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Craig_VG

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Everything posted by Craig_VG

  1. Nice screenshot! Question: Would you like to take more? I would love to have some quality screenshots for the 1.05 release on modDB. One will also be selected by ModDB staff to be put on their headline ticker on the front page. (http://www.moddb.com/) Anyone else is free to post their favorite screenshots also! Thanks, Craig
  2. Here is a newer testing version. I made some more tweaks on the spawning of zombies. It is tweaked more for setting the spawn range further out, like 100 meters or more. They spawn faster now, and should populate towns quite quickly. As usual: http://bit.ly/1-05Testing
  3. Hello everyone, I have some treats for you today. First off I have made some tweaks to the new zombie spawning, I hope this will work out better. Mainly involving the time between spawn attempts and the amount of zombies possible to spawn. Also, zombies going through barriers. This issue may not be as present in this latest 1.05 testing, but it will still occasionally crop up. Other fixes: Zombies no longer play the death sound when idling (not sure how this got screwed up) Zombies shouldn't attack each other anymore, this was a locality issue caused when the "Zombieness" of a zombie wasn't passed to other client's zombies. Now for the good stuff: A friend of mine had an idea, that idea was to create a fast paced, Call of Duty Zombies type of gamemode. I liked it, and I was looking for a break from normal DZS, so him and I created a new gamemode. It's available in this version of 1.05, select it in the Gamemode's parameter Some features: Wave based spawning Mystery box (like call of duty) Money system Dialog for weapon purchasing Compatible with as many people as you like A video showcasing it in an earlier form. Narrated by Luke Jansen, who came up with the design, and helped script it. Jansen will be showing up a lot more soon, helping me with various things, and answering questions. 097aawTn3Ic Download Link: http://bit.ly/1-05Testing Enjoy, Craig
  4. Craig_VG

    Arma 3 Community Alpha - Announcement!

    What do you hope to be automated? Thanks for the update, Jay. Keep up the good work.
  5. Update. Changed some parameters as per request: View distance can be increased (It wont' matter much if you don't have weather set to clear!) You can now have zombies spawn further away. (up to 400 meters) Zombies may not go through objects as easy Gates now spawn randomly like other objects, not just at the base sidemission Fixed an error in the spawning FSM, regarding undefined variable Info text at beginning now has random messages, and infotext appears on respawn. (infotext is that little typewriter sounding message at mission start) Info text doesn't appear and disappear in the loading screen anymore DL: http://bit.ly/1-05Testing
  6. Craig_VG

    The Undead Mod

    Well, the Undead mod isn't a mission, it's just the tools to make a mission, unlike DayZ which is both. Still, people will say it is a copy. Heck, I've had far too many people complain to me about trying to copy DayZ with Dynamic Zombie Sandbox, even though DZS came first. Also, depending on performance, Charon, I will probably use your new zombies for a version of my mission. Do you plan on using FSMs for zombie control? Or stick with a .sqf method?
  7. Congratulations Dean and Bohemia. This is a massive step forward for both of you. Also congratulations on the big 1 Million mark. If I recall correctly that is about how many copies Operation Flashpoint: CWC sold? When you first released it, we knew it would be popular, but never this popular. Nice work. Just don't lose focus on A3 please. -Craig
  8. 1) Turn the amount of weapons up, then. You can have it set to every vehicle if you want. 2) I can add a parameter for when they give up their chase, currently it is at 400 meters, which as far as I know is the default for Celery's missions. It does seem a little far out indeed, though. Once they aggro, hiding won't help, they are locked on your scent. I don't recall saying this, you must have misheard me, I've never made a city on Zargabad. I know Epple was talking about some of the crazy bases he has made, but I sure haven't spawned a city. @stk2008 I'll add some more distance parameters. For the zombie spawn distance, you can change the parameter up to 200 meters, but I suppose that still isn't far enough?. I can try some huge distances and see how it works. It might create a nice new mission dynamic indeed. Put performance might be sacrificed as a result. @Saving parameters You can't save parameters from the server screen by default in ArmA. Just isn't possible. You could change it in the description.ext file within the mission folder. The defaults are all mapped out, just change the default to the value you prefer. Another way I found with a quick google is to change the parameters within the server.cfg itself (only for dedi obviously). I haven't tried this, and I am not sure how it works, but someone could give it a shot if they want: http://community.bistudio.com/wiki/server.cfg#ArmA_II:_Operation_Arrowhead_-_multiple_mission_parameters_configuration @ Zombie death noises when you are not killing zombies. I looked into this, they are not dying, they just sound like it. The sound files got mixed up, and the death sound was added to the zombie idle sounds, so it will sound like they are dying when they are just chilling somewhere. @ People getting stuck on loading screen. I haven't experienced this at all, even with trying many, many islands. Could you send me your arma2oa.rpt file? @craigvandergalien@gmail.com Finally, here is the latest version with the sound fixes implemented and I got rid of some debug stuff from the boats: http://bit.ly/1-05Testing I hope to be back tomorrow with more updates, Thanks all and good night, Craig
  9. So I added boats. They spawn by piers, not the big piers like at elektro, but the smaller, boat sized piers. Just like Vehicles and Helicopters the boats are taken out of cfgVehicles, so if you play DZS with mods, it will automatically adjust to include any new mods you play with. Here is a pic of a boat in some weeds. https://dl.dropbox.com/u/6891307/arma2oa%202012-08-05%2022-47-46-24.jpg (177 kB) As usual, use this link for 1.05 Beta: http://bit.ly/1-05Testing @Avoh They do get confused sometimes don't they? It's a little weird, yes. It only seems to happen when they are in groups, but my guess it is because two different clients are spawning the zombies, and they mistake each other for not being zombies. I'll look over the code in that area.
  10. Hey guys, thanks for the kind words. DeadFeeh was kind enough to expand the wiki page on Dev-Heaven, and I think I'll do some work on that too. Maybe go into detail about each individual parameter. He also added a cool new bandage HUD: https://dl.dropbox.com/u/6891307/arma2oa%202012-08-05%2015-45-57-76.jpg He will also be helping me with other things in the future. As usual here is the link for the latest 1.05 beta: http://bit.ly/1-05Testing Last updated: Thursday, ‎February ‎03, ‎2011, â€â€Ž5:53:25 PM And total changelog for 1.05: http://bit.ly/zyCBBY I'll be rolling updates as fast as possible over the coming days. ---------- Post added at 04:24 PM ---------- Previous post was at 04:04 PM ---------- Testing version updated again with a new loading screeen by DeadFeeh: https://dl.dropbox.com/u/6891307/DynamicZombieSandboxLogo.png (228 kB)
  11. Craig_VG

    The Undead Mod

    Agreed on the first part. Shouldn't be too hard, depending on the changes in how the AI behave. Welcome back Charon. I've missed you.
  12. Aaaanndddd I'm back. You know after like 10 hours and you see player bodies EVERYWHERE!? Well they don't help performance at all, so now they get deleted, along with zombie bodies with ammo on them. But it takes a while. Link: http://bit.ly/1-05Testing Dev-heaven ticket: https://dev-heaven.net/issues/39649 Enjoy.
  13. Craig_VG

    Army of the Czech Republic DLC

    You can get most of the code from the missions_acr.pbo by just opening the .pbo with notepad ++ or similar text editor. I didn't have any luck with the other ones that I tried. Obviously because they didn't contain simple text like the missions did. -Craig
  14. Thanks for the bug report, I''m pretty sure it has been fixed now, and the testing version has been updated: https://dev-heaven.net/issues/40008 http://bit.ly/1-05Testing ---------- Post added at 05:12 PM ---------- Previous post was at 05:07 PM ---------- Also, I think the following ticket is fixed. @spam_one https://dev-heaven.net/issues/40009
  15. Well guys, after a lot of requests, I have finally granted a certain feature. Helicopters. :D :P ! Here is the link, as usual: http://bit.ly/1-05Testing Known issues: Also, if you are not seeing many zombies at the start, try turning the min zombie distance down. 25 meters is always fun. This is as usual only for the CO version.
  16. Craig_VG

    Flood effect

    Definitely an epic thread.
  17. Craig_VG

    Army of the Czech Republic DLC

    Man, I have been having a blast playing in these ponds for the last few hours. Tons of amphibious battles. Definitely my favorite part of the DLC. The ponds alone were worth my $ IMHO Pics: https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2022-27-17-54.jpg https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2022-29-45-62.jpg Lazy scripting: https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2022-32-30-50.jpg Yes, that's the top of the Green Mountain tower. Water level is at 125 meters. https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2022-41-26-30.jpg Standing on Stary's watertower https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2022-45-38-93.jpg The mosque: https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2022-53-28-72.jpg I can't say I've climbed a ladder into water before in ArmA... https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2022-54-35-72.jpg Villa is the only safe place around... https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2023-01-19-72.jpg Okay, okay last pic... 19.5 meters is the perfect spot for turning the villa into an island home: https://dl.dropbox.com/u/6891307/arma2oa%202012-08-01%2023-05-36-08.jpg
  18. Craig_VG

    Flood effect

    Some pics of me having fun with the floods: http://forums.bistudio.com/showthread.php?135429-Army-of-the-Czech-Republic-DLC&p=2199814&viewfull=1#post2199814
  19. I was going through the missions_acr.pbo yesterday, might just have to add it, just for kicks and the novelty of it. :D
  20. Craig_VG

    The Undead Mod

    Epic | | v
  21. Craig_VG

    Army of the Czech Republic DLC

    Hmm, I always thought the AI only shot at you through bushes if they saw you run behind them. But if you start a mission behind a bush, they won't see you if they are on the other side? Seemed logical enough for me.
  22. Craig_VG

    Army of the Czech Republic DLC

    Okay, did some testing. The takistan cut-out does have City Center's defined on the map, while the two chernarus maps do not have defined City Centers. Not good for dynamic missions...
  23. Craig_VG

    Army of the Czech Republic DLC

    ALICE is very important indeed. Question: Did they at least define city centers in the new terrains?
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