charon productions
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Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I have written an unstick-script, that checks once per minute if an undead got stuck in a house and if so teleports it to the edge of the house bounding box. That way, custom islands with custom house addons can be infected as well without some undead stuck in houses: Only remaining problems is the AI pathfinding in the mountainous regions, but visitor and island making is very prone to be buggy unfortunately. So it is nearly impossible to avoid that entirely. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Some vids on youtube describe these rounds as RAP. The rounds will only be visible just like in the video if the arty is also firing at low angle. I will try to offer the option to fire at low angle for the mission maker. However it must be made sure that there is no chernarussian mountains in the trajectory ;) So probably more feasible on desert maps. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The primary goal is to get it to run in single player. Then only it is feasible to be converted to MP. The entire script set-up would have to be rewritten for the clients and it might not take a degree in computer science, but it takes time and nerves. I said earlier, that there is no reason that the mod should not work on any island. Unfortunately i have to remark (kind of like a microsoft swing), that this is only true, if the island is modelled perfectly (like Chernarus). Custom islands that were tested resulted in undead not being able to run through steep mountainous regions when the terrain tangent is too high and also the use of custom buildings results in the undead being stuck inside the building (which can be due to bad pathway LODs or Geo LODs). So as long as the island is perfect and the houses are perfect, it works as intended ;) Nothing i can do about these issues from within the mod. I don`t run into substantial errors anymore in my tests and the alpha testers are too busy in RL to report anything in the moment. So a release of a working version within a week seems likely. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This is as it is: Any civilian can pick up weapons from dead soldiers or be given a weapon by the mission maker. I won`t be making any custom infantry models for this, so the in-game doc must go through as a scientist and he has blood all over his coat. Thanks for the offers, but as i had said earlier, it`s a waste of time to do any MP testing without having multiple machines in a domestic network. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Have you read through the whole thread at all? As long as core features are likely to being redone/rewritten completely, this is still in alpha phase. I have probably rewritten the entire movement routines 5 or 6 times. Most recent tests indicate that the collision handling can`t be much more improved, as even the vanilla arma collision handling is very inaccurate. So the beta stage is close and when everything seems to work, it is release-ready -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The mod will never be 100% finished. A version will be released that gives enough functionality to enable engaging infecteds, have reliable safezones, a working antidote system once the alpha phase is finished which is dependent on the alpha testers reporting their issues. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If there is such a thing like IR tracers in the game, then of course it is possible. Haven`t actually stumbled upon them yet. The kord model can`t be accessed in oxygen due to ODOL/MLOD issue, i will just straighten the top of the barrel a bit to make it look like NSV. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It would be possible, but it would be visible all the time and not only in NVS. In-game NVS can`t really simulate what the real thing does. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If i find the time to model an NSV and T-80 wheels i will do it, it takes all enormous amounts of time. Most of all the detail texture maps -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah maybe around Christmas ;) The M224: -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
1. I have made 120+ textures for this already. What you suggest would necessitate to Hex-edit all car models and make a blood texture for it, to then be able to replace that car. It is just too much work. There is only a blood smeared white LADA and a city bus. 2. No-one can get killed within a car. The cars also are prevented from blowing up when damaged too much, because it would never happen when a car is just demolished. Unfortunately there is no way to prevent AI to exit a vehicle when it is too damaged. So AI drivers will get out of the car and torn to pieces by the mob. In the statistically unlikely case that an AI becomes an infected unit inside a vehicle. It will exit the vehicle. No point in staging a fight with the other crew, when no-one can really defend themselves inside. We are talking engine limitations here. 3. Not possible, except the custom addon maker creates the infected model himself and strictly adheres to the naming conventions. He would have to config the unit, so it is named for example UNDEAD_SwatOfficer. I had made such updates (SWAT,woodland etc.) for CZM, but i have no time to do it again. If such a unit does not exist in cfgVehicles, there will be no infected unit spawned. So no point using custom units with this, unless the effort is made to also create custom infected units. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sure, been modelling a 2S19 to add some 152mm firepower : After it is done, i consider a beta release. Also i have made a M224 60mm mortar, there is no russian 60mm mortars, so it will be only for BLUFOR. The M224 fully works as an artillery battery and can be transported by one man (M8 Baseplate). This is also a soundmod by itself, as it has many custom sounds. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Releases like this are always public betas by their sheer nature, Arma2 itself is a public beta. There might be an update after release to fix potential major bugs if they should occur, but it is being tried to fix them at the current stage. There is no need for additional weapons. The engine is not made for chainsaws or stuff like that, impossible to implement. There will be a few blood-smeared cars to add to the impression that a town has been attacked by infected/zombies. I have very limited time, so i can`t model a lab complex or malls which could be useful. -
VFTCAS - Terrain Collision Avoidance System
charon productions replied to VictorFarbau's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Now that was long awaited. Always wondered why BI never cared for this. Excellent job! I have worked on something similar trying to calculate an optimal path using the terrain as cover against enemy AA, but the pathfinding algorithm just takes too long to calculate stuff in non-hard-coded scripting language. So your approach is much more simplified and faster. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Good find, however it won`t solve anything related to this judging from the description. The zombies have got a quite well working work-around that is being used to enforce collision handling with an entirely disabled AI. BIS new function would really have to be a 100% disabled AI with still working collision detection, which makes no sense in a military game, so unlikely they have even considered it. -
Removing Mountains in the background.
charon productions replied to grub's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That mod you saw would have been simply a custom island addon. There is no possible way to hide terrain, only objects and vehicles. Of course lowering the view distance would do that too, if the mountains are far away enough -
New Sound Mod in the making, slowly but surely
charon productions replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The arma2 sound engine is missing an effective volume parameter. The config values addressing the loudness are highly dependent on other parameters like distance. That leaves the only option to crank the volume in the soundfile itself by excessive compression or by reducing the volume of all other sounds relatively. But Chammy knows what he is doing and will come up with a killer sound mod with this one. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@irongrip: It is of course somehow possible and there won`t be no lag except you put 300 zombies on the map, but to make such a complex scripting structure work in MP, it would need a special MP scripting modification which is no piece of cake. Due to lack of an arma2-capable network of machines at home, it is sheerly impossible for me to achieve that, because i am not going to waste my time to make changes that i have to wait half an hour for to be able to test on an internet test server. And there will probably be hundreds of test-runs to get this to work. I have not been able to run 2 instances of Arma2 (which worked in Arma1) on one machine, which could enable an okay test environment. If anyone knows a way how to do exactly that in Arma2, then of course i can write an MP-compatible version. @andersson: This mod is designed in hundreds of hours to be cutting edge, going beyond previous zombie mods. There will be MP, if i find a way to efficiently test it. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
2 Things: 1) There is not going to be any players to tell anything to. http://forums.bistudio.com/showpost.php?p=1488923&postcount=302 2) Can you imagine the whining if a zombie always outruns the player? Remember people are subconsciously looking for inferior opponents when they fight zombies. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
There is simply not going to be a multiplayer mode. It is purely single player. If anyone believes that this will run without lag with 20+ players against 500 zombies then he is mistaken. A coop of maybe 4-6 players against a cleverly mission maker scripted number of zombies of around 100-140 at a time might run okay. Besides, i have an insufficient testing environment at home to reasonably test any multiplayer scripts. This won`t just work as it is in MP. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The exact time can be overriden by the mission maker via global variable CHN_INFCOUNTER= XXX seconds. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Erm, this has been long implemented already in CZM or other mods and will be a feature of the Undead Mod as well. 7 Minutes to inject the antidote after the infection or the human will become a zombie. He will then use his weapon to kill his former teammates *Kidding* :D The single player controlled character will simply die, no multiplayer implementation. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well fantasy took off with me. With that bad of collision handling as Arma2 is doing, you can forget about any combat inside of buildings. About that building pack, it was for Arma1. I like modern urban warfare kind of scenarios and since there was nothing like that, i had to make it myself. It was only like 70 % finished and is lots of work to complete it, maybe one day i`ll do it. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
She is exceptionally cool ;) I was more talking about weapons dropped by soldiers while slaughtered by zombies, not that an M249 would be so easily accessible to grannies ) -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
"City of the walking dead" is one of the more trashier italian zombie movies, where the zombies seem to behave no different than soldiers lol Imagine a terrified old woman? Unlikely to get her to pick up an M249 :D They would if you set :