View Full Version : Zmod (Crappy Zombie Mod)
thy_raven
May 2 2007, 06:36
i have the same problem as Eddie Haskel but i can't find the WoodlandUS2 file you mention anywhere, could i please be linked? i just can't seem to find it anywhere.
DMarkwick
May 2 2007, 10:27
i have the same problem as Eddie Haskel but i can't find the WoodlandUS2 file you mention anywhere, could i please be linked? i just can't seem to find it anywhere.
http://www.armedassault.info/index.p....temid=2 (http://www.armedassault.info/index.php?option=com_content&task=view&id=100&Itemid=2)
This might not be the one you were asking for, but it's the only one I know of http://forums.bistudio.com/oldsmileys/smile_o.gif
thy_raven
May 2 2007, 18:35
i really love the CZMod, but i really don't like the default arma weapon sounds, To combat this i use "ThePredators" authentic sound & weapons mod. only problem is, when i play the sound mod the Zombies dissapear from the editors options. i've tried placing the Zombie files in the addon folder of the mod, but to no avail.
Is there any way i can play with the zombies but use the weapon sounds from ThePredators mod??
Many Thanks
Kamikaze189
May 4 2007, 00:05
Can we get another download link? I think they're all expired again.
Foxhound
May 4 2007, 08:26
Can we get another download link? I think they're all expired again.
This one will never expire and will stay updated
http://www.armaholic.com/page.php?id=789
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
andersson
May 4 2007, 11:49
Very nice! But the zombie sounds are too high. I can hear a zombie snarl and eat several hundred meters... When a zombie is within 50 m from me it sounds like he is breathing down my neck.Is it supposed to be that high volume?
I have no soundmod, and x-fi with latest drivers.
Am I the only one with this sound problem?
thy_raven
May 7 2007, 22:50
is there any way of getting AI on the independent team to attack zombies? i have police models for a map i'm making and while the zombies attack the police, the police do nothing to them unless given a direct attack way point.
is there a way to make zombies appear hostile to other independents? like the zombies do to them.
cheers
No, i have too the SOundproblems..
Luciano07
May 8 2007, 14:52
i dont really mind the sounds, i think it makes it more atmospheric.
I really hope theres something you can do about the lag caused when there are numerous targets for the zombies. Do you think that is at all possible? http://forums.bistudio.com/oldsmileys/huh.gif
charonos
May 8 2007, 17:01
I have talked about the lag earlier,
there is not much that can be done to reduce it,
the zombies are script dependant.
All steps to minimize lag have been taken, like keeping it sqf
and processing all zombies in only one script and not use 1 script per zombie. It can only be anticipated that BIS will add
something like a melee combat option (with a knife or by fist stroke), so that the engine controls the approach towards the next target. On script level the target approach slows things down unfortunately.
About the sounds, the zombies correctly "SAY" the sounds, so they should be distant-dependant. Again it's the engine's task to handle that.
Inedependent sided units can't be enemies for the zombies, sorry.
They would simply not engage each other.
Kamikaze189
May 10 2007, 01:36
Any news on adding spawners?
charonos
May 10 2007, 11:14
@<hidden>
Can you elaborate on that spawn system you are talking about?
I have no clue what you mean.
andersson
May 10 2007, 19:18
About the sounds, the zombies correctly "SAY" the sounds, so they should be distant-dependant. Again it's the engine's task to handle that.
Yes, they are dependent of the distance, they are just too loud. They are like 10 times to high for me. From 100 m they sounds like 10 meters away and 10 meters away they sound like they are breathing down my neck...
Kamikaze189
May 11 2007, 00:19
The spawns (I imagine) would be similar to the ones used for the OFP zombies.
Basically, you should make game logics that you can place in the editor with ease. Like:
-Quick zombies
--Spawn 5 every 30 seconds if enemy within 50 meters
--Spawn 5 every 30 seconds if enemy within 100 meters
--And so on, as you think would suffice, and with different times, different amounts (or just stick with one zombie and make the respawn time really low), and distances if you would like.
-Same, but with slow zombies
It would allow map makers without much scripting experience to make some better maps.
Anyway, if you have any more questions about it, I'll certainly reply. http://forums.bistudio.com/oldsmileys/wink_o.gif
majoris23
May 11 2007, 03:07
wow, these zombies are fun haha.
first mod of the type I've ever tried and I love it already.
much thanks to the creator(s) http://forums.bistudio.com/oldsmileys/smile_o.gif
rcspikee
May 13 2007, 18:04
Lov the mod, many hours of fun!! just thinking anyway to increase the blood Alot, mabe hav it spurt out wen you shoot them in the head http://forums.bistudio.com/oldsmileys/rofl.gif Trying to get the mood like resident of evil is hard when theres no gore. another idea when the zombies get shot its a bit lame, cuz it takes alot to take them down, is it possible to hav them react to every shot, so a shot will make
them jerk / stop / or whatever is easiest, tell you what would be truly sweet is if you blasted them with say 8shots from an m249 an
they fall on to there knees an then as long as you dont fire they get back up http://forums.bistudio.com/oldsmileys/notworthy.gif an if you fire then instead of geting up there fall from there knees on to there belly an then get back up an there till there life is gone, just throwing ideas out
mrbean1112
May 16 2007, 23:07
Would anyone mind pming me with the list of the zombies? i'd like to spawn the civillian infected.. but i do not have their classnames.
And for some reason i can not DEPBO the file.
=[
canis lupus
May 16 2007, 23:42
are you using the cpbo tool, it works for me...
mrbean1112
May 17 2007, 00:43
Yeah im using Cpbo... but something is wrong with it.. Can i just get a copy of the config.bin? or whatever? thanks.
Hit_Sqd_Ack
May 17 2007, 11:51
Love the mod but the sounds are way too loud even when they are far away. Hope we can get this worked out soon, other than that, this is a great mod, I've already been making maps for this addon. Anyone know of a server for this?
Thanks,
Ack
jim_booby
May 17 2007, 14:26
good work on the mod charonos i really appreciate the effort, but in regards to the zombies allways knowing ur location or any friendly location even from miles out, is it possible to make the zombie run off a knowsabout command so for example
IF zombie knowsabout Blueforunit then domove getpos blueforunit
or something like that doesnt have to be exact but thats the kind of idea i was trying to portray.
Other then that mate keep up the good work!
Is there any new work being done on this mod because I really like it. The mod is very fun but there is 1 porb that i am having. In the game I can have huge battles like 400 men vs 400 men my setting are all on hight and no lag and does not go below 20 fps. Now when I put a small amount of zombies like 50 zombies vs 12 guys no lag at all about 50 fps. The anytime I put over 100 zombies for some reason the game starts to jump. Like 120 zombies vs 12 guys It just really bad and the more zombies I add the worse it gets. It has to be something wrong with the addon because my fps does not drop and all when it starts to jump it stayes around 40-50 fps. Now I am running the USA version of the game and when I say it jumps it means I will take a few steps the game will freeze for 1 second then i can walk another few steps and freeze and so on. I tryed to turn down grafix no help. If you could fix this prob it would be great because as of now you really cant play it.
e660 running at 3.4
Asus striker
GTX 8800
4 gig corsair 2x2 gig sticks
raptorx 10,000 rpm
x-fi sound card
corsair 620 PS
windows xp 32bit sp 1&2
rcspikee
May 20 2007, 17:34
I have the same prob on a slightly smaller scale, around 12 vs 50 zombies with about 30 civilians i like watching them get eaten http://forums.bistudio.com/oldsmileys/rofl.gif
or 12 v 65 graphic settings make no noticeable difference
Core 2 e6600
EVGA 680i
xfx 8800 gtx
1gb ocz 1000mhz ti alpha
IceBreakr
May 20 2007, 20:31
So, does this CZM work in MP or there's too much lag on bandwidth/CPU?
Hit_Sqd_Ack
May 21 2007, 23:04
I have the exact same problem, it's like it's trying to run a script too much or something.
- Ack
liljb15
May 22 2007, 01:10
Me too its a shame to because I like populating a large city like parasio with lots of people and one zombie but once the 50th or so person turns into a zombie it stutters.
Hit_Sqd_Ack
May 22 2007, 03:43
I had to revert to the first version that came out. They are tough to kill, but they do not lag or have the cool script where they infect other people. Still fun. http://forums.bistudio.com/oldsmileys/smile_o.gif
NeMeSiS
May 22 2007, 17:18
I had to revert to the first version that came out. They are tough to kill, but they do not lag or have the cool script where they infect other people. Still fun. http://forums.bistudio.com/oldsmileys/smile_o.gif
Its because the first version used a very simplified targetting system (Much like the standard ArmA AI does it, i only had to make them attack manually), however thats far from perfect for zombies so i rewrote it to put all the enemies in 1 big array and let the zombie choose the best one, but it has to check all the targets first which consumes much more CPU cycles. (Never released)
To be honest i cant remember what charonos did with it when he made .sqf's from my .sqs's but i assume he uses more or less the same system.
Not much can be done done about it, but i do advice to keep the array of enemies(to the zombies) as small as possible.
AFAIK the old zombie mod used a similiar system, but for some reason that was much less laggy. http://forums.bistudio.com/oldsmileys/confused_o.gif
liljb15
May 22 2007, 19:13
Cant he keep the simplified targeting system and the people coming back as zombies so the game will stutter less
NeMeSiS
May 22 2007, 19:37
Well he could i guess, but in that case zombies may try to chase choppers/planes into the distance instead of prioritizing infantry.. http://forums.bistudio.com/oldsmileys/tounge2.gif
liljb15
May 22 2007, 19:50
Hey I'm fine with that i just wont have any choppers or planes in the missions I make when it comes to zombies
charonos
May 23 2007, 11:56
Due to the engine not being laid out to control zombies,
they have to be controlled by script and that naturally
slows down the game. So the whole moving procedure
and targetting can't be done by the engine alone,
because the AI uses ranged weapons and is never approaching
enemies close to melee distance.
And all the features like infection timer and so on needs
calculation power too.
So you either get lame zombies with high FPS or smart feature-rich zombies with a reduced FPS.
Remember the ArmA AI is not working flawlessly, so a lot of steps had to be taken to get around the whole domove FSM complex.
I hope the lag is not so severe for most players, as i don't see
any other way unfortunately.
IceBreakr
May 23 2007, 12:10
charonos: so what would be a top limit of spawned zombies in a MP game with around 15-20 players?
liljb15
May 23 2007, 12:59
I just want two things for my zombies:
I want a simple attack script like the orginal zombies so I can have alot of zombies on screen at once.
And I want whoever is killed as a zombie to come back as a zombie
If he scraps everything else I assume we could have alot of people on screen at once.
Kamikaze189
May 23 2007, 15:00
Charonos, do you have any plans for the respawn system using game logics? It'd be great if you made those, but if you decide not to then I'll stop bugging you about it.
canis lupus
May 23 2007, 16:13
@<hidden>
those who are killed by a zombie already come back as zombies and a infection timer if you are hit but don't die, but it doesn't work with all addons
liljb15
May 23 2007, 20:09
I know that, but the newest version lags alot and I was saying what would be okay with me if he made a simpler version with those features so the game wont lag so much.
canis lupus
May 23 2007, 20:14
ah... okay, I did wonder how you should have missed it, yes the newest version lags its not so bad by me, but in the bigger cities I notice it, but I'm sure charonos is working on it
liljb15
May 25 2007, 02:55
Is he even still working on the mod
canis lupus
May 25 2007, 07:57
I think so, I just think he has reached a point were Arma sets some limits for the mod...
benxcore
May 26 2007, 01:12
Hey Guys.
I'm currently working on a mediocre scale mission, MP Co-op, that will have respawns on people (player controlled).
However, I'm looking for a script that will help with the lag issue.
Some sort of group respawn of AI Zombies, in a centen predisposed spot.
So if Group A, B, C, and D zombies are all started, fly in, kill group A, and C, and parts of B & D, Group A & C would respawn the entire group, while B & D wouldn't respawn until the entire group was killed.
But I'm thinking this would not be near as efficient.
Could I have possibly a zombie be killed, respawn and rejoin his group, that way if you miss 1 or two zombies you wouldn't have to hunt for them to respawn the lot.
I've done a search for the last hour with no luck.
=]
liljb15
May 26 2007, 02:16
Do you know how many zombie missions I would make for this game if he just fixed this lag issue.
benxcore
May 26 2007, 04:38
Do you know how many zombie missions I would make for this game if he just fixed this lag issue.
lol.
I add 60 zombies, and my 7900GT, Dual Core, drops to 18 FPS.
ftw.
canis lupus
May 26 2007, 07:27
I tried to make a mission in a big city with zombies all over the place, the result was so much lag that it could not be played, then I tried to put a couple of civilian groups here and there and bu each group just one zombie, when I entered the city it was crawling with zombies but not half as much lag, don't know if this can help you but it might be worth a try...
Warpoet
May 29 2007, 17:04
I tried to make a mission in a big city with zombies all over the place, the result was so much lag that it could not be played, then I tried to put a couple of civilian groups here and there and bu each group just one zombie, when I entered the city it was crawling with zombies but not half as much lag, don't know if this can help you but it might be worth a try...
I tried this - I didn't see any improvement in FPS. I have a pretty powerful rig and am really enjoying testing the mod out, but I'm disappointed by the frame rate issues. There is huge potential for multiplayer fun here, but only if the FPS can be worked around.
A few things I've noticed:
- The FPS doesn't seem to be a consistent problem, but instead seems to cycle, i.e. it will be fine one second and then freeze the second after
- Having friendly soldiers onscreen seems to drag FPS down a lot more than having fast zombies does, especially when the soldiers are firing their weapons
- Cities don't seem to be a whole lot worse than open areas in terms of FPS; I get better framerates sending 40 or so SLA to clear Corazol with about 150 zeds in it than I would 10 SLA on an island fighting 60 zeds
- The generic zombies (Zombie 1-4) go down a lot easier than all of the other ones do; zombified soldiers or civilians take a hell of a lot more damage and usually require a grenade or a machine gun for one person to kill them in time
I'm very noobish when it comes to mapmaking; all I'm good at is throwing lots of units on the map and giving them generic waypoints. I am still enjoying the hell out of this mod, and I'd actually teach myself to make MP maps if I thought it could work. Imagine how much fun it would be doing a co-op where players just have basic vehicles that they can fetch from a few bases scattered on the island, and then go from city to city clearing out hordes of super fast, uber-dangerous zeds. It'd be even cooler to have the cities start out with civilians or even soldiers and let the players clean it all up. I'm just wondering if it can be done. Could you have units spawn and let the players clear the island one city at a time? Could it work?
benxcore
May 29 2007, 18:40
My Zombies like to line up for lunch like they are in elementary school.
http://img.photobucket.com/albums/v11/Falcon/zombieline2.jpg
http://img.photobucket.com/albums/v11/Falcon/zombieline.jpg
Anyway to fix this, and heck, after about 4 minutes my zombies completly stop, and are only activated when I walk up to them and shank them.
However, those first Four Minutes can be intense and hilarious.
http://img.photobucket.com/albums/v11/Falcon/loubenrunninglikegirls.jpg
Especially when you are on TS and your buddies are screamming like little girls.
http://img.photobucket.com/albums/v11/Falcon/slowingdowntheimpendingdeath.jpg
Or making a last stand.
Is there a way to turn off the antidote counter and just have them hit you and kill you instead?
Is anyone still experiencing the bug that the zombies just completely stop moving? I havent seen it since 1.07BETA and i wonder what the
Quote[/b] ]Zombies do not use dangerFSM anymore.
in the changelog is. (Well, i do know what is ment by dangerFSM, but i wonder what zombies they are referring to)
Strother
Jun 7 2007, 19:19
yeah I got the problem to, it's the reason I stopped playing with them
Well my 'problem' is that i cant reproduce the problem anymore.. http://forums.bistudio.com/oldsmileys/tounge2.gif
What version are you using?
redpride
Jun 8 2007, 21:58
Finally a zombie mod where all you do is drag , drop n play. No more teadious scripting...jolly good job!
Shalashaska
Jun 11 2007, 03:04
Love how this works. Feels like ARMA's fan-based contributions are a year or two ahead. http://forums.bistudio.com/oldsmileys/smile_o.gif
I might suggest that the slow zombies have more health - I kind of liked how in the earlier beta (0.3 I think), I had a battle where 2 units of WWII guys (rustic rifles and such) one unit of spec ops, and another of those 'pulse rifle' marines were almost always nearly or entirely wiped out by a real horde of zombies, as they flanked, they absorbed lots of shots and even explosives.
Maybe that's a bit extreme, but right now the slow guys seem too easy to kill. The fast are still nice and vicious, but the slow ones (And this may be as I was fighting in relatively open terrain, not cities) seem too easy.
CERVANTES
Jun 18 2007, 12:49
hi all i have found one soft for extract a zombie pbo
i want enhanced a attack systém of the zombies because when a zombies attack i backward and at 20m at a zombies i get a dammage.
i want add one logic or when a zombies attack if im - 3m i get a dammage but if i backward at +3m a zombies attack but i d'ont get a damage for this i use a distance check.
if (side _human!=civilian) and ((_zombie distance _human) < 3) then
but i have one error on game its
error: type booléen, if waiting
whats a probléme? http://forums.bistudio.com/oldsmileys/banghead.gif http://forums.bistudio.com/oldsmileys/help.gif
NeMeSiS
Jun 18 2007, 13:06
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? _human distance _zombie <= (_zombietargetdistance+0.3): _human setDammage (getDammage _human + _zombiedamage + (random _zombiedamage))[/QUOTE]
From the first version of the zombies..
You also need this
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? _human isKindOf "Tank": _zombietargetdistance = 5; _zombiedamage = 0.075
? _human isKindOf "Car": _zombietargetdistance = 3.5; _zombiedamage = 0.1
? _human isKindOf "Man": _zombietargetdistance = 2.0; _zombiedamage = 0.20[/QUOTE]
I cant remember how charonos did it and i cannot write in .sqf, but this comes directly from the old .sqs version on my HD.
EDIT: Btw, would there be interest for a low-spec version for mass zombie assaults? The targetting system wouldnt be very refined but it would be much easier for your PC. (And in .sqs, .sqf is nice and fast but when used too much you get the annoying halts because .sqf's stop the entire game when something happens, while .sqs's just lower the FPS, which makes .sqf preferable for few zombie encounters and .sqs for when you want to overrun the world with hundreds of zombies.)
Lower LODs for the zombies to ease the GFX a bit would also be nice, but ive no idea how to do something like that.
CERVANTES
Jun 18 2007, 13:15
http://forums.bistudio.com/oldsmileys/huh.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
? _human distance _zombie <= (_zombietargetdistance+0.3): _human setDammage (getDammage _human + _zombiedamage + (random _zombiedamage))
but if i write one command line with _ a comand line has = at one function no?
_zombietargetdistance=?
after only i use this if i understand a arma logic?
NeMeSiS
Jun 18 2007, 13:22
http://forums.bistudio.com/oldsmileys/huh.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
? _human distance _zombie <= (_zombietargetdistance+0.3): _human setDammage (getDammage _human + _zombiedamage + (random _zombiedamage))
but if i write one command line with _ a comand line has = at one function no?
_zombietargetdistance=?
after only i use this if i understand a arma logic?
Im sorry but i really dont understand what you just said. Could you post the entire script you want to change? Ill see if i can add what you want.. http://forums.bistudio.com/oldsmileys/tounge2.gif
CERVANTES
Jun 18 2007, 13:36
yes man http://forums.bistudio.com/oldsmileys/biggrin_o.gif thank to you for me helping the original script has:
_zombie=_this select 0;
_human=_this select 1;
_zombiedamage=0.29;
_zombie dowatch getpos _human;
_zombie lookAt _human;
_zombieclass=typeOf _zombie;
_maxspeed=getNumber (configFile >> "CfgVehicles" >> _zombieclass >> "maxSpeed");
if (_maxspeed<4) then
{
_zombiedamage=0.44;
};
if (_zombie in NEM_ZOMBIEATT) exitwith {};
NEM_ZOMBIEATT=NEM_ZOMBIEATT+[_zombie];
// dostop _zombie;
// sleep random 1;
_zombie switchmove "";
sleep 0.5;
if (not(alive _zombie)) exitwith {};
_kl=floor (random (count NEM_ZOMSNDS));
_zombie say (NEM_ZOMSNDS select _kl);
_zombie switchmove "AwopPercMstpSgthWnonDnon_end";
sleep 0.8;
if (not(alive _zombie)) exitwith {};
if (side _human!=civilian) then
{
_human setDammage (getDammage _human + _zombiedamage)
}
else
{
_human setDammage (getDammage _human + (_zombiedamage*1.5))
};
sleep 1;
if (not(alive _zombie)) exitwith {};
_zombie switchmove "";
NEM_ZOMBIEATT=NEM_ZOMBIEATT-[_zombie];
and my light modification
_zombie=_this select 0;
_human=_this select 1;
_zombiedamage=0.29;
_zombie dowatch getpos _human;
_zombie lookAt _human;
_zombieclass=typeOf _zombie;
_maxspeed=getNumber (configFile >> "CfgVehicles" >> _zombieclass >> "maxSpeed");
if (_maxspeed<4) then
{
_zombiedamage=0.44;
};
if (_zombie in NEM_ZOMBIEATT) exitwith {};
NEM_ZOMBIEATT=NEM_ZOMBIEATT+[_zombie];
// dostop _zombie;
// sleep random 1;
_zombie switchmove "";
sleep 0.5;
if (not(alive _zombie)) exitwith {};
_kl=floor (random (count NEM_ZOMSNDS));
_zombie say (NEM_ZOMSNDS select _kl);
_zombie switchmove "AwopPercMstpSgthWnonDnon_end";
sleep 0.8;
if (not(alive _zombie)) exitwith {};
if (side _human!=civilian) and ((_zombie distance _human) < 3) then
{
_human setDammage (getDammage _human + _zombiedamage)
}
else
{
_human setDammage (getDammage _human + (_zombiedamage*1.5))
};
sleep 1;
if (not(alive _zombie)) exitwith {};
_zombie switchmove "";
NEM_ZOMBIEATT=NEM_ZOMBIEATT-[_zombie];
my eror has just on line
if (side _human!=civilian) and ((_zombie distance _human) < 3) then
thanks you very much http://forums.bistudio.com/oldsmileys/wink_o.gif
NeMeSiS
Jun 18 2007, 15:22
Ok to be honest i suck at .sqf, i cannot test it right now but i guess that something like
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep 0.8;
if (not(alive _zombie)) exitwith {};
if (side _human!=civilian) then
{
if ((_zombie distance _human) < 3) then
{
_human setDammage (getDammage _human + _zombiedamage);
}
else
{
hint "DEBUG:no damage, _human too far away";
}
}
else
{
if ((_zombie distance _human) < 3) then
{
_human setDammage (getDammage _human + (_zombiedamage*1.5));
}
else
{
hint "DEBUG:no damage, _human too far away";
}
};
sleep 1;
if (not(alive _zombie)) exitwith {};
_zombie switchmove "";
NEM_ZOMBIEATT=NEM_ZOMBIEATT-[_zombie];
[/QUOTE]
Will work. (Im not sure what to do with the else stuff, i guess you can remove the DEBUG hints, not sure so i just left them there.. http://forums.bistudio.com/oldsmileys/tounge2.gif
(maybe this (http://community.bistudio.com/wiki/Control_Structures#Nested_if-Statements) helps (Read the 'nested if statements' part. http://forums.bistudio.com/oldsmileys/smile_o.gif )
CERVANTES
Jun 18 2007, 15:56
yeahhh man you has a best http://forums.bistudio.com/oldsmileys/biggrin_o.gif its this im strong for a sqs script but i d'ont understand a sqf script http://forums.bistudio.com/oldsmileys/huh.gif
thank you very much now a zombies attack has réalistic http://forums.bistudio.com/oldsmileys/yay.gif
CERVANTES
Jun 18 2007, 17:49
i have a new probléme http://forums.bistudio.com/oldsmileys/tounge2.gif i have add an new exploding bodies
effects its an original script by y2k3 and ffurr for ofp
i have a probléme with a blood model p3d
i need found a p3d of arma blood i have found in misc blody_.paa but i don't known a p3d name whats its name?
NeMeSiS
Jun 18 2007, 18:02
The exploding bodies addon from Y2K3 used some kind of extra addon for the bloody bones etc which were flying around.
I dont know anything about modelling so you may want to ask the author of ffur/Y2K3, but i guess you would need to port that OFP addon to ArmA. (I really dont know how)
CERVANTES
Jun 18 2007, 19:01
yes its very hard for add a ofp file on arma.
5133p39
Jun 20 2007, 01:01
I am too working on a zombie mod.
Maybe we can cooperate? or at least exchange information/ideas?
My zombies (actually, for historical reasons and because i like it, i call them "yomies") should be plug&play, and 100% MP compatible.
Here is a short readme (http://5133p39.wz.cz/files/arma/yomies_readme.txt) with basic info about my zombies. I am updating the file regularly, when i add new features.
Currently i have a problem, which can be solved, i am sure of it, but i lack the required knowledge so it will probably cost me great amount of time,
so i am asking for help:
To make the addon 100% MP compatible, i choose to replace the method of playing attack animation and setDamaging the target, by a special "zombie weapon" with which the zombies would attack their targets automatically and it would make sure the weapon animation will be played on all computers in MP without any additional scripting.
The weapon is based on the hand grenade class, and the zombies are using it well, but they can't hit the target (especially when it is right in front of them).
The problem is that the projectile they are throwing, is released on too much high ballistic curve like if they wanted to hit a target 60 meters away,
so the projectile is being thrown over the target unit's head and won't even scratch it.
Have anyone tried to make such close-range weapon with any more success?
NeMeSiS
Jun 20 2007, 07:56
charonos (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=Profile;CODE=03;MID=99-1061978122) tried the same and im not sure if its implented in the last version (http://www.armedassault.info/index.php?option=com_content&task=view&id=367&Itemid=2), but 'class NEM_Fist : GrenadeHand' which he made is still there in the config.
Guess you can either PM him (havent seen him in a while here) or take a look at the config for inspiration. http://forums.bistudio.com/oldsmileys/wink_o.gif
quiet_man
Jun 20 2007, 10:41
so the projectile is being thrown over the target unit's head and won't even scratch it.
Have anyone tried to make such close-range weapon with any more success?
no
but have you looked at guided weapons?
I don't know if this works with grenades, but you could try to give it the ability to "follow" target with high/unlimited change of direction, practicaly an 100% hit weapon.
QuietMan
5133p39
Jun 20 2007, 13:29
charonos (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=Profile;CODE=03;MID=99-1061978122) tried the same and im not sure if its implented in the last version (http://www.armedassault.info/index.php?option=com_content&task=view&id=367&Itemid=2), but 'class NEM_Fist : GrenadeHand' which he made is still there in the config.
Guess you can either PM him (havent seen him in a while here) or take a look at the config for inspiration. http://forums.bistudio.com/oldsmileys/wink_o.gif
Well, i cant find a functional link to download this thing, so i can't look at it http://forums.bistudio.com/oldsmileys/sad_o.gif
NeMeSiS
Jun 20 2007, 13:30
charonos (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=Profile;CODE=03;MID=99-1061978122) tried the same and im not sure if its implented in the last version (http://www.armedassault.info/index.php?option=com_content&task=view&id=367&Itemid=2), but 'class NEM_Fist : GrenadeHand' which he made is still there in the config.
Guess you can either PM him (havent seen him in a while here) or take a look at the config for inspiration. http://forums.bistudio.com/oldsmileys/wink_o.gif
Well, i cant find a functional link to download this thing, so i can't look at it http://forums.bistudio.com/oldsmileys/sad_o.gif
The link i posted is a bit weird, you have to scroll down alot to actually see the post/link/stuff.. http://forums.bistudio.com/oldsmileys/tounge2.gif
(If it still doesnt work, PM me)
5133p39
Jun 20 2007, 13:37
so the projectile is being thrown over the target unit's head and won't even scratch it.
Have anyone tried to make such close-range weapon with any more success?
no
but have you looked at guided weapons?
I don't know if this works with grenades, but you could try to give it the ability to "follow" target with high/unlimited change of direction, practicaly an 100% hit weapon.
QuietMan
I would need to make something like an RPG soldier who performs the throwing animation when firing his RPG - and i don't know how to do that in the config.cpp.
andersson
Jun 20 2007, 14:54
@<hidden>: Your project sounds great! Good to use FSM and other inbuildt features instead of heavy scripting.
5133p39
Jun 20 2007, 19:33
I made some progress on the zombie stroke attack weapon.
I managed to create a weapon derived from grenade class, which is automatically playing the desired animation when fired (no wonders there, it uses the same principle as the standard BIS grenade throw).
The timeToLive of the projectile is set to 0.01, because there is no point of having it around - AI still can't hit the target when it goes prone.
...this allows for playing the attack animation even in MP environment without any scripting.
Now, to damage the targeted unit, "fired" event handler is attached to the zombie class in the config.cpp.
The event handler will get the assignedTarget, check the distance between the target and the zombie, and eventually do some setDamage on the target to simulate the hit.
Of course, the event handler code has to be run on the server only, to prevent applying setDamage multiple times because normally it would be run on every machine).
...so, this too works in MP.
I have only one problem with this: it just works, but it's not perfect.
To make it perfect, i need to get rid of the "fired" event handler, i need the damage to be a result of the projectile hitting the target instead of scripting.
A bullet projectile would do the job - AI wouldn't have problems hitting its target with a bullet, but when using weapons based on the rifle/machinegun class i am unable to make it so the attack animation would be played.
Is there a way to do this?
Also, when using rifles, the unit has to be holding some weapon which can have no visible model, but it needs to have the muzzle points defined, otherwise the unit will shoot bullets from its chest and seems to be unable to aim or even fire.
The other way is to make the "shotStroke" simulation to work, but i have absolutely no clue how.
Maybe the "shotStroke" is missing some hardcoded code to make it work, or maybe it needs some unknown additional config variables, i don't know.
any ideas?
NeMeSiS
Jun 20 2007, 21:40
The other way is to make the "shotStroke" simulation to work, but i have absolutely no clue how.
Maybe the "shotStroke" is missing some hardcoded code to make it work, or maybe it needs some unknown additional config variables, i don't know.
I know that there is some residue stuff left in the main config.bin about strokefist/gun (IIRC in cfgactions) but the 'weapons' themselves seem to be missing.
If you still have OFP installed it may be worth to try copy and paste the stroke weapons into ArmA, the hardcoded part may still be there. (Why would BI completely remove it?)
Maybe you can give the 'grenade' some area damage, i cant remember if you can influence the 'drop rate' of the bullet but if you can then you may let the grenade fall very fast so it falls more or less in front of the zombie, and because of the area damage it would hit the target anyway.
(Sorry for the vague descriptions, im a bit tired after studying too long.. http://forums.bistudio.com/oldsmileys/tounge2.gif )
5133p39
Jun 20 2007, 23:51
The other way is to make the "shotStroke" simulation to work, but i have absolutely no clue how.
Maybe the "shotStroke" is missing some hardcoded code to make it work, or maybe it needs some unknown additional config variables, i don't know.
I know that there is some residue stuff left in the main config.bin about strokefist/gun (IIRC in cfgactions) but the 'weapons' themselves seem to be missing.
If you still have OFP installed it may be worth to try copy and paste the stroke weapons into ArmA, the hardcoded part may still be there. (Why would BI completely remove it?)
Maybe you can give the 'grenade' some area damage, i cant remember if you can influence the 'drop rate' of the bullet but if you can then you may let the grenade fall very fast so it falls more or less in front of the zombie, and because of the area damage it would hit the target anyway.
(Sorry for the vague descriptions, im a bit tired after studying too long.. http://forums.bistudio.com/oldsmileys/tounge2.gif )
Hmmm, as i think about it again, i think i will use the current method,
because i need to run a script after the attack anyway - to provide the "infect" ability.
If the strokeFist would work, then i would have to attach "damaged" or "hit" eventhandler on every non-resistance unit, to check whether it was damaged by a zombie and run the "infectTarget" code.
As the things are now, i can run the "infectTarget" script right from the "damageTarget" function and i don't even need to check who did the damage, because i know it was a zombie.
So it seems like a reasonable tradeof - additional eventhandler, and the potential overhead of another script used to attach this eventhandler vs. using the damageTarget function.
I think i'll leave it as it is then.
So, it looks like my todo list is getting smaller.
I need to add only a simple function to move existing spawn area, then the infection ability with an antidote (which won't cure the infection, but only temporarily postpones the mutation), and the basic template will be ready.
Then we can start creating missions!
(btw. i know i am stealing ideas here, but its for everyones benefit - after i release the results, you can do whatever you want with it)
Helldude
Jun 23 2007, 10:54
I got an idea that might improve the zombie feeling in this awesome mod..
Is it possible to make the player call the zombies "romeo lima foxtrot" instead of "man" like in this vid http://www.youtube.com/watch?v=SPbM6MDQZUM
RLF means reanimated lifeform..
http://forums.bistudio.com/oldsmileys/wink_o.gif
NeMeSiS
Jun 23 2007, 13:54
I got an idea that might improve the zombie feeling in this awesome mod..
Is it possible to make the player call the zombies "romeo lima foxtrot" instead of "man" like in this vid http://www.youtube.com/watch?v=SPbM6MDQZUM
RLF means reanimated lifeform..
http://forums.bistudio.com/oldsmileys/wink_o.gif
Thats a strange remix from one of the special features from DotD2004? http://forums.bistudio.com/oldsmileys/tounge2.gif
They also call it a zombie there BTW http://forums.bistudio.com/oldsmileys/wink_o.gif
Im not entirely sure if its possible to use multiple sounds (at the same time) for 1 object, but i doubt it, have to look into it some time.
5133p39
Jun 23 2007, 20:23
I am here to anounce another little progress, AND, as allways, possible problems http://forums.bistudio.com/oldsmileys/smile_o.gif
I implemented the zombie's ability to infect other units (player or AI).
When a unit is hit by zombie, random value is checked, and eventually the unit gets infected.
It takes five minutes before a unit will be transformed into a zombie.
If the infected unit is AI, then there is no indication of infection - so if you are escorting some civlians to safety, and one of them is infected, you have no way of knowing that until he becomes a zombie.
If the infected unit is a player, then after some time (as the transformation end is closing), he will start hearing occasional strange music, which is being played louder and longer as the end of transformation is closing. Again, only the infected player will hear this, so it's up to him to let his team know about it (and risk that they will kill him before the transformation ends ;-) ), or wait and hope he finds the antidote (which i haven't created yet :-)) ).
Right now, the transformation is done by creating new zombie unit and removing the original one.
If its a player who got infected, then he is teamSwitched into this new zombie unit - and that's the problem, i am not sure whether this will work in MP (actually i think it won't).
The other ways of doing that would be:
1. to create a new zombie unit, join the player into its group, and kill the player - when used with group respawn, it will work, but its a little awkward, it looks unnatural.
2. somehow change the player's side to Resistance (which is the zombie's side), and use setFace/setIdentity (i hope this works in MP) to make him look like a zombie.
But how to change the side to Resistance??
The only way i know of, is to join the player into group of some existing Resistance unit.
But the zombies still see such unit as a target (because the nearTargets i am using returns almost anything, including some buildings).
Of course i can filter out that with condition "(side group _target != resistance) && (_target isKindOf "Man") && ...", but since the zombies are using a "real weapon" to strike, when they will get near such player, they will use the weapon to fire at him and they can eventually hurt him - which i can also filter out, but that's another condition, and i don't like that (i like the simple, already-in-engine solutions, also it looks weird seeing other zombies to attack player zombie - it also gives away who is player and who is AI).
I need something like "player setSide Resistance", but such command doesn't exist http://forums.bistudio.com/oldsmileys/sad_o.gif
Ideas?
UgolSkosa
Jun 28 2007, 15:28
Hello guys. I use addon zombi for my campaign. I have taken version 0.55 and little modernized specially for this campaign. When it will be done I'll specify authors. I hope there will be no problems with it.
liljb15
Jun 28 2007, 21:52
Hey I haven't checked this thread in a while and I wanted to know if you fixed that lag problem?
Sand Flea
Jun 28 2007, 23:46
The problem I get are these dumb zombies standing around doing nothing, not chasing the humans into open courtyards or into mosy buildings or upstairs; rendering urban fighting very dull and boring with a lot of zombies standing around doing nothing. Also, in MP when you have more than 3 or 4 team mates, the zombies become pretty dumb and don't attack. I played a mission with 3 people (total) for about 1 hour over and over again. Zombies would rush us and it was a blast. But then I expanded our team to 6 people since our friends wanted to join. The zombies didn't attack the same way, some did, but most stood around and formed lines and what not.
NeMeSiS
Jun 29 2007, 11:01
Hey I haven't checked this thread in a while and I wanted to know if you fixed that lag problem?
Nope, that can only be done by reverting to .sqs and in that case you might as well use the old version. (I thought about finishing my low-spec version which less features in .sqs for mass zombie assaults but as 5133p39 is working on a .fsm version i decided to do nothing instead). I guess the most efficient way would be a .sqs/.sqf mix but as .fsm will probably turn out more or less the same you can just wait for 5133p39s zombies.
@<hidden> Flea, although i know what you mean, ive no idea how to fix it. (The low specs version doesnt seem to experience it but ive no idea why).
And for zombies walking upstairs etc: Thats an ArmA problem, not mine, just imagine that zombies are to stiff/clumsy to climb stairs or whatever floats your boat. http://forums.bistudio.com/oldsmileys/tounge2.gif
mrbean1112
Jun 29 2007, 11:48
grrrr guys i need someone to help test my mission.. or test it for me. im going to be going for a few weeks after tonight.. PLease somebody who has this.. get xfire, and contact me
mrbean1112
or if you'd prefer to test it on your own or over lan, email me at mrbean1112@<hidden> or pm me
Dead At Dawn - By Mrbean1112
Biohazard & Lunar Corp. Workers
http://www.armaholic.com/page.php?id=826
Zombies
http://www.armaholic.com/page.php?id=789
Mapfact Island
ftp://www.armedassault.info/armad/addons/MAP_SSara_Island_v1_02.rar
SlX_People
http://www.armaholic.com/page.php?id=1133
It can be for up to 7 people.. but i just need a few to make sure all scripts are executed.. and to make sure everything goes right. I've done numerous tests on my own, but it is very difficult. If interested, PM me.The mission is optimized for low end computers, so if you are worried about the zombies lagging or anything, don't.
Can some excactly tell me why the ofp zombies work with no lag and the arma zombies work with extreme lag. Because if you ask me we should just port all the scripts for horror pack 3 and be done with this.
Perrin-Major
Jul 3 2007, 23:13
How do you make the zombies stronger? i like having multipule hard to kill zombies in my missions i want them to be strong but not too strong to where a nuclear blast wont kill them
Can some excactly tell me why the ofp zombies work with no lag and the arma zombies work with extreme lag. Because if you ask me we should just port all the scripts for horror pack 3 and be done with this.
Well, the last version of the zombie scripts is written in .sqf instead of .sqs, .sqf is faster but has a big downside that instead of lowering the fps it just halts the engine until its done, which apparently doesnt make it useful for heavy stuff.
You can either use an older version, or wait for a new version by 5133p39 (I guess charonos dissapeared, havent seen him in a while), dont have an ETA on that though.
Just porting stuff made by someone else is called stealing btw, and last time i saw him here he was furious at the ArmA AI after a discussion with me and he left the community, so i didnt bother to ask him.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">How do you make the zombies stronger?[/QUOTE]
unPBO the z's, look in the config.cpp for an armor value, make it higher, rePBO the file. http://forums.bistudio.com/oldsmileys/smile_o.gif
Perrin-Major
Jul 3 2007, 23:25
thanks but how much would be too high? ive never worked with config files or anything like this im new to it and do you know if it makes a diffrence if the zombies are put togeather in a group or if its better for the cpu if they are individuals? so far ive managed to crash my computer 3 times by getting a bunch of these units to move into a city and destroy all the military units surronding it and the citizens inside
thanks but how much would be too high? ive never worked with config files or anything like this im new to it and do you know if it makes a diffrence if the zombies are put togeather in a group or if its better for the cpu if they are individuals? so far ive managed to crash my computer 3 times by getting a bunch of these units to move into a city and destroy all the military units surronding it and the citizens inside
I guess that putting down individual zombies is faster because the whole squad AI isnt used then.
Changing an armor value is easy, you can find PBO tools on community.bistudio.com , AFAIK the only value that has an effect on these zombies is the 'armor = x;' value, you can open the config.cpp with notepad (not MSword or whatever), just keep adjusting it untill you like it (probably between 15 en 45).
Perrin-Major
Jul 4 2007, 00:18
Hey thanks!!! i finally found a program that can edit it so im going to do that now lol but just one question tho will this effect multiplayer gameplay? youve helped me out alot thanks!!!
I *guess* that its not going to matter, i *guess* that damage etc is all handled server side so the server decides when they die, except for the zombies in your squad which would be local to you. (But who plays with zombies in his squad anyway?)
Make sure that the server doesnt check for changed .pbo's though http://forums.bistudio.com/oldsmileys/wink_o.gif
Perrin-Major
Jul 4 2007, 00:26
thanks!!! oh hey i always wondered why the sounds all played at once but could this be the reason?
i think 0.05 is the time until the sound is emitted right? like a countdown kind of thing? and i dont mean to point out the obvious but havent you noticed that the noises are loud for zombies how would i lower the volume?
{"hitSound1", 0.05, "hitSound2", 0.05, "hitSound3", 0.05, "hitSound4", 0.05, "hitSound5", 0.05, "hitSound6", 0.05, "hitSound7", 0.05}
Hitsounds are the sounds the zombies make when they are hit, AFAIK those are default BI values, if you scroll down you will see specific zombie sounds (under 'class CfgSounds' ) and some of the numbers there are decibel values, but i dont know the exact details about that, feel free to experiment with it. http://forums.bistudio.com/oldsmileys/wink_o.gif
Perrin-Major
Jul 4 2007, 01:07
Do i have to change the armor value for each and every single line that states armor? wow this is going to take awhile
Ofpforum the only feature I really want is for people to come back after they've been killed by zombies. (I know this is in the new version)But the only reason I don't download the old version (Which has no lag) is because this feature isn't in it so I was wondering if you could put in a "czm lite version" which has the old zombies except it has people being able to come back, I would really appreciate that thanks
IceBreakr
Jul 4 2007, 06:36
That would be great, because I'm still waiting before I put zombies in one of regular missions to pump up adrenaline of my team http://forums.bistudio.com/oldsmileys/smile_o.gif i really don't need the "infection" script with it...
benxcore
Jul 4 2007, 13:38
Can anyone post a link to one of the first CZM that came out.
Perrin-Major
Jul 5 2007, 02:06
I dont think you would want one of the first czm's that came out since the scripts have changed soo much and have been cleaned up for better performance i would assume
Actually the first CZM had better performance it just that the zeds couldn't tell the difference between soldiers and helos so you would often see dozens of zombies running for miles chasing after a helo.
HI and big thank for your mod http://forums.bistudio.com/oldsmileys/smile_o.gif
i'v may be an idea, to link all missions that use Zombie Mod ?
in the first page..
benxcore
Jul 5 2007, 04:55
Actually the first CZM had better performance it just that the zeds couldn't tell the difference between soldiers and helos so you would often see dozens of zombies running for miles chasing after a helo.
The Helo factor isn't a problem. I just want the original for the no lag factor.
Kamikaze189
Jul 5 2007, 05:45
I'd also like to have an older version without the lag.
And spawn points... but I imagine I can do that myself somehow. If anybody knows how to make units spawn, just something simple... like if you're within range of a trigger, I'd love to know how.
Perrin-Major
Jul 5 2007, 07:58
Quote[/b] ]I'd also like to have an older version without the lag.
And spawn points... but I imagine I can do that myself somehow. If anybody knows how to make units spawn, just something simple... like if you're within range of a trigger, I'd love to know how.
Im with you on that if you can tell me when you figure out that would be really cool and i did not know that the other ones were much faster i assumed these had better performance thanks for the info and do you know why its soo laggy with these? do you think it might be the .ogg sounds
Quote[/b] ]I'd also like to have an older version without the lag.
And spawn points... but I imagine I can do that myself somehow. If anybody knows how to make units spawn, just something simple... like if you're within range of a trigger, I'd love to know how.
Im with you on that if you can tell me when you figure out that would be really cool and i did not know that the other ones were much faster i assumed these had better performance thanks for the info and do you know why its soo laggy with these? do you think it might be the .ogg sounds
No like i said: Its the .sqf scripts, they are faster *but* instead of lowering the fps they halt the engine until done calculating which is the 'lag' everyone is experiencing. Apparently .sqf isnt that useful for CPU heavy stuff like zombies.
I guess that a .sqs with some .sqf functions tied into it would give the best results but i cant be bothered to do all that to be honest.
I still have the last .sqs version i worked on, it misses all the nice features the last CZM had (slow zombies, infection, ...), and only has a very basic resurrection and sounds.
I looked at what Charonos did and it seems like he had some pretty nice tricks but i dont fully understand them and cant integrate them in an older version.
If i can be bothered to redo the configs today you will get all the zombies,and if not i just release the first 4 basic zombie models from the first version and anyone is then free to release an updated config with more models. (Yeah im lazy, but the last version works usually fine on my PC anyway and im currently working on something else anyway http://forums.bistudio.com/oldsmileys/tounge2.gif )
(Ill release it as another version though, a different PBO so the old and the new zombies can be used at the same time and a decent mission editor can have the best of both)
I would like to anounce that i am looking for some Zombie mod i can participate on.
I can do some scripting, and little config editing.
I was working on my own zombie mod, but soon i lost interest because i realized it's impossible to make it a perfect zombie mod (my idea of perfection is little twisted and maybe too demanding), but i don't like to leave things unfinished, and recently i found a little motivation again to try and finish this - maybe it could make some people happy http://forums.bistudio.com/oldsmileys/smile_o.gif
But, since my twisted idea of perfection, i need someone to tell me how should i make the zombies, how should they behave, what features to add, etc. - i can't make up these things myself, because then i start judging how could i implement which feature and how much perfect the implementation could be and since there are some limits in ArmA i would inevitably lost my motivation again :-)
So i need someone to tell me "its ok, it doesnt need to be perfect, we just need it to work and we will be happy with this and that, so lets do it this way even that your stupid brain wouldnt be satisfied with the result".
So, PM me, if you think you could use my help, OR if you think you could help me (i am talking about zombie related ideas, not about psychiatric help http://forums.bistudio.com/oldsmileys/wink_o.gif ).
Low spec zombies, read the readme (http://rapidshare.com/files/41225654/Zmod-LOW_SPEC.zip.html).
EDIT: TO ENABLE RESURECTION: Make a unit and name it Zombiedummy to enable resurrection, otherwise its disabled.
180 zombies and my FPS barely dropped, however when looking at all the zombies at the same time my FPS dropped noticably because my x1600XT has trouble with 180 zombiemodels at the same time, but i cant fix the models http://forums.bistudio.com/oldsmileys/tounge2.gif .
Specs: x2 4200+, 1,5gb ram, x1600XT.
Seriously: This is barely worth releasing but i cant be bothered do work on it anymore and it does what you guys asked for, if you have an afternoon off and are bored then feel free to add more models to the config and rerelease it. (Just keep it compitable to the other zombie mod, preferably add _LOW at the end of the classname)
quiet_man
Jul 5 2007, 20:25
No like i said: Its the .sqf scripts, they are faster *but* instead of lowering the fps they halt the engine until done calculating which is the 'lag' everyone is experiencing. Apparently .sqf isnt that useful for CPU heavy stuff like zombies.
sqf requires less CPU load to do the same work and I think the engine functions stop anything else. OPF and Arma engine execute functions not parallel, e.g. that's why you have a "this" global variable on creating units
as SQF does more function calls per second, it is easier to create load on the engine.
you just need to enter a sleep command in big loops
I took a look into the last version script some weeks before and if I remember right there is only one global sleep and then some nested loop going through all units without sleep. That's why the lag is coming so regular and getting bigger and bigger with more units.
If you remove the overall sleep and instead enter a very small sleeps within any loop scripts should run fine. You should do this also at sqs. Or better avoid sqs as it is creating more overall strain on the engine.
QuietMan
Perrin-Major
Jul 5 2007, 22:27
Ive been working on a mission recently and ive noticed that the zombies will walk right on through the walls even though ive put walls surronding them a fence to keep them in and sandbags and also a huge chain fence. I dont know how they keep getting out but i will post some pictures of it some time today
No like i said: Its the .sqf scripts, they are faster *but* instead of lowering the fps they halt the engine until done calculating which is the 'lag' everyone is experiencing. Apparently .sqf isnt that useful for CPU heavy stuff like zombies.
sqf requires less CPU load to do the same work and I think the engine functions stop anything else. OPF and Arma engine execute functions not parallel, e.g. that's why you have a "this" global variable on creating units
as SQF does more function calls per second, it is easier to create load on the engine.
you just need to enter a sleep command in big loops
I took a look into the last version script some weeks before and if I remember right there is only one global sleep and then some nested loop going through all units without sleep. That's why the lag is coming so regular and getting bigger and bigger with more units.
If you remove the overall sleep and instead enter a very small sleeps within any loop scripts should run fine. You should do this also at sqs. Or better avoid sqs as it is creating more overall strain on the engine.
QuietMan
IIRC (not going to check the script, reading .sqf takes too much of my time) all zombies are handled by one script instead of 1 script for every zombie, i think, combined with .sqf (not sure about only functions doing that), but i guess that whatever it needs to calculate, it needs to do too much at the same time which just completely locks up the game untill its done, after that it runs fine, then it hangs again, etc etc.
I really, really cant be arsed to work on anything like this so i wont even try to test it. Im far from a perfectionist, if it works its fine, no need to make it any better. http://forums.bistudio.com/oldsmileys/tounge2.gif
Quote[/b] ]Ive been working on a mission recently and ive noticed that the zombies will walk right on through the walls even though ive put walls surronding them a fence to keep them in and sandbags and also a huge chain fence. I dont know how they keep getting out but i will post some pictures of it some time today
Its an ArmA problem, IIRC, units ignore all collision detection if they are within +-2 meters of their waypoint. (At least in OFP, dunno about ArmA)
Hey ofp your low spec zombies dont attack civilians. Also the ressurection doesn't work, when the people die their bodies just dissapear but they don't come back as zombies.
Hey ofp your low spec zombies dont attack civilians. Also the ressurection doesn't work, when the people die their bodies just dissapear but they don't come back as zombies.
1. Indeed, group the civilians to an east officer and type 'deletevehicle this' in the officers init (Only works if the officer has a higher rank then the zombies, and dont worry, the officer wont show up, this is basic mission editing knowledge anyway). I could use another type of targetting method but it would cost much more performance which isnt worth it as its so easy to work around this.
2. Seems like i forgot to save the last line in the readme:
Make a unit and name it Zombiedummy to enable resurection, otherwise its disabled.
Kamikaze189
Jul 6 2007, 00:10
I haven't tried the new release, but it's on my things to do. Thanks for making it, ofpforum!
http://forums.bistudio.com/oldsmileys/notworthy.gif
Thanks for making it, ofpforum!
Seriously, i didnt just do it, i made it months ago, all i did was adding a '_LOW' here and there, removed some 'if's' and put it on rapidshare.
Its not really a specific low spec version, it just happens to run faster. http://forums.bistudio.com/oldsmileys/tounge2.gif
quiet_man
Jul 6 2007, 13:06
example how an zombie script could look like:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_zombie = _this Select 0;
_group = group _zombie;
_zombie SetBehaviour "CARELESS";
_zombie setunitpos "UP";
_group SetSpeedMode "FULL";
_zombie setskill ["Courage",1.0];
_friends=-1;
_enemies=-1;
switch (side _zombie) do {
case west:
{ _friends=0; _enemies=3; };
case east:
{ _friends=1; _enemies=4; };
case resistance:
{ _friends=2; _enemies=5; };
};
_civTarget = objNull;
while {(alive _zombie) && (_zombie in (PW_AllTroops select _friends))} do
{
_target = _zombie findNearestEnemy _zombie;
while{ isNull _target } do
{
sleep 5;
_target = _zombie findNearestEnemy _zombie;
if ( (isNull _target) && (0 < count (PW_AllTroops select 6)) ) then
{
if ( isNull _civtarget ) then
{
_civTarget = (PW_AllTroops select 6) select (floor (random (count (PW_AllTroops select 6))));
};
_target = _civtarget;
};
};
if ( (_zombie distance _target) < 12 ) then
{
if ( (_zombie distance _target) < 4 ) then
{
_zombie switchmove "AwopPercMstpSgthWnonDnon_end";
sleep 1;
} else
{
_zombie playmove "AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthEnd";
sleep 1;
};
if ( (vehicle _target) != _target ) then
{
(vehicle _target) setDammage (getDammage (vehicle _target) + 0.01);
} else
{
_target setDammage (getDammage _target + 0.1);
};
};
_zombie doMove (position _target );
if ( (_zombie distance _target) > 100 ) then
{
sleep 3;
};
sleep 1;
};
[/QUOTE]
the script has to be started for each zombie
PW_AllTroops is an array contains sub arrays of all units and their enemies:
[West, East, Res, East+Res, West+Res, West+East, Civ]
Regards,
QuietMan
I registered in these forums for the sole purpose of saying thanks to to OP and the others that have made this mod. The new Zombies work a charm. The Zombies before gave me a bit of trouble as they werent aggressive enough. The Nem_Zombies_Low are hungry and will chase you for miles lol. Anyways, thanks for the time spent working on this. Im not sure they are ready for the mission I have in mind but I must admit they really crack me up watching them chase civillians around in the editor.
Also, I wanted to mention that the civilians mod that lets you put civilians on the east or west works great in combination with the zombies. cheers.
WhiteShadow09
Jul 7 2007, 14:38
I much prefer the old zombies, reason being the gameplays much smoother and they actually all attack and don't stand around being shot, so thankyou for releasing them again http://forums.bistudio.com/oldsmileys/notworthy.gif
yea, i prefer these aswell
any chance of walking ones?
as there can be a horde of them, running isn't necessary
had a ton of fun with these already, cheers
Kamikaze189
Jul 8 2007, 00:37
It seems to me the "new old" zombies bunch up more than the standard ones. Anybody else think it looks that way? It's not a show-stopper, of course, but a minor inconvenience. And it could be happening with both zombie versions.
Anyway, I still prefer them over the standard. I barely notice any slowdown now.
Perrin-Major
Jul 8 2007, 02:25
I cant find the link to the old zombies can someone post it please i had it before but i made some errors in the config with out saving a back up and ended up screwing it up can some one help me please!!!
and can you add the things you need to add to it again to make them attack and respawn
Kamikaze189
Jul 8 2007, 05:46
*EDIT*
I'll post a .sqs to use in missions so we can spawn zombies... once I figure it out.
Kamikaze189
Jul 9 2007, 20:26
Okay, here's a spawn script. It works for up to three spawns using markers labelled "zspawn1" "zspawn2" and "zspawn3." It uses the Low requirement zombies.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; *****************************************************
; ** ArmA Script File
; *****************************************************
#create
~0.3
_grp = createGroup Resistance;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn1", ["One","Two","Three","Four"], 50, "FORM"];
[unit] join _grp;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn2", ["One2","Two2","Three2","Four2"], 50, "FORM"];
[unit] join _grp;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn3", ["One3","Two3","Three3","Four3"], 50, "FORM"];
[unit] join _grp;
;unit move position player;
~0.1
goto "wait"
#wait
;waits 10
~10
goto "create"
exit[/QUOTE]
For whatever reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)
reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)
Max grooup coujrent is 144.
Kamikaze189
Jul 10 2007, 00:03
reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)
Max grooup coujrent is 144.
So I have to find a way to clear the dead zombies out of the groups... or are you saying it simply cannot be done?
NeMeSiS
Jul 10 2007, 06:24
reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)
Max grooup coujrent is 144.
So I have to find a way to clear the dead zombies out of the groups... or are you saying it simply cannot be done?
Well i dont know what happens if you keep recreating a group with the same name like you do, but you could just use a dummygroup and spawn them all into that group. (You can have an unlimited amount of groupmembers, or at least alot more the then amount of groups).
Problem then is that when 1 zombie spots someone all his groupmembers will also know about that target.
I guess the best solution is to keep it to +-6 units per group, i guess you could find the nearest zombie using nearestobject, count the amount of groupmembers, if its less then 6, join that z, if its 6 or more, join grpnull.
On the other hand, maybe you reached the max amount of groupmembers per group. (I guess you could hint format the amount of groupmembers to see it the group is filling up)
EDIT: In the mission editing section you can find more help i think.
IceBreakr
Jul 10 2007, 07:04
Can someone repost links to both:
- good old simple zombies
- latest beta with infection ability and such
Perrin-Major
Jul 10 2007, 23:49
http://www.armedassault.info/index.p....temid=2 (http://www.armedassault.info/index.php?option=com_content&task=view&id=367&Itemid=2)
That link is for the Low Resolution Zombies and if you want them to respawn then you need to name a unit Zombiedummy or the units that have been killed by the zombies will just disappear. And about the infection i believe 5133p39 is working on that we are just waiting for a release. Im really not too sure though ive lost track of this subject
Perrin-Major
Jul 10 2007, 23:57
Okay, here's a spawn script. It works for up to three spawns using markers labelled "zspawn1" "zspawn2" and "zspawn3." It uses the Low requirement zombies.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; *****************************************************
; ** ArmA Script File
; *****************************************************
#create
~0.3
_grp = createGroup Resistance;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn1", ["One","Two","Three","Four"], 50, "FORM"];
[unit] join _grp;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn2", ["One2","Two2","Three2","Four2"], 50, "FORM"];
[unit] join _grp;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn3", ["One3","Two3","Three3","Four3"], 50, "FORM"];
[unit] join _grp;
;unit move position player;
~0.1
goto "wait"
#wait
;waits 10
~10
goto "create"
exit
For whatever reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)[/QUOTE]
Kamikaze189 How do you get the script to activate im very bad with getting scripts to work im guessing i have to set up a marker and in the init line put exec spawnscript.sqs http://forums.bistudio.com/oldsmileys/huh.gif and would i have to do that for each marker
5133p39
Jul 11 2007, 01:23
.......And about the infection i believe 5133p39 is working on that we are just waiting for a release......
Oh, well, i thought i made it clear last time i was posting here, but maybe not.
I put the whole infection thing on hold, because it's probably impossible to implement it as i would want it... not that i am giving up the whole thing, but for now there are more important things to do.
Here is the latest pre-alpha version of the Zombie addon i am working on together with Benxcore:
Zombie addon (http://5133p39.wz.cz/files/arma/yomies_addon_01.zip)
Sample mission for regular Sahrani island (http://5133p39.wz.cz/files/arma/yomies_mission_sara.zip)
The very same sample mission, but for SaraLite island (the demo island) (http://5133p39.wz.cz/files/arma/yomies_mission_saralite.zip) - you can get the demo island at Armaholic (http://www.armaholic.com/page.php?id=573)
...it should work in MP, although i haven't tested it yet (i think that if there are any bugs, they will be in the test mission which i put together in a hurry, instead of in the Zombie addon itself).
Read the briefing, and do not expect that you will successfully finish the mission (in case it will be 100% working), because i think i made it too hard.
Do not forget to try different strategies - Zombies will go after you only if they knew about you (i know, its rather tricky in ArmA, but it works, sort of), so apart from the usual "Rambo the Zombie slayer" you can also play "Mr. Porcelain's Hide and Seek".
Just don't shoot when you don't have to, and give your Mr. Porcelain some silenced weapon, it helps.
...now i think there actually may be a bug - i just realized, i forgot to review some of the scripts after i wrote them - when playing in MP, make sure some player takes the first slot (actually i'm not sure whether its the first slot, but its the only lieutenant there is).
5133p39
Jul 11 2007, 16:08
For whatever reason, the zombies will eventually stop spawning.
You can have only 144 groups per side, and the game doesn't automaticaly delete the groups when all group's units died.
Long story short:
1. You spawn 144 groups of zomies
2. You kill them all
3. You can't create any more groups, because there already are 144 of them
You need to delete the empty (killed) groups on your own.
Or you can try adding "killed" event handler to each spawned zombie, to run some script which will add its group (if no living units in it) to some array of empty groups, to reuse those groups later when you reach the 144 limit (you can tell simply by checking "isNull _grp" right after the "_grp = createGroup Resistance", if its null, then you have reached the limit - no new groups will be created and you have to delete old empty ones, or reuse them)
edit : also note, that when deleting groups, you can't do it right from the killed unit's event handler script right after the unit is killed - the group has to be emtpy for you to be able to delete it, and it takes about 10 seconds until game itself realize all the group units are dead and removes them from the group.
So, before you can delete any group, you have to wait until (count units _grp == 0) is true.
Kamikaze189
Jul 11 2007, 17:54
reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)
Max grooup coujrent is 144.
So I have to find a way to clear the dead zombies out of the groups... or are you saying it simply cannot be done?
Well i dont know what happens if you keep recreating a group with the same name like you do, but you could just use a dummygroup and spawn them all into that group. (You can have an unlimited amount of groupmembers, or at least alot more the then amount of groups).
Problem then is that when 1 zombie spots someone all his groupmembers will also know about that target.
I guess the best solution is to keep it to +-6 units per group, i guess you could find the nearest zombie using nearestobject, count the amount of groupmembers, if its less then 6, join that z, if its 6 or more, join grpnull.
On the other hand, maybe you reached the max amount of groupmembers per group. (I guess you could hint format the amount of groupmembers to see it the group is filling up)
EDIT: In the mission editing section you can find more help i think.
Ok, what do you mean by using a dummygroup? Using a zombie which is already in a group on the map?
NeMeSiS
Jul 11 2007, 18:15
Ok, what do you mean by using a dummygroup? Using a zombie which is already in a group on the map?
Yeah (I did it with my own z's iirc), but its easier/better to do what 5133p39 suggested and just delete empty groups. (Although that still leaves you with the 144 groups max limit, but the pathfinding would be heavy enough for 144 zombies in an object filled area anyway)
If you decide to use a dummygroup, make sure you do a disableAI "move" on him and make sure he doesnt die.
Kamikaze189
Jul 11 2007, 18:21
Okay, here's a spawn script. It works for up to three spawns using markers labelled "zspawn1" "zspawn2" and "zspawn3." It uses the Low requirement zombies.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; *****************************************************
; ** ArmA Script File
; *****************************************************
#create
~0.3
_grp = createGroup Resistance;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn1", ["One","Two","Three","Four"], 50, "FORM"];
[unit] join _grp;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn2", ["One2","Two2","Three2","Four2"], 50, "FORM"];
[unit] join _grp;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn3", ["One3","Two3","Three3","Four3"], 50, "FORM"];
[unit] join _grp;
;unit move position player;
~0.1
goto "wait"
#wait
;waits 10
~10
goto "create"
exit
For whatever reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)
Kamikaze189 How do you get the script to activate im very bad with getting scripts to work im guessing i have to set up a marker and in the init line put exec spawnscript.sqs http://forums.bistudio.com/oldsmileys/huh.gif and would i have to do that for each marker[/QUOTE]
I'll just go through the whole setup, so anybody who doesn't know how to get it working can have a shot at it.
First, make your mission in the editor. Put in a west group of soldiers. Make sure independents aren't allied with west. Then save it, and name it something you'll remember.
At this point, you need to minimize (Not close. Use Alt+Tab.) ArmA and go to your "My Documents\ArmA\missions\" folder. Once there, you should see the name of your mission. Open that folder.
Create a text file in your mission's folder. Redefine the extension as .sqs. Open it with notepad and then paste the script. Save and close the file.
Maximize ArmA. In your mission, place a new game logic. In the init line, it should say <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "zspawn.sqs"[/QUOTE] (Note: If you would like more zombies, you can either edit the script or exec the script multiple times... like: "this exec "zspawn.sqs"; this exec "zspawn.sqs";")
Lastly, you need to place some markers. Press F6 to switch to marker placement mode and put them where you want the zombies to spawn. Name the first one "zspawn1" and the second "zspawn2". (Note: You don't have to place all three spawns. You can place only one.) Set them so they are ellipses or rectangles, and modify the area they take up. This is the area the zombies will spawn within, as you can guess.
Then test the mission.
So... that's how the script works. If you have any more trouble, I can try explaining that part in more detail. http://forums.bistudio.com/oldsmileys/smile_o.gif
Perrin-Major
Jul 11 2007, 22:42
Okay, here's a spawn script. It works for up to three spawns using markers labelled "zspawn1" "zspawn2" and "zspawn3." It uses the Low requirement zombies.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; *****************************************************
; ** ArmA Script File
; *****************************************************
#create
~0.3
_grp = createGroup Resistance;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn1", ["One","Two","Three","Four"], 50, "FORM"];
[unit] join _grp;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn2", ["One2","Two2","Three2","Four2"], 50, "FORM"];
[unit] join _grp;
unit = _grp createUnit ["NeM_Zombie_1_Low", getMarkerPos "zspawn3", ["One3","Two3","Three3","Four3"], 50, "FORM"];
[unit] join _grp;
;unit move position player;
~0.1
goto "wait"
#wait
;waits 10
~10
goto "create"
exit
For whatever reason, the zombies will eventually stop spawning. I'm not sure why this happens, but it's still better than no spawns. (I haven't timed how long the spawns work for, but I think it's a good ten minutes.)
Kamikaze189 How do you get the script to activate im very bad with getting scripts to work im guessing i have to set up a marker and in the init line put exec spawnscript.sqs http://forums.bistudio.com/oldsmileys/huh.gif and would i have to do that for each marker
I'll just go through the whole setup, so anybody who doesn't know how to get it working can have a shot at it.
First, make your mission in the editor. Put in a west group of soldiers. Make sure independents aren't allied with west. Then save it, and name it something you'll remember.
At this point, you need to minimize (Not close. Use Alt+Tab.) ArmA and go to your "My Documents\ArmA\missions\" folder. Once there, you should see the name of your mission. Open that folder.
Create a text file in your mission's folder. Redefine the extension as .sqs. Open it with notepad and then paste the script. Save and close the file.
Maximize ArmA. In your mission, place a new game logic. In the init line, it should say <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "zspawn.sqs"[/QUOTE] (Note: If you would like more zombies, you can either edit the script or exec the script multiple times... like: "this exec "zspawn.sqs"; this exec "zspawn.sqs";")
Lastly, you need to place some markers. Press F6 to switch to marker placement mode and put them where you want the zombies to spawn. Name the first one "zspawn1" and the second "zspawn2". (Note: You don't have to place all three spawns. You can place only one.) Set them so they are ellipses or rectangles, and modify the area they take up. This is the area the zombies will spawn within, as you can guess.
Then test the mission.
So... that's how the script works. If you have any more trouble, I can try explaining that part in more detail. http://forums.bistudio.com/oldsmileys/smile_o.gif[/QUOTE]
Thank you sir!!!
NeMeSiS
Jul 12 2007, 18:47
CZM 0.61c (http://www.armedassault.info/index.php?option=com_content&task=view&id=367&Itemid=2)
Lower spec Z's (http://rapidshare.com/files/41225654/Zmod-LOW_SPEC.zip.html)
I stopped working on it, Charonos isnt here anymore, the project is dead and someone else (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=65619;st=0) is more actively working on zombies. No more support is given however i may still answer PM's about this so feel free to ask if you got problems with something.
Lock requested, please dont post here anymore. http://forums.bistudio.com/oldsmileys/smile_o.gif
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