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Homer Johnston
Aug 14 2003, 04:17
I actually made this mission over a month ago... it's been sitting on my HD 95% done since, recently I think I finished the last bits involved with it... its a rather linear, scripted mission so not much replay value; if theres demand I will be able to make a more dynamic mission (with the same zombie theme? craziness...) ANYWAY

Type: MP Co-op
Theme:  http://forums.bistudio.com/oldsmileys/tounge_o.gif
Players: 1 to 12
Length: ... if you take over like.. a half hour you're probably screwed... unless you like virtua-camping in lil bases...
3rd party Addons: The editor upgrade for Resistance (using 1.91)

Dead zombie body 'stay' times are adjustable from 0 to like 40 seconds... just a roughly implemented thing to possibly reduce CPU load


Edited: my links replaced with Karrillion's 2-mission pack
http://www.aggression.org/karr/nogovavirus.zip


uhh... have fun, and ... uhh.. post bugs (or requests?) here or PM me http://forums.bistudio.com/oldsmileys/smile_o.gif and I'll probably get around to fixing it sometime soon... but I got a new system due here Tuesday so make requests quick ;)

Thanks to D.Murphy Man for original bits about zombie scripting... I essentially heavily modified some of his scripts to acommodate my needs http://forums.bistudio.com/oldsmileys/smile_o.gif

Thanks! HoJo

Oh yea... it includes some appropriate music so if you're feeling truly adventurous be sure to have that enabled

blackdog~
Aug 14 2003, 07:36
Very cool man... quite a bit improved from Skye Virus. I really loved the music when they came around, kinda like a shark attack... hehehe.

I have been bugging people to play it with me, including Hellfish6, but he won't... so I hope he dies.

LoneSoldier
Aug 14 2003, 09:02
Very good man. Nice http://forums.bistudio.com/oldsmileys/smile_o.gif

I especially love that fog script you have.

Would you mind if used the fog script in a mission of mine?

Homer Johnston
Aug 14 2003, 12:32
thanks guys http://forums.bistudio.com/oldsmileys/wink_o.gif

not at all LoneSoldier, everything is up for grabs. Any questions about it, let me know and I'll be glad to answer.

BlackDog if you're really desperate to play it with someone, you can ask me on... wednesday http://forums.bistudio.com/oldsmileys/tounge_o.gif you should be bored of it by then, though http://forums.bistudio.com/oldsmileys/unclesam.gif

LoneSoldier
Aug 15 2003, 01:04
Alright thanks man!

Now when i used hojo.sqs for those clouds of fog i only got one cloud every couple of seconds, and it was like "why the fuck is there only 1 little cloud floating around the map?!"

So I put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_fog = 0
#fog
&#91;&#93; exec &#34;hojo.sqs&#34;
_fog = _fog +1
?_fog == 120
goto &#34;fog&#34;[/QUOTE]

In my init.sqs and my mission would not load. The computer would freeze and i would have to restart it.

So i took that peice of code out of the init.sqs and chucked it in a script called fog.sqs. I then would exec the script at the start of the mission, and there would be clouds engulfing the player, and there were more and more and more and more until my PC froze up...

So how can i give that nice effect that you had?

blackdog~
Aug 15 2003, 01:13
I played it with Hellfish a few hours ago, as usual, he didn&#39;t like it or something. He&#39;s very hard to figure out... sometimes he was happy and sometimes he was an idiot because the AI was sneaking up behind him and I was screaming RUN&#33; THEY ARE BEHIND YOU&#33; but then he just let them kill him and then he said the map was stupid but don&#39;t listen to him, I hope he dies for this reason.

Anyhoo, good work&#33; I hope you get some kind of respawn system in the next version http://forums.bistudio.com/oldsmileys/sad_o.gif

Homer Johnston
Aug 15 2003, 01:55
Lone, skip all this junk and read the bottom paragraph first... if thats bad, then read the explanation that follows this http://forums.bistudio.com/oldsmileys/smile_o.gif

Heres how it works Lonesoldier...

in my init.sqs, I have it exec hojo.sqs (I really should have made a better name for that LOL) 120 times, this instantly spawns 120 puffs of smoke. Then, all the rest is taken care of by hojo.sqs... looking in it, we see

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#start

foglogic setpos &#91;&#40;getpos player select 0&#41;+&#40;random 80 - 40&#41;,&#40;getpos player select 1&#41;+&#40;random 80 - 40&#41;,0&#93;

drop &#91;&#34;cl_basic&#34;, &#34;&#34;, &#34;SpaceObject&#34;, 40, random 5+5, &#91;0,0,2&#93;, &#91;1,1,0&#93;, 0, 1.275, 1, 0, &#91;5&#93;,&#91;&#91;1,1,1,0&#93;,&#91;1,1,1,.5&#93;,&#91;1,1,1,0&#93;&#93;,&#91;0&#93;,0,0,&#34;&#34;,&#34;hojo.sqs&#34;,foglogic&#93;

exit[/QUOTE]

a) #start is useless... another figment of my 16 year old brain...

b) I placed a Game Logic and named it "foglogic"... hojo.sqs first moves the foglogic to a random area around the player, then

c) uses the drop command to spawn a whatever-they&#39;re-called. The actual dropped fog has a lifetime of random 5+5. In the end of the DROP command array, you see "hojo.sqs"; this is telling it, &#39;when random 5+5 is over, execute hojo.sqs&#39;

...

so, every execution of hojo.sqs will create one fog piece that (currently) will never die.

Maybe this will help you figure out your looping problem? hope so, keep me informed... be sure you&#39;ve included all of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_fog = 0
#fog
&#91;&#93; exec &#34;hojo.sqs&#34;
_fog = _fog +1
?_fog == 120&#58;goto &#34;after&#34;
goto &#34;fog&#34;
[/QUOTE] in your fog.sqs

Dunno... if you can&#39;t get it working I&#39;ll be glad to help more


------


Blackie wants a respawn system eh? don&#39;t think that would implicate any serious problems............ I&#39;ll try to learn my butt how to activate respawns http://forums.bistudio.com/oldsmileys/wow_o.gif thank goodness for ofpec

oh, and thanks for the support vs Hellfish http://forums.bistudio.com/oldsmileys/wink_o.gif lol though I understand that some people probably think I&#39;m a freaking gotard for using this theme http://forums.bistudio.com/oldsmileys/smile_o.gif but hey, they&#39;re just no fun http://forums.bistudio.com/oldsmileys/tounge_o.gif


P.S. is there any demand for another one? I started a second one of these a month ago, just the footwork, but I could complete another (slightly different) one if someone gives a dang http://forums.bistudio.com/oldsmileys/wink_o.gif


LoneSoldier, I think I just realized your problem-- in fog.sqs, did you forget to have a "#after" entry after the scripting? Otherwise, it will just ignore that and keep looping... alternatively, if your fog.sqs is only there to create the first fog patches, replace ?_fog == 120:goto "after" with ?_fog == 120:exit .. that should halt the script...

LoneSoldier
Aug 15 2003, 03:53
Woo&#33;

Thanks so fuckin&#39; much man. Really adds to the atmosphere. http://forums.bistudio.com/oldsmileys/smile_o.gif

The fog clouds give it that atmosphere of a hot, swampy, haunted style play area.

Just one more quick question.

Is there any way at all to make the ground have a knee-height layer of fog?

I wouldnt mind using that effect (if possible) on the water, to make it look steamy... http://forums.bistudio.com/oldsmileys/tounge_o.gif

Homer Johnston
Aug 15 2003, 04:10
According to Vektorboson&#39;s drop tutorial ( http://home.arcor.de/vektorboson/en/tuts.html ):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Drop &#91;ShapeName, AnimationName, Type, TimerPeriod, LifeTime, Position, MoveVelocity, RotationVelocity, Weight, Volume, Rubbing, Size, Color, AnimationPhase, RandomDirectionPeriod, RandomDirectionIntensity, OnTimer, BeforeDestroy, Object&#93;[/QUOTE]

my drop command:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">drop &#91;&#34;cl_basic&#34;, &#34;&#34;, &#34;SpaceObject&#34;, 40, random 5+5, &#91;0,0,2&#93;, &#91;1,1,0&#93;, 0, 1.275, 1, 0, &#91;5&#93;,&#91;&#91;1,1,1,0&#93;,&#91;1,1,1,.5&#93;,&#91;1,1,1,0&#93;&#93;,&#91;0&#93;,0,0,&#34;&#34;,&#34;hojo.sqs&#34;,foglogic&#93;[/QUOTE]

matching them comma by comma, probably the two you&#39;ll want to experiment with are [0,0,2] (position) which indicates a height of 2, and [5] (size), which is its height (all of this in meters) ...

some possibilities I can think of would be,

- large size (ie 10), very low position (ie [0,0,-4])  this would create small &#39;heaps&#39; I think
note that the size is from top to bottom and the position is measured from center... as such, having a 10 meter thing -5 below the ground means none of it will be visible...

-small size, just above ground, and a large number (maybe up to 3.., 4.., 500 to create a lot of small clouds which might look nice (but laggy?)


like most things in life, the best result usually comes from experimentation http://forums.bistudio.com/oldsmileys/smile_o.gif

good luck http://forums.bistudio.com/oldsmileys/smile_o.gif



[edit] also, from my script [[1,1,1,0],[1,1,1,.5],[1,1,1,0]]

this is the Color array. Note that each element inside the Color Array is an array... this confused me a lot at first http://forums.bistudio.com/oldsmileys/wink_o.gif ... you can have as many elements as you like, each 4-number array contained within the Color array is displayed for an even amount of time (it cycles through them in order). The 4-number arrays are in the format [R,G,B,Alpha (transparency)]

to clarify (hopefully):

I used 3... first one is 1,1,1,0 meaning full red, full green, full blue (they are on a scale of 0.0000.. through to 1), and 0 alpha which is fully transparent
then second one is 1,1,1,0.5, which means still all-white color, but it has faded into half-transparency...
third one fades back out to invisible as the life time expires...

if I were to add, oh, say, 1,0,0,1 to the end, then the others would last a shorter time, then after it faded back to invisible it would suddenly come in as a red blob then as soon as it hit full change it would disappear http://forums.bistudio.com/oldsmileys/smile_o.gif try it for better understanding.. it&#39;s actually quite neat

I need to learn how to write less... lol... sorry http://forums.bistudio.com/oldsmileys/smile_o.gif

anyway, hope this helps http://forums.bistudio.com/oldsmileys/smile_o.gif

LoneSoldier
Aug 15 2003, 04:54
Thanks man&#33;

Hit_Sqd_Maximus
Aug 15 2003, 08:42
Hehe, blackdog, some guy I cant name and I just got finished playing this. Its a lot of fun http://forums.bistudio.com/oldsmileys/biggrin_o.gif

D.murphy man
Aug 17 2003, 12:17
Nice to see ppl making more missions like my skye virus,keep up the good work http://forums.bistudio.com/oldsmileys/smile_o.gif


Sadly it will be a while before i get back into OFP mission making so dont expect any new skye viruses any time soon http://forums.bistudio.com/oldsmileys/sad_o.gif

Mr Burns
Aug 18 2003, 16:05
Man, this Mission is a cool one.
I played it yesterday for the first time and an hour before that i had seen "28 Days later" .. so let´s say i was in the right mood for it but totally unaware about the mission http://forums.bistudio.com/oldsmileys/smile_o.gif

The fog you have added is one of the best features i´ve ever seen in an OFP Mission &#33;
I wanna try this map in coop, must be gr8 fun..

Hudson
Aug 18 2003, 16:19
I had to play with the lights on in my computer room&#33; This mission is alot of fun, my only complaint is it was rather short for such an addicting mission. Or maybe it just seemed to short because I was so cought up in it? Either way its a great mission that just goes to show what one can do with flashpoint and a little creativity. Excellent work homer&#33;

Homer Johnston
Aug 19 2003, 01:53
thanks a lot guys&#33; I really appreciate the inspiration... keeps me working on #2 here ;) I might have something worth testing by the weekend...

Cheers&#33;

Hudson I will see what I can do about a potential length "issue" with #2 ;) http://forums.bistudio.com/oldsmileys/unclesam.gif

Hudson
Aug 19 2003, 03:44
Actually after playing it a few more times I feel the time is perfect, right around 30 mins. However we do have a new problem  http://forums.bistudio.com/oldsmileys/biggrin_o.gif  Only 4 player slots  http://forums.bistudio.com/oldsmileys/sad_o.gif  Funny thing is our server has been running nogova virus for 5 and a half hours so far today, many players keep having to wait till next round to play. Maybe in part two you can add more player slots and increase the number of objectives? Maybe make 4 squads of 4 soldiers all starting from different locations meeting up at different times and carrying out different objectives?  I cant wait to play the next one&#33;  http://forums.bistudio.com/oldsmileys/ghostface.gif

Hit_Sqd_Maximus
Aug 19 2003, 04:15
Right now it isnt very easy to add more players because of the scripts, but karrillion gave some information that he can use to make the scripts more efficient and can add as many players as needed very easily http://forums.bistudio.com/oldsmileys/wink_o.gif

The Frenchman
Aug 19 2003, 04:54
Can you please use this song in your next mission? Please, I offered this song to "He who shall not be named"(You know who you are&#33; http://forums.bistudio.com/oldsmileys/mad_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif ) and he said it was too action-y. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Link to song:Click and listen to the whole thing please (http://bbmusic.crosswinds.net/soundBB/RvS_Intro.mp3)

Homer Johnston
Aug 19 2003, 05:32
Hudson: I will do my best to create more player slots but I am weary of lag issues (also difficult to implement multiple squad positions in code...) like everything, compromises must be made. My only promise at this point is the next mission will have at least 5 player slots, however given this crazy unexpected amount of demand I will at least try to up it to 7 or 8. Love your avatar by the way http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Max; thanks for introducing me ;) I&#39;m currently working out some scripting that will let me use that bit of insight... it does have potential I am glad to say...

Frenchman: The song will stay on my HD... if not this mission, I will find a place for in sometime in the series.

The Frenchman
Aug 19 2003, 05:35
What is to be the next infected island? http://forums.bistudio.com/oldsmileys/smile_o.gif

Ill be listening for the song I gave you in the next mission or the next or the next or...

DuffLad179
Aug 19 2003, 19:50
I really enjoyed this level, but my only complaint is that i am having trouble De-Pbo&#39;ing it and uploading it onto the editor. I am only interested in changing units for my own personal use, but i keep getting this error message whenever i open it,
[Preprocessor failed on file Users&#92;DuffLad&#92;missions&#92;NogovaVirus1_0.Noe&#92;description.ext-error 7.] Any help will be appreciated, thanks

Homer Johnston
Aug 19 2003, 21:34
Thanks to Hit_Sqd_Maximus, the mission is now available in a 5-player slots version. My angelfire account has run over limit for today, unfortunately, though. (This makes it over limit 5 times in the past week lol) I also took the opportunity to address a bug with the radio. Please inform me if you hit any problems&#33;

DuffLad, what PBO tool are you using? I only suggest PBO Decryptor 1.5 (UnPBO.exe) find it at ofp.info, http://ofp.gamezone.cz/index.php?sekce=utilities ... the others are not compatible with Resistance

SCFan42
Aug 19 2003, 22:05
I played the version 1.1 today, and there were no zombies&#33; I don&#39;t know if it was a one time thing or what, but I dunno. Also, if there&#39;s 5 players, one of them has to run from the military base since the HMMWV only fits four. I also edited the mission to use BAS&#39;s JAM weapons, but I do plan on cutting the number of M-60 mags and 40mms in half since the M-60 mags carry 200 and the grenades only take up one slot. Only thing I would like to know is how much ammo a 5-ton truck carries

Hit_Sqd_Maximus
Aug 19 2003, 22:20
Were did you play 1.1 at?  http://forums.bistudio.com/oldsmileys/smile_o.gif

Ooops, I didnt even think about the hummer only carrying 4 slots..... will replace hummer with a 5ton or something

SCFan42
Aug 19 2003, 22:54
played it on www.radishville.com server

Hit_Sqd_Maximus
Aug 19 2003, 22:56
Aah, that explanes it. I made that last night and I couldnt figure out why it wasnt working. We have a working version right now it seems and it will be on the radishville server again when it is done.

SCFan42
Aug 19 2003, 23:27
I just updated my JAM version of it, hopefully this one will run on our linux server, and I added three new difficulties: Normal Night, Hard Night, and Very Hard Night&#33; Spooky-ness&#33;

Homer Johnston
Aug 19 2003, 23:33
The link for 1.1 is now on the first page

It will be available at midnight, I guess... first come first serve until the 1GB is up&#33; http://forums.bistudio.com/oldsmileys/crazy_o.gif

I&#39;m going to remove my forum sigs from that account... might get a couple more DL&#39;s out before it caps or something http://forums.bistudio.com/oldsmileys/rock.gif

http://forums.bistudio.com/oldsmileys/smile_o.gif -HoJo

Acecombat
Aug 20 2003, 00:04
Real nice mission man but it has probelms playing it in SP mode like it wont resume from a svae poitn sometimes http://forums.bistudio.com/oldsmileys/rock.gif

Here are some horror pics http://forums.bistudio.com/oldsmileys/tounge_o.gif

http://nomad.opflash.org/Ofp0006 (http://nomad.opflash.org/Ofp0006.jpg)

http://nomad.opflash.org/Ofp0012 (http://nomad.opflash.org/Ofp0012.jpg)

Homer Johnston
Aug 20 2003, 01:02
To be honest, I hadn&#39;t given thought about saving.... I designed the mission entirely with MP in mind, unfortunately.

If you can provide any details about what/how it screws up, however, I will do my best to prevent it in my next mission (sorry, not planning to enhance this one more... however if anyone wants to depbo it, the code is free game... it&#39;s also very messy...lol).

thanks for the pics ;)

SCFan42
Aug 20 2003, 02:04
We just tried 1.1 again and still no zombies.

Homer Johnston
Aug 20 2003, 03:05
Unfortunately I have no control over what version the servers run... but I&#39;m going to rename the working one to 1.1B right now. Next time I see Max I will ask him if he has distributed anything besides his initial changed one yet.

If you want to know whether or not this is the fixed version, however, play it in SP, or be the host server (be a non-dedicated). If it is the non-fixed version you should see oilloads of errors along the top of the screen... also, the mission might work if you use exactly 4 players (that&#39;s pure speculation) because of the nature of the error.

please note that I have no idea if Max distributed the fixed 1.1... If he hasn&#39;t, then the working version will be named 1.1B when it is distributed

Sorry... Hang in there...  http://forums.bistudio.com/oldsmileys/crazy_o.gif

IF YOU PREVIOUSLY DOWNLOADED NogovaVirus1.1.Noe.pbo --&#62;FROM THE FIRST POST OF THIS THREAD<-- please rename the file to NogovaVirus1_1B.Noe.pbo

Thanks

Acecombat
Aug 20 2003, 03:14
No problem but it messed up right in the end http://forums.bistudio.com/oldsmileys/crazy_o.gif
I was about to be evac&#39;ed and then i saved it and left the game and when i again tried to load it it wont load instead ofp just cuts back to the desktop http://forums.bistudio.com/oldsmileys/mad_o.gif

By the way are women designed to chase faster then men http://forums.bistudio.com/oldsmileys/tounge_o.gif
See the pics for what i man that women was a good 70m away when i took the screeni and in a flash she was upon me like a hawk.

Hit_Sqd_Maximus
Aug 20 2003, 03:37
Next time I see Max I will ask him if he has distributed anything besides his initial changed one yet.
Nope, I put 1.1 on radishville last night to see if I got it fixed. It didnt work for me so I think hudson removed it. But 1.1b should be on the server now. http://forums.bistudio.com/oldsmileys/wink_o.gif

Status_cz
Aug 20 2003, 16:58
I want to try it,see it,play it,but i can´t,because http://www.angelfire.lycos.com/scary/bobocop/NogovaVirus1_1B.Noe.pbo link dont work http://forums.bistudio.com/oldsmileys/sad_o.gif ,can anybody write an working link pls? http://forums.bistudio.com/oldsmileys/smile_o.gif

Homer Johnston
Aug 20 2003, 17:53
Its a weak stab, but I signed up another Angelfire account just for the hell of it. Check first post for link.

Status_cz
Aug 20 2003, 18:03
Thanks,now i can try it http://forums.bistudio.com/oldsmileys/wink_o.gif

The Frenchman
Oct 15 2003, 23:39
Update? http://forums.bistudio.com/oldsmileys/rock.gif

Major Fubar
Oct 15 2003, 23:49
Maybe it can be updated to include the excellent animated dog addon, which is also infected with the virus?

Homer Johnston
Oct 16 2003, 22:39
hey guys, record breaking case of writers block going on http://forums.bistudio.com/oldsmileys/sad_o.gif

I don&#39;t personally plan on updating Nogova Virus, to be blunt... but sometime soon (at any rate, winter&#39;s coming... I hate winter) I plan on sitting down and cranking out something  http://forums.bistudio.com/oldsmileys/ghostface.gif

Good idea with the dog ;) might help alleviate some writer&#39;s block as well  http://forums.bistudio.com/oldsmileys/crazy_o.gif

Thanks for letting me know there is still demand for this sorta thing too... every little chunk of motivation can help ;)

tracy_t
Oct 17 2003, 13:38
If you can up the number of zombies and have them roam the island, you will be a God&#33; There is a demand for zombies (check out the number of zombie movies released in the past year: house of the dead, 28 days later, resident evil...) and I bet loads of people would want to play a good mission.

A single-player Dawn of the dead type mission (with choppers & soldiers) would be extremely popular, I would say.

Regards,
Tracy.

KaRRiLLioN
Oct 18 2003, 19:25
I have a remake of the original Nogova virus and also a sequel here:

http://www.aggression.org/karr/nogovavirus.zip

I was working on a 3rd one but then I got back into updating RTS again.

These versions have room for up to 12 players, and the zombie scripts are some dynamic ones that I made.

Skunk Monkey
Oct 18 2003, 19:27
Maybe it can be updated to include the excellent animated dog addon, which is also infected with the virus?
Tried it ... its cool

If the mapmaker will allow it I&#39;ll publish a link to the file with the zombies replaced by Dogs ;)

Doggy Edited Nogova Virus map .. by Bigus Dickus (http://66.98.164.44/~skunk/co@<hidden>%205%20nogova%20virus%20(dog%20version%20test.noe.pbo)

The Doggy Addon (ftp://www.gamezone.cz/ofpd/unofaddons2/TCP_TestDog.zip)

Homer Johnston
Oct 18 2003, 22:10
If the mapmaker will allow it I&#39;ll publish a link to the file with the zombies replaced by Dogs ;)
I don&#39;t mind. Karrillion?

KaRRiLLioN
Oct 19 2003, 01:50
Heh, I don&#39;t care.  Might be cool to not make them all dogs.  This is possible in my script.  There&#39;s an array in the script that has the different model types.  Just add the dog in there and it should cycle thru them.  If you want more than one dog to spawn, then put the dog in there a couple of times.

In the Zombies.sqs script the array is listed at the top like so:


Quote[/b] ]
ZombieTypes = ["Civilian","Civilian2","Civilian3","Civilian4",&q
uot;Civilian5","Woman1","Woman2","Woman3","Woman4&
quot;,"Woman5","Civilian6","Civilian7"]


Make it look like this:


Quote[/b] ]
ZombieTypes = ["Civilian","Civilian2","DogType","Civilian3",&quo
t;Civilian4","Civilian5","Woman1","Woman2","Woman3
","DogType","Woman4","Woman5","Civilian6",&qu
ot;Civilian7"]



I suppose I really should work on that 3rd installation of the series...

AHHH&#33;&#33;&#33; THIS FREAKING ubb code isn&#39;t working right&#33;&#33;

Hawkins
Oct 19 2003, 08:29
Whoa... Laggy. http://forums.bistudio.com/oldsmileys/tounge_o.gif I bet it&#39;s that fog created with the drop command or some loop which has no delay.  http://forums.bistudio.com/oldsmileys/crazy_o.gif Maybe make the fog selectable?

The second mission requires some SEB addons and BAS weapons. It&#39;s ok but you could state the exact addons needed. ;)

Hawkins

EDIT: And I got an error every time I shot a zombie: side _dude == resistance: generic error

It was something like that. Might be due to the lag or me playing it with FDF mod. :P

D.murphy man
Oct 19 2003, 09:40
Hey KaRRiLLioN why dont you make a example mission of your dynamic zombies? just the raw scripts and triggers in a mission you need to make them work? So people can use this example mission a refrence for there own zombie missions instead of digging out all the scripts and triggers they need for zombies from your other missions?

KaRRiLLioN
Oct 19 2003, 19:59
Yep, once I get a little bit of free time.

There&#39;s just 3 core scripts for making dynamic zombies spawn and making the players holler when attacked in the mission.

I have a few global variables that determine the number of zombies that spawn, etc.

I&#39;ll try to come up with a simple sample mission soon.

Skunk Monkey
Oct 19 2003, 22:46
We Finished it .. it was fun

http://66.98.164.44/~skunk/images/nogovavirus2.jpg

Now .... Part 3 http://forums.bistudio.com/oldsmileys/rock.gif??

D.murphy man
Oct 20 2003, 15:18
Hey&#33; Lol on that score chart theres "MurphyMan[SES]" you play with him often? He&#39;s my older brother.

Skunk Monkey
Oct 20 2003, 20:41
Hey&#33; Lol on that score chart theres "MurphyMan[SES]" you play with him often? He&#39;s my older brother.
He is in my Clan ...

tracy_t
Oct 25 2003, 09:39
Dammit. Can&#39;t get any of the links to work. And as y&#39;all know, I just love zombie games lol

Can anyone put the file up on a rather longer lasting server (ie: not Angelfire or Geocities) for download&#33;&#33;&#33;&#33;

I really want to play this map.

BTW: Hope that the soldiers open fire on the zombies in this version. In the previous version, AI soldiers wouldn&#39;t fire at the zombies and my team would be overrun http://forums.bistudio.com/oldsmileys/sad_o.gif

Thank you.
Tracy

Homer Johnston
Oct 25 2003, 19:31
Check Karrilion&#39;s pack on page 3. Contains his modified ( version of Nogova Virus and his own &#39;sequel&#39; http://forums.bistudio.com/oldsmileys/smile_o.gif

P.S. what version did they not open fire?... all that I know possible has been done to make them fire at the zombies, but OFP&#39;s AI is.. well... not really intelligent sometimes http://forums.bistudio.com/oldsmileys/crazy_o.gif

tracy_t
Oct 25 2003, 20:04
Hi

just played the map. AI soldiers only open fire on the zombies after they get bit, and not before&#33;&#33;

Bit poor having to wait for them to be attacked.

Gotta say though, I LOVE being attacked by hundreds of zombies&#33; It is fantastic&#33;

If you can get the AI to shoot the zombies as soon as spotted, then I reckon this map will rock&#33;

KaRRiLLioN
Oct 25 2003, 23:20
From what I&#39;ve seen, they do fire on the zombies normally. In fact when I first tested in SP mode, and the AI had grenades, I&#39;d usually end up dead from about 50 &#39;nades hitting me as those idiot AI&#39;s threw them at everything.

The most fun for this comes with playing in MP with just 3-4 people. It is fun with more, but only because you get to watch the others become cannon fodder.

I&#39;m tweaking the versions I have now to make the killed players respawn as zombies so they can still have fun chasing their former teammates. :P

tracy_t
Oct 26 2003, 09:24
Yeah, your comrades reviving after death would be brilliant&#33;

What about having those soldiers that are bit but not dead, slowly waste away with the disease? Or would that make the game too difficult?

It would be great having some former multiplayer allies chase you as a zombie&#33;&#33; They could have some markers telling them where the nearest humans are... http://forums.bistudio.com/oldsmileys/smile_o.gif

Any chance of having some roadblocks manned by the army/ and or police? lol

It would be fantastic to have zombies chasing you on one side, and the army shooting at you on the other&#33;&#33;

Regards,
Tracy

D.murphy man
Oct 27 2003, 08:42
How about players who get respawned as zombies have to kill a certain ammount of humans to respawn once again as a human player? Then it gives the zombie players a bit more of a motive to go eat there former team mates http://forums.bistudio.com/oldsmileys/wink_o.gif

tracy_t
Oct 27 2003, 10:14
I&#39;m actually working on a zombie map of my own. Watch this space lol

I&#39;ve taken music & sound samples from various well known zombie movies and created some familiar environments.

* Zombie flesh eaters (intro music)
* Return of the living dead (eyes without a face, surfing dead, tonight)
* Day of the dead (intro music.)
* Various chomping noises & gore sounds - distant wails etc.

Storyline:
At the moment, you start off in a fenced off base (a la Day of the dead) in the Nogova desert (south of the airport) surrounded by zombies. Note: the base is a bit weak at the moment, maybe someone would care to tart it up later.

You have a chopper (Martin&#39;s BELL 206B Jet Ranger addon) at your disposal to scout the cities for survivors. If there are any..

What will be different in my map, from Nogova virus, is that the zombies won&#39;t "pop-up" in the distance (which was annoying) and will gather en masse to attack the player at selected points.

Large groups (up to 50 at the moment) are created at "spawn points" (getmarkerpos <marker in the treelines> close to the soldiers. You&#39;ll hear &#39;em before you see &#39;em&#33;

Homer Johnston
Oct 27 2003, 11:06
karrillion lowered the spawn distances in his mission; in the original, they spawned outside the visible area http://forums.bistudio.com/oldsmileys/tounge_o.gif

good luck with your mission&#33;

tracy_t
Oct 27 2003, 12:31
Writing the spawning&#39;s the easy part lol

The difficult part is creating the story and making sure the player doesn&#39;t use the chopper all the time; I think I&#39;ll have to make the chopper run low on fuel or something, and make the humans go on foot....

Also considering using a larger island; Nogova&#39;s pretty small.

hmm; could be interesting&#33;&#33;&#33;

KaRRiLLioN
Oct 27 2003, 16:22
Nogova is pretty big when you&#39;re on foot.

D.murphy man
Oct 27 2003, 17:15
Im going to start a new Zombie mission soon as Karrillion makes his example mission,my zombie spawn in Skye Virus is Pretty shit and laggy.

I might make a very Story driven proplem solving mission.think resident evil. http://forums.bistudio.com/oldsmileys/wink_o.gif (just not as boring)

DpS
Nov 4 2003, 18:12
Just like to say, to Karillion... I love this mission mate. I played this mission on TJ BAS server, everyone loves it there. Cant wait for the third one so i could ask them to upload the third one to that server thanks.

KaRRiLLioN
Nov 5 2003, 20:05
Thanks, but I just hijacked someone else&#39;s mission, made some changes, and then made a sequel for it. D.murphy man is the originator of the OFP "Evil Dead" zombie, and Homer Johnston took it along a linear route. Thank them for bringing this alternate OFP universe to life.

Right now I&#39;m working on the third chapter, and trying to do a small tutorial for how to work it.

The Dogs look pretty cool in it thus far. It&#39;s kind of scary seeing a non-humanoid rush at you from out of the darkness. Perfecting the cut scenes is what seems to take the longest time. I&#39;d like it to be more cinematic, whereas most people just want to hop in and blow stuff up.

Anyway, I hope to have something soon.

The Frenchman
Nov 5 2003, 20:20
 It&#39;s kind of scary seeing a non-humanoid rush at you from out of the darkness.  
So true. For example I could complete a mission in MoH easily but in levels where there was attack dogs it took me forever because I was afraid of getting eaten. Same with the game Tresspasser. I couldn&#39;t play the game without putting the freeze cheat because the dinosaurs would start to eat you. http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif

Sorry for going offtopic http://forums.bistudio.com/oldsmileys/ghostface.gif

tracy_t
Nov 6 2003, 10:03
I&#39;m still working on my day of the dead title.... no zombie dogs there.. lol. Only problem is getting the time (I work as a software engineer during the day, so at night I can&#39;t be arsed programming any more)

I am sorry to say this map will require a lot of addons...  

I am using 3rd party addons to capture the look and feel of a raft of classic zombie movies: soldiers in NBC suits, 80&#39;s cars and Martin&#39;s Bell 306 chopper.

I&#39;ve also taken a lot of music and sound samples directly from various horror movies (see previous post) - you WILL be scared&#33;&#33;

If anyone wants the sound samples or music for their own missions (which I expect will be closer to completion than mine) I will be very happy to provide them.

EDIT: Does anyone know if a human skeleton addon exists? If so can you point me to it.

Regards,
Tracy

tracy_t
Nov 10 2003, 12:30
Hello again

Just a small update:

The zombie map is pretty much complete, and looks better than I thought it would. If anyone wants to host the pre BETA version, to let the OFP community see what the map is like, then PM me.

If anyone wants to use the map as a template for their own zombie missions, I am prepared to hand it over (as long as credit is given to me :-))

At the moment I have up to 20 groups with 11 zombies each on screen at once, and it&#39;s smooth, albeit with a Radeon 9700 Pro + XP 2600+ with 1GB RAM :-)

I am willing to submit the group code to anyone who wants it.

Tracy

DpS
Nov 10 2003, 14:02
Thanks Karillion, anyways, could you also make another version that does not need the dog addon? if possible. I can convince my mates back in the server to dl dog addon though hehe.

KaRRiLLioN
Nov 10 2003, 17:13
We&#39;ve been testing out the 3rd Nogova virus on my server. It still needs some tweaking since the mission is over too quickly. Mainly I just wanted to test out some new features. The dog is pretty cool. I also have some other interesting effects in the mission.

Hopefully we&#39;ll have a version to post soon.

tracy_t
Nov 11 2003, 00:01
I am so bloody close to finishing my map it&#39;s unreal&#33;

I got the sounds, the graphics, everything... but my damn WEST soldiers won&#39;t shoot the civilian zombies&#33;&#33;

Karillion, can you help me out here? I&#39;ve looked at your code and created EAST groups like you did (e.g. ZGroupA, B etc) yet when my zombies join them, they aren&#39;t shot at by the west troops.

How did you do it? <bangs head> <and again> <and again>

Cheers,
Scott

tracy_t
Nov 11 2003, 09:20
Thanks to Karillion, I can now complete my mission...

All I need to do is insert

this AddRating -10000 for each zombie and all is GO&#33;

Gourka
Nov 11 2003, 11:11
Result page for the download link:

Quote[/b] ]We sent this page to NASA for testing.
Actually, we couldn&#39;t find the page you requested. Please check the URL.

Let me know when the page is back from NASA http://forums.bistudio.com/oldsmileys/tounge_o.gif

Homer Johnston
Nov 11 2003, 16:08
Angelfire gave the original mission links the boot http://forums.bistudio.com/oldsmileys/tounge_o.gif

I&#39;ve replaced the link for my original mission with Karrillion&#39;s 12 player, 2-mission version... check page 1

tracy_t
Nov 17 2003, 12:38
Hi all.

Just to keep you up to date:

No problems with creating zombies now: in fact IMHO zombies are far more numerous and aggressive than in the Skye/Nogova virus maps.

Music is added - very 80&#39;s and very scary&#33;
Sound FX - 90% done (everyone says 90%, lol); I just can&#39;t get zombie moaning sounds that don&#39;t have music in the background&#33;

TODO:
Set pieces (scripted zombie attacks)
Objectives (no, the story is complete, but the actual objective text needs to be defined.)
Intro (anyone willing to help with this?)

I am willing to hand over my config.cpp source code (thats all ya need, oh and a copy of MakePbo/StuffPbo) to anyone who wants zombies for their own maps.

Regards,
Tracy