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charon productions

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Everything posted by charon productions

  1. charon productions

    Celle

    The river is really great!
  2. charon productions

    The Undead Mod

    I am afraid that you are suffering from an interference with other mods that you have installed, because you are the only person out of many hundred who runs into that error. Try it with a vanilla version of Arma2 is my only advice.
  3. charon productions

    Celle

    Nice one! I waited for something like this with totally FLAT TERRAIN. Looking forward to it!
  4. charon productions

    The Undead Mod

    It will be fast zeds, because that is the new thing about the mod compared to CZM and poses more of a challenge IMHO It`s not a campaign per se, but one huge mission with many tasks, multiple adversaries and allies that it almost is as complex to play as a campaign. 85 Locations to clean from the infection and the safezone base constantly under attack from zeds. Ammo will run out frequently, personel also. So the player needs to make wise choices when to tackle the tasks and when better to wait for reinforcements.
  5. charon productions

    The Undead Mod

    The undead mod uses the same zombie animations that have been used for CZM, so there is no sideways animation considered. For the sake of people liking those animations so much (and them being the only thing available thanks to the insane appreciable effort by Teacup to write a MEL script for Maya to be able to convert those to .RTMs) i have included them. Maybe i said it like 6 times, but i`ll say it again. If BI would release any official tool to efficiently convert mocap-animations and use them for the male and female skeleton, there would be a possibility to have zeds walk really like in the movies. I`ll have a look at the config, maybe it is possible to just use the same animation for FL and FR than for F.
  6. charon productions

    The Undead Mod

    Okay okay. So it will be clean up all bodies by default. And then optional to be toggled by global variable a partial cleanup that kicks in after a certain number of bodies is on the ground and that number again definable by global variable. That should suit everybody ;)
  7. charon productions

    The Undead Mod

    I have written a custom base logistics script that checks the ammo reserves and orders resupplies automatically. That is not for the undead addon though, but for a mission i am making. Concerning the clean up script, i will write one. Your have a good point.
  8. charon productions

    The Undead Mod

    During testing a defensive situation with a safezone base and many waves of undead trying to get near that base, i realized that a couple of hundred dead bodies (hmm, i mean REALLY dead UNDEAD :D ) could cause some FPS issues. The remarkable thing is that i have not noticed an FPS drop. But in theory, for the engine to draw hundreds of models, should cause a performance drop. So i consider adding a clean-up script that deletes the bodies after lying there for 1 or 2 minutes. The 1 million dollar question is just, will those scripts cause more performance issues than the actual dead models ?!?! I guess i have to try out ) Limiting ammo for that base i also a big hazzle, because since OFP there is no way to tell (by command at least) how many magazines are in an ammo crate. There is expensive workarounds though.
  9. charon productions

    The Undead Mod

    I made a couple of fixes concerning multiplayer respawn issues where the respawned player would still be infected due to variable space left-overs. Does anyone here know if Arma2 has a list/array of all currently joined players or does such a list need to be obtained with a script by cycling through all units and checking for isplayer? If such an array is manageable, then also the virtual infection system will be possible to adapt for multiple human player teams on a map. Also the population of towns with zeds is now majorly faster with no delay upon player proximity.
  10. charon productions

    The Undead Mod

    Well imagine standing in a lonely village 25 metres next to a dying infected. You would be able to hear that right? ;) But i `ll have a look at the distance configuration. We all know that Arma2´s sound engine is very lame.
  11. charon productions

    The Undead Mod

    O.c. you can hear them, but you mentioned "over the radio" explicitely. That implies radio chatter/crackling played together with the sound. What you are hearing is the direct sound. I have to tweak the hearing distances of the sound a bit. One of the zillion things that were put in place just to get it to work and need tweaking later on.
  12. charon productions

    The Undead Mod

    I have tested the situation and the civilian test subjects can not be heard over the radio when they die and become infected : Test mission: http://www.sendspace.com/file/fvq4rf You must have them spawned into a Blufor group, that is the only explanation. Check their side with:
  13. charon productions

    The Undead Mod

    Civilians playing back the zombie dying sound? That is impossible actually lol: Then your civilians must be grouped into a west-side group. By the way for the sake of easier downloading of future updates i have completely restructured the addons. Now the config and the control scripts sit in a 500 kB file ;)
  14. charon productions

    The Undead Mod

    I had to implement it in a hurry, because i wanted to include that. Please put in the condition line of the trigger: CHN_UNDEAD_INITIALIZED So the trigger will execute when the module is initialized, thus countering any previously possible overwrites. I will fix that at startup in an update.
  15. charon productions

    The Undead Mod

    Armaholic can impossibly mirror every update, they have their traffic limitations too and i respect and understand that situation. So i will only approach them for big updates only. Hmm, weird. I applied it to all scripts that issue the radio messages for dying soldiers.
  16. charon productions

    The Undead Mod

    It sais "not supported" because i can`t test it in a work-efficient testing environment. As long as the server is being played by one member of the coop team then the virtual infection should work satisfyingly. Dedicated server will probably not support the virtual infection, because it is relative to the player character. If you just wanna shoot a bunch of zeds with your buddies, you won`t notice any problem anyway (And that`s what most people tend to do). I will work with some folks that make MP missions for the Undead mod to tackle the issues they run into.
  17. charon productions

    The Undead Mod

    I might misunderstand you, but if you don`t use the infected module at all, why do you need the variable ?!
  18. charon productions

    The Undead Mod

    What behaviour option? Who mentioned that? The hunting scripts don`t trigger with distances but with knowsabout values higher than zero. When they know about a human, then they will hunt that human.
  19. charon productions

    The Undead Mod

    Well they listed the update in their news, but have not mirrored it. I will address them about them kindly doing so. Please could you test the feature with the disabled radio variable for dying infected soldiers? I have implemented it last, but haven`t found the time to test it enough.
  20. charon productions

    The Undead Mod

    Yes all 3 parts are needed. Part 1 contains the scripts Part2 the new model textures Part3 the demo missions And of course as always the uodated documentation ;) ---------- Post added at 11:35 AM ---------- Previous post was at 11:33 AM ---------- Yeah many people confirm that, but there is still folks that rather stay away from actually trying it out themselves before posting. ---------- Post added at 11:39 AM ---------- Previous post was at 11:35 AM ---------- No there isn`t, will add it in the next update. It works just as in the demo mission. Very unlikely, it was 300+ hours of work to make the already 150+ individual textures for this. I am tired of photoshopping, really really tired. ---------- Post added at 11:41 AM ---------- Previous post was at 11:39 AM ---------- I wonder what that was. Salute to you Hatedread, you keep your fellow forum members from being banned
  21. charon productions

    The Undead Mod

    I don`t understand your question. Please read the documentation "ForMissionmakers.txt" and look into the (extremely simple) Demo Mission "UND_SpawnModuleDemo.Chernarus" and i am sure you will be able to realize spawns easily now.
  22. charon productions

    The Undead Mod

    The Undead V0.84 (31/01/2010): - Fixed a bug where female civilians would attempt to pick up weapons from dead soldiers which resulted in an arma error message because female characters can`t use guns - Static weapons like M2 minitripods on rooftops won`t be assigned as target for the zombies anymore - The antidote injection animation froze the player sometimes Now the player is able to move freely after the injection animation has been played back - AI medics will now heal every unit that they normally heal from damage ALSO from the infection IF they have the antidote in their inventory - Fixed a bug where some infected towns would not spawn undead on player proximity. Now all infected named map locations (Capital/City/villages) spawn undead as intended. _ Undead won`t chase a helicopter over the whole map. They will "forget" about it as a target if it is too far away. They will also forget about human characters entering safezones or climbing higher - Action menu priority for the "inject antidote" has been lowered to be bottom of the list, so the player would not inadvertently fire up that action - Fixed a bug in the control script where a group that has no units added yet would not be able to deliver a position for the group leader thus resulting in an error message. - Added a global variable that would if set to true prevent infected soldiers that are in the process of becoming undead to use the radio CHN_UNDEAD_NOZEDRADIO=true; - For inexperienced mission makers or to make life easier for the experienced a new module has been added. "THE UNDEAD - Spawn Module" It automatically spawns undead in regular intervals and thereby creates waves of undead. - New Global variable CHN_UNDEAD_ZEDLIMIT (100 by default) for the spawn module - New undead model for Schnapsdrosel`s excellent BlackOps merc unit (gasmask) Install his addon and have the gasmask woodland merc come back as an undead. The unit that can be "zombified" is of the type "WDL_Mercenary_Default12" Woodland gasmask mercenary Download links: The Undead Mod V0.84 Part1 The Undead Mod V0.84 Part2 The Undead Mod V0.84 Part3
  23. charon productions

    The Undead Mod

    Yes i think so too. Something like each saved civilian can be turned into a soldier with a little training or help in logistics for faster ressuply. I had the idea to let them be given handguns from the team to defend themselves while they are being saved. Maybe they could be even resettled into a cleared non-infected town, but that would soon lead to the same problem due to which i had to invent the virtual infection system for this. Too many AI on the map. There is 97 infected locations on the map. About 50 towns have survivors. The player team losses are enormous against the infected. Pretty much every 2nd mission the team is only me left :D But i am impatient/unconcentrated on the gameplay during testing.
  24. charon productions

    The Undead Mod

    I have implemented it and it works great now. The action is available but at the bottom of the list . Thanks again for pointing that out. The next update will have many substantial fixes plus a new (surprise) zombie model ;)
  25. charon productions

    The Undead Mod

    That is very helpful. Always a command attribute that one can overlook hehe.I will see if i can implement that reasonably.
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