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charonos

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Everything posted by charonos

  1. charonos

    Zmod (Crappy Zombie Mod)

    @DieAngel Sorry, it is not possible to maneuvre units that exactly. That is an Arma thing, if they walk through obstacles due to errors in the bounding box intersection handling or even in the geometry LODs of the ArmA models.
  2. charonos

    TroopMon V0.8 released

    Well i don't know where to start. I have tried out other fonts, same result. Re-installed the patch, same result. To see that you have the same problem makes me think. I only had one guy confirming me that he did not suffer any font distortion. So either he was an exception and the error lies in BIS patch or the error is dependant on people's system configurations. Either way, i don't know how to approach that. No point in making an update as long as that problem persists. To achieve the mouse control i have used a map control class, but i have opened a new class and have not altered the ingame map, so i'm not sure why an inherited class would alter the base class?! That's why that map display is screwed up. The RPT error is fixed now that i have adapted the pausedtitleback controls.
  3. charonos

    Zmod (Crappy Zombie Mod)

    Okay here is the SWAT units definitions. They are lacking the correct wound material selections already in the SWAT release, so the infected ones also won't have any wounds. Maybe after the tools are released the original SWAT units' author will add the correct wounds. SWAT Definitions @Acid-Angel Unknown units will be recognized in the next release. Good tip! @quiet_man The individual zombies have to be moved with domove because waypoints are for ALL units in a group and some people group their zombies not to run in the group size limit. However in the next version there will be a waypoint enabling variable NEM_WPENABLED, which can be used to switch on/off the zombie chase routine to move them around with waypoints on the map. They won't attack anything though in that mode. And an infection timer of 5 minutes for player/Ai will be implemented too.
  4. charonos

    Zmod (Crappy Zombie Mod)

    Just unPBO the config file: /* Slow Zombies */ class NeM_Zombie_1Slow: NeM_Zombie_1 { maxSpeed = 3; vehicleClass="NeM_ZombiesSlow"; armor=15; }; class NeM_Zombie_2Slow: NeM_Zombie_1Slow { model = "\ca\characters\Civil_Undead_2"; displayName = "Zombie 2"; armor=15; }; class NeM_Zombie_3Slow: NeM_Zombie_1Slow { model = "\ca\characters\Civil_Undead_3"; displayName = "Zombie 3"; armor=15; }; class NeM_Zombie_4Slow: NeM_Zombie_1Slow { model = "\ca\characters\Civil_Undead_4"; displayName = "Zombie 4"; armor=15; };
  5. charonos

    Zmod (Crappy Zombie Mod)

    @Drew77 I'm afraid to say that my hands are tied. It's a bug inherent to the ArmA engine. The domove command starts mini FSMs, that somehow mess the AI up and i can't override these FSMs. They put the unit in the formation task that they are etc. So we have to wait for BIS to maybe fix that. Sorry guys.
  6. charonos

    Zmod (Crappy Zombie Mod)

    @Tom2e Well, there was no other way to make them hunt humans other than constantly adding domoves to the individual zombies with an updated position of the nearest human. But i see your point, i will contemplate about that, maybe to override that routine in case the mission maker wants to move the zombies somewhere. But there again, zombies are supposed to be stupid and they will just go for the nearest piece of meat they can find, so i don't know. The timer script works now, healing with the antidote works too. But at the moment only for the player. I will also give AI the possibility to when they are healed by a medic that has the Antidote on him, to be cured from the infection. I'll probably post that update on next monday.
  7. charonos

    Zmod (Crappy Zombie Mod)

    Okay i have a weapon addon set up now that is basically a dropable syringe which contains the antidote and can be looted off dead medics or found on the floor or being taken from a crate. Now only the script has to be adapted to feature the timer and the antidote usage. How long should the timer be until it's too late to take the antidote? I had something like 5 minutes in mind.
  8. charonos

    FSM File

    Is there a way to completely disable the FSMs for certain units? I have a problem with domoving zombies around the map, that don't need to look for cover etc. After a while they just stop moving and it looks like they are stuck in an infinite FSM loop. They keep switching their formation task and their destination modes to and fro. Maybe using too many domoves after each other exceeded their "memory" ? That's why i insert a dostop every 8-10 seconds, but still they won't move after some time has passed. Anyone has an idea how to possibly fix that?
  9. charonos

    Zmod (Crappy Zombie Mod)

    Okay here a little update with small fixes: CZM V0.55c @ agamoth: I have made an additional pbo for the ZS Woodland units. It's inside the archive. The additional definitions for infected units need to be placed into the addons folder together with the respective addon that you want to use it with. Do not put any unit defintions addon into your addon folder if you are not intending to use it that means you do not have the related unit addon installed. It will ask for it. I am thinking of implementing kind of an infection timer for humans. If they get bitten without being killed by a zombie there could be the chance to find a medic who has an antidote within 5 minutes or so, could be fun. What do you think?
  10. charonos

    Zmod (Crappy Zombie Mod)

    @Agamoth Yeah good idea, let me know what units you all want infected in your missions and i will see that i can provide infection upgrades for these specific types of units. @Drew77 It is highly likely that this bug is due to the ArmA engine not being able to process too many domove commands in a row. I dostop them every 7-8 seconds to "reset" them, but still this happens. I don't have any idea how to fix this. Only Suma probably would know what causes this. Custom Zombie animations are kind of hard to achieve, as i don't have a motion capture suit at my disposal. Everything in Arma is motion captured and editing Mo Caps is nearly impossible, but i will see what i can do.
  11. charonos

    Zmod (Crappy Zombie Mod)

    Finally i have found out why the soldiers don't shoot the infected units, it's because their armor value is too high, so they would even attack them with RPGs lol. I didn't consider this while trying to compensate for the damage they would score to appear bloody. Hmm, looks like this needs to be done with a script that heals them slightly until they take a specific amount of damage. This is all not very elegant though. Maybe once the tools are released (if ever), it will be possible to assign the wounded materials to the units without having to damage them. I will see what i can do for now using EHs probably. This is a version where the soldiers do use automatic weapons against the infected. However they are quite weak now and occasionaly they will be fired upon with RPGs still. CZM V0.55a
  12. charonos

    TroopMon V0.8 released

    Hey Keycat, i really appreciate your efforts. The button placement in the pause menu was easy to fix. Good to see that you don't seem to have any font distortion like this: The other big issue is that the placement of the waypoint markers gets affected by a combination of other addons and people of course have a variety of other addons installed usually. So without any other addons except TroopMon installed it does not work properly and with the UN Marker addon it suddenly works, so at least i know where to look for. BTW that addon is a great addition to the game, but it causes lots of errors in the ArmA.rpt file. On top of that the normal map screen gets screwed up after ending TroopMon, although i have not directly changed anything in that class. What is needed now is more people confirming whether they have font distortions or not for me to evaluate how it will affect most users.
  13. charonos

    Zmod (Crappy Zombie Mod)

    Okay here the download link for the new version: CZM V0.55 This is really coming along nicely now. Bloody messy zombies that eat humans hehe. Have fun with it.
  14. charonos

    Zmod (Crappy Zombie Mod)

    The changelog for Version 0.55 which will be released today: - Infected Units are now covered in blood - Zombies now feed off the slain humans with an animation. - New Zombie vehicle class "NeM Zombies Slow" that introduces "Dawn of the Dead"-style zombies that walk very slow, but have a higher armor. NEM_OLDSCHOOL tweak is therefore obsolete. - New zombie classes. Pretty much all units in the game can be used as default zombies/infected units in the editor including Marian Quandt, the reporter and the prime minister - Attack animations play now smoothly - Zombies face now the attacked human and it happens less frequently that they hit empty space.
  15. charonos

    Zmod (Crappy Zombie Mod)

    Yes it has actually been done now, just testing it and will upload it in a few hours. So you will all finally get your bloody messy infected zombies!
  16. charonos

    Zmod (Crappy Zombie Mod)

    @Malick It is not that easy to change the textures in ArmA in contrast to OFP. The wound textures are embedded in .rvmat material files and there is no commands to change materials in a scipt. About the zombies hanging around. One cause for that is if too many of them pile up in one place they all consider each other an obstacle and don't find a proper way to react. Another cause is (only a suspicion) that issuing too many domoves on the AI results in kind of an overflow. They just refuse to go to their issued position for some reason. It seems like a bug. @DieAngel: As Malick already said, it's not related to the zombies, that could have happened with every unit in game. I noticed that in ArmA many static object such as buildings have either poor geometry LODs or the bounding box collision detection with these objects is faulty. Your suggestion with the armor values and the setdammage might work, i will try to find an approriate value.
  17. charonos

    Zmod (Crappy Zombie Mod)

    Thanks Drew77. 1. Well the choice of sounds really comes down to what zombie preference one has. Italian zombies tend to moan, american zombies snarl. Maybe i should introduce a global variable like SNDFX="FULCI" or SNDFX="_ROMERO" 2. The zombies can't make use of the waypoint system. If so, a whole group would chase one guy and not find the closest target for each individual unit. The issue you are talking about has most likely to do with the maximum distance that a move command can be issued. I can insert a check and if the distance is very high then helper waypoints can be used. 3. As i said earlier to have them covered in blood, i would have to re-assign the selection textures for ALL UNITS IN THE GAME That's alot of work. Setdammaging them is pointless,because they get weakened by that. I would love to see them covered in blood too, but i think it's not that easy. 4. I have already considered your suggestion to make the zombies score more damage per blow.
  18. charonos

    Retreat

    The <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> , 0 in the {} brackets is wrong so it would be just: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {_x move getMarkerPos "retreatpos"} foreach units group com1 One possible way of doing this is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> wp1 = com1 addwaypoint [getmarkerpos "retreatpos", 1] Index 0 is the very first waypoint, so it's recommendable to use index 1. And work with lockwp. Lock the waypoint until a1 is true (or false whatever you want) and then "lockwp false" the group. So : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> group com1 lockwp true
  19. Has been discussed before, but you need to know that the units actually need to knowsabout each other. Otherwise the command will return nothing. And that can take a considerable amount of time even when you place them 1m next to each other (Sometimes up to 10 seconds). So if your application is time critical, countenemy is useless.
  20. charonos

    TroopMon V0.8 released

    I am afraid i can't fix the problems that have been introduced to TroopMon with the new patch. It is hilarious, depending on which other addons are present in the addons folder, the waypoints are correctly or incorrectly displayed. I have not made changes to the actual map display used with the m key still it gets screwed up. I have re-installed the game now and applied the patch without errors still the fonts are all screwed up with some letters bigger than others. Malick has stated that he has no such issue, anyone else out there that has no font distortion after the new patch? I believe this is not my fault, can anyone that has experimented with writing dialogs after the patch, confirm that he has the same problems? As long as the problem occurs on some peoples' systems and on other peoples' systems it doesn't, how can i know what is the cause for this? I appreciate any input on this.
  21. charonos

    Zmod (Crappy Zombie Mod)

    Thanks for the constructive thoughts guys! @Commando84 & Drew77 The reason why the infected units are not blood covered yet is that i would have to setdammage them to at least 0.5 to get the look but then they would die in 1 shot. You see the infection is still not really making them like the other zombies they still have the "normal" armor values. I would have to consider ALL EXISTING units in the game in the zombie config and change their armor there and possibly the textures they use, which is a massive amount of work. I was thinking of setfacing them maybe to a zombie face to make them at least look a bit zombie-ish. In a short testrun the zombies moved slower with setbehaviour "careless", but that might have been a coincidence, i will look into that. The way to test it would be to put in your init.sqf: NEM_OLDSCHOOL=true; @agamoth I will reconsider the armor values, haven't been aware of the head armor lack in 1.05 (why actually did they do that??? ) Where is the info from the version history? Or did you look at the new config? EDIT: There is still body part armor classes in the config.bin after patch 1.05. BUT, they don't have any effect even if you put armor=9999 in the head section it changes nothing. @Drew77 The attack animation is hard to achieve, because it interrupts itself within the script update, i will try to improve it. The fact of fleeing civilians surprises me, they are grouped to a zombie they should not run away, hmm maybe the allowfleeing didn't work on them. OKAY THIS IS THE UPDATED VERSION! : CZMV0.51
  22. charonos

    Zmod (Crappy Zombie Mod)

    You have to shoot them in the head! 1 max 2 shots they are down, thats how the armor config is laid out. It can't be done in a different way unfortunately,because shots to the body hardly have an effect as in the movies. Heavy MGs do bring them down even with body shots. Still if too many people think that theay are too hard to bring down, we will change it in the next update. The link is up now.
  23. charonos

    Zmod (Crappy Zombie Mod)

    Okay with the authorization of Ofpforum i post here an update of the Crappy Zombie Mod. Link: CZM V0.5 It features: - New sounds added, more variety of attack sounds, the zombies will moan and breathe once in a while. Really increases the atmosphere! - Fixed zombie movement and issues where many would just stand around - The zombies are now setposed "UP" - Infected humans will resurrect and become zombies now! Have fun with this update.
  24. charonos

    Suggestion: Linear AI

    I support neswrossi's suggestion, there is occasions where you want units to go straight to a destination and not lay on the ground forever because there is an enemy tank 500 m away posing a threat. It's all about the "COVER" state that the units are in. I have with limited success written AI override scripts for choppers and tanks using setvelocity to just make 'em move where i want them to, but setvelocity doesn't work on infantry. @andersson "Careless" behaviour makes infantry shoulder their weapons and move very slowly which is out of the question for combat missions. For years i wish BIS would come up with a command like that, especially for choppers to make them advance slowly and not fly straight into their demise when they are facing AA or for rapel missions.
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