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This mod includes place and play zombies & demons with custom animations and unique customisable options. They can be found in mission editor and will attack any enemies they know about based on the side they're on (Opfor zombies will attack Blufor units).
Zombie stength and abilities can be easily customised. These features are off by default and are only enabled if the appropriate module is placed.
- Allow zombies to throw cars, leap into the air, feed on dead bodies, and more!
- Heavily customisable spawners with max alive limits, spawn animations, and much more!
- Adjust zombies max health, attack strength, and other settings.
I am continuing with the development of this mod with plans for new features, more gore, bug fixes, and any suggestions.
If you want to send a donation, my paypal is:
ryandombrowsky@gmail.com
It would be very much appreciated!
Some screenshots:
http://i.imgur.com/QljywED.jpg
http://i.imgur.com/ra9jtmV.jpg
http://i.imgur.com/YQiSuDa.jpg
http://i.imgur.com/Jkv4TJy.jpg
http://i.imgur.com/G4SAMkl.jpg
http://i.imgur.com/p59wEzM.jpg
http://i.imgur.com/ki5SgWe.jpg
http://i.imgur.com/mB5W84Q.jpg
http://i.imgur.com/1cy5COA.jpg
http://i.imgur.com/1hbz4Hm.jpg
http://i.imgur.com/PxTprnj.jpg
http://i.imgur.com/ztqm3pv.jpg
http://i.imgur.com/COiV8BG.jpg
Some videos:
Thank you and enjoy the mod!
If anyone wants to get this to work properly with ACE3 advanced medical systems, replace the code in "acedamage.sqf" with:
_target = _this select 0;
_typeDamage = _this select 1;
_damage = 0;
switch _typeDamage do
{
case 'manNormal': { _damage = Ryanzombiesdamage; };
case 'vehNormal': { _damage = Ryanzombiesdamage/25; };
case 'manDemon': { _damage = 0.3; };
case 'vehDemon': { _damage = 0.03; };
};
_selection = selectRandom ace_medical_selections;
_hitpart = _selection;
switch _selection do
{
case "hand_l";
case "hand_r": { _hitpart = "hands"; };
case "leg_l";
case "leg_r": { _hitpart = "legs"; };
};
if(isPlayer _target) then
{
[-2,{
_target = _this select 0;
_damage = _this select 1;
_selection = _this select 2;
_hitpart = _this select 3;
if(player == _target) then
{
[_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;
[_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;
[_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;
};
},[_target,_damage,_selection,_hitpart]] call CBA_fnc_globalExecute;
} else { // note that this damage won't be applied to AI group members of a player-led team on a server (because AIs are local to group leader) - low priority...
[_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;
[_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;
[_target, _selection, _damage, objNull, "Bullet", -1, "", (_target gethit _hitpart) + _damage] call ace_medical_fnc_handleDamage;
};