that the zombie classes have not been added to the main config classes by ArmA as if the addon would not exist in the addons folder. You are sure you are using the C:\Program Files\Bohemia Interactive\ArmA\AddOns folder to put the addon into? I am certain you do, i really can't explain myself why it is not working. Too bad BIS is like Microsoft and can only guarantee that their program alone is running just fine, but as soon as you put additional stuff it results in undefined behaviour. If you really wanna find the cause you can try to make your own addon by making a textfile with the following content: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class My_Addon { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAData","CACharacters","CAWeapons","CA_Anims"}; }; }; class CfgSkeletons; class CfgVehicleClasses { class My_Class { displayName = "My Class"; }; }; class CfgVehicles { access = 1; class All; class Thing; /*extern*/ class SoldierGB; class My_Soldier_1: SoldierGB { vehicleClass="My_Class"; model = "\ca\characters\Civil_Undead_1"; }; }; Name it "config.cpp" and make a pbo out of it using MakePBO or similar and put it in your addons folder. It should make a new class called "My Class" for the independent side. Let me know if it works.
  22. charonos

    Zmod (Crappy Zombie Mod)

    Okay, you are missing the classes Nem_Zombies and Nem_ZombiesSlow in the independent side drop down list. to test if the addon gets added to ArmA's main config.bin correctly, you have to make a specific mission in the editor of course. Call it "ZombieTest", then go to the folder <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> C:\Documents and Settings\YOURPROFILE\My Documents\ArmA\missions\ZombieTest.Sara and put the init.sqs into that folder. Then run the mission from the editor. I expect you to get an error stating that ArmA does not know the class "Nem_Zombie1_slow". That would indicate that the addon is not registered correctly by ArmA which points to a patching error. Once again, that patch screwed many things in the game up, but nobody talks about it or has run into errors yet.
  23. charonos

    Zmod (Crappy Zombie Mod)

    @OkitaMakoto Open Notepad, write <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "NeM_Zombie_1Slow" createunit [position player,group player,"Testzombie = this", 1, "PRIVATE"] into a blank page, save it as "init.sqs" into your mission's folder. Make sure it's not called "init.sqs.txt" or something. It will execute automatically and if it works then some addon must have screwed up your vehicle class display. Pardon my question, i have no idea what level of a computer user you are, so it is not meant patronizingly: You did put the NEM-Zombies.pbo file from the .rar-archive into the addons folder and not just the archive, right? Just imagining probable causes for it not to work on your system. @agamoth Thanx for reporting, i have indeed forgotten to feed timed-out infected units into the resurrection routine, will be fixed in a mini update.
  24. charonos

    Zmod (Crappy Zombie Mod)

    Hmm, sad to hear that. Well the patch has brought a lot of problems especially concerning certain addon combinations. Did you run into any errors while installing the patch? What happens if you spawn a zombie by script? Using : "NeM_Zombie_1Slow" createunit [position player,group player,"Testzombie = this", 1, "PRIVATE"]
  25. charonos

    Zmod (Crappy Zombie Mod)

    Yeah, today Due to the amount of added code, there are probably still errors, that i have not experienced in my tests. Feel free to report them here. CZM V0.6 CZM V0.6 Armaholic mirror: CZM V0.6 Armedassault.info mirror: DOWNLOAD Zmod (Crappy Zombie Mod) 0.6 [1,6 MB] from FTP#1 There is also a demo mission included that involves the antidote and gives the player the chance to test the antidote on infected soldiers, i might have made it too difficult though to survive, but it's a challenge hehe. The changelog: V 0.6: - Zombie scripts changed, so that less zombies are just standing around and do nothing. The reason was an ArmA inherent path planning issue of not being able to handle frequent domove commands correctly if the distance to be calculated for the path is too big. This solution creates new issues, but let's see if it is the better compromise. - Added Antidote Container to Empty/NEM_objects which holds 20 syringes of the Antidote - The infection counter can be changed by the mission maker by putting (NEM_INFCOUNTER=Number of seconds) in his mission init file - An Antidote against the zombie virus is added as a magazine called NEM_Antidote (eg this addmagazine "NEM_Antidote") - Once a human is infected with the virus a 5 minute counter is started within which he can be cured by a medic carrying the antidote The player can cure himself if he carries the antidote by action menu - Variable NEM_WPENABLED=true to use waypoints for the zombies. They will not chase humans while in this mode!!! Switch back to NEM_WPENABLED=false to let them chase humans again. - Zombies that are listed in an array called NEM_HALTLIST, will not move at all. Good for indoor scenarios where zombies lure in a house. They will however start to move and hunt any human that is in that array too. So if you use NEM_HALTLIST=thisList in a trigger you can achieve that. - Fixed: Objects (cars/tanks etc.) can't be infected anymore - Unknown killed humans will resurrect now as default zombies. Have fun with it!
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