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bobtom

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Everything posted by bobtom

  1. This mission is something I have been working on for a while now, and I finally see it as ready for public beta. (Devheaven page: Devheaven) What is it? Dynamic Zombie Sandbox is a fully customizable, random, zombie mission. It is different every time, no matter what. Much like cipher from A2. The goals of the mission are in new positions with each run of the mission. It can be played as a quick mission. Giving yourself a marked objective, or hiding the location of the objective and searching the entire map for it, increasing the difficulty drastically. The parameters below account for either the easiness or difficulty of the mission. This mission was made to accomplish a couple things I wanted to see in zombie missions. The first being island independence. You can change the .chernarus on the pbo file to any other island and the mission will work. The only thing on the map is the playable characters. Everything else is generated via scripts. Along with map independence I wanted as much randomness as possible. The player will be spawned at a random town or position on the map. Vehicles spawn next to buildings with random vehicle types with random weapons inside. Military vehicles spawn by military buildings, civilian with civilian. The players weapon, if he chooses to start with one, will be randomly chosen also. A lot of things are also choose-able in the parameters screen I wanted to add as many parameters as possible, more are on the way. My vehicle spawning system spawns vehicles at buildings on the map, so they are not limited to just towns. Weapons only spawn within vehicles at the moment. It can be played on a listen server or dedicated. This is still in beta so bugs will probably be encountered. I plan on adding a lot more to the mission in the future, this is just the first release. I would like to add many more game modes and tasks. Maybe even a structured storyline, we shall see how it goes. :cool: I list the mission as TVT/FFA/COOP because the game can be played in anyway you want. You could fight over resources, get a team together and fight the rest of the people. Or unite and fight with one another. SEE: HERE for more info! Downloads: Once again I am going with the 3 versions, and one bundle of all three. Donations: As you know we don't get paid for this mod, I've put a lot of my free time into it. If you want to keep DZS going and promote future features feel free to donate as much as you wish. Also for any donation over 10 USD we will send a DZS wristband to you home. Just include your address when you donate. Donate! Combined Operations Version V1.25 (CO) Requires patch 1.62 of ArmA 2 Combined Operations. No other mods/addons required. DOWNLOAD Operation Arrowhead Version V1.25 (OA) Requires patch 1.60 of ArmA 2 Operation Arrowhead . No other mods/addons required DOWNLOAD ArmA 2 Vanilla/Free Version V1.25 (A2/A2F) Requires patch 1.10 of ArmA 2 or ArmA 2 Free. No other mods/addons required DOWNLOAD DZS 1.25 Pack DOWNLOAD Dynamic Zombie Sandbox V.90 TOH ArmaHolic Download: ArmaHolid DL page (1.25) ArmaHolic Thread: ArmaHolic Thread Thanks to: SRU team, thanks for the ideas and the testing Deth - Helped a lot with sounds and testing Tonic - Told me to abandon construction, and made the new Loading screen! thanks :D VVC team Loyal players Everyone who hosts the mission Celery for making the zombies!! B&B for making the zombie system introduced in .90 Images ChangeLog V1.25 Planned Features A Quarantine-esque buy/sell feature, get points for zombie kills Simulate beginning of apocalypse (Game mode) Help the military eradicate virus (Game mode) Storyline (Game Mode) Kill a certain amount of zombies (task) Random option for every parameter, making the mission completely random. PDF Feedback Very important for the direction of this project, if you have any at all to give (positive or critical) please give it!
  2. Originally posted HERE Shalom, It has been quite some time since I've made a significant upgrade to DZS, and I'm proud to not only release this upgrade today, but to announce something much greater. In late 2011 the first version of what would grow to be the #2 COOP mission in Arma 2 and the #1 in Arma 3 (Armaholic hits). It became successful not because it was well done (it was quite rough around the edges), but instead because it was different. Open ended zombie survival of this type wasn't something available anywhere in the gaming industry at the time. DZS took that a step further with many parameters, integrated randomness in almost every aspect, and map independence. Now, as I start college, my almost year long hiatus has ended. I plan on taking Dynamic Zombie Sandbox into a whole new direction. I would like to revolutionize the system of goals, tasks, and objectives. People need something to do besides kill zombies. Because once you have multiple vehicles loaded with heavy weaponry, no zombie herd can stand a chance and gameplay becomes stale. In real life you can analyze so much more about someone than in a game. People carry wallets, phones, and more on their person, and that can lead to some exciting things. Example: You kill a zombie and search their body. You find their phone that is holding onto a little battery. Their last text was to his brother, who was planning on going to his house in the country where he was hoarding weapons. Boom, an objective. Think Skyrim's radiant quests, except with a lot more spice, and no clear indicator of where to go. Arma lets you place markers on the map, so do it. (If you can find a map) I intend to capture this ingame and that excites me. The structure for this is already present in the version I am releasing today and there is far more on the horizon. So if you have any suggestions, tell me. Now that my spiel is over it is time for the actual release info: Dynamic Zombie Sandbox A3 1.0 (Yes it says 1.0... I know the last version was .09, just forget about it... thanks :D) What's new: Buildings now play an integral part in the DZS experience. [*=left]A new system of zombie spawning done completely within buildings [*=left]New player spawning, within buildings, in their underwear as if they just woke up. (think Rick Grimes) [*=left]New zombie sounds, they are a work in progress so please give feedback on them [*=left]More stable spawning system [*=left]Completely redone file structure [*=left]Fixed time sync issues [*=left]And a new loot spawning system [*=left]You can search the personal effects of dead zombies and players [*=left]Cute heartbeat in the beginning [*=left]Messages to intro you to the mission Let me expand on a few of these:Things now spawn as the player moves around the map, and it is all done client side. This includes weapons, vehicles, and zombies. You can investigate a dead zombie or player's body. Open their wallet and learn their name, their age, and more. I intend to expand this into a whole new task system that also included vehicles and maybe buildings. Everything has a story, it's time to tell it.This update is basically a launchpad for the future. Disclaimer: DZS is very much WIP, I mark this as 1.0 because it is a new beginning for the mission and for me.Some things to expect: [*=left]Lagginess: There is a vast amount of things being spawned [*=left]Occasional errors: Config errors occur a lot in DZS, I'm working on it [*=left]Some parameters won't work. This will get fixed soon, worry not Download: Steam workshop (automatic updates, I intend to update this a lot): http://bit.ly/DZSSteam DynamicZombieSandbox.com (mission folder also included): http://dynamiczombiesandbox.com/downloads/ ArmAholic Mirror: http://www.armaholic.com/page.php?id=18759 Yeah, I'm in college. I could be getting a job instead of this, so if you are feeling kind: PayPal
  3. Post on Website Story: Factories, shopping centers, hospitals, and hotels, I have been to all of them. My life as an urban explorer has been quite eventful. Danger always follows those who enter into a place untouched for years, but despite the peril I bring back glorious photos from across the world. My photos are world renowned, people have become fascinated with the sight of what they have left behind. The places where adults played as children have become rust and dust. Time takes away the glimmering beauty but leaves behind a different beauty; it leaves the beauty of decay. Now I've traveled to this lonely isle in the Aegean Sea, it was once bustling with trade and tourism, but ever since Greece dropped support for the island and forcibly asked the residents to leave it has become a wasteland. But that’s perfect for me. After a few days of hiking I arrived at my goal, the Ghost Hotel. It had its prime in the ‘80s, but since then it has decayed. Yesterday I did a daylight scope of the grounds. I decided an in-depth series of night shots would provide the best impression of this place. So I went to sleep. Now I have awoken, 15 minutes before I planned. I am an extremely heavy sleeper, so something must have made a lot of noise. I think I’ll go check it out, luckily I brought my weapon in case anything is actually out there. Maybe lugging it all the way here will actually be worth it… Overview: This mission is just a quick demonstration of my new zombie scripts. In my past missions I've used Celery or Charon’s zombies, but now I’m working on my own. It should only take 5-10 minutes to play. I’m thinking on releasing a lot more quick missions like this in the future, depending on the amount of attention this draws. I’m also looking into making a zombie campaign, but we’ll see how that goes. If I can get these zombies into a good quality state I’ll probably reboot Dynamic Zombie Sandbox as well. To the future, -Craig Download: Dropbox Link Steam
  4. Greetings, Just wondering if anyone knows of a way to lock AI out of buildings? Sure you can lock the door for players, but you can't keep the AI out. Example: Thanks, -Craig
  5. Hey, I'm trying to find an array of the nearest triggers to a location. I've tried: _list = nearestObjects [createPos, ["emptyDetector", 1000]; and: _list = createPos nearEntities ["emptyDetector",1000]; I'm assuming I have the type of the trigger wrong. Here is what I'm trying to accomplish: _list = nearestObjects [createPos,["EmptyDetector"],1000]; diag_log _list; {deleteVehicle _x} forEach _list; Any ideas? Thanks Craig
  6. Salutations, TL-DR: This is basically Google Instant with ArmA commands commandSearch http://i.imgur.com/yLWuQnb.gif (1337 kB) Today I'd like to announce a new web project for ArmA developers, commandSearch. commandSearch is a web-app that allows you to access all ArmA 3 commands in a quick, streamlined way. You see, I'm the developer of Dynamic Zombie Sandbox (for those who remember it :P), and going through the massive list of commands was a bit annoying, as was the huge number of tabs I ended up opening. So today I decided to make something that would make things a bit easier. commandSearch retrieves a list of all the ArmA 3 commands and lets you search them, and as you search them the details appear below. You don't have to click, press enter, or anything. Just type. Also, as it retrieves the list directly from the biki, it's always up to date. :) Give it a try!! commandSearch -Craig
  7. Hey guys, I made some changes: 1. User notes now show up 2. Fixed wrap issue. Now I'm going to add the letters to the list. Letter headings now added! :)
  8. That would be cool. I'll see what I can do. Whoa, good point. I must not be grabbing enough of the HTML. I'll fix that ASAP.
  9. Glad you guys like it! Let me know if there's anything wrong or anything you want added.
  10. It seems I've posted this in the wrong forum... I meant to put this in ArmA 3's Salutations, TL-DR: This is basically Google Instant with ArmA commands commandSearch http://i.imgur.com/yLWuQnb.gif (1337 kB) Today I'd like to announce a new web project for ArmA developers, commandSearch. commandSearch is a web-app that allows you to access all ArmA 3 commands in a quick, streamlined way. You see, I'm the developer of Dynamic Zombie Sandbox (for those who remember it :/), and going through the massive list of commands was a bit annoying, as was the huge number of tabs I ended up opening. So today I decided to make something that would make things a bit easier. commandSearch retrieves a list of all the ArmA 3 commands and lets you search them, and as you search them the details appear below. You don't have to click, press enter, or anything. Just type. Also, as it retrieves the list directly from the biki, it's always up to date. :) Give it a try!! commandSearch -Craig
  11. It worked! Here's the code I ended up using: [] spawn{ while {time < 5} do { player playMove "AmovPercMrunSrasWrflDf"; sleep 1.3; }; };
  12. Here's a quick question for you guys. How would I go about starting a mission with the playable character running? -Craig
  13. bobtom

    The Ghost Hotel (Zombie - SP)

    Genesis92x and I go way back, I should totally get in contact with him, I wasn't aware he was working on scripts himself. I suppose I should also mention that my scripts also have the built in infection/turn into a zombie after you die functionality. The campaign I'm making is going to be almost completely featured around the initial infection (defending towns as the occupants get swarmed and then join the swarm).
  14. bobtom

    The Ghost Hotel (Zombie - SP)

    That's a great point. I really do need to get them looking dead. I'll see if I can get that implemented today. I love requests! That would be pretty cool. I can see a lot of fun happening by a Zeus that could spawn zombies and directing the players from position to position. One of the reasons why I made my own zombie scripts was so I could set them up in an easy format, so I'll be releasing a standalone script/mod pack eventually. Thanks guys! -Craig
  15. bobtom

    The Ghost Hotel (Zombie - SP)

    Edit:Flashlight problem fixed, will hotfix in a couple hours @Corporal_Lib No, there are no new zombie mechanics as of right now. The only real difference is that the scripts are mine now. In all my previous missions the zombies were from Charon or Celery from their respective projects. Now, however, I have written my own. There are a few key advantages to this: I can easily and quickly update and change the base code. The files are easily transferrable from mission to mission. They are easily shared to the public as zombie scripts. New features can be worked on without having to copy/modify someone else's work. The zombies are basic now, and new features will come as the zombies develop. Thanks Guys, -Craig ---------- Post added at 08:23 AM ---------- Previous post was at 08:04 AM ---------- Hotfixed! Sorry about that guys! [Fixed] Missing Flashlight Download
  16. When I first heard of the new Tempest trucks I could have sworn that the developers said is was a truck made to be mine-resistant. I don't think it was said to be small-arms resistant. Maybe the truck was specifically designed for areas that have a lot of unexploded ordinance but not a lot of enemy fire. In all honesty, the truck seems very good to me, but maybe I'm just pleased too easily.
  17. Aha! That did the trick, thank you sir.
  18. I closed out of ArmA after it froze during the campaign. That isn't the main issue at hand, I currently get the following message on startup: And once that error appears, the loading process stops and the game ends. Basically I can't launch ArmA, has this been seen before?
  19. bobtom

    Development Blog & Reveals

    Personally I am fine with this new rendition of the A-10, I am quite excited to give it a whirl myself. -Craig
  20. bobtom

    Development Blog & Reveals

    Correct: "The first public release moment is staging on devbranch, hopefully later this week." -http://dev.arma3.com/sitrep-00047
  21. Much thanks for this and the weather update!
  22. bobtom

    Development Blog & Reveals

    Exactly! Frankly I like the episodic release schedule better, mainly because it's nice to have something to look forward to.
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