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Minizzzile

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Everything posted by Minizzzile

  1. Degeneration Zombie Survival LAST UPDATED: Tuesday, June 8, 2010 Story: Aleck shifted nervously in the dark. The sun had been down for almost two hours, it was still light enough to make out the shape of buildings and the occasional person walking by. Aleck was propped up against a wall, staring off into the distance. He had drove into this town running from another. Those things were spreading fast. He had witnessed so many die. So many crying in shear parin. So many pleaing for mercy but none were granted their wishes. Aleck looked down, in his left hand remained a little doll. One eye missing. Some of the doll's hair was cut off. Blood stained the doll's blouse. It was his daughter's. He couldn't look at the doll for too long otherwise tears would begin to build up in his eyes. Survival is making sure his mind stayed clear so he quickly looked away. He had made the mistake of having a clouded mind in the last town he was in, it had almost cost him his life. Suddenly, a sharp pain shot up his side. He couldn't feel much of his right side anymore though. It was mostly numb. He sighed and concluded that he needed rest before he continued to move. He pulled out his journal and then put one more entry in. January 27th - Entry 28 I lost Missy today. I have to make it to Dolores though...It's my only hope.....I lost Missy today. Aleck sighed again, the pain was subsiding, he was glad he was going to be okay at least. He put his journal back into his rucksack then he pulled out his map and marked Dolores with it. Only a one day trip, a couple hours if he just sprinted, but that would surely attract them. Aleck put the doll down and put the map away and took off his rucksack. After a short sleep he could make it to Dolores. He could get evacuated and be free of this nightmare world. He could pretend none of this happened. He let his mind ease and then slowly drifted off to sleep. Three hours later Aleck's eyes shot open, he stood up quickly and cocked his head to one side. The wind grabbed at his clothes and took bits of dried blood with it. Aleck's skin was slightly more pale thAn before. Aleck then glanced around for moments before charging into the darkness of the ill light town. Minutes later it began to rain, a single rain drop hit the discarded doll just below her remaining eye. The rain drop slowly crawled down the doll's cheek and dripped onto the ground. A lone scream pierced the blanket of darkness only for a short time before fading. Lights flickered on in the town. Weary civilians panicked and ran in all directions. This is what they had heard was consuming other towns. It was at their door steps now! On the horizon, they appeared. First trickiling over the hill, then en mass. They were coming. They were ruthless, they were hungry. This is Degeneration. Mission Desciption: A Zombie Survival sandbox mission. There are multiple player slots but can be played solo. It is based in Southern Sahrani but is circled around 6 towns. Tiberia, Cayo, Arcadia, Ortego, Iguana and Dolores. All weapons, items and anything that can be used is scattered around the 6 towns in vehicles, on civlians, soldiers, etc. Depending on the who inhabits the towns will dictate what is spawned there. For example, since Ortego has 2 checkpoint zones and is heavy with military, it has many abandonded jeeps full of goodies. Cayo, might be littered with many other vehicles that have smaller weapons, or weapons that are easy to conceal. (With a few exceptions of course ;) ) Spawning System: Most of everything (Excluding evacuation locations and checkpoints) is random. The game play will never be the same twice. Where the zombies go to first will be random, where the player spawns within a town will be random, where the civilians spawn will be random and even where the vehicles spawn is random. Checkpoint Zones: Checkpoint zones are areas that the military have under their control and are urging civilians to go to for protection. The evacuation point heads to 2 of these checkpoint zones. Some zones are more safe then others...but that is all left up to the randomness of the mission. Objectives: This mission is a sandbox really. You can do anything you desire. The player(s) can select which town they want to be randomly spawned into. Once the players are spawned, the world is randomly generated for a different type of gameplay each time. (With the exception of a few placed/triggered units) Players are all Blufor soldiers. Except for the fact that they start out with nothing. No guns, no map, no gear. The players are forced to scavange for any items that they can use. (If they have not been stolen by the AI) There are many things in this world for the player to do if you want some kind of objective. 1) Reach a town and fortify it. Other towns are better then some. 2) Recruit surviving AI civilians and arm them with weapons (If they don't already have one) to help you fight. 3) Find a military Checkpoint Zone and help them hold off the zombies. 4) Find the "special" civilians that are scattered around. They usually have a good weapon or two and are very skilled with it. 5) Survive. 6) If you have the patience, you can fly,walk or drive to the very northen part of the land and wait for the zombies to come for you. 7) Assault the Opfor encampment for better gear. 8) Repopulate a town with the "Revert Virus" if you want. A fun one, if you spawn in Dolores, is making it to the "Evacuation Zone" before the infection level becomes too high (Or 30 minutes pass, hence the sterilization in the video) and they have to bail without you! But you are not the only one trying to make it to the zone. AI will be heading there as well. Some are not as friendly as others due to mass hysteria. To be honest, this mission can go on for as long or as little as you want it to. Difficultly Curve?: The mission will have many different versions of it. Each removing or adding certain elements so the players can pick which mode is right for them. Other then that the players will have to monitor the game themselfs. You can fly every where (If you manage to repair a helicopter) if you want but how much fun is a game where the only threat is on the ground? That is up to the player though. Required Addons: ACE 2 CAA1 (Sahrani) *All the other required addons will be included in the download crappy video for those who wanted to see a little teaser.More to come later... *I would like to give a big thanks to Charon Productions and the ACE team. Percentage Done: [==========] 99% *Waiting for V.85 of the Undead Mod Changes:ADDED NEW ACE EQUIPMENT
  2. Minizzzile

    [WIP] CO "Degeneration" Zombie Survival

    Servers experience minimal lag. De-sync is only found in the low-end servers where specs scoot by the required specs. For listen servers, the host seems to get some strange script lag but not actual lag itself. Beyond that, I would say that (obviously, based on the size) that this mission couldn't handle as many people as other CooP games or other zombie missions could but would be safe until, (being a little cautious here) 15 people. Ha, who knows. The zombies probably are forcing him to make it so in .85 they have ubEr L33T health and run speeds.
  3. Minizzzile

    The Undead Mod

    Hm, that does look right. You shouldnt have to loop the "CptnDonnan addEventHandler ["HandleDamage", {false}];" though. At last ditch effor would be to add this addEventHandler ["HandleDamage", {false}]; right into the init line of the unit. On further testing I'm not sure how the zombie deal damage. When you get hit by a zombie it dosen't seem to register like normal damage. e.g. If you are playing with the ACE wounding system it wont recongnize that you were hurt by anything if you get attacked by any zombie.
  4. Minizzzile

    [WIP] CO "Degeneration" Zombie Survival

    Ha, that may have the right .85 number but I am using The Undead Mod. I have .85 .... but Charon has not released it for the public quite yet... So people can't host my mission!
  5. Minizzzile

    The Undead Mod

    Well, I have a script that will work. I believe you need a script to spawn zombies. Here is an example of one. SpawnZeds.sqf _mhpos=position ZedSpawn1; _spgrp2 = createGroup resistance; "CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO1%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Rocker2" createunit [_mhpos,_spgrp2,format ["ECHO2%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Rocker3" createunit [_mhpos,_spgrp2,format ["ECHO3%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Citizen2" createunit [_mhpos,_spgrp2,format ["ECHO4%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Citizen3" createunit [_mhpos,_spgrp2,format ["ECHO5%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Priest" createunit [_mhpos,_spgrp2,format ["ECHO6%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Profiteer4" createunit [_mhpos,_spgrp2,format ["ECHO7%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Profiteer3" createunit [_mhpos,_spgrp2,format ["ECHO8%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Profiteer2" createunit [_mhpos,_spgrp2,format ["ECHO9%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Profiteer1" createunit [_mhpos,_spgrp2,format ["ECHO10%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO11%1 = this",Wsupnum], 1, "COLONEL"]; "CHN_ZOMBIE_Policeman" createunit [_mhpos,_spgrp2,format ["ECHO12%1 = this",Wsupnum], 1, "COLONEL"]; sleep 13; CHN_ZEDINFCLD=false; Wsupnum=Wsupnum+1; With _mhpos being the position and _spgrp2 being the group they go under. And in your mission folder have a Init.sqf with CHN_SpawnZeds = compile preprocessfilelinenumbers "SpawnZeds.sqf"; This should spawn zombies now. (Don't forget to get the location!!) There are many ways to spawn zombies, this is just an example I pulled directly from Charons mission. Another one could be SPAWNZOMB1.sqf _group = createGroup resistance; "CHN_UNDEAD_Hooker2" createUnit [[1,1], _group]; "CHN_UNDEAD_Housewife5" createUnit [[1,1], _group]; "CHN_UNDEAD_Doctor" createUnit [[1,1], _group]; (leader _group) setpos getpos ZOTA1; and then you could have a trigger that has on the activation field this exec "SPAWNZOMB1.SQF" (Or something like that) Another one pulled from Charons mission.
  6. Minizzzile

    [WIP] CO "Degeneration" Zombie Survival

    Thank you all for your continued support. Remember, we can always get a game in if I host. But thanks to my crappy internet connection, I can only handle 3-4 people (excluding me) in the mission before the de-sync becomes an issue.
  7. Minizzzile

    The Undead Mod

    Just curious, are you running this through a script file or actually in the mission editor? I believe this command has to be ran through a script.
  8. Minizzzile

    The Undead Mod

    I believe you just insert a point for "spawnpos" and put the number you want for "spawnnumber" but I could be mistaken. I will look into this further later once I got some nommage.
  9. Minizzzile

    [WIP] CO "Degeneration" Zombie Survival

    Yeah me too haha. I might be able to release it to the public if I ask Charon if I can get a green light to release a modded version of his...mod. (lolz) Just for this mission of course.
  10. Minizzzile

    [WIP] CO "Degeneration" Zombie Survival

    Yeah, just don't get too excited ;) 4 testers and I spent 6 hours playing and were taking a short break and pooling our gear together (Putting all our gear into a truck) after we just raided a few towns. We had just put all our gear into the truck and were talking about how to divide it and how we should use it and etc when all the sudden we hear the "horde" sound coming from behind us. The zombies do this dive bomb bu$$@hit off of the ramp behind us and within seconds we were covered in a group of zombies and dead a few seconds later.... ...It was like they waited for us to be completly vulnerable before they attacked. Zombie dogs. No ammo. With ACE's stamina system. BS. EDIT: Fixed. Used some wrong words. I must be sleepy ZzzZzzzZZz College work is fun....
  11. Minizzzile

    [WIP] CO "Degeneration" Zombie Survival

    I know I know! The mission it self is done! The last 1% is for Charon and his newest version of the Undead Mod. His newest version of the mod fixes a very important issue with my mission. Rendering others to be unable to host the mission for long periods of time. (The game would be done in 4 hours >_<) This mission is supposed to be played over days with your friends. Constantly struggling for survival and cursing at your screen when you get randomly infected! Ha! But, since The Undead Mod is coming along at its own pace (And rightly so I suppose) I can host the mission since I have Charons latest build of the mod. All you need is fully updated ACE and you should be good to go. I added a nice little twist to the spawning module as well that I bet everyone will enjoy (Or be in terror of???) once we get to play.
  12. Minizzzile

    The Undead Mod

    @Charon Charon, do you know if the zombies that are spawned from the infected towns get removed from their respective groups once they die? I noticed a few dead zombie bodies were not dissapearing like they do when groups get removed. Not a big deal I suppose but really cuts down on my missions play time once the group limit is reach. If they are not removed from groups - Is there a way to disable towns from spawning zombies and not just reporting that they are infected? Thank you for your time (Yet again) ~Mini @MAJORdorMo You could ask permission to de-PBO the addons. I'm sure they are all defined in there somewhere :) ~Mini @bezzzy If you use that script and use vehicle addEventHandler ["HandleDamage", {false}]; on whoever you don't want to die. Not sure if thats how this addons handles the damage or not... Try it and report back? ~Mini @Zeddy I'm not too sure (because I have never done this) but can't you put a white/black filter over the screen for the duration that the words appear? At the very least the words would blend in with the background. Giving you the same effect. ~Mini
  13. 113th Black Knights Relaxed Gaming Dynamic Campaign players need! Full Picture Hello all, the 113th Black Knights RG are a relaxed group of people who play ArmA2 without the BS. We are currently trying out a dynamic campaign sorta deal (Just started frankly) and we would love to have some new players come join our squad! We usually have around 5 players per game but would love to see that number increase! If you are interested in joining (or just interested in what a dynamic campign is) come give us a look over at 113thblackknights.webs.com and sign up on the forums!! You do NOT have to join our "group" if you just want to come have a fun game. We welcome everyone! All you need is ACE 2! We do some CooP mixed in with some friendly PvP. Vent info will be given upon application request. See you on the battlefield!
  14. Hello all and thanks for help in advanced. I was trying to make a mission where the players are attached to a UH1Y (Or any other heli) and are able to fire out with their guns. I tried creating one but couldn't get a few important steps down. I also found a few scripts on ArmAholic and such but none seemed to work correctly. They would disable any keyboard input or wouldn't let you get back out of the helicopter. If anyone knows of any good scripts I could use or change to work with any helicopter, it would be muchly appreciated :D
  15. Thanks, but the link dosen't seem to want to work. I think I was able to find the files though.
  16. Huh wow, was he actually walking around in the vehicle without falling through? HAX! Haha yes yes, that is effect I want for the UH-1Y (Or Blackhawk) with the players being able to fire out. This script (http://www.armaholic.com/page.php?id=5894) allows you to do that but locks up the players keyboard after use...
  17. I tried this one, It seemed to disable the player from using the keyboard once you hopped back out of the helicopter. Which forces you to ALT + F4 out of the game. Can anyone else confirm this? Might just be an ACE related problem? Seems like a big issue with the script for it to go by "unnoticed" Thank you for the help
  18. Sorry, that's what I have been doing. Under the "Arma 2/Userconfig/ACE folder" I have this as my Userconfig folder and still ear-plugs and etc don't work. This is a really strange problem for me. Those items have always worked for me and now they just kinda randomly broke... I have tried reinstalling ACE, running without a single mod except ACE, and tried changing my account name. Still a no-go. Does anyone else have any clue as to why this is happening? Thank you again. EDIT: It might be worthy to note that anything else I do within that folder will take effect. (e.g. If I re-enable the crosshair it will work in game) And, this is my launch line (If that matters?) -mod=@CBA;@ACE;@ACEX;@ACEX_SM;@ACEX_PLA
  19. Which file do I need to edit? I have always used this one before to make it work... Thank you.
  20. Negative. Thanks for helping but I completely reinstalled ACE and set up my config again and I still can't use any earplugs or any ACE related items. Here is my Userconfig file.... And yes, I double checked the name to make sure it is my in-game name.
  21. I have two problems that I can't seem to fix. Problem 1: Is there a place where the changes to the AI have been documented? (More in depth then the WIKI provides?) I was playing a few missions and noticed that the AI seem to be almost back to Vanilla ArmA 2 shooting styles. As in, the AI would be able to spot me through a forest and engage me with M16's and AK's from 200M-300M away while still having pinpoint accuracy. Making any kind of assault very difficult. I have tried turning the AI skills all the way down, I made sure all of ACE was running and I am up-to-date. Still, the AI (Who are not in groups) are able to pull off headshots 90% of the time from 200M -300M every time. This dosen't sound like ACE to me... Problem 2 For some reason after the most recent update I can no longer use earplugs (Or use any ACE specific actions) anymore. I double checked the userconfig folder and everything was okay. I can see all of ACEs' gear and units but any action menu (Right mindows button or Right Application key) no longer work for me. Also, it might be note-worthy, but I keep getting a strange ERROR. It deals with No Entry Found "bin\config.bin/CFGVehicles/AH1W.scope" Even in new missions I try to create it does this error. Also, this might be related to Problem 1? I don't have any other addons running except for ACE2. And I am currently reinstalling ACE 2 to see if it fixes the issue...reinstalling it for the 3rd time this week -_- Thanks for any help in advance!
  22. Okay, my friends and I keep on getting this annoying bug every 2nd or 3rd update on ACE. We will all fully update ACE and then as we go to play, it will bring up that VERSION MISMATCH ERROR even though we are all on the same version and the Six Update - GUI says that we are all on the same version... I never had this problem when using the "Six Updater - Console" is there a way I can get that back?
  23. Minizzzile

    [WIP] CO "Degeneration" Zombie Survival

    Sure thing, the mission (A older one I believe, but still playable) is posted above in a link. Have fun ;)
  24. Minizzzile

    [WIP] CO "Degeneration" Zombie Survival

    Any time that I am on steam, just send me a message through steam and we can hop on right then and there.
  25. Minizzzile

    The Undead Mod

    Alright! Got ACE fully updated and the zombie missions seem to run great. Check here for getting a game in.
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