bddizzle
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Posts posted by bddizzle
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Hello everybody,
Im working on a map that has US forces assaulting a hostile occupied town in operation arrowhead. I want it so that both the US soldiers and their enemies respawn when their groups are all killed (to create a never ending battle of sorts). Is there any way to get them to do that AND get them to follow their waypoint?
I also want to create a artillery shelling on the town that is random. Not giant explosions but ones that can damage buildings and kill men if hit directly (as to add a "never safe" feel when entering the city to fight).
Any help would be appreciated :)
Bddizzle
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Hello everybody,
Im working on a map that has US forces assaulting a hostile occupied town in operation arrowhead. I want it so that both the US soldiers and their enemies respawn when their groups are all killed (to create a never ending battle of sorts). Is there any way to get them to do that AND get them to follow their waypoint?
I also want to create a artillery shelling on the town that is random. Not giant explosions but ones that can damage buildings and kill men if hit directly (as to add a "never safe" feel when entering the city to fight).
Any help would be appreciated :)
Bddizzle
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Just wanna report a bug, not exactly sure if it's related to the addon or not but it's only started happening since I have installed the undead mod, I'll post sceencaps of the exact error and report what exactly is happening in a post edit momentarily.Actually... this could take a lot longer than expected...
EDIT:
Okay so here's the deal
I'm trying to get a natural spread thing going on here starting in a lightly populated city on the "Kellu" map, this is probably the problem, the mod works fine on Utes, but for some reason I had the exact same error on Chernarus as I had on Kellu. Well anyway, I'm trying to start a natural spread thing going on, starting with one infected with the ACM and Infected Module up and running, all seems to be working well... until the map finishes loading. and then I get this error

and then instantly after that, the game crashes to desktop... then I am left baffled and questioning my faith.
Any answers?
its refering to the unit model that is beng turned into a zombie. There is none so it will just go to the default zombie skin...
I think
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how many zombies do you think a i7 920 can handle?
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To all the tossers here with that "unsatisfied customer attitude" towards a free product i seriously recommend you to Demand your money back !Hahaha
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Calm down u guys, hes probably working on releasing it right now...
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I have a few questions...
Will civilians pick up weapons in ammo crates if they are close (simulare to how they will pick them off dead soldiers)?
I think you said that this will have a public beta release this weekend... is that true?
Can you make another video? I watching the older ones and seeing all their features.
will zombies be hostile to everyone? (ex. resistance fighters will attack them too)?
While in game, is it at all likley that you will be attacked when walking between town? I never want to feel safe :D
Have you tried seeing how the Infection will handle with armed forces present? Will Zombies be able to make it pass a blockade with, lets say, 10 soldiers? Or is that really hard to do for them?
Will soldiers try to move back if zombies get to close? (That would make it a lot more realistic)
Thanks
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Heres an idea. I dunno if it has been mentioned.You know how Arma 2 has the Ambient civilian module, that makes civilians come about in the towns you visit, if you made an Ambient Zombie module so every town you visited would have a certain amount of zombies depending on the size of the town.
That would be truly perfect. Would add some much atmosphere.
That is what is happening. The only different thing is that it is a dynamically spreading infection. That means It starts in 1 town, a "carrier" will be sent out that will try to infect other towns (once the town has enough infected). It also means that you can actually clear out town from infection and they will respawn Civilians. If another zombie shows up, the Infection will spread again.

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Soooo, Any Updates? :)
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It would be a good idea, the only thing is that zombies have no real self awareness. They hardly notice if you shoot them in 1/2 with a shotgun, let alone who's winning the "battle".
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lol, I want a video update :)
I cant wait for this mods release :)
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If possible, when the mod is released, it would be nice if you could provide instructions on how to re-create the melee effect, so it can be aplied to other mods, too. (I'm visioning a human model with a sword or other melee weapon permanently modelled to the hand hitting other people with your script :D. Perhaps it could be used for cut-scenes & stuff... Don't know how useful it might be in actual gameplay).
umm..... I dont think there will be a melee system. I would also like to see a migration system video that takes place on a a map.
Also, about the migration system: You said that there will be "carriers" that will go from town to town. will they travel in groups, or just as single units? Im planning on making a town of mine defended by some militia, but if carriers only travel as individuals, that would mean it would be very difficult to capture my city (I want it to be a epic fight, not a single zombie trying to walk into town).
Also, you said before that civilians will use weapons from fallen soldiers. will they also grab guns from weapon crates if available? That would be cool :)
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Cool Video :)
Keep the updates coming! I cant wait to play this, it sounds and looks amazing :) !
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I love these video updates :) !!!
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The thoughts brought across by Dissaifer have found the need for consideration in a similar form during the course of testing the module with an actual mission with the plot of containing the infection.The migration of the infected works nearly perfectly, but the towns are basically empty many times when the player`s presence does not coincide with the event that a group of infected just arrived to infect the town civilians.
So a system is implemented to declare a location "infected" and just like in the ALICE module, it will be populated with infected that don`t follow the migration system once the player enters the town area.
Only if the location is completely cleared of infected the location will be declared "infection-free", so no more infected will be spawned there.
That way, missions will be much more dynamic and the objective for players is to "clear" towns rather than only chasing the migrants, which is important to actually win against the infected.
Will that mean that the infection clear towns can be re-infected? And will civilians spawn their once it is cleared?
If that is the case, I cannot wait for this mod to come out! Just Imagine, You "liberate" a town from the infected and garrison some of your soldiers there to protect it. While on the other side of the map, you hear your garrison unit say "Enemy Infected 100 meters away!" **Guns Shots and yelling citizens** "Im Hit". When you radio back to ask their status, you get no reply :butbut:
"Shit, 4 is down" lol
Ohh, and will you make it so that some sort of police force will spawn with the Civilian? Not too many, but 1 for every 15 citizens? There needs to be some (small) number of civilians with guns. It would make it seem a lot cooler to drive into a town and run into a policemen who is fighting off a horde, only to see him get overrun and turned into one of the living dead :D
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Any news, or possibly a Video :)
I cant wait to kill some zombies...
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The migration system works satisfyingly now. Chernarus is infected in no time.In the tests there was just civilians placed, so in an actual combat mission the infection would be slowed by soldiers killing the "envoys", but to do so there is the need for roadblocks or aerial surveillance to find them and slow them down.
Something that could really be an exploit is the situation that a human stands on a roof or in a safezone being the selected target for the infected while the player or his commanded AI sneak up behind them surrounding their target and taking them out one by one. A target priority system needs to be implemented for cases like this.
First of all, I would like to say that this mod looks amazing, and that I cannot wait to play it ;)
I do have a couple of questions though:
1) Will the Player become a zombie if he/she is infected, or will he/she just die?
2) With your infection migration system, if I am on the other side of the map from the initial infection zone, how long will it take for the infection to reach me?
3) Is that blood animation going to be the final one you use? No offense, but it looks kind of.... wrong. I would prefer no blood animation, or maybe a small one (very small). The one now looks like a explosion of blood rather than blood loss caused by a bite.
4) Does the amount of Zombie AI lag on the players computer? I remember the CZM mod for Arma did A LOT, even with a good computer.
5) How do the Zombies behave when Idle? (do they just walk around, or is there something like L4D where, if you run into a unaware zombie, you can see them leaning against a wall, laying down, etc.)
6) is there a max number of zombies possible, or can there be infinite?
7) Do you need a beta tester? My rig is pretty good, if that has any benefit to beta testing (GTX 295, i7 920, 6 gigs of DDR3)
8) will you make it so that all non-infected know to get away from the zombies and don't just hold their ground when a zombie is 1 foot away from their face??
Something that could really be an exploit is the situation that a human stands on a roof or in a safezone being the selected target for the infected while the player or his commanded AI sneak up behind them surrounding their target and taking them out one by one. A target priority system needs to be implemented for cases like this.
Well, I have seen this happen in movies about zombies. In Shawn of the dead, Shawn lures the undead horde away from his friends and family when they are trying to gain access to the Winchester. I do agree that there should be something in place to prevent a exploit, but then again the Zombie hordes are known to be very dull (intelligence wise)
Cheers,
SCrUBSFan
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right now I am making a mission, but I would like to see 50-100 people around me at one time (in the major cities). is this posible with the ambeint civ script?
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Well, I can play ARMA maxed with a solid framerate. I think I will be able to max 2 too.
Here is my rig:
GRFX: eVGA GTX 295 (not overclocked)
CPU: intel 920 (not overclocked)
RAM: 6 gigs ddr3 @ 1600
HDD: 1 TB @ 7200 rpm
Case: Coolermaster 932 full tower
Moved: Respawning units, and making Arty. Fire
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Anybody?