charon productions
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The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wiggum, i understand the necessity of this for mission makers to have, so will include a class list. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Chammy, V0.9 update is pretty close to being finished. Last problems are with dedicated server games not enabling players to use the antidote. Once that is fixed, i would say this is ready to be released. It will also come with a nice big zombie mission. @ Crimson_Raptor: Had you taken the time to play ALL included demo missions before posting you would have noticed that there IS slow zombies. That´s the reason for it to come with 2 modules. The fact has been discussed in this thread multiple times, nearly every youtube video related to this mod SHOWS slow zombies. It would have been advisable to actually familiarize yourself with this mod better, before suggesting slow zombies that are ALREADY included. -
I am currently working on an artillery addon that adds the option to fire DPICM and ECM rounds to the ingame artillery. The ballistics are kept and at a certain deployment altitude above the target the submunition grenades are dispersed and fly to the ground (and not just setpos-ing them right next the target) at whatever angle the delivering projectile had with a little dispersion. Maybe someone has additional ideas what to include. <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=IUcGIBdB9EI&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=IUcGIBdB9EI&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> And here with tracers to visualize the submunition trajectories: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=GWA6M48QfhU&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=GWA6M48QfhU&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> The MLRS uses M26 tactical rocket with M77 submunition. Each M26 contains 144 M77 shells (644 in reality). The BM-21 uses 9M27K projectiles (actually for BM-27, but to keep ingame balance) The M119 uses M916 projectiles and M80 submunition grenades. I have found no online info on the names of DPICM projectiles for the D-30. Anyone familiar with their names? Cheers
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The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you don´t like it, don´t play it then. Concerning your statement on "limited speed" zombies, you might not have realized that this mod comes with two modules where the zombie module is realizing slow "Romero" type zombies. If that is still too fast for you, then i dont know what you are after. Then you would be better off with a shooting range with zed targets or something. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
As i have stated 2 posts earlier, the typenames of those units can be found in the array CHN_UNDEAD_INFTYPES. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can find the classes in the config file. They are also stored in the global variable CHN_UNDEAD_INFTYPES which is declared in the script UNDEAD_MODULE_INIT.sqf -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
For that purpose there is a zombie spawn module, a explanatory demo mission and a documentation included. ---------- Post added at 08:16 PM ---------- Previous post was at 08:11 PM ---------- Here you go: and So its: For everything else i cannot guarantee functionality. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you have a high end machine that can take additional script load then it is possible. Name all barricades individually, put their names in an array, cycle through the array with foreach scopes, one for the name array, one for all zeds. Then check for proximity for each barricade with each zed, hang a variable to the zed that registers its proximity start time for that particular barricade and next check if enough time has passed since that starttime to destroy the barricade. However each cycle could easily take up to a minute depending on your machine and the number of zeds and barricades. Hope that helps. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
its game mechanics man, or should i say Arma2-mechanics :icon_rolleyes: What you are having in mind is impossible with this physics engine. And the safezones were made to make absolutely sure nothing gets in. Still lag sometimes cant prevent an undead clipping through, everything only engine-caused script-lag-related -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you desire to take away the safezonetrigger thereby allowing the zeds to rush in after a time you set for their attack to be successful, then just execute the command in a script : NAMEOFTRIGGER setpos [0,0] -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In that case just delete or setpos the triggers to [0,0] then the zeds will rush it. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Basically there is one all-encompassing answer to all your suggestions. If i were to write a zombie game from the scratch, it would be possible to implement all that because i can (more or less) freely assign CPU resources to the AI computations. In Arma2 this is not possible. The engine limits those resources to a meager minimum to be used by scripts. Already lag is the biggest problem of the mod. By introducing additional calculations like that, the lag would rise enormously so that they would never be able to keep up with any target. About your barricade situations, please refer to the demo missions there is examples of working safe-zone triggers to disable zeds from entering those. The global variable you are referring to is called CHN_UNDEAD_NOMARKS. The infection time has nothing to do with the time between the hit and it being registered, that is solely the lag in the last version. Since the new system is projectile-based and uses function calls rather than spawned scripts the execution limit is minimized. Now the only focus is to get the zed as fast as possible to fire his Undead strike against a human target. The rest goes fairly quickly due to the Arma2 projectile system being hard-coded. Split the attacking zeds into more groups. Different groups can have different targets. position them at different approach angles then there is a chance that they have differing closest targets. A script-solution to do that is too computation-intensive, maybe in Arm3 on a 6 Ghz CPU, this could all work better. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is actually what i mean with reduced lag. The reason why they seem to circle you, is that once cycle for their target update loop took about 8-10 seconds before the fix. which had them chase an "8 second old" target. This is not my fault, it is BI script execution time limit that causes the lag. I have now just made the scripts more efficient just checking units that are relevant, thereby reducing the number of units that have to be cycled through. I can not verify the functionality of CHN_UNDEAD_NOZEDRADIO since i have V0.9 installed, but i must admit that this function got omitted during the restructuring of the script framework. I guess it is important for you, so i will look into re-adding it. You cant lower the volume of the zombies' calls, they are set in the config and there is no script commands available to change their volume. ---------- Post added at 12:15 AM ---------- Previous post was at 12:05 AM ---------- Make sure to use the correct syntax for createunit then this should work properly. The group that you probably created prior to the createunit commands needs to be a resistance group. Inside of the spawn module the following syntax is being used : -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please analyze the demo missions to comprehend the functionality of this mod and then use them as a reference for your own missions. Also make sure you have the LATEST version of the mod. The behaviour of the zombies you describe points to a faulty installation or a wrong version/heterogen addon parts. ---------- Post added at 04:09 PM ---------- Previous post was at 04:07 PM ---------- I would put it like this: Now missions exhibit tougher zombies and situations where you could run through a mob of them unharmed for 3 minutes don´t occur anymore. The point of the optimization was actually to counter the existing lag in medium sized missions. If your machine is fast enough you can additionally attempt bigger missions. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
About the config, you might wanna have a look at the latest config, as there has passed some time since i posted those guidelines. There will be no building behaviour changes, i wont touch V0.9 anymore, because i wanna get it out as it is, as soon as i make sure that its relatively debugged. Maybe for a future version. ---------- Post added at 01:09 PM ---------- Previous post was at 01:08 PM ---------- Please refer to the demo missions to understand how to use the components to create your own missions. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Refuse? OA? It works in OA. I have posted guidelines on how to adhere to the zombie config requirements for new custom models. It is impossible to have a female zombie (slow walking) because the zombie animations have been made for the male skeleton. Nearly impossible to adapt that to the female skeleton. And it would be an unbelievable amount of work. Only Teacup could probably do it. There is no custom models in the Undead mod at all. All you have to do is re-texture and follow the guidelines. ---------- Post added at 02:41 PM ---------- Previous post was at 02:37 PM ---------- It DOES work in MP already with a few issues with the currently released version. In the upcoming V0.9 these issues are all fixed. The Lag is majorly reduced. That means the "Inject Antidote" action works 100% and players are not infected anymore on respawn. Genesis92x helped me in countless MP sessions to track down the cause for these bugs. Unfortunately the folks that wanted to do the dedicated server tests have not found the time yet to test and let me know if it works for dedicated servers or not. ---------- Post added at 02:44 PM ---------- Previous post was at 02:41 PM ---------- It is possible, all that is needed is a skilled mission maker to simply create such a mission environment ... I think i will also release a version of my huge zombie mission with the next release. I am currently working hard to make the mission itself (which was single player mission) with the whole task and communication system work in MP as a COOP mission. -
Rocket Memory Point in config
charon productions replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Okay here is what i found out. After a long struggle i managed to get rockets to appear at the rocketlaunchers. It seems (needs to be verified by others) to be an Arma2 bug. Sorry if this is long known. I could not find it during intense (!) forum searches. I added the weapon FFARLauncher_14 to the chopper. It inherits : So what would you think is the simulation for that weapon? Rockets ! Right. BUT ... You can change whatever you want in the MemoryLOD or in the config under : It does NOT have any effect. If however you change : Then it DOES have an effect. To illustrate that here a Test addon: http://www.sendspace.com/file/ryajnq Hope it saves some folks many hours of :confused::confused::confused: -
Rocket Memory Point in config
charon productions posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I try to correctly get the rocket projectiles to spawn to the left and right of a helicopter model using the config entries: The points DO exist in the Memory LOD of the model, but the rockets spawn in the center of the helicopter. Is there any other factors to take into consideration (like proxies, selections in other LODs) to make them appear in the desired position? Any help would be appreciated. Charon -
Can't change sound volume?
charon productions replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If you use the dB syntax, the sound will be played inbetween the loudest and most silent sound config values of other sounds. So you basically will never know how loud your sound will really be. Maybe try using coherent absolute values as in the BIS sound config. 50 for example But i guess if you really want a blasting kill-all-else sound then db+180 might be better. Hope that helps -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
1. The spawn module itself does not provide such a function. In V0.9 there will be a clean-up function that cleans dead zed bodies every minute. If you want to do it yourself, you have to write a standard clean script solution (KILLED EH or similar). 2. There is no implementation of non-infection, it would defy the principles of zombie outbreaks. -
Yomies 2, porting the infamous Yomies to ArmA2
charon productions replied to 5133p39's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The Bounding Box of vehicles is usually more extended than on character models and is taken into consideration for collision computation. The engine tries to prevent friendly run-overs that way. There is no (simple) way around it (which doesnt mean that it is not possible, but you would have to fully take over control of everything to do that) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@sxp2high: Thanks, i will PM you. A little teaser for V0.9: uuzxDeM00p0 -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Update: In a painstaking effort the functionality of the antidote action as well as the respawn have been made sure for hosted games. It took a while because the interchange of variables between various undead scripts is hard to keep track of. Genesis92x helped a great deal achieving this. Now only a test run for dedicated server situations is needed. I wanna ask all the kind folks that offered some dedicated server testing again if they would like to test V0.9 for dedicated server functionality. Please PM me. -
Another problem that i have is that i cannot reposition the right arm selections. The left arm works fine, but the right arm always stays in the position where it originally was. As you can see in the pic, not only the hand bone can be moved but also the -Leftarm selection Is there any way to do that with the right arm too? EDIT: Trying to edit the actual "RifleBaseStandActions" animation to see if that moves the right arm accordingly. Hope there is another way though ... Canceling the "Select Animation center (selection)" pop-up window upon export is correct i guess? Uploaded with ImageShack.us EDIT2: That did it : Uploaded with ImageShack.us
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Thanks man, that did the job. Will need some fixing for the hands now.