charon productions
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The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Genesis has the most probable explanation. The undead module is by its nature script intensive. So if additional intensive scripts are being executed it can cripple the performance. Bohemia Interactive should have introduced a script priority system for parts of scripts that are time critical and not this 3ms BS. But it is understandable that they want the graphics to be always smooth and that they care less about heavy user-scripts. -
TroopMon2
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Incorrect?! TroopMon2 was written years ago, at that time there was only Arma2 "sides" given. If OA introduced any new sides, then of course it does not work "correct". TroopMon2 is an Arma2-"only" tool. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well the testers have not reported any errors, so maybe next weekend. ;) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just tested it for both infected and zombies and works as intended, please thoroughly read the documentation and DO look into the spawn module demo mission for reference. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You are referring to what statement by whom or which situation? -
Charon Urban Pack
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
*obsolete* -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Okay, would have been surprising if it wouldnt run in OA. Feel free to create a texture pack for US Army Soldiers Takistan Civilians, the guidelines have been given ;) -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You must be doing something wrong i have tested it just now and it works as intended. http://www.sendspace.com/file/jrs9o7 -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You must name your spawn module and put EXACTLY THAT name into NAMEOFYOURMODULE setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true]; -
Charon Urban Pack
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The Arma2 handling of destroyed building is basically a replacement with a "ruin model", which would necessitate me making such a ruin model for every house. For now it will have to do the way it is unfortunately. For anyone interested, i have tracked down this texture error. In Arma1 you could use the thing class and have several textures on the object. In Arma2 (it seems, but it might be my chain of work : Maya->Oxygen) whenever you use the "Thing" class for your object the textures wont all show up, but the object will be textured with only one texture. I wanted to have the letterbox, newspaperbox to be "Thing" so they can be pushed and fall down whicg would be realistic, but if i dont find a workaround for this texture bug i must make them "House" classes. :( EDIT: To be correct, i want to point out that i could fix it, the config needs to adhere to the thing definition exactly as in the stock Arma2 CA config , so by adding : class LAND_CHN_Parkbench : Thing { icon = "iconStaticObject"; accuracy = 0.005000; destrType = "DestructTree"; cost = 10; picture = "pictureStaticObject"; scope = 2; displayName="Parkbench"; model = "\CHN_UrbanPack\models\CHN_Parkbench.p3d"; simulation = "thing"; animated = 0; vehicleClass = "CHN_URP"; }; i could fix it. (I had animated = 1; before, which is directly the cause for the texture bug) -
Charon Urban Pack
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Okay thanks for the suggestions. Modelling is a tough job, so malls and so on do take time. Does anyone have Arma1 still installed and has access to the signs.pbo? I need one texture to convert it to Arma2. Maybe someone knows how to fix this issue: In Bulddozer the object is correctly textured, but ingame it shows up with only 1 texture all over it ?!?! ---------- Post added at 09:11 PM ---------- Previous post was at 08:42 PM ---------- Some more pics of objects that i found from Arma1 : 5 different US-sidewalks : Parkmeter: -
Charon Urban Pack
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It´s up there. What are anyone´s suggestions for additional urban objects? -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey man, i have a little trouble understanding your exact problem. If you are assigning waypoints to the zombies WHILE the undead module is active, these waypoints will be overwriten by the module´s waypoint assignments. You must set that zombie group to: when using the spawn module if you really wanna assign waypoint yourself. Or assign the variables to the zombies group : This will make sure that they won´t get waypoints assigned by the undead module. Hope that helps. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
"Cutting" path planning would necessitate more math --> more lag So as it is they do just head to whereever the nearest human is. Script lag is the biggest spoiler in this, i have tried everything to reduce it, but it´s inherent in Arma2. ---------- Post added at 11:57 AM ---------- Previous post was at 11:55 AM ---------- No they won´t, i have excluded the player now if he is a zombie from being attacked. A couple of scripts were checking for player proximity to counter the script lag. EDIT: To ensure that V0.85 is working okay a short test phase would be great, so for a few people i can send out V0.85 before releasing it. Please PM me about it. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok i tested it and you can play now as a zed and kill humans, move around freely etc. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I couldn´t resist it and have basically ported the whole individual zed movement script part to FSMs. 5133p39 had a good idea with realizing the damage with a weapon rather than with setdammage commands and since he expressively said that he does not mind if folks get inspired by his work and adapt it, i went ahead and realized something similar now for all male zeds. The females can´t have any weapons on them, so a little workaround is needed. The big plus with this method is that it is a) fast b) no big delay between the hit and the blood appearing on the player which sometimes was like 10 seconds or so hehe c) AI do actually report that they are being attacked So if that whole thing runs without big errors i will include it into V0.85 EDIT: Okay the FSMs are not performing better than the scripted version. In a big scale test on utes with 120 zeds chasing me, the FSMs crippled the frame rate even more and the execution of the FSMs lagged behind. The scripts might be slow but they execute exactly at the right time what they are supposed to execute. This might be a wrong observation, but it really seems that FSMs lag when lots of stuff is going on in a mission. So i am forced to stick to the script variant. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The problem with the movement speed is that if you ask 5 guys they would all tell you different things. For some they are too fast, for some they are too slow ;) So from my tests that i am doing i can conclude that the usage of fsms for range checks to the target will make the undead that much more dangerous. No more running through a mob of them without getting hit once due to script lag. I had stood away from using fsms due to the Arma1 times where it was more a riddle than anything else how they would work. It even seems possible to implement something like a hit point coefficient depending on the relative position the human player has to the striking undead. So if you manage to sneak around the undead while he is striking then logically you would not score a full hit, but if you are right in front of him when the strike hits the damage must be full. It remains to be seen if that will work that well in a dense battle though. This is more for a future version, don´t wanna mess with V0.85 as it is. If i am insane enough, i might consider even converting the custom burst movement to fsms, but that´s a lot of conditions, i´ll see. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cool that is good news, would have surprised me if OA would have disrupted the functionality that much. Knowledge of what exactly? You mean how to make such addons? In that case, i dont have enough time for that, am hoping someone will come up with something like that too hehe. Is there still the respawn bug in multiplayer with OA? I had tried pretty much everything imaginable to counter that, but my knowledge of multiplayer scripting is limited. So if it still exists only a top MP scripter would probably know why this still happens despite all efforts to restore a player upon respawn. I am currently looking into lag reduction measurements, where actually the only way to go is fsms to get around the 3ms script execution annuyance partially at least. First tests look good and will result in a few hundred lines less sqf code. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Has anyone actually tried to run this with OA? It does not work properly? -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Until now: I am considering adding the option to actually play as a zed, but that necessitates to go through the whole code and implement it so that the player is not being controlled by script -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not as yet, it will be included in the next patch, had the same trouble with my mission. The base camp town would start to spawn zeds in the town center once a defending soldier at the town edge would get infected. It will be an exclusion array global variable (CHN_LOCNOSPAWN=["","",""];) ---------- Post added at 09:04 PM ---------- Previous post was at 09:02 PM ---------- Classnames: -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Alive and well, V0.85 to be released in a few days. It has been stable so far, not enough time to test it extensively, so i figure why not release it. OA compatibility can not be ensured, because i am not sure if i actually really want to spend money on OA with no real fixes to the game engine. If anyone wants to test a zombie mission that i am making please PM me about it. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just loop the following lines for that character in a script, it´s a crude workaround for your problem: -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It has been indeed pointed out already earlier in this or the discussion thread, that due to the Arma2 collision architecture and the resulting problems it is not recommendable to put zeds in a house or tunnels. They will strike through walls and will not be able to navigate in there. After all Arma2 is made for huge outdoor areas and the developers have not considered indoor scenarios in their collision handling. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, the revert virus projectile does cure the infection. Or do you mean cure someone who is not yet turned into a zed? Saving missions always caused issues for me with whatever script continuity i was dealing with independently from the undead mod. So i don´t know the cause for that.