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Craig_VG

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Posts posted by Craig_VG


  1. 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


  2. 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?


  3. 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


  4. Great work on this, but there are two things currently that are keeping me from really enjoying it:

    1) Weapons seem way too scarce to play on default settings. I'd like to start with no weapon and then find one, but it seems that most of the time I spawn in one of the many Cherno cities that have no enterable buildings, and even the ones that do rarely have anything in them in terms of loot. I've only once found a weapon and it was in the back of a car. If I try to drive a car, I get chased by endless zombies and even if I am going full speed, they manage to somehow hit my car and damage it severely. Which brings me to my other point...

    2) Zombies still chase you forever. This is incredibly frustrating trying to find weapons, because they gain aggro on you from pretty far (I think 500m by default), and then chase you or your car forever, and it's virtually impossible to lose them. I was about 300m from one chasing me, so I ran into a building, up the stairs, and around a corner. They still managed to climb the stairs and find me instantly.

    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.

    Out of curiosity, Craig, you said you added a city to the map somewhere last night on your zargabad server? Was curious what map editor you use to add such a thing. (I've tried the 3D editor and it just shames every game to exist >_>)

    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


  5. 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.


  6. 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)


  7. The first and best zombie mod for Arma 2!!! I hope that it might be ported over to Arma 3 when that is released, it will be so much more fun with the new ragdoll physics hehe. Can't wait for the new update. :)

    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.


  8. Id like to start doing some config changes to the ACR stuff. How are people dePBOing the new files? Or lacking that will the configs get on six browser?

    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


  9. Hi,

    I noticed a bug with base capture missions. The marker does not update when a new base capture mission is launched. It happens because the old marker is not deleted, causing a conflict with marker name. I assumed that it was an intended behaviour so I made an hotfix who give each marker an unique marker name and change the color of old base marker.

    http://nerro.fr/arma/SM4.sqf (I modified lines 21, 30 and 39 and added line 70)

    This hotfix will cause a minor display bug for new players if using "exact position" marker parameter, but I did not want to modify more thing.

    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


  10. 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


  11. yeah !

    unofficially its planned to be renamed to "Seriously Advanced Zombies Environment" or SAZE in short.

    next it be backed by "Official Zombie Slayer Rampage underground vehicle pack v2" and "Unofficial flying carpets Taliban-edition pack".

    Will it be persistent!? :P


  12. Okay I'll apply the newest 1.05 test to my server thanks for the body fix, any idea how I ask my host if they allow 3rd party addons or not?

    Because yesterday 25 people were on my server at the same time and we build one massive base and it got blown up by this lost key user

    thats a bit frustrating.

    BattlEye=1;

    verifySignatures = 2;

    Put it in your server.cfg

    Equalmodrequired = 1 works too, but the biki say's its depreciated.

    @spam_one

    Ill look into your lag issues with the new version. It may be a matter of tweaking.

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