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Posts posted by Craig_VG
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Hey guys, I have a quick question.
I knew how to do this at one point, but I've forgotten.
At mission start, I would like to define whether or not a certain mod has been loaded up on the machine in which the code is run from. In this case it's ACRE. With ACE I can just check if certain variables have been defined, but I'm not as familiar with ACRE.
My request: A snippet of code that checks if ACRE is running
Thanks
Craig
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Yes this does work.
However, there are some issues that go along with it:
Respawn will break
Food/water will break
The slashes on bottom will disappear
Bandage indicator will disappear
+ more
I can add save game, but these will be the issues that will go along with it.
I'm really not sure how I can get around it. I think all player variables and eventHandlers get deleted on the load game, and that's why these things happen. I'm not sure of this, but it's my guess.
If there was a way I could check for when the game loads, I could just reapply these variables. But AFAIK it isn't possible.
---------- Post added at 07:16 PM ---------- Previous post was at 05:47 PM ----------
A new 1.3 Beta:
Changes:
New Spawning system
Food/Water should now work
Can't escape weapon removal / fog addition by hitting Escape on skin selection screen
Enabled saving, see above post for repercussions of loading a save game
Saving and loading can only be done by the host. It's just how it is in ArmA as far as I know.
Test, Enjoy, tell me what I did wrong. :D
http://dynamiczombiesandbox.com/
-Craig
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I'll look into this radio spawning issue, I've heard it in the past also.
I'm finally back working on this again guys! Hopefully I stick to it this time!
To start things off, DZS now has it's own web page: http://www.dynamiczombiesandbox.com
It isn't done yet, but I'll be adding new things as time goes on. I've set up a DevBlog to keep you updated on progress also.
Thanks,
Craig
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I'll look into these infected bugs, thank you.
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Yes, I haven't fixed that yet.
New installation tutorial:
http://www.moddb.com/mods/bobtoms-arma2-missions/tutorials/dynamic-zombie-sandbox-installation
An interview from fps Guru:
http://www.moddb.com/mods/bobtoms-arma2-missions/features/what-is-dynamic-zombie-sandbox-fps-guru
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Thanks :D My dedi isn't working, my host (defcon) is being silly as usual...
These are a result of some locality issues, holding up the startUp script.
The above issues should be fixed now.
The link in the previous post will work too.
To open the food/water inventory press the ~ key, there is also a parameter to turn it on and off.
Barrels of water and food stands are spawned in the mission.
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I'll take a look, the system is looking for defined hills, if there isn't any defined hills on the map it freaks out and throws a hissy fit.
On a brighter note
Here is a link for the beta version of 1.3.
New features!
[TABLE=class: list related-issues, width: 1145]
[TR=class: hascontextmenu]
[TD]Feature #50617: New parameter option: Use only weapons from mods[/TD]
[/TR]
[TR=class: hascontextmenu]
[TD]Feature #50620: New parameter option: Use only vehicles from mods[/TD]
[/TR]
[TR=class: hascontextmenu]
[TD]Feature #50645: Make zombie classes mod compatible[/TD]
[/TR]
[TR=class: hascontextmenu]
[TD]Feature #53367: Skin selection dialog at start[/TD]
[/TR]
[TR=class: hascontextmenu]
[TD]Feature #53955: Faster, FSM, loading screen.[/TD]
[/TR]
[TR=class: hascontextmenu]
[TD]Feature #54069: Food and Water system[/TD]
[/TR]
[/TABLE]
And some changes to Infected and TownAttack. They should work better.
This isn't dedi tested, so please tell me if you encounter any issues!
Some pics:
I've also got an installation tutorial going through modDB's vetting process. I'll post it when it gets approved.
Expect 1.3 next weekend.
Have a good weekend,
Craig
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Sweet! Will try it asap :)and about the infected gamemode, couldnt we have an option for respawning? or that when everyone is dead it restarts automaticly? (if that's possible?)
So if someone joins in progress, they have to wait for the whole team to die (or until restart) to play.
Yes, yes those options would be great to add. Both gamemodes are just in a Beta form right now. The goal was to get them mainly working for 1.25. Next release is probably sooner, rather than later.
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I've updated the links, zombies shouldâ„¢ work on dedi now.
Also I've updated the front page. Writing modDB news now...
For me the classic gamemode is glitched on dedicated. No zombies at all (tried default params and my own ones)Zombies spawn on infected gamemode tho, but that one is glitched on dedicated as well :/ if you rejoin you get NULL killpoints and cant gain any points form killing zombies!
This was kinda part of the plan, I wanted infected to be non-JIP, like the classic zombie experience.
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Where is the free-roam aspect? Cannot find it.After you complete the mission, you have the option to get on the boat. Or go explore the island. There is ammo and stuff all over the islands.
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Bug Report for you. I get a script error '|#|removeAllItems _zombietype' Error removeallitems; type String, expected object
This is on latest beta patch and only blastcore visuals running with additional addon maps.
Also the ability to get things from the zombie corpses doesn't seem to work for me. I can see the sparkling that prior indicated the zombie corpse had an item to grab, but there is nothing in the action menu, or in the inventory of the body.
Good catch, I've updated the links to fix this issue.
Thanks again!
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Dynamic Zombie Sandbox
Version 1.25Overview
While 1.0 was said to be all about stability, it really wasn't that stable on dedicated. So I've completely redone multiple parts of the code, and put others i n a more efficient format than .sqf. The spawning system has been redone, multiple gamemodes have been added, and zombies control now use a system simliar to DayZ's. I ran my dedi for three days straight and zombies were still spawning. I think the total was around 3,000 zombies killed on my server alone. And that was early in 1.25's development cycle. So go out there and host.
Besides performance improvements I've added two new gamemodes. These gamemodes do something that is quite unique for an MP mission like this. They change DZS completely from it's basic state.
The first gamemode is entitled infected, which is a near straight copy of Call of Duty Zombies. The round sounds are there, there is a mystery box, and you may buy weapons. You get points for hitting and killing the zombies that spawn in waves. I really enjoy this one, after a bunch of waves, it gets very intense. And there is no respawn (well, there is, but you respawn as an invincible animal).
The second gamemode is called "Clear out town" or "Town Attack" or "Town sweep". Call it what you want, but about a hundred or more zombies spawn in a town. You spawn just outside the town. Clear it out. It's a challenge, but the more friends you bring the more fun it is. There is also a parameter to have military vehicles at your disposal. I plan on elaborating on this gamemode more in the future.
Why call it 1.25? It's true I have gone up by .05 with every version before this, but this version has some major changes and additions in it, thus deserving a larger jump.
What's New?
After the 1.0 release I decided to foucs on bug killing again, but the performance issues were still nagging at me. I decided to take the plunge and revamp the spawning and the control scripts. They are now run via .fsm. The new spawning is now the default in the parameters menu, but the old spawning is still there.
Major Additions:
- Helicopters Spawn at Airports
- Support Vehicles now have a chance to spawn (repair, refuel etc)
- Random Hordes spawn around the player (script by Spam_one)
- Bandage Counter on the bottom left
- Two New Gamemodes (Infected, Town Sweep/clear)
Major Changes:
- New spawning system
- New zombie control system
Major Bug fixes:
- Dead player's body wasn't removed
- Zombie bodies w/ loot never were deleted
- Issues with sidemission markers
- Entering Searchlights killed zombies nearby
- NVG wasn't carried over on respawn
- Spawning outside of the map
Changelog:
Full Changelog, with info on each ticket can be found at Dev Heaven
Bug #38458: Zombies stop spawning.
Bug #38459: FPS drops for everyone
Bug #38461: Side missions and markers don't update on Jip
Bug #38466: Base sidemission spawn on already existing base
Bug #39635: Zombies with loot would stay on the map indefinately
Bug #39637: Players lost NVGs on respawn
Bug #39648: Disable "E" parameter was broken.
Bug #39649: Dead players clog up mission.
Bug #39783: Entering Searchlights Kill Nearby Zombies
Bug #40008: Markers wouldn't work if the sidemission was called twice.
Bug #40009: On zargabad, people spawn at bottom corner of map.
Bug #40028: Sidemission Marker Variable Error
Bug #40166: Vehicle damage at start is messed up
Bug #40167: With new zombie scripts, zombies attack too fast.
Bug #40216: Mission marker was not deleted for JIP
Bug #40738: Changing weapons spawning parameter didn't work.
Feature #41869: Added Helicopters
Feature #41870: Bandage Counter on the bottom of screen.
Feature #46235: New GameMode: Infected
Feature #46282: New GameMode: Clear out a town (Beta)
Feature #46338: Random Hordes
Feature #46717: Repair, Refuel and Ammunition vehicles
Task #39633: Convert Celery's zombie scripts to .FSM format
Task #39636: Create a new spawning system, and make it .FSM
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.
Combined Operations Version (CO)
Requires patch 1.62 of ArmA 2 Combined Operations. No other mods/addons required.
Operation Arrowhead Version (OA)
Requires patch 1.60 of ArmA 2 Operation Arrowhead . No other mods/addons required
ArmA 2 Vanilla/Free Version (A2/A2F)
Requires patch 1.10 of ArmA 2 or ArmA 2 Free. No other mods/addons required
DZS 1.25 Pack
Thanks to:
Dethorath - Helped a lot with sounds and testing
Tonic - As usual, being great.
VVC team
Loyal players
Everyone who hosts the mission
Celery for making the zombies!! (and ArmA 3 MP)
And a shoutout to all the people who make fan art and custom loading screens! They are great! Thank you!
- Helicopters Spawn at Airports
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well ill find my own way of doing it, your not the only one who know anything, "after all its not been copyrighted, or has it", :D
remember my name, you will see it soon, thanks for nothing :D
I offered help, i liked your suggestion, some people enjoy playing without zombies, mainly for the PvP.
But go ahead and find your own way, but don't call it Dyamic Zombie Sandbox and don't use any of the scripts without my permission. I'm not the only one who knows how to do anything, correct. Others have offered their help and I've let others release their own modifications.
And thank you, Moderators, for your support.
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No, I can add that parameter! :D
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You want to play DZS without the zombies? Not the first time I've had that request.
You can play tonic's Wasteland gamemode. It would also be very easy for me to add a parameter to DZS to turn zombies off. :D
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It isn't very aesthetically pleasing, you right. At least you can rationalize 'Infected' zombies as not really being dead yet, and therefore not cold.
But it isn't game-breaking or anything.
---------- Post added at 10:33 PM ---------- Previous post was at 10:30 PM ----------
Unless it's possible to change it with the following command?
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New testing Version:
Changes:
- Did some more tweaks with the spawning, better Diag_log messages for the spawning.
- Default Spawn distance is now 100, the higher this is, the more realistic. Set it to whatever you like.
- Vehicle spawning no longer uses preset arrays, now it takes the classes directly from the config file. This means that all vehicles have a chance to spawn, even modded vehicles. Just like how the weapons work.
- Supply/repair/refuel/etc vehicles now have a chance to spawn with the rest.
- Readded random hordes. Spam_one's version.
- Fixed sidemissions not starting if player was in a truck
- In the infected gamemode, the round sidechat message should now appear for all clients. *need confirmation*
- Fixed onDeath event handler in startUp.sqf, slight variable error
- Cut down on Debug messages, switched mainly to diag_log messages.
- Vehicle spawning is more intelligent. Cars have a higher chance of spawning than trucks.
- Military vehicles w/o guns have a chance of spawning in civilian areas.
Thanks again, and if you have screenshots, please submit them!
I'll get around to updating the dev heaven page today hopefully.
Download:
Regarding the code changes in the vehicle spawning:
- Did some more tweaks with the spawning, better Diag_log messages for the spawning.
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Wow... I can't believe I missed that!!!:butbut:Changed it and it worked! Thanks for the extra set of eyes!
Anytime man! It's easy to overlook the easy things, I've done it far too many times to count, lol.
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If there is a will there is a way... for the most part...
Create a marker with certain dimensions on the map, then create a trigger with the exact same dimensions of the marker over top of the marker. This is all done on the map screen.
Set the trigger activation to "Anybody" and "Present" and "Repeatedly"
In the condition field put: this
In the activation field put:
while {triggerActivated thisTrigger} do {{if (side _x != resistance) then {_x setDamage 1}} forEach thisList;}
That's one way to do it, if you want it from a mapscreen perspective. This hasn't been tested. Change resistance to any other side you want (East, West, civilian)
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Not sure what the issue is with the :s, but it's supposed to be the following:
Note the } instead of the ] at the end of the line.
class AK74 {count = 8;};
class RPG7V {count = 2;};
class Binocular {count = 2;};
Source:
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Lemme get this straight...
It randomly generates a different base every time you run the script? That's awesome!
Can you change the size and everything? I'd love to see the script!
Nice work!
-Craig
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Find some armored with my buddies :D
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
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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:
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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:
Enjoy,
Craig
Check if a mod/addon is enabled
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Yeah that's what I'm looking for, are you sure it would work though?