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Posts posted by Craig_VG
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Version .95 is released!
Download, change log, and new screenshots on first post!
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If you make the trigger in the beginning of the mission it will trigger right away. So I made it later.
First I created the trigger
nul=execvm "triggermake.sqf"
The contents of triggermake.sqf:
trg1 = createTrigger["EmptyDetector", getMarkerPos "mrkr1"];
trg1 setTriggerArea[0,0,197.352,true];
trg1 setTriggerActivation["none","PRESENT",false];
trg1 setTriggerStatements["CHN_UNDEAD_ZEDCNT==0","task1 settaskstate 'SUCCEEDED';",""];
The trigger should be made a few seconds into the mission.
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I just want to say congrats to Charon on this awesome mod and the popularity it has received as it has reached the 1000 post mark.
This is one of my favorite mods for A2. When you get bored of fighting middle eastern terrorists or spetznaz it is always possible to go back to shooting/bombing/nuking hordes of zombies.
Thanks Charon! I think I speak for many people on this.
Good luck with .90
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My AVAST anti-virus (which is very reliable) activated from the filebeam link. Maybe choose another upload location.Thanks
Frosty
Okay, new upload going up now. Sorry for inconvenience.
EDIT:
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Description
You are one of the last elite soldiers left on the island of Namalsk. You need to defend the northern part of the island with your life. You start at the border of the unzombified lands...
Some features
2 player coop
Many, Many infected
Both linear and free roam fighting
New weapons released with PMC that may be good for killing zombies (AA12)
City infection
Gives you choice of either a linear short mission or an everlasting free roam mission.
Free roam functionality increased
Required Addons
Undead mod
Namalsk
ArmA 2: CO
Photos
http://img337.imageshack.us/i/arma2oa2011012318100095.jpg/
http://img842.imageshack.us/i/arma2oa2011012317510014.jpg/
http://img546.imageshack.us/i/arma2oa2011012317463979.jpg/
http://img593.imageshack.us/i/arma2oa2011012317432911.jpg/
Read before downloading!
The team leader must be played by a human, or else the mission will not work.
Download Version 1.3
Namalsk Zombies Co-02 (@) v1.3
Any and all feedback is highly appreciated!
F2 team for their handy readme template
and Bohemia interactive of course!
[Changed] Tweaked triggers so the flow of the mission works better.
[Changed] Different weapons so everything is not the same -- thanks Ragor!
[Changed] It is now darker out. Creating a very frightening ambiance -- thanks Ragor!
Also a bunch of other things that I sadly have now forgotten...
Added drive to northern base task
Zombies can now only kill you, infection has a long timer, antidotes kept
Added Auto infection at beginning, instead of having zombies manualy kill civilians at each town
Got rid of blackops to lower mod requirements
Added surviving base in southern area
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Name: Craig
Age: 15, but mature for my age
Location: United States
Microphone & Teamspeak: I have Headset and teamspeak
Language: English and some spanish
Ready to pay for a server?: No.
Games: Every game and expansion pack since cold war crisis.
User codename: Craig/ bobtom
ACE: Yes
Roles preferred: I can do any role proficiently
Time spent with Arma2 and skill/experience: I have had ArmA II since soon after its release.
What I'm looking for: A multiplayer experience. I have mainly just played SP missions and made SP/ coop missions for me and some friends, but now I want to branch out from that.
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This Christmas my family purchased the kinect. After trying it out I noticed there is a significant amount of lag. I think it has a future, but it just isn't there yet.
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Now, I've read this the other day and couldn't reply sooner.This is looking like something I always wanted, similar to Domi or Evo, but both of those had some huge drawbacks and weren't what I was looking for. Still haven't read whole post (but I will now) and I am more than willing to help. Not much of a scripting expert, usually (at best) I edit some script and that's all. Simple stuff... I'm familiar with editor, and although I'm not an expert there either I'm sure I could help in some way... Please, let me know if there is anything I can do, even testing, I'm down with that.
Also, do not give up on this one, it might be a good refresh in community, Xeno (afaik) doesn't work on Domi anymore, Evo is dead since A1, it died when "teleporter" was introduced since that mission was all about transport and coop, really, this could be a fresh breeze.
I am huge fan of ACE, I honestly can't play Arma without it, I also love Mando's work (missile mod), it is nice to hear thah this mission is/will be ACE compatible.
Exactly my thoughts. Domi and evo are fun but this sounds like it will open up a whole new aspect of the game.
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anyone made any campaigns or missions for this mod yet?I'd make my own.. but I.. what's the word.... suck balls at modding?
Charon also included some fun missions that you can play with the mod.
You can also easily get sucked in making you own little missions w/o any scripting.
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Ohh of course... :j:
Do you know the classname offhand?
Then I'm done with questions. :o
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My reasoning behind it was that I needed it to not spawn until I want it too.
Thanks for your help, I am still learning such things. :o
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I still cannot seem to get the spawn module to stop spawning. Is this a known problem?
I have this code in the init of the module: this setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true];
Any ideas?
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You wont necessarily have blurriness and stuttering. Personally I had none of these problems what so ever. Don't let people discourage you...
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I like the looks of that "GIGAN" tab... I hear he makes nukes...
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What a great thanksgiving present!
I had thought that this mod had gone dark....
I am glad to be totally wrong.
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Last rock:
Six rocks you did inspect merge its numbers into a map, ancient secret may be a trap
or is there more?
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Umm, I seem to have a problem here.
I can't get the spawn module to not spawn.
I took Charon's UND_spawnmoduledemo.chernarus mission and just added: john setvariable ["CHN_UNDEAD_SM_ACTIVE",false,true]; to the init parameters of the spawn module and changed the name of the module to john. It kept spawning. I tried doing it by trigger and by init.sqf.
I tried it on CO and plain arma 2.
Am I doing something obvious wrong? Thanks!
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This looks really good! I can't wait!
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Has anyone watched "The Expendables"? I really love that gun since I watched that Movie^^Yes! That part was awesome!
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Any news on this? I am still very excited. :)
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OFP: GOTY, Arma + QG, ArmaII/OA/BAF
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Is there any technique recommended in setting up base distances, currently i see that both sides in my missions are spawning and engaging but im not sure if they are actively looking to take bases, or if they are just patrolling their zone... im still experimenting but maybe someone has a better idea.Just make 100% m1a2 tusks and 100% t55s on the other side, then you will find out if they are actively taking bases. :cool:
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nice work zapat :)no bobtom that's why it is neutral sector --- but you can use one big trigger and Murklor's script to spawn some neutral units :)
the idea is that those units are guerrillas so they are not participating in war with such man power.
Gotcha, thanks for the clarification.
Mission: Manhattan
in ARMA 2 & OA - GENERAL
Posted
In my experience the real draw to this game is the community made missions, not the vanilla campaign. :o
But I understand your issues, they be something experienced by everyone who plays this game. :j: