charon productions
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The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes. In the last 2-3 weeks approximately hundred bugs and issues have been fixed due to the great feedback from the alpha test process. While actually doing what most people will use this for, which is to make missions, issues keep coming up where certain functionalities that worked perfectly fine in one mission would not work so well in another. Moreover new feature ideas still find their way into the mod, making certain mission scenarious easier to tackle with the new feature. Multiplayer compatibility is a heavy, but time-consuming focus and it does work well so far, including infection spread, antidote and so forth. Demo missions for SP and MP are coming along nicely and are perfectly demonstrating the mod's capabilities. Documentation for the new (and old) features is also being prepared, because the system is rather complex and could be hard to get into without some explanation. So that's the news. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well face change is not really gonna cut it. A zombie is usually all messed up in blood, that means including the textures and it is impossible to anticipate what units a mission maker will possibly use for his mission. However i understand your point. I might make a little check to see if there exists a re-textured zombie model for a zombifying unit and if not a different face-only will be applied. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Alpha test is ongoing and going well. Many issues are getting fixed. Complexity of the mod is very high and debugging such a structure is normally done in big teams, so of course it takes time. No point in releasing a mod with broken functionalities, but that is something that doesn't seem plausible in impatient kiddies' minds. Most work had to be done concerning overcoming Arma2 engine insufficiencies and things that don't seem to actually work as intended on the micro-AI level (engine-internally). -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There is no object-reference variable anymore, because the human object is destroyed in the process of replacing it with an undead object. The undead that replaces the human is a different object. If you are familiar with string manipulation you can extract the object-type of the original human object out of the type of the undead. The typenames of the undead follow a strict naming convention, it is something like "UNDEAD_Priest". So just remove the "UNDEAD_" part and you got the original object type. Easy. -
Many people still know TroopMon1 from the Arma1 times. Initially i just wanted to make it compatible with Arma2, but i decided to enhance its functionality and optimize the code. It now contains tons of new helpful functions to effectively debug missions. Hope it helps you guys design your missions. <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=DwBdUDqYo-8&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=DwBdUDqYo-8&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> For those who don`t know TroopMon yet: DOWNLOAD PAGES: TroopMon2 V0.9 Download (Armaholic) TroopMon2 V0.9 Download (SWDepot) UPDATE V0.91 : TroopMon2 V0.91 Download (assaultmissionstudio) http://www.sendspace.com/file/iwkrdb
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The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Their sheer numbers are their advantage, there will be thousands of undead against the humans ;) Pathfinding is an Arma-engine proprietary thing and is generally kind of slow and it is buggy especially for agents. A major part of the new undead mod is about dealing with insufficiencies of that pathfinding and stuck units, but i can't say that the result is sharp hehe. But it's the best that i have been able to squeeze out of it. It's quite a hack actually ... But don't be worried about the undead, only male civilians can use weapons anyway. In my tests, the infection spreads fast even though the civilians flee. For the zombies, this is how it is planned. With the infected, there is no time to migrate after infection, because just as in 28 days later, a human will "turn" within 10 seconds, which makes the whole thing enormously dynamic ;) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well they got the guns, don't they? But maybe for soldiers that are out of ammo. Actually for that case, it's a cool idea. Looks silly if a soldier out of ammo let's himself be killed rather than running for his life hehe. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The new version contains "smart" civilians to be enabled with a module, that will make them run away from undead upon witnessing them killing another civilian nearby. If they are male, they will then either pick up a dropped weapon from a human corpse or try to enter the nearest free vehicle to use to drive off to another town (without exiting it of course). If no free vehicle is available they will run around in panic hehe. -
Texture for RscShortcutButton ?
charon productions posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
In this article : http://resources.bisimulations.com/wiki/Dialog_Control There is a comment for the shortcut button describing it as textured button: I have not successfully managed to actually use a texture for this UI element. I tried all of those : animTextureNormal animTextureDisabled animTextureOver animTextureFocused animTexturePressed animTextureDefault Anyone else had better luck and knows how to use pictures/textures for the shortcut button type? I am aware of the Activetext option, just wondering about the shortcut button type. Found the solution : style = 48; is what makes it work -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hehe, just used Bohemia terminology there. And? Is Arma3 alpha out yet after gamescom? ;) Currently the debugging of the new migration system is posing some problems, so development "resources" had to be dedicated to write a better tool to understand which undead is not doing what he is supposed to do (-> TroopMon3). This will be a great tool to debug any kind of undead mission as well in the future. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What looks odd is if zeds don't attack a gunner that is freely exposed on a vehicle such as Hummer MG. Only solution i see now is to make an array of vehicles that have the gunner really "exposed" or not reachable, i always prefer "generic" solutions though, but it seems impossible to find that out via script for any kind of imaginable addon/mod vehicle. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The spawn module(s) will work with zombies too, it's easy to implement. Migration will be included. Many folks didn't actually like the migration part, so there is different modules with and without migration for the folks that just enjoy mowing down a bunch of zeds without them moving across the map. Engagement of vehicles is difficult cuz of the arma engine actually, internal identification of what kind of vehicle the target is as in if it is trailer or a closed vehicle. Chance against tanks? Not sure about that, heavy vehicles should finish zeds easily, otherwise it would look a bit odd. -
TroopMon2
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@SP33Dkt: I think i'll fix some bugs for the next 3-4 weeks and then i should be able to come out with a version. You would simply have to call the script: [1] execVM "\CHN_TroopMon2\scripts2\MonInit.sqf" @Snakeman: Hey Snakeman, will let you know once i got a version ready for testing. -
TroopMon2
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In TroopMon3 i will add 2 versions, one that has the interrupt launch option and one without it that can be launched by either just execVMing the initial script or doing it via action menu, even though that is something that the mission maker can easily assign to his action menu himself. Overall the performance is greatly improved in the new version, much lighter on the engine and i am very happy with the improvements. Many more things can be "monitored" than in version2. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well they consider west,east an enemy and the micro AI looks rather for evasive waypoints than to lead them right to your feet, that's why i actually put them to friendly ;) But negative rating will fix it, i'll whoop 'em to civ side too. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just execute this about 5 seconds after mission start whenever you want res to engage west,east : resistance setFriend [west , 0]; resistance setFriend [east , 0]; The zeds might behave strangely after you do that though. -
canFire Array?
charon productions replied to _qor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
FireCheckArray = [tank1,tank2, ... ,tankN]; and in your trigger condition: {!(canfire _x)} count FireCheckArray == count FireCheckArray or more elegant just one trigger condition : {(!(canfire _x)) and (_x isKindOf "TANK")} count thisList == {_x isKindOf "TANK"} count thisList where thisList is the array that the trigger handles the detected objects internally. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you mean that your independent soldiers don't attack blufor and opfor, then i don't think the issue is connected to the undead mod. Try making yourself leader of that independent group and try ordering to open fire on blufor and see if they do it. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Unfortunately, you can't have resistance soldiers fight against undead, because the undead are technically of the resistance side. I am looking into getting back to the "good old" negative rating variant to prevent exactly such issues like you are experiencing. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, the Arma2 engine micro AI is buggy, the AI can not fully disabled and i know that through many tests where it still reacts in a way that it shouldn't. Well that zombie standing around thing is a hang up in the unit's micro AI code, some infinite loop problem, that the developers are either not aware of or can't track down (or don't really care about having hundreds of other things to fix first). Civilians do flee from undead now and react like you would expect from someone seeing his neighbour chopped up :D Even in V0.84 zombies disregard ALICE house vehicles, which was a problem in earlier version of them standing in front of the door not able toreach the target, so them standing around is the microAI thing. You might like what's coming then ;) @Araxiel: Hmm i don't recall how far i had this in the last released version. It was supposed to spawn undead. This functionality will be provided with the new "Apocalypse"-Module. All locations (including user defined locations) will be marked infected and only those in the exceptionlist won't. It's counterpart is the "Civilian Population"-Module which handles civilians in all locations, sort of like ALICE but more Undead-related. The problem in getting this to coexist next to ACE is the friendlyfire EH that i had to add for the single player environment, because in a normal battlefield scenario the enemies are usually at a distance, but i just got killed countless times by my own AI team when the undead came to close, since AI is not convincingly friendly-fire aware hehe. I 'll try to look into ACE compatibility concerning that because i respect it's popularity/functionality. Something like branching into the ACE damaged eventhandler script if ACE is loaded could be a solution, if their system works only limited to the eventhandler script, gotta look into that. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Ice Port Lingor to Arma3 and i'll port the predators ;) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, an Arma3 version of the predator mod is tempting me, let's see whenever that alpha is really actually gonna be released;) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The group system was abandoned exactly because of the limitations. There is no limits now (only your CPU->FPS ofc) If you want high scale infection, how does hunting ~2000 zombies on Chernarus sound? :cool: To clean Chernogorsk you would have to kill 600 infected. The whole island is infected within an hour. So if you like that phase of the outbreak, you will be pleased. That is the whole goal of the new system. Infected are only a threat by their numbers. Could be done, civilians can pick up any weapons from corpses. Policemen do get issued pistols as a default too. The wounded texture thing didn't work when i tried it 5 years ago, sure it still doesn't work. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well Undead mod and CZM zombie mod for Arma1 before that are out there for ages, so what can i say? :rolleyes: For V0.9 i already had delegated more and more work to "Undead_InRangeMale.fsm" at that time, so by now it is almost entirely done on state machine level. All effort has been put into increasing performance through code optimization, so the AI had to be hijacked (even though that is still not 100% possible, in contrast to popular opinion, but the results of tests show something different) and the group system abandoned. There are also many new features and i got a multiplayer test environment now, so at least the basic functionality works also for MP now (if anyone cares hehe). -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would be too much work to texture all of these now I am familiar with classic animation, so at a later point i am considering to add some alternate animations. The priority is to create a killer mod, the details can be tackled later.