gulozwood
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Everything posted by gulozwood
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Hi there, after few month learning and playing with arma3 scripts, here is my first one. I precise a thing, my english is pretty bad and I'm sorry for that. Based on the "Shaun: a Simple zombie AI" script by Bluebär posted on Armaholic few month ago, I kept sounds from his script and the "contact" function that check if targets are visible or not. How infected work: when spawning he start walking at random points, 100m around his spawn position. regurarly the infected check if there any uncover target in his line of sight. if he detect a target he start running at him, if distance <2m he does damage, he will lose his target if distance >100m then will return walk around his spawn point. INSTALLATION: add: #include "infected\infectedsounds.hpp"; #include "infected\cfgfunctions.hpp"; in your description.ext file. HOW TO USE: create a unit in the editor, add in the init box: null = this spawn INF_fnc_infecthim OR Create a marker and name it, create a trigger and put in "on act": null= [thistrigger,["marker01"],100, false, true] spawn INF_fnc_infectedzone; in this order: thistrigger : this one never change. ["marker01"] : the name of your marker. can be multiple ["marker01","marker02"] 100 : infecteds to spawn. false : spawn in houses: true/false true : respawn after last player leave the trigger : true/false here infecteds will be created as soon as any player enter the trigger, if he leave they all will be "frozen", and reactivated if he come again, so don't use "repeat" on the trigger THEN you can use the "horde" trigger, it's a bit different: infecteds will attack the player that activate the trigger and his group ONLY, if all players are dead, they will return to their spawn point and die. null= [thistrigger,["pop000"],15,false] spawn INF_fnc_initHorde; in this order: thistrigger : this one never change. ["pop000"] : the name of your marker. can be multiple ["pop000","pop001"] 15 : infecteds to spawn on every markers false : spawn in houses: true/false UPDATE 0.5: cleaning the mess. added "firedNear" eventhandler, infecteds will investigate gunshot sound position except in case of silenced weapons usage, they can now change target when attacking. UPDATE 0.3: new triggers, infecteds now use different posture, crouching and crawling (thanks to Killzone_Kid for this great idea :D ) Download Link Exemple mission PS: I'm totaly new with scripts, posting things on forum, sharing things etc, so tell me if i'm doing it wrong. I started this script few months ago, and at first it was totaly chaotic and "non exportable" but i make a coop mission with it, lots of bugs but fun anyway:
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Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this work in multi / solo /dedicated add this in your init.sqf for every players setZomboyFace = { _me = _this select 0; _face = _this select 1; _me setFace _face; enablesentences false; _me setObjectMaterial [0, "A3\Characters_F\Common\Data\basicbody_injury.rvmat"]; }; and add this in the end of INF_fnc_stuff.sqf _chosenFace = ["infected2","infected1","zombi","zomboy"] call BIS_fnc_selectRandom; [[_me,_chosenFace], "setZomboyFace"] call BIS_fnc_MP; -
Pallets dissapearing in MP
gulozwood replied to MFG4Ever's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, in MP you have to use enableSimulationGlobal. -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey thank you, horde trigger is not able to repeat, i think you can make a trigger that not act when player is in car, or in heli. i've made some modifications with vehicle/player targetting, and improve the way to freeze them all ;) edit: for 1 player named playa1 it work with that in the trigger condition box: (((vehicle playa1) in thislist)and(speed playa1 <20)) -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will remember "handledamage" for a long time ...spent 2 hours too ^^ -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
finally made it, as usualy it's crappy but it work ;) add to the \infected\functions\fn_infectedint.sqf , \infected\functions\fn_inithordeattacker.sqf and \infected\functions\fn_infecthim.sqf : _me addEventHandler ["HandleDamage", { _damages = _this select 2; if (((_this select 1) in ["head"])and (_damages >= 0.8)) then { (_this select 0) setDamage 1; }else{ (_this select 0) setDamage 0; }; }]; just before the _me addEventHandler ["hit",{ now you will heal infecteds by shooting on them, except if you shoot the head ^^ but now there is a little problem with the "hurt" sound, will take a look to it. -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, I've finally find a way to silence them, just add to the \infected\functions\fn_infectedint.sqf , \infected\functions\fn_inithordeattacker.sqf and \infected\functions\fn_infecthim.sqf : enableSentences false; put it just before the "disableAI" things -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sorry guys, it seems i've broken the group system in the last update, I think it's repaired with this one: mission files -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah yes, sorry for that, but I'm sure you can keep it all, i'm making a compatible infected.sqf ASAP ;) EDIT: the infected.sqf file is back, you just need to add in your init.sqf: execvm "infected.sqf"; and the new mission files. -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
HI, I make new functions on the last update, every function name looks like "INF_fnc_functionName". sorry for changing these names but i've to do this for compatibility between scripts and its addon form. when using the script the only thing you need to install it is: #include "infected\infectedsounds.hpp"; #include "infected\cfgfunctions.hpp"; you dont need anything else. then in the editor you can take a look to the missionConfigFile functions list, I have commented and put exemples for these 3: INF_fnc_infecthim (new) INF_fnc_infecedtzone (now using array for the marker, I tried to "infect" Kavala and 1 marker was not enough if you want to have infecteds in every part of the city) INF_fnc_inithorde (just name modification) -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
updated :) -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, thank you for testing. I tried everything to make them stop speaking, but it still a fail, it seems the problem is that infecteds are in the same attacking group, I think they dont speak when they are alone but without groups you are limited to 130 entities. i'm pllanning to update the script today with something cleaner with a more reactive infected, possibility to put entities on the map without triggers, spawning & freezing all infecteds at mission start, etc... -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
did you try to use the launcher, it download workshops addon in the A3 root folder. Gdrive link: Addon/mission if you want to use these faces in the editor, just put this in the init box of a character: this setFace "zombi"; instead of "zombi" you can use "zomboy" , "infected1" or "infected2". -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what the problem with the workshop ? -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just finished to add the new infected script to my old mission. i put a lot of horde triggers, a kind of stress test. you can use the infected addon with it, everything is in the workshop: mission file / addon file -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, we finally have custom bodies too :D (thanks to Boomerang for his awesome job) i'll try to make custom animation this week. for now Infecteds actions are really basics and they are deaf, gonna change this quickly :) -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
made first try with custom head today (i'm so happy ^^ ) -
hi, maybe like this: _vehicle setVehicleVarName format ["Vehicle%1", _vehicleIndex];
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Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Fillo, I just tested with the 0.3 exemple mission and no error message, except this 1 when the game start since the last patch: what kind of triggers do you use ? -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice, keep me in touch, I want to play it :D -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Update 0.3 hope it will works as you wish :) -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Karneck, the "fncpopattacker" should not be used, it's a part of the "horde trigger" that is not working at this time, in fact I don't know how infected will finish their attack, for now they attack player that activate the trigger and his group, and the question is:" what to do when they have killed the entire group". another thing, when you put vehicles on your map you have to use fnc_vehicle.sqf on them, if not, infected will attack empty vehicles (take a look at the exemple mission) few modifications are required for that. by the way, thanks for testing the script, I was a bit lost (cause i'm a scripting noob), now I know what to do so I'll try to make an update ASAP. -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Stanerz, there are some sleep commands in file infected\popinfected.sqf that can be changed, even deleted (try to put a // just before the sleep). or try to make bigger markers they will start to spawn earlier. -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
in file infected.sqf fncNextSound = compile preprocessFileLineNumbers "infected\fnc_nextSound.sqf"; "zzsound" addPublicVariableEventHandler {[(_this select 1) select 0,(_this select 1) select 1] call fncNextSound;}; these 2 lines are used to play infected sound on clients and clients only, "server/client" don't need it. maybe it's a strange way to broadcast sounds but it work, and I'm sure it will be useless as soon as we have a real zombie model with sounds etc ... EDIT: and don't forget the description.ext file. -
Infected Script by Gulozwood
gulozwood replied to gulozwood's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hehe, I think it work on all maps, but I only test on stratis/altis.