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5133p39
Jul 12 2007, 09:08
Dawn of the Yomies
An addon and multiplayer mission template for Armed Assault v1.08

About...
The goal is to create user-friendly template system, which can be used to create zombie based missions as easily as possible.
It should provide a background for the mission, users should be able to create any missions they want on top of this template,
use their own scripts, switches, triggers, whatever, without the need of thinking about how to incorporate the zombies into the mission.

Some pictures...
http://5133p39.wz.cz/yomies/img/y1_t.jpg (http://5133p39.wz.cz/yomies/img/y1.jpg) http://5133p39.wz.cz/yomies/img/y3_t.jpg (http://5133p39.wz.cz/yomies/img/y3.jpg) http://5133p39.wz.cz/yomies/img/y8_t.jpg (http://5133p39.wz.cz/yomies/img/y8.jpg)
...you can find little more at the dedicated website.

Download
First Beta version is available for download at the dedicated website (http://5133p39.wz.cz)

More info ?
Check the website (http://5133p39.wz.cz) for more information, it's all there.

http://forums.bistudio.com/oldsmileys/help.gif Please, post your reports about any bugs you would possibly find, or any questions, etc. http://forums.bistudio.com/oldsmileys/help.gif
I will add more informations, or new versions when i have them ready.
I would also appreciate any constructive remarks about the scripts - if anyone thinks something should be done differently and better, please, post your ideas so we can make things better.


EDIT: July 14 2007,09:04 - Fixed serious bug, sample mission and basic template are updated to version 0.2.

EDIT: July 14 2007,02:24 - Updated the docs section at the website (http://5133p39.wz.cz), so it should be easier to understand how to make spawns and few other things.

EDIT: July 13 2007,18:36 - Added new "ToDo" section to the yomies website. It should list all features i am planning to add. Check it and tell me if there is anything missing.

EDIT: July 12 2007,21:24 - I added a misison template to the downloads section on my website. The template is blank, empty mission, with the needed "yomies" directory, and basic mission init script. Unpack it into your new mission directory, and build your mission on top of that. Read the updated docs section "Create new mission"

Tajgeer
Jul 12 2007, 09:45
This addon looks... scary http://forums.bistudio.com/oldsmileys/wink_o.gif

Good luck in the future http://forums.bistudio.com/oldsmileys/smile_o.gif

Addon Mirror @<hidden> ArmA-Zone PL (http://www.arma-zone.pl/modules.php?name=Downloads&d_op=getit&lid=188)

Foxhound
Jul 12 2007, 11:36
This addon looks... scary http://forums.bistudio.com/oldsmileys/wink_o.gif

Good luck in the future http://forums.bistudio.com/oldsmileys/smile_o.gif

ArmA-Zone PL Mirror (addon + template) (http://www.arma-zone.pl/modules.php?name=Downloads&d_op=getit&lid=188)
Not trying to be smart here but you are aware of some forum rules?
http://www.flashpoint1985.com/cgi-bin....t=56788 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=56788)

http://forums.bistudio.com/oldsmileys/whistle.gif


Nice work, we have enjoyed some other zombie missions before so this can only be some great fun http://forums.bistudio.com/oldsmileys/smile_o.gif

BenceRAP
Jul 12 2007, 13:11
Nice job man&#33; They really look "cool"&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

5133p39
Jul 12 2007, 13:24
Nice job man&#33; They really look "cool"&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks :-) but i am not responsible for their "look" - if you meant it that way - because they are still using the original BIS undead textures.

Benxcore is making a set of zombie faces, which are looking very good, but they aren&#39;t part of this addon yet - i am waiting until he tells me that it&#39;s 100% done and that i can put them in there.


btw. everyone: I am curious, if anyone tried the sample mission, please tell me how far you get, how did you played it, what have you done, and how you get killed, or whether you made it and eventually saved some survivors, etc. Please, please, tell me http://forums.bistudio.com/oldsmileys/smile_o.gif

NeilReed101
Jul 12 2007, 14:06
nice work, look forward to the new textures http://forums.bistudio.com/oldsmileys/wink_o.gif
btw i remeber the yommies from ofp , even before the infamous scott&#39;s zombie mod and the farmland mod /horror packs, are they any relation?

5133p39
Jul 12 2007, 14:59
nice work, look forward to the new textures http://forums.bistudio.com/oldsmileys/wink_o.gifWell, you wouldn&#39;t be if you knew how gross they are ;-))) i mean really gross, yuuuck, ugly bad zombies&#33;


btw i remeber the yommies from ofp , even before the infamous scott&#39;s zombie mod and the farmland mod /horror packs, are they any relation?Yes, they are related a little...
First thing which connects them is the name - Yomies,
then the second thing is that its me again - Mors a.k.a. 5133p39,
and the third thing is that they too were made with lots of love and care :-)
But other than that, they have not much in common.
The new ArmA yomies were written from scratch, so there shouldn&#39;t be even much similarity in the used scripts.

canis lupus
Jul 12 2007, 15:04
great mod... its great that zombie mods got to arma so quickly...

I&#39;m trying to make some missions using the tempalte, it all works fine exept two thigns, first, I got a objective complete message in the corner all the time, second the time and weather is always the same, how do I change that?

jim_booby
Jul 12 2007, 15:21
Very well done i really appreciate the effort you have shown making this, using and making .FSM&#39;s is pretty much the best way to have zombies to dramatically reduce lag, i really do like this addon, alot of potential&#33; http://forums.bistudio.com/oldsmileys/yay.gif

Zombies are meant to make sounds right? they are not doing it in multiplayer missions which makes it hard (harder then it allready is http://forums.bistudio.com/oldsmileys/tounge2.gif ), maybe that should be looked into next.

Is there a possibility aswell that you will implement an infection variable to infect ppl who come in contact. This variable could be turned on or off with a true or false but would be awsome.

Keep up the good work mate, youll hopefully be seeing some missions released by me with this addon http://forums.bistudio.com/oldsmileys/biggrin_o.gif

5133p39
Jul 12 2007, 15:25
I&#39;m trying to make some missions using the tempalte, it all works fine exept two thigns, first, I got a objective complete message in the corner all the time, second the time and weather is always the same, how do I change that?
I think there has been a little misunderstanding - what i call the <span style='color:red'>"mission template"</span> is nothing more than those scripts in the <span style='color:red'>"&#92;yomies&#92;"</span> directory.
But judging by your problems with the time and weather, and objectives, i would say that you opened the <span style='color:red'>"sample mission"</span>.
The only prurpose of the sample mission is to give the idea how things are done, and more importantly to TEST the zombie scripts in the MP environment (if anyone is up for the task).


If you want to make your own mission, forget the whole sample mission, maybe it is too messy - it&#39;s not worth of the problems.
Just open the editor, and start making your own mission - do whatever you want, like if you were creating any other ordinary mission - but before that do these things to add the zombies:

1. copy the whole "yomies" directory from the sample mission into your new mission directory.

2. Create a mission init script - preferably SQF script - and put the following at the start:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">param1 = 600; // this will set the view distance to 600 meters.
_initYomies = execVM &#34;yomies&#92;init.sqf&#34;; // run the yomie package initialization scripts
waitUntil {scriptDone _initYomies};[/QUOTE]
3. Create markers to define zombie spawn areas (you can read how in the docs section on the website)

...that&#39;s all.

5133p39
Jul 12 2007, 15:32
Very well done i really appreciate the effort you have shown making this, using and making .FSM&#39;s is pretty much the best way to have zombies to dramatically reduce lag, i really do like this addon, alot of potential&#33;Yes, the FSMs helped, but there is still room for improvement - there are few things which i think are not neccessary, but i haven&#39;t got the will to test it, so i left them in just to be safe, etc.


Zombies are meant to make sounds right? they are not doing it in multiplayer missions which makes it hard (harder then it allready is http://forums.bistudio.com/oldsmileys/tounge2.gif ), maybe that should be looked into next.You mean my zombies, The Yomies, doens&#39;t make sounds in MP http://forums.bistudio.com/oldsmileys/huh.gif
Because they should - not very often, but you should be able to hear them from time to time.
If you can&#39;t hear them in MP, then there is a bug i need to look into.
...i will look into this anyway, because even if they are making sounds, it&#39;s very poorly done and needs total rewrite, so.. it will be done.


Is there a possibility aswell that you will implement an infection variable to infect ppl who come in contact. This variable could be turned on or off with a true or false but would be awsome.I had already tried to make the zombies able to infect any units including players, but i didn&#39;t liked the results so i removed it for now.
But don&#39;t worry making (or at least trying to make) the infection work as best as possible, is on my ToDo list.


Keep up the good work mate, youll hopefully be seeing some missions released by me with this addon http://forums.bistudio.com/oldsmileys/biggrin_o.gifI hope so&#33; :-) thanks.

canis lupus
Jul 12 2007, 15:42
thanks.. that made it a lot easier, I still got the same weather though...

5133p39
Jul 12 2007, 15:54
thanks.. that made it a lot easier, I still got the same weather though...
oops sorry, i forgot about the weather:
In the script <span style='color:brown'>&#92;yomies&#92;init_game.sqf</span> there are these commands:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">0 setFog 0.7;
0 setOvercast 0.5;
0 setRain 0;[/QUOTE]
You can either remove them, or change their values, or override them by same commands later in your mission <span style='color:brown'>init.sqf</span> script

benxcore
Jul 12 2007, 16:08
Hey guys&#33;
I&#39;m excited your enjoying the addon. Sleeper has done an excellent job with all the coding. The absence of lag when having 144 zombies is amazing. You don&#39;t even notice the lag when they spawn&#33;

What my current ideas are creating faces for the zombies, that shows more fresh of wounds, bloody faces/mouths, gaping neck wounds, blood shot eyes. I&#39;m using some medical photos out of books, and things I find on the internet to texture these Yomies. My goal is to have 25+ Unique Zombie faces. Variety is the spice of life, and seeing a zombie cloan next to his buddy isn&#39;t every appealing.

Keep runnin guys, the Yomies are at your heels.

//ben

coma73
Jul 12 2007, 16:37
how do i make zobies act the way they do in spawns? when i place them on map they just stand still or they keep crawling all the time

der_baer_fm
Jul 12 2007, 16:58
@<hidden> coma73
Have a look here.. (http://5133p39.wz.cz/yomies/?download) http://forums.bistudio.com/oldsmileys/wink_o.gif

canis lupus
Jul 12 2007, 16:59
thanks its all working fine now...
found an anoying bug though... I played as a medic, the zombies got real close, one of them got hit and was injured, and all of a sudden I was on my knees healing the zombie...

5133p39
Jul 12 2007, 17:47
thanks its all working fine now...
found an anoying bug though... I played as a medic, the zombies got real close, one of them got hit and was injured, and all of a sudden I was on my knees healing the zombie...
Muhehehe :-))))))))) that&#39;s hilarious :-)))))))))))
But i added it to my "FixIt" list, i think i should be able to prevent this by some config tweaks - at least i hope so.

5133p39
Jul 12 2007, 17:53
how do i make zobies act the way they do in spawns? when i place them on map they just stand still or they keep crawling all the time
The yomies aren&#39;t yet ready to "function" when placed in mission editor.

Very simply said:
As for now, they are entirely dependant on the scripts in the "your_mission&#92;yomie&#92;" directory. They need a spawn area which is translated into a trigger, which is spawning them automaticaly, and which is starting their FSM "brain".

I have a plan to add the option to place the yomies in the mission editor too, i will implement it very soon if something more important doesn&#39;t show up.

5133p39
Jul 12 2007, 19:24
I added a misison template to the downloads section on my website.

The template is blank, empty mission, with the needed "yomies" directory, and basic mission init script.
Unpack it into your new mission directory, and build your mission on top of that.
Read the update docs section <span style='color:blue'>"Create new mission"</span>

wika_woo
Jul 13 2007, 01:09
hahaha.. More zombies http://forums.bistudio.com/oldsmileys/biggrin_o.gif

http://forums.bistudio.com/oldsmileys/pistols.gif

IceBreakr
Jul 13 2007, 11:34
Great stuff... how does this work with player respawn (base)?

5133p39
Jul 13 2007, 11:38
Great stuff... how does this work with player respawn (base)?
i don&#39;t know, i haven&#39;t tried it in MP yet.
But i don&#39;t understand why there should be any problems with player respawns.
So, to answer your question: i think its ok.
...try it http://forums.bistudio.com/oldsmileys/smile_o.gif

Anyway, it&#39;s meant to be a template to create ANY type of mission, so if there would be any problem with player respawns or whatever, then it is a bug and i will fix it.

neil480
Jul 13 2007, 14:08
I&#39;m somewhat of a noob at scripts but I&#39;m trying to get this to work and although I can hear the zombie sound effects, I can&#39;t see them - basically I don&#39;t think they have spawned.

I have the Yomies scirpts in my mission folder as instructed.
I&#39;ve set up a marker and named it Yomies.

I&#39;m a little confused about what I do next - do I set up a trigger? If so, what is the exact code that needs to go into the trigger? The instructions mention translating the marker into a trigger - I&#39;m somewhat confused on how you do this?

Many thanks

5133p39
Jul 13 2007, 14:30
I&#39;m somewhat of a noob at scripts but I&#39;m trying to get this to work and although I can hear the zombie sound effects, I can&#39;t see them - basically I don&#39;t think they have spawned.If you can hear them, then they should be spawned. But they are spawned beyond your (or any other player&#39;s) view distance - so if you are playing vith viewdistance 3000m, then they are being spawned 3000m away from you (well, the fog is being taken into account too, so it can be much less than 3000m if you have some fog in your mission).
Look into the <span style='color:blue'>init.sqf</span> script to learn how to change the viewdistance (there is the variable <span style='color:blue'>param1</span> which is used to set the viewdistance).


I have the Yomies scirpts in my mission folder as instructed.
I&#39;ve set up a marker and named it Yomies.Nononono, you got this wrong, the spawn area marker must be named <span style='color:blue'>"yomie_spawn"</span>, and any other markers must be named <span style='color:blue'>"yomie_spawn_#"</span> where # is a number from 1 to n.
Read the docs at the website, i think its explained pretty clearly in there, isn&#39;t it? (let me know if you read it, but you still don&#39;t understand - then i should probably rewrite the docs).


I&#39;m a little confused about what I do next - do I set up a trigger? If so, what is the exact code that needs to go into the trigger? The instructions mention translating the marker into a trigger - I&#39;m somewhat confused on how you do this?No, you don&#39;t need to create any triggers for the yomies. The triggers are created automatically - the spawn areas markers (those named "yomie_spawn" and "yomie_spawn_#") are used to determine the trigger position, size, etc., all automatically.

neil480
Jul 13 2007, 14:41
Sorry when I mention yomies as the spawn name I meant "yomie_spawn".

I&#39;ve set only a small spawn area so I would&#39;ve thought that I should be able to see them. The Spawn area is situated right next to my player so that I can easily see if the zombies are spawning.

I&#39;ll check the view distance thing when I get home later.

Thank you for your swift response, your efforts are appreciated. I&#39;ll let you know if changing the view distance solves the problem.

5133p39
Jul 13 2007, 15:32
I&#39;ve set only a small spawn area so I would&#39;ve thought that I should be able to see them. The Spawn area is situated right next to my player so that I can easily see if the zombies are spawning.

I&#39;ll check the view distance thing when I get home later.

Thank you for your swift response, your efforts are appreciated. I&#39;ll let you know if changing the view distance solves the problem.
For testing purposes, you can try first setting the <span style='color:blue'>param1</span> to some lower value like 100, and then you can add <span style='color:blue'>setViewDistance 2500</span> at the end of the mission <span style='color:blue'>init.sqf</span> script.
That way the yomies will be spawned about 100m away, but because of the view distance set to 2500m later, you will be able to see them.
...but if you do this, then don&#39;t be surprised when you will see them being deleted when you leave the spawn area - then all yomies, belonging to this spawn area, will be deleted if they are more than 100 meters away from any player and if they are not chasing someone already.

neil480
Jul 13 2007, 15:44
Thank you, that sorted it. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Is it possible to have slow moving zombies like in Nem&#39;s mod? Or are these just the fast moving ones only? Not a problem either way, I&#39;ll be able to incorporate either into my mission.

Thanks again.

5133p39
Jul 13 2007, 16:36
Is it possible to have slow moving zombies like in Nem&#39;s mod? Or are these just the fast moving ones only? Not a problem either way, I&#39;ll be able to incorporate either into my mission.
Personally, i think that to have simple slow-walking zombie is useless, because you can outrun him so easily, it&#39;s not a challenge anymore and then it&#39;s not fun.

But of course i am not doing this for myself (then i wouldn&#39;t bother with publishing it), so i will be adding other types of zombies like the crawler, or the sloth (the slow walker), but i can&#39;t tell you when i do this, because i still think that there are some more important things to do.

<span style='color:brown'>btw. check the new "todo" section at my yomies website (http://5133p39.wz.cz).</span>

Col. Faulkner
Jul 13 2007, 19:06
Where did you get the name "Yomie"?

5133p39
Jul 13 2007, 19:26
Where did you get the name "Yomie"?
Strange name, huh? http://forums.bistudio.com/oldsmileys/smile_o.gif
It&#39;s on the website:
"Some time ago, back in the golden OFP days, when i was writing someone about my zombie addon, i made a typo - i wrote &#39;y&#39; instead of &#39;z&#39; because i forgot to change the keyboard characters layout (&#39;z&#39; and &#39;y&#39; are swapped on the czech keyboard layout),
then i skipped the letter &#39;b&#39;, and the "Yomies" were born."

Col. Faulkner
Jul 13 2007, 19:44
Strange name, huh? http://forums.bistudio.com/oldsmileys/smile_o.gif
It&#39;s on the website:
Ah, Ok. I admit that I never got much past the screenshots
on your website. The BIS "zombie faces" are strangely
compelling. They look like zombies, soldiers after serious
combat hell (in a real war), and any random passerby in
downtown Amsterdam on a weekend. http://forums.bistudio.com/oldsmileys/smile_o.gif (ye gods I hate it
here)

It probably won&#39;t interest you to know that "yomin&#39;" where I
come from in Scotland means "extremely decrepit and smelly".
The connection of "decrepit and smelly" with zombies was
what compelled me to ask.

5133p39
Jul 13 2007, 19:59
"extremely decrepit and smelly" http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/rofl.gif
I think that the name is appropriate then.

Col. Faulkner
Jul 13 2007, 20:19
Like I said. yomin Yomies&#33; http://forums.bistudio.com/oldsmileys/crazy_o.gif

IceBreakr
Jul 13 2007, 22:14
Better sign up the trademark fast or Nestle will put out new crispy-cereals out with that name http://forums.bistudio.com/oldsmileys/wink_o.gif

5133p39
Jul 14 2007, 00:24
Better sign up the trademark fast or Nestle will put out new crispy-cereals out with that name http://forums.bistudio.com/oldsmileys/wink_o.gif
Well, if they do, then i make sure the world get to know what the word really means :-)


"extremely decrepit and smelly"

;-)

5133p39
Jul 14 2007, 01:52
Does anybody know how to make the zombies walk like this?

http://www.youtube.com/watch?v....search= (http://www.youtube.com/watch?v=Cohgdlqd3ko&mode=related&search=)

...in the comments it is said it&#39;s some sort of bug - so, it&#39;s not a new animation, but something which already is in ArmA - i want to use this "bug" and let some zombies walk like that.

Perrin-Major
Jul 14 2007, 01:53
I cant seem to download the template after it says that ive received the file it gives me this error message

"The requested operation requires elevation"

anyone have an idea whats up with it?

5133p39
Jul 14 2007, 03:58
I cant seem to download the template after it says that ive received the file it gives me this error message

"The requested operation requires elevation"

anyone have an idea whats up with it?
http://forums.bistudio.com/oldsmileys/welcome.gif to Vista... try disabling User Account Control (but be warned - it can be potentially dangerous, i won&#39;t recommend you to leave it disabled if you aren&#39;t really experienced user, but i must also say that simply having Vista on your computer is dangerous enough :-)) )

5133p39
Jul 14 2007, 07:04
found & fixed serious bug
Sample mission and basic template were update to v0.2.

Kamikaze189
Jul 14 2007, 07:34
These yomies aren&#39;t working in my lan game. All I&#39;ve done is used the template (tried both versions) and placed a "yomie_spawn" marker.

Notably, it works absolutely fine in the editor preview mode. Zombies chase and attack, but when I try it on a lan game, no success.

What am I doing wrong? Or are these not intended for online use?

benxcore
Jul 14 2007, 15:17
These yomies aren&#39;t working in my lan game. All I&#39;ve done is used the template (tried both versions) and placed a "yomie_spawn" marker.

Notably, it works absolutely fine in the editor preview mode. Zombies chase and attack, but when I try it on a lan game, no success.

What am I doing wrong? Or are these not intended for online use?
I reported this bug to Sleeper last nite, as I was experiencing zombies just walking around, not attacking in multiplayer, but attacking in single player.

So, I think the new update fixed it Kamikaze.

jim_booby
Jul 14 2007, 15:19
ive been using them online and its been working fine, Try and adding a Game logic into the editor and name it "Server", might be the reason why its not working.


Ive been looking at the scripts (no chance i understand any .sqf) but i got this message, and im sure this is the reason why Zombie sounds arent working:
http://img252.imageshack.us/img252/4275/errorny4.jpg

Thought id add that in, please reply what needs to be changed in the editor so i can do it.

Thanks mate keep up the good work&#33;

Kamikaze189
Jul 14 2007, 18:25
I&#39;m still not able to get them to attack using either v1 or v2.

I&#39;ve also tried the Gamelogic Server, but still no luck.

The zombies walk around but they won&#39;t attack anyone... I&#39;m wondering if I&#39;m setting up the spawns wrong.

1. I place a marker on the map,
2. ellipse it
3. name it "yomie_spawn"
4. in text: [50,&#39;C&#39;,INFINITE]

Is that all right?

5133p39
Jul 14 2007, 21:51
ive been using them online and its been working fine, Try and adding a Game logic into the editor and name it "Server", might be the reason why its not working.Whatever this bug is, there is no need for logic named "Server", the <span style='color:blue'>isServer</span> command is used instead (at least by the yomies addon/template/mission).


Ive been looking at the scripts (no chance i understand any .sqf) but i got this message, and im sure this is the reason why Zombie sounds arent working:Well, i don&#39;t understand how i missed this error. I must be an idiot the <span style='color:blue'>_added</span> variable is supposed to be array, but i forgot about that.
I will fix this tomorow.


Quote[/b] ]

Thought id add that in, please reply what needs to be changed in the editor so i can do it.If you want to fix it, you need edit the <span style='color:blue'>&#92;yomies&#92;srv_loop.sqf</span> script, and change both lines <span style='color:blue'>addPlayer = objNull;</span> to <span style='color:blue'>addPlayer = [objNull,-1];</span> - that should fix it.EDIT: sorry, this was wrong, i&#39;ll correct it tomorrow in version 0.3. I am sorry, i just finished some really exhausting work, too tired to do it now.

5133p39
Jul 14 2007, 21:54
I&#39;m still not able to get them to attack using either v1 or v2.

I&#39;ve also tried the Gamelogic Server, but still no luck.As i wrote in my last reply - that&#39;s not the problem.


4. in text: [50,&#39;C&#39;,INFINITE]The INFINITE is supposed to be a string:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;50,&#39;C&#39;,&#39;INFINITE&#39;&#93;[/QUOTE]

5133p39
Jul 14 2007, 22:12
To fix the following problem:
Ive been looking at the scripts (no chance i understand any .sqf) but i got this message, and im sure this is the reason why Zombie sounds arent working:
&#124;img&#124; http://img252.imageshack.us/img252/4275/errorny4.jpg &#124;/img&#124;
...replace content of the script <span style='color:blue'>&#92;yomies&#92;srv_loop.sqf</span> with this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/*
Used on server to fill array of all players.
And to catch various events broadcasted by players and react to them.
*/
private&#91;&#34;_idx&#34;&#93;;
aPlayers = &#91;&#93;;
addPlayer = objNull;

while {bGame} do {

// collect all player units into the array &#39;aPlayers&#39;
if &#40;not isNull addPlayer&#41; then {
playerAdded = &#91;addPlayer,-1&#93;;
if &#40;not &#40;&#40;playerAdded select 0&#41; in aPlayers&#41;&#41; then {
aPlayers = aPlayers + &#91;playerAdded select 0&#93;;
_idx = aPlayers find &#40;playerAdded select 0&#41;;
&#40;playerAdded set &#91;1,_idx&#93;;
};
publicVariable &#34;playerAdded&#34;;
addPlayer = objNull;
};

Sleep 0.03;
};[/QUOTE]
But as i wrote little earlier, i will fix this in verions 0.3 which will be available tomorrow.

wika_woo
Jul 15 2007, 01:03
The soudns of the yomies are really loud, kinda like "crapy zombie mod"..

You can hear them down your neck, even when they are far away...

http://forums.bistudio.com/oldsmileys/huh.gif

TheReddog
Jul 15 2007, 03:26
I have a big bug, I can&#39;t get my forces to engage the zombies, they seem to still regard them as civvies. I issued a fire at will order and it did nothing. This happens in the demo mission as well.

Also where the hell is version 2, the site only has beta 1.

Bracken
Jul 15 2007, 07:00
I may be wrong Red-dog but I think that its actually a bug with Arma, not Yomie&#39;s.  

Atleast for us, whenever we play a co-op with enemy civs (Especas Commando, Evolution hostage rescue mission etc) the AI always goes funny, they seem to have no trouble on their first few kills.....but then it seems to all go down hill.  If you actually hold space and order them to attack by left clicking they have no problems but that is abit much.

Also not sure if this actually helps, but we got the impression it did alittle, but try setting them to &#39;engage at will&#39;.

IceBreakr
Jul 15 2007, 13:23
So, its possible to trigger the spawning only when a certain condition is met (ex. blufor reaches a town)? If you move the yomiespawn point far far away (ex. Rahmadi), they won&#39;t spawn because they&#39;re too far away from players?

TrunkzJr
Jul 15 2007, 18:36
I added Yomies.pbo to Addon folder and Nem Zombies, and go to editor and drop 1 Yommie and 1 Nem, and myself, i preview. Right away the Yommie drops for cover, and the Nem doesn&#39;t, the Nem eats the Yommie zombie lol. So why do the Yommie zombies lay down and drop to lay down if they attack. I don&#39;t think the Nem zombies lay down at all, only stand to attack.

As for the sounds, go to http://www.sounddogs.com and type in Zombie in search and pick up some better zombie sounds lol they kinda sound like bears when they attack :P

Kamikaze189
Jul 15 2007, 19:24
I&#39;ve found out the reason the yomies weren&#39;t working for me.

You need to have the description.ext from the sample mission, or something of the sorts. Once I dropped that into my mission it suddenly decided to work.

So for the next "_yomies_basic_template" it might be a good move to keep the description.ext in there by default.

5133p39
Jul 15 2007, 19:33
I have a big bug, I can&#39;t get my forces to engage the zombies, they seem to still regard them as civvies. I issued a fire at will order and it did nothing. This happens in the demo mission as well.

Also where the hell is version 2, the site only has beta 1.
post your mission, i&#39;ll take a look.
I don&#39;t think the cause is some bug in Yomies, as they are ENEMY to all, so even if you put a civilian with gun, or resistance soldier, no matter, everyone will want to kill the zombies.

5133p39
Jul 15 2007, 19:35
The soudns of the yomies are really loud, kinda like "crapy zombie mod"..

You can hear them down your neck, even when they are far away...

http://forums.bistudio.com/oldsmileys/huh.gif
Yes, its possible, the ocnfig needs a lot of tweaking.
I will of course alter the config settings as needed, but you have to wait, i am going for small one week vacation first http://forums.bistudio.com/oldsmileys/smile_o.gif

5133p39
Jul 15 2007, 19:41
So, its possible to trigger the spawning only when a certain condition is met (ex. blufor reaches a town)? If you move the yomiespawn point far far away (ex. Rahmadi), they won&#39;t spawn because they&#39;re too far away from players?
I don&#39;t understand your question... have you read the documentation? its all there.

The yomies are spawned when any non-zombie unit enters the spawn area.
If this isn&#39;t enough, you can create the spawn on the fly when some other conditions you require are met, or you can have the spawn DISABLED and ENABLE it whenever you like.
Just read the docs, its all there.

benxcore
Jul 15 2007, 19:43
I added Yomies.pbo to Addon folder and Nem Zombies, and go to editor and drop 1 Yommie and 1 Nem, and myself, i preview. Right away the Yommie drops for cover, and the Nem doesn&#39;t, the Nem eats the Yommie zombie lol. So why do the Yommie zombies lay down and drop to lay down if they attack. I don&#39;t think the Nem zombies lay down at all, only stand to attack.

As for the sounds, go to http://www.sounddogs.com and type in Zombie in search and pick up some better zombie sounds lol they kinda sound like bears when they attack :P
I guess you haven&#39;t read the readme, or anything.
Download the sample mission, the scripts that are needed to make the zombies attack are located in a scripts folder inside your actual mission.

The zombie sounds are currently being made by me. There will also be updated face pack to in the future versions. The BIS Faces/Sounds are just placeholders. This is a Beta release.

So, review the readme, or visit the website for information on how to use the zombies.

5133p39
Jul 15 2007, 19:45
I added Yomies.pbo to Addon folder and Nem Zombies, and go to editor and drop 1 Yommie and 1 Nem, and myself, i preview. Right away the Yommie drops for cover, and the Nem doesn&#39;t, the Nem eats the Yommie zombie lol. So why do the Yommie zombies lay down and drop to lay down if they attack. I don&#39;t think the Nem zombies lay down at all, only stand to attack.
Of course, and if you would bother to read the docs, you would knew that they are not meant to be placed in the map editor&#33;
FFS&#33;&#33;&#33;&#33;&#33;&#33;&#33; DOES ANYONE BOTHER TO READ ANYTHING HERE?http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif??

Sorry, but you people are really starting to make me angry... good that tomorrow i am going on that vacation, i certainly need it.

5133p39
Jul 15 2007, 19:48
I&#39;ve found out the reason the yomies weren&#39;t working for me.

You need to have the description.ext from the sample mission, or something of the sorts. Once I dropped that into my mission it suddenly decided to work.

So for the next "_yomies_basic_template" it might be a good move to keep the description.ext in there by default.
A missing description.ext? And the reason is what exactly?
I am using them without any description.ext and they work as intended.
Can you really confirm this?

EDIT: No need to confirm this. I just figured it out. It&#39;s because the <span style='color:blue'>param1</span> variable is used to set viewdistance, and viewdistance is used when searching for yomie targets to attack.
Since in SinglePlayer the <span style='color:blue'>param1</span> is nil, it fallbacks to the default predefined value (600m by default), but in MultiPlayer the <span style='color:blue'>param1</span> is not nil, but since the "description.ext" is missing ti is also not set to any particular value - i don&#39;t know what is the value of <span style='color:blue'>param1</span> if you don&#39;t put the <span style='color:blue'>valuesParam1</span> or <span style='color:blue'>defValueParam1</span> definition into the description.ext, but it certainly isn&#39;t nill so the fallback to default does not happen.
So yes, for MP, the description.ext is necessary (or you need to change the appropriate code in init.sqf script)

mrbean1112
Jul 15 2007, 22:52
Quick Question. I want to get some of these baddies spawned with a trigger. is there anything special i have to do besides just spawn them with createvehicle? also, what are the classnames?

*Edit
Also, how would i go about adding killed eventhandlers to the yombies?

TheReddog
Jul 16 2007, 10:32
I have a big bug, I can&#39;t get my forces to engage the zombies, they seem to still regard them as civvies. I issued a fire at will order and it did nothing. This happens in the demo mission as well.

Also where the hell is version 2, the site only has beta 1.
post your mission, i&#39;ll take a look.
I don&#39;t think the cause is some bug in Yomies, as they are ENEMY to all, so even if you put a civilian with gun, or resistance soldier, no matter, everyone will want to kill the zombies.
I haven&#39;t actually made a mission, this happens in the example mission that come with the mod. My team members will just stand around while the zombies massacre them.

5133p39
Jul 16 2007, 11:43
Everyone,

i am sorry i haven&#39;t got the time to do any more testing and debuging, i am going for simple and quick one week vacation (i call it Vacation v0.1-alpha).
I am sorry things aren&#39;t working as we would want, but it will be just one week, then i will be back and fix all those bugs.
http://forums.bistudio.com/oldsmileys/nener.gif http://forums.bistudio.com/oldsmileys/whistle.gif http://forums.bistudio.com/oldsmileys/wink_o.gif

jim_booby
Jul 17 2007, 04:35
Quick Question. I want to get some of these baddies spawned with a trigger. is there anything special i have to do besides just spawn them with createvehicle? also, what are the classnames?
Check sleepers web docs, you may find something your looking for there

http://5133p39.wz.cz/yomies/?docs

If you want the classnames you could Create a mission by placing zombies on the map, saving its name as Test or something, then having alook at the mission.sqm and looking for the classnames.

IceBreakr
Jul 17 2007, 07:15
Did anyone check if yomies spawn on server? Does the player number currenlty in-game affect the spawning or not?

Uzii
Jul 17 2007, 12:40
I think I know why your AI won&#39;t attack them, change the RACS side to NOBODY. The Yomies are on the RACS side by default, so if the RACS is not sided with anyone, everyone should attack them.

IceBreakr
Jul 17 2007, 13:12
Uzii: read the docs, yomies are not on anyone&#39;s side because they have status -50000 that makes them an enemy even to RACS and civilians.

Uzii
Jul 17 2007, 14:53
I&#39;m not sure how much you&#39;ve played with this, but have you noticed that if you leave it on default, all friendly players will turn red after they&#39;ve shot a few zombies? Whether he fixed this in 0.2 I&#39;m not sure, but with the first release this was the case. That MIGHT be the problem with who ever it was who said their friendly AI wasn&#39;t shooting the zombies. I&#39;m just trying to help.

IceBreakr
Jul 17 2007, 16:45
I&#39;ll test it out today/tommorow...

Col-Psycho
Jul 17 2007, 19:38
okay i need some help.

i have no idea how to fiddle with missions in ArmA. I am completely lost. i dont know how to add and use the yomies in my missions because ArmA feels so different when making the missions. So, could someone please explain RIGHT FROM THE BEGINNING, how do i make a mission in ArmA, using the yomies, because im having a hard time trying to figure it out.

thanks.

benxcore
Jul 17 2007, 22:34
Go to the website listed in the first post. You&#39;ll find your information there. OFP Missions are very very very similary to creating Arma missions. I really didn&#39;t notice any change switching over.

As for the BIS Vanilla Faces. Pshaw, those look like zombies made of green marbled stone. Not to my liking, I want fresh, bloody wounds. I just sent out 15 fresh faces to Sleeper, and some sounds that will be included in the next release of the Yomies. Here is a preview.

http://img.photobucket.com/albums/v11/Falcon/yomieface1.jpg

http://img.photobucket.com/albums/v11/Falcon/yomieface2.jpg

Col-Psycho
Jul 18 2007, 10:18
yeah i did check the website, and it assumes that i know alot about mission making when i dont. what do you mean use the files to create a new mission? sure, i unpacked the yombies template to my mission directory, now what?

i just need some help with it.

diamondweapon
Jul 18 2007, 13:51
I&#39;m having the same trouble as Col-Psycho. I unpack it into the template directory, and can find it as a template to use in creating single player missions; but when I try to edit it from there I can&#39;t create a player unit, nor really do much of anything else. I have used the editor on the main screen to create a mission and exported that to single player, but none of the scripts work because it&#39;s not connected with the yomies files. Whats the step I&#39;m missing?

benxcore
Jul 18 2007, 15:44
You unpack it. You pull all the files except for the mission.sqf into your new mission folder. Say you saved your missions as OMFGYOMIESATEMYMOM. Look for that folder, then put All the files into that folder.

Now.
Go into the editor and open up the mission called OMFGYOMIESATEMYMOM and go to Markers, create an Elipse marker say 200 x 200. The name of the marker should be yomie_spawn. Now in the text part of the yomie_spawn marker, this is how you set how many yomies you want to spawn and what type, Civilian, West etc. Put [75,&#39;C&#39;,&#39;ONCE&#39;] Now you will have 75 Zombies spawn in the Civilian clothing once. You have to be close to the Markers outter rims to activate it.

This is a quick brief from the website basically. Its all really there honest.

But what I just said will get the zombies in the game.

satchmo
Jul 18 2007, 18:28
Well im putting a basic basic template up then, with 3 spawn points.


Temporary URL for the template
http://83.233.198.128/zombie/Template.Sara.zip

And to all who writes manuals, or FAQ, you have to write and explain them step by step. You cant write it, couse it easy for you to understand it, couse you made it.
I know i have to explain everything at very very simple points, all the time, in my work.

No harm mean by this. Just the opinion i have.
Love the mod so far, only have the sound problem.


when i start with a group of soldiers, they wont attack the zombies in front of them, until 15-30 seconds later. And sometime my guys can just shoot the zombies, and they dont care they just wonder around, the place and do nothing.

Satchmo the man the myth the working class hero

diamondweapon
Jul 18 2007, 19:44
You unpack it. You pull all the files except for the mission.sqf into your new mission folder. Say you saved your missions as OMFGYOMIESATEMYMOM. Look for that folder, then put All the files into that folder.

Now.
Go into the editor and open up the mission called OMFGYOMIESATEMYMOM and go to Markers, create an Elipse marker say 200 x 200. The name of the marker should be yomie_spawn. Now in the text part of the yomie_spawn marker, this is how you set how many yomies you want to spawn and what type, Civilian, West etc. Put [75,&#39;C&#39;,&#39;ONCE&#39;] Now you will have 75 Zombies spawn in the Civilian clothing once. You have to be close to the Markers outter rims to activate it.

This is a quick brief from the website basically. Its all really there honest.

But what I just said will get the zombies in the game.
When ever I use the editor and I export the mission to single-player, it is then saved as a pbo file. The mission editor through mission selector is useless as I get to a map with no player unit, nor can I use it to place markers. I am able to place markers in the editor that you can access through the main screen (I have the US Atari version), but that is of no use when I cannot link it to the yomies files

NeMeSiS
Jul 18 2007, 19:53
You unpack it. You pull all the files except for the mission.sqf into your new mission folder. Say you saved your missions as OMFGYOMIESATEMYMOM. Look for that folder, then put All the files into that folder.

Now.
Go into the editor and open up the mission called OMFGYOMIESATEMYMOM and go to Markers, create an Elipse marker say 200 x 200. The name of the marker should be yomie_spawn. Now in the text part of the yomie_spawn marker, this is how you set how many yomies you want to spawn and what type, Civilian, West etc. Put [75,&#39;C&#39;,&#39;ONCE&#39;] Now you will have 75 Zombies spawn in the Civilian clothing once. You have to be close to the Markers outter rims to activate it.

This is a quick brief from the website basically. Its all really there honest.

But what I just said will get the zombies in the game.
When ever I use the editor and I export the mission to single-player, it is then saved as a pbo file. The mission editor through mission selector is useless as I get to a map with no player unit, nor can I use it to place markers. I am able to place markers in the editor that you can access through the main screen (I have the US Atari version), but that is of no use when I cannot link it to the yomies files
Dont export it as a single player mission, just save it, dont touch those buttons unless you absolutely need to.

satchmo
Jul 18 2007, 20:19
Let me get this right.
You can set up spawn points and so on, in the editor and play them.

when you export it, there is no player, or other.
Solution 1: Download the mission from my link, unzip, load in editor, export it to single player. Did that work?

Or solution 2:
Download the link from previous post and unzip it, compare with your own mission folder, that is located in the documents and folder.
If some files are missing, just copy all the files from my zip, except the mission file, to your folder.

Go into the editor and export as single player and it should work.


Satchmo the man the myth the working class hero.

diamondweapon
Jul 18 2007, 21:08
i got it figured out now, the mission.sqm file is saved in my documents in an arma folder there, and there aren&#39;t supposed to be quotation marks around yomie_spawn in the marker


thanks for all your help http://forums.bistudio.com/oldsmileys/smile_o.gif

Uzii
Jul 19 2007, 11:48
I&#39;m having problems too. I&#39;ve taken apart the sample mission, moving around the spawns, but the problem I have seems to be universal.

If I have two spawn areas, both with a 140 Yomies spawning in, approximately 500m away from each other, and I enter the first, the Yomies will spawn like they should, in their droves. However, when I jump in a chopper, fly to the next spawn area, land, give it a few minutes, I see a maximum of 2 Yomies. I fly back to the first spawn area, and low and behold, there are still loads of them milling around. My view distance is 600, but with the fog, its no more than 200.

I was under the impression that the Yomies disappeared once you left the spawn area and the were not chasing you. Does anyone else have this problem, because it seems pretty major to me.

Edit: It looks to me like when a Yomie is spawned in he will stay &#39;connected&#39; to that spawn area, so it is impossible to have more than a total of 144 in all the spawn areas on the map, which make large zombie missions extremely hard to make.

The only other way it could be done, is if the &#39;move spawn area&#39; code could be attached to a player, so the spawn area is constantly around him/her. If anyone knows the code to allow that, please could they post it? Cheers

der_baer_fm
Jul 19 2007, 13:03
Somewhere i read, that there can only be 144 yomies, as there can be only 144 groups and everey yomie is its own group.

edit: note to myself: always read the whole post.. http://forums.bistudio.com/oldsmileys/whistle.gif

ok sorry

benxcore
Jul 19 2007, 15:19
There can only be 144 zombies on the map at once, say 144 zombie spawn at your ONCE spawn, the first one. You move to the next spawn, no zombies will spawn, because they are at their max, fly back, shoot 5 zombies, now 5 zombies will spawn at the next spawn.

Uzii
Jul 19 2007, 16:10
So when you leave the zone, they don&#39;t disappear like they should?

Edit: Could you (if you know) post the code for a spawn area that moves with the player? Cheers.

Sniper Pilot
Jul 19 2007, 18:32
Hey,

Great scripts and addons, although I cant seem to figure out how to make them work in MP... Any step by step instructions or help would be much appreciated.

benxcore
Jul 19 2007, 19:07
So when you leave the zone, they don&#39;t disappear like they should?

Edit: Could you (if you know) post the code for a spawn area that moves with the player? Cheers.
I don&#39;t think I they ever said they should "Disapear" when they leave. Though this is a suggestion you can push on Sleeper when he gets back.

Uzii
Jul 19 2007, 21:20
Oh, I was under the impression they did:

Quote[/b] ]&#39;INFINITE&#39;
When killed, zombies will keep respawning immediately (after short timeout) until all non-zombie units leaves the area. When returning to the area, zombies will be spawned again. In short, zombies in this area will be constantly in full force while any non-zombie unit is present in the area.


Quote[/b] ]Spawn areas can be moved
Use the function...
...to the new wandering area.
If there are no non-zombie units present at the new spawn area location, and the zombies aren&#39;t already chasing someone, and they aren&#39;t in the view distance of any player, they will be removed.

I may be misreading this, but if what you say is true, it seems a bit of a limiting factor. You can&#39;t have the total of all the spawn areas exceeding 144 (if you are using &#39;INFINITE&#39; which I am).

My question still stands though, for a work around; could anyone post a code for a movable spawn area that is attached to active players?

Biggus
Jul 20 2007, 15:22
This addon is awesome. The only problem I&#39;m having is that my AI guys fire off maybe one magazine, then don&#39;t continue to fight. They just stop shooting and get killed.

Foxhound4444
Jul 21 2007, 00:05
I may be misreading this, but if what you say is true, it seems a bit of a limiting factor. You can&#39;t have the total of all the spawn areas exceeding 144 (if you are using &#39;INFINITE&#39; which I am)...
I was also wondering this. I have been working on a massive mission which requires the zombies to disappear and then respawn once a non zombie player enters the spawn zone. I am using the "Repeated" spawn option which I was hoping would work with my idea. I have not been able to fully test out if the zombies actually do disappear once the spawn zone has been left. I do not know if I am confusing myself, but if the zombies do not disappear with repeat spawn option after the player has left the spawn area, then I think this could be a valuable addition to such a magnificent mod.

Uzii
Jul 21 2007, 09:22
I&#39;m glad someone else has had the idea of a large scale zombie mission. I think what you said would be an amazing addition to this mod. (It&#39;s a relief to find someone else who can see where I&#39;m coming from http://forums.bistudio.com/oldsmileys/biggrin_o.gif).

liljb15
Jul 21 2007, 23:39
None of my squad members shoot the zombies in your sample mission is there a problem.

Rocket
Jul 22 2007, 01:54
Great work&#33;  I had been doing some editing with the CZM and put together a whole bunch of sounds that I had developed/purchased the rights for as part of a previous project.  I have some great sounds that you might like to add to your mod (screams, music, etc...) that would be good for mission makers.

Flick me an email at icemotoboy@<hidden> and I can zip them up and send them through to see if you&#39;d like them.

IMB.

mrbean1112
Jul 22 2007, 14:09
I&#39;m glad someone else has had the idea of a large scale zombie mission. I think what you said would be an amazing addition to this mod. (It&#39;s a relief to find someone else who can see where I&#39;m coming from http://forums.bistudio.com/oldsmileys/biggrin_o.gif).
My friend i had this same idea, i&#39;ve created the majority of the mission. it uses the urban patrol respawn script to simulate bandits walking around. You have various tasks to complete, or there is an additional survival mode. you have to eat and sleep as well, all of this is pretty much finished, i just need to get more than 144 zombies or something.. because it is a large map, and zombies are a major part. yet i haven&#39;t quite perfected how to evenly spread out 144 zombies.

mrbean1112
Jul 22 2007, 14:39
Doh&#33; Double post =[

Uzii
Jul 22 2007, 17:12
I know what you mean... its seriously limiting. My mission was a basic one, travel from one side of the South island to the other. Cars randomly placed in the towns, with very limited fuel... just enough to get to the next urban area. So in each town u had to find a ride, while fending off hordes of Zombies. All is well in the first town, but after that, the towns are deserted.

Its on hold now, until the maker gets back from his &#39;holiday&#39;. I&#39;ve switched to making small scale basic missions, defend for so many minutes, or a search and rescue in one town...

Now I&#39;m trying the body remover script he has supplied us with, but I can&#39;t get it to work.

5133p39
Jul 22 2007, 19:31
i&#39;m back, but i am little busy right now.
Just a few quick words trying to answer your questions:

1. Zombies should be removed when they are not chasing someone and when they are not in the view distance of any player.
But for this to work, the variable <span style='color:blue'>param1</span> must be set to the value of intended view distance, and array <span style='color:blue'>aPlayers</span> must contain references to all players (read my previous post about temporary solution by replacing content of the script <span style='color:blue'>&#92;yomies&#92;srv_loop.sqf</span> - there is a bug in the code i posted, you can fix it by removing the parenthesis at the start of line 17).

2. Its possible that yomie&#39;s sounds are heard very far away, i need to find the correct values of the sound params inside the inner classes of the cfgSounds class - if anyone knows what the values should be, let me know.

3. If your teammates aren&#39;t attacking the zombies, something is wrong in your mission. Use the basic template.
In the basic template the zombies are attacked by everyone including uber dumb civilians (it takes them a while, but eventualy they will attack) - and i am talking about default BIS units, if you are using any other addons then i can&#39;t guarantee anything.
The problem can also be caused by inability of the soldiers to recognize the zombies as targets - i witnessed this myself, first my squad killed two zombies on their own, but then after weather conditions worsened, they stopped firing at the zombies.
Maybe the zombies aren&#39;t recognized (in bad foggy weather, the AI sees them as "Unknown") and need more config.cpp tweaking.

4. If you read the docs, and you still don&#39;t know how to make a new mission with the yomies, i don&#39;t think i can help you - i cannot teach computer basics to everyone, if you don&#39;t understand things like "unpack it to your mission directory", then ask for help in some "learn computer basics" topic.
No offense, but i think the docs are plain enough - my english can be really bad, but the docs should be still readable and understandable, and if you can&#39;t understand it, then you need to learn some really really really basic computer skills - and that is not the purpose of this topic.
Just ask some friend, or use some other topic, pretty please.
@<hidden>: (and anyone else) if you think you can rewrite the docs in better way, or you have any particular suggestions, let me know, or do it and send it to me, and i will put it on the website. I am doing what i am doing as good as i can.

5. You don&#39;t have to spawn 10000 of zombies to make large zombie missions. You can just use more smaller &#39;infinite&#39; spawn areas. As was written before, the max. number of spawned zombies is 144, and there is nothing we can do about that (grouping isn&#39;t possible due to some FSM problems and in-group knowledge sharing, and i don&#39;t think i can find any workarounds for all this).

...i will soon release new version of the template and the addon, probably tomorrow night.

Uzii
Jul 22 2007, 22:12
Your first point sounds helpful, I&#39;ll look into that tomorrow. I have a small question about the remove body script, it doesn&#39;t seem to work. I&#39;ve been playing around with it for hours on end, but after playing about with it, the closest I get is when it returns an error about a certain part:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bDelete = &#40;&#40;{alive _x && _body distance _x &#60; iViewDist*&#40;1-fog&#41;} count aPlayers&#41; == 0&#41;;[/QUOTE]
I was wondering, if you could make a script that removes bodies after, say, 20 seconds? I have searched high and low, but there seems to be a great lack of body removal scripts which aren&#39;t attached to another mission. There must be a simple way to remove bodies, surely? http://forums.bistudio.com/oldsmileys/confused_o.gif

Good to have you back anyway. This is *THE* Zombie mod out, keep up the good work.

liljb15
Jul 22 2007, 22:58
My soldiers aren&#39;t killing any zombies in your SAMPLE mission though. I didn&#39;t change it in any way I just moved it to my missions folder.

mrbean1112
Jul 22 2007, 23:36
I&#39;m still having trouble with something. IM trying to get my zombie to spawn with the default createvehicle. What do i need to add to his init to make him become a true yombie?

"yomie_Civilian21" createunit [getpos David ,jas,"_yombie=this"]

liljb15
Jul 23 2007, 22:56
Are yall going to just ignore my post or are yall going to tell me why in the hell my soldiers don&#39;t attack the zombies in the SAMPLE MISSION.

Uzii
Jul 23 2007, 23:47
Alright, calm down. When 5133p39 posts back I&#39;m sure he&#39;ll address your problem. We&#39;ve all got something we want fixed or told how to do with this addon, but its not going to happen overnight. Just wait until he posts back.

If my memory servers me correctly, AI was disabled in my sample mission. So your either playing it single player, which I haven&#39;t a clue about, or you have EDITED it in some way and so you may have unintentionally altered some of the scripts.

IceBreakr
Jul 23 2007, 23:53
We had trouble using template on dedicated (1.08), zombies spawned, there was NO lag (12+ players) but they didn&#39;t attack us when we entered the village http://forums.bistudio.com/oldsmileys/biggrin_o.gif

We tried using sample mission and there the zombies attacked us, but one error still popped up.

Missions work on non-dedicated server.

liljb15
Jul 23 2007, 23:56
Alright, calm down. When 5133p39 posts back I&#39;m sure he&#39;ll address your problem. We&#39;ve all got something we want fixed or told how to do with this addon, but its not going to happen overnight. Just wait until he posts back.

If my memory servers me correctly, AI was disabled in my sample mission. So your either playing it single player, which I haven&#39;t a clue about, or you have EDITED it in some way and so you may have unintentionally altered some of the scripts.
I&#39;m playing it on singleplayer and I did NOT edit it, is playing it on singleplayer a problem?

Uzii
Jul 24 2007, 00:01
I&#39;m not sure, I think he mentioned that you can play it on single player, but its slightly different. I&#39;ll let 5133p39 answer that question.

The zombies themselves work fine with me, its all the other scripts I can&#39;t get working, the bodies that should disappear, and the zombies that should disappear when out of view distance. I&#39;m hoping the 0.3 release will fix alot http://forums.bistudio.com/oldsmileys/wink_o.gif

Sniper Pilot
Jul 24 2007, 01:33
We had trouble using template on dedicated (1.08), zombies spawned, there was NO lag (12+ players) but they didn&#39;t attack us when we entered the village http://forums.bistudio.com/oldsmileys/biggrin_o.gif

We tried using sample mission and there the zombies attacked us, but one error still popped up.

Missions work on non-dedicated server.
same happened on my LAN game with 2 people.

5133p39
Jul 24 2007, 15:36
I am really sorry for all your problems.
Please, be patient, i just got back from the vacation, and i have some work to do first.
Also, i am moving to another country, which makes all things even more complicated.
I will answer all your questions later today (about 22h) along with posting new version of the template.
...until then, read all the replies - some questions were already answered (like the Q why zombies won&#39;t attack, etc.). Also, try to aply the temporary bugfixes i mentioned.

Sniper Pilot
Jul 24 2007, 15:41
Roger, No you&#39;ve done a great job, thanks for all your effort&#33;

Spartacus2
Jul 24 2007, 21:05
Excuse my stupidity, but I&#39;ve just gotten the game, and now I&#39;ve been told that farmland mod won&#39;t work with gamespy because Gamespy dosen&#39;t support mods.

Well, I&#39;ve been trying to make zombies for a LONG time now, with the standstrokefist thing, just because I didn&#39;t know any other way, but this seems to be the answer.

If I download this, and make zombie missions, I&#39;m sorry, Yombie* missions using it, will I be able to host parties in Gamespy and invite friends who have the addon downloaded to play?

Thanks.

Deadfast
Jul 24 2007, 21:13
Of course.

There&#39;s no reason, why you couldn&#39;t.

Spartacus2
Jul 24 2007, 21:21
Well ehm, I&#39;m having a bit of trouble already.

I downloaded the three things from the website listed on the first page (Template, sample, addon), unzipped them, and put the addon in my codemasters/ofp/addons list, the sample in codemasters/ofp/missions, and the template in codemasters/ofp/templates, and when I go to start up the game via gamespy to single player, it gives me an error.

Can anyone tell me how to properly install it?

Deadfast
Jul 24 2007, 22:28
Ahem, this is for ArmA, not OFP.

liljb15
Jul 25 2007, 00:59
I don&#39;t need for anyone to tell me why the sample mission isn&#39;t working anoymore because they seem to work just fine on the template. But I do have a question how do I move the template from ramhadi to sahrani.

benxcore
Jul 25 2007, 01:07
I don&#39;t need for anyone to tell me why the sample mission isn&#39;t working anoymore because they seem to work just fine on the template. But I do have a question how do I move the template from ramhadi to sahrani.
Highlight, copy, and paste the objects into a Sahrani map.

Then.
Take the script folder from the sample template and put it in your new mission.

Uzii
Jul 25 2007, 17:43
Any news on the update? Or at least a body removal script that removes the bodies after a few seconds?

mrbean1112
Jul 25 2007, 17:53
I too am interested in any news of this update? also, can anyone tell me how to spawn the zombies with their search and attack scripts without using the markers? ie. the createunit command? i have the classnames, and can spawn the zombies. they just stand there though.

Uzii
Jul 25 2007, 18:33
You might have to initiate the FSM files with each zombie, but if that doesn&#39;t work, I don&#39;t think it can be done. The zombies have to be linked to a spawn area, so some scripts may not work correctly if they are spawned without an area to &#39;patrol&#39; or something like that http://forums.bistudio.com/oldsmileys/confused_o.gif

benxcore
Jul 25 2007, 19:58
There is an update coming soon. Some Visual stuff, new faces and sounds. http://forums.bistudio.com/oldsmileys/whistle.gif

mrbean1112
Jul 25 2007, 22:46
You might have to initiate the FSM files with each zombie, but if that doesn&#39;t work, I don&#39;t think it can be done. The zombies have to be linked to a spawn area, so some scripts may not work correctly if they are spawned without an area to &#39;patrol&#39; or something like that http://forums.bistudio.com/oldsmileys/confused_o.gif
Hmmm thanks for the reply.. Is there any way i could have them Always know where the player is maybe? and constantly run towards him?
hmmmmmmm. I am making a larger mission and i need the players to have the zombies always coming to them. I know that CZM does that, but those zombies lag a lot. these ones are very nice in which they don&#39;t lag.
*Edit
Also, how would i add eventhandlers to the zombies? or execute a script on them when they are killed? trying to add cash to the player when he kills zombies. And if i remember correctly... killed eventhandlers don&#39;t work in mp? if that is the case, then i just need to know how to execute a simple script, i&#39;ll add cash to the whole team when a zombie is killed.
Thanks.

Uzii
Jul 26 2007, 11:15
Sorry, I can&#39;t help you with any of that http://forums.bistudio.com/oldsmileys/confused_o.gif

I guess we&#39;ll just have to wait now http://forums.bistudio.com/oldsmileys/huh.gif

tool831
Jul 27 2007, 14:00
Noob question... Is it possible to add zombie background sounds? http://forums.bistudio.com/oldsmileys/whistle.gif

Also the basic template isn&#39;t working for me but your mission is..

Bastard01
Jul 27 2007, 21:38
Was there a fix for the multiplayer yomies not attacking yet. I have looked all over the thread but have not seen the fix.

mrbean1112
Jul 27 2007, 21:49
Has anyone heard anything from the creator? in his last post he said something about moving to another country and such. I really hope that he is alright and will be able to continue work on this great mod. I am currently putting a series of coop missions on hold due to the yomies not working in mp, or so im told. Also i have needed to spawn them without just simply the markers.

Kamikaze189
Jul 28 2007, 01:57
I am currently putting a series of coop missions on hold  due to the yomies not working in mp, or so im told. Also i have needed to spawn them without just simply the markers.
Yomies work in MP fine. You just need the description.ext from his sample mission in your mission. (It has certain parameters needed.)

And why would you need to spawn them without the markers? Perhaps you could use the NEM or NEM_LOW zombies for that?

mrbean1112
Jul 29 2007, 01:11
I need them to spawn from specific places. With the markers, they are random. If i were to use a very small marker, then the yomie would not spawn due to them not spawning in front of the player. I just have a few things keeping me from my missions
-Needing to have a way to make the yomies ALWAYS know where the players are in the mission
-Spawning them from specific areas

mrbean1112
Jul 30 2007, 03:44
IS there really nobody that knows how to spawn the yomies from personal triggers? I REALLY need to do this for my mission. =[
I&#39;ve tried myself, by executing the yomie_Spawn.sqf on the units when they are spawned.. but to no luck. http://forums.bistudio.com/oldsmileys/help.gif

Uzii
Jul 30 2007, 10:36
Sorry man. I also need help, his body removal script doesn&#39;t work, so I&#39;ve tried, to no avail, to implement another. But the Yomies are in a different &#39;class&#39; as other troops, so it makes the script I have useless. Its not a major thing, but with that, small scale zombie missions would be something I could do while we wait for this guy to get back to us. Its a simple defend mission, but near the end, there are so many bodies, that the whole server runs on a slideshow.

The major thing that is wrong though, is the fact that the zombie don&#39;t disappear when out of sight, which makes any mission bigger than one town, impossible.

5133p39
Aug 6 2007, 06:01
just a quick note to every angry people out there http://forums.bistudio.com/oldsmileys/smile_o.gif

I am still around, but i have absolutely no time to work on the Yomies, or answer your questions, sorry for that.
I will try to publish new version of the template and addon, but my day is filled with various tasks until 22h, and i haven&#39;t slept for almost two days already, so i really do not want to promise anything, but i will do my best to stop by tonight and answer some of your questions.

btw. because of my relocation, i don&#39;t think i will have the resources to work on the Yomies as i intended to.
So if anyone is up to the task, i will be only happy to explain everything whenever i can.
But before i leave, i will surely release a new version, i am just not sure exactly when.

Halochief89
Aug 6 2007, 06:09
since I dont have ArmA yet but Iam planning to is there a video I can see of yomies in action if not when they run do they run like normal civillians?

IceBreakr
Aug 6 2007, 07:19
They run like normal civilians, but they&#39;re great bashing your skull in with their hands http://forums.bistudio.com/oldsmileys/wink_o.gif hopefully bugs will be fixed soon so we can use them for misisons.

Uzii
Aug 6 2007, 11:34
Its a relief to hear from you. For a moment there I thought you may have left us hanging. Good to hear your still around. Ok, my questions:
1. Can you make a simple body removal script that removes the dead yomies, say, 10 seconds after death. I&#39;ve been playing around with yours and two other body removal scripts, but still, after nearly a week of coding, I can&#39;t get either of them to work on *spawned* yomies.

2.a) Could you post the line of code needed to "attach" a spawn area to a player, so that it constantly follows them, and therefore there are always yomies around them.
Or, if that isn&#39;t possible,
2.b)Would it be possible to remove spawned yomies from a spawn area after the players have left it, so that more yomies can be spawned in another &#39;active&#39; spawn area? I know this feature is supposed to be in your template and mission, but I&#39;ve got some bad news, its doesn&#39;t work.

Thanks again for a brilliant mod, a little more ironing out, and it will be tip-top.

benxcore
Aug 6 2007, 14:55
If anyone is interested I will be hosting zombie style missions, just for fun and what not on my server.

There are a few addons required, 3 at tops (though you probably already have them)

Go to http://letumvelox.com, (http://letumvelox.com) Arma->Addons and download what you do not have.

Then join our TS about 10:00 EST for some zombie fun. Password is on the Teamspeak bar (though I think you have to register this is to keep the g00ns out).

Hope to see some of you there.

SFG
Aug 6 2007, 16:11
It seems some of us have the problem of our teammates not shooting at the zombies. I have that problem as well. I can spawn them fine and my team sees them but does not open fire.

mrbean1112
Aug 11 2007, 18:06
just a quick note to every angry people out there http://forums.bistudio.com/oldsmileys/smile_o.gif

I am still around, but i have absolutely no time to work on the Yomies, or answer your questions, sorry for that.
I will try to publish new version of the template and addon, but my day is filled with various tasks until 22h, and i haven&#39;t slept for almost two days already, so i really do not want to promise anything, but i will do my best to stop by tonight and answer some of your questions.

btw. because of my relocation, i don&#39;t think i will have the resources to work on the Yomies as i intended to.
So if anyone is up to the task, i will be only happy to explain everything whenever i can.
But before i leave, i will surely release a new version, i am just not sure exactly when.
Honestly, all i need to know is how to make the yomies spawn exactly where i want them.. with basic spawn scripts... and to disable the not spawning in front of the player thing.
If i could do this... man.... i&#39;d be good with this version.

Uzii
Aug 12 2007, 11:36
I&#39;ve got a bad feeling this time, he isn&#39;t coming back. Please, please prove me wrong...

andersson
Aug 12 2007, 14:03
I finally downloaded this and tried the sample mission, hosting and playing for myself. Great feeling and I really enjoyed sneaking around and mowing down zombies with my M249 (I was alone so I needed firepower).

But how do you get the survivors to follow you? I couldnt get any respons from them, so after a while I left them to get away from the island. I think I found everyone..

edit: started to play in the editor. I could get the yombies to attack me when I added the description.ext from your mission. The template was missing that.
But I cant get a marker with "&#39;REPEATED&#39;" to work. The yombies spawn the first time, but when I reenter noone spawns. ONCE and INFINITE works. I looked through your mission and you never use &#39;REPEATED&#39;..

Anyway, thank you for very good yombies&#33;&#33;

EDIT: When digging around I found this comment in init_game.sqf. Maybe this will help people having problems with AI not attacking?
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Unfortunately, there is a bug, which affects acquiring targets by the AI.
// To get rid of the bug, we still need some Resistance unit placed on the map,
// in the mission editor - the CreateCenter/Group won&#39;t do the job alone.[/QUOTE]

andersson
Aug 12 2007, 20:13
I have found a solution to max 144 yombies. Its just a small change so I will post it here soon, I must test it some more first.. Right now I´m playing a MP game and my yombie kills are 147.

If my calculations are right the new max number is 572 yombies. I just have to prove it, so I´m chasing them around in a M113 on Rahmadi as we speak.....

----------------------------------------------------------

OK. Arma crashed when I had shot about 500 and had many of them still coming straight for me. Arma did not crash because of the yombies, just the normal "inconvenience" (8800 user).

I hope 5133p39 dont mind me doing this? Nothing else is changed from 5133p39s excellent vision and job except the max-number.

To to raise the yombie-count (143*4) you have to add some code in 2 files.

The first file is init_game.sqf which you will find in the /yourmissionfolder/yomies/.
Find this code:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ySide = createCenter Resistance;
// Center created for creating new groups when spawning new yomies.
// Unfortunately, there is a bug, which affects acquiring targets by the AI.
// To get rid of the bug, we still need some Resistance unit placed on the map,
// in the mission editor - the CreateCenter/Group won&#39;t do the job alone.[/QUOTE]
Change it to this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ySide = createCenter Resistance;
ySidee = createCenter East;
ySidew = createCenter West;
ySidec = createCenter Civilian;
// Center created for creating new groups when spawning new yomies.
// Unfortunately, there is a bug, which affects acquiring targets by the AI.
// To get rid of the bug, we still need some Resistance unit placed on the map,
// in the mission editor - the CreateCenter/Group won&#39;t do the job alone.[/QUOTE]

The other file is spawn_yomie.sqf located in yourmissionfolder/yomies/funcs/.
Find this code:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = _this select 0;
_type = _this select 1;
_i = _this select 2;
_grp = createGroup ySide;[/QUOTE]
Change it to this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = _this select 0;
_type = _this select 1;
_i = _this select 2;
_grp = createGroup ySidec;
_grp = createGroup ySidew;
_grp = createGroup ySidee;
_grp = createGroup ySide;[/QUOTE]

Thats all.

I had, before the crash, a killing spree in yombies on Rahmadi. You can choose to pump out all yombies from one marker, or divide into different. You can have all as civilians or whatever.
This doesnt change anything else, the only differens is that the maximum amount of yombies are 572 (four units are needed as normal units). But every group you add, no matter side, takes away one yombie.

TankBusterTimmy
Aug 15 2007, 23:42
Is there any way to get rid of the crappy view distance without the zombies losing interest? I dont want a small view distance, but if i enlarge it, that makes the zombies spawn that distance away, it seems a bit silly.

Any help would be great.

Cheers, Timmy.

Foxhound4444
Aug 16 2007, 05:38
I have been thinking of ways to put in action my last post back on page 6 or something. I have been looking around and found the Dynamic Group Creator scripts which I have found incredibly useful. There is also the body remover script which I was thinking could maybe be tweaked to allow yombies out of distance to be considered a status (such as dead [no pun attended]) that will allow them to be used by the script; therefore, tricking the game into thinking that yombies further than specified view distance are considered worthy of being removed: such as a unit who is killed being removed. I am currently investigating my theory to hopefully come up with a working script so that those large scale missions may be finally complete without busting the 144 barrier.

Anyone have any ideas?

andersson
Aug 16 2007, 08:04
I am currently investigating my theory to hopefully come up with a working script so that those large scale missions may be finally complete without busting the 144 barrier.
I have busted that limitation. I can have 572 undead.

Uzii
Aug 16 2007, 11:11
There is also the body remover script which I was thinking could maybe be tweaked to allow yombies out of distance to be considered a status (such as dead [no pun attended]) that will allow them to be used by the script; therefore, tricking the game into thinking that yombies further than specified view distance are considered worthy of being removed: such as a unit who is killed being removed. I am currently investigating my theory to hopefully come up with a working script so that those large scale missions may be finally complete without busting the 144 barrier.
Yes, this would be brilliant if you can pull it off.

On another note, I&#39;m sorry to say this Andersson, but its not that impressive if you break the 144 barrier, without a body removal script its pretty useless as performance suffers dramatically. 144 yomies spawning and respawning is well over enough yomies, however, as their bodies pile up, the server will start to feel the heat. You get yomies jumping 3 feet at a time and you have no hope of hitting them, its like a slide show. http://forums.bistudio.com/oldsmileys/sad_o.gif

Foxhound, if you could implement what you have mentioned, it would be brilliant. The original creator has already said that he won&#39;t be able to carry on with the yomies, but if someone wanted to take over, their more than welcome.

Delta-Force
Aug 17 2007, 00:14
Hi&#33;

I copied your template mission contect to my mission Then I:

-Placed a marker 50x50
-Named it yomie_spawn
-Added [10,&#39;C&#39;,&#39;ONCE&#39;]

Result: They walk around and don&#39;t attack me. Where is the probleme?

NB: Your sample mission works well, but mine not.

Foxhound4444
Aug 17 2007, 05:05
This seems to be pretty hard so far. Does anyone who knows how to script help? Uzii, if we are able to find more people who are willing to do a community upgrade of this mod would be great because I&#39;m not even a veteran scripter. Any help would be appreciated.

Uzii
Aug 17 2007, 11:02
@<hidden> Delta-Force
I think he missed out the description file in his template, or some other important file. Un-Pbo his sample mission and copy over all the yomie files, and the init, and the description, then try.

@<hidden> Foxhound
My scripting knowledge gets me through most problems i encounter making a mission, but nothing of this caliber. If you have a specific problem, post it and I&#39;ll see if I can help. Its a long shot, but you could try and reach the creator directly (PM or email if you can find it?).

Delta-Force
Aug 17 2007, 13:48
Thanks. I found out&#33; These lines were missing in the init.sqs:

// set time of day and view distance to selected or default values
if (isNil "param1") then {param1 = 450};
if (isNil "param2") then {param2 = 6.5};
skipTime (param2 - daytime + 24) % 24;


These zombies are OFPEC blood incopatible, but NEM&#39;s are. Any possibility to fix it? I think it adds a little gore effect.

_BARNS_
Aug 17 2007, 16:03
... is this yomie mod only working in singelplayer because if anybody is joining my mission i got an error message&#33;?

[10thMT]Tack-Up
Aug 17 2007, 18:40
Yeah it works in MP, but they dont attack after you kill them once. Thats what happens to me anyway.

benxcore
Aug 17 2007, 20:13
I had sent Sleeper about 15 Custom Zombie faces to upgrade with the addon, along with about 16-20 sound files to add for the target recognition/idle sounds.

He said he would release it soon with new upgrades to the script.

This was 2 weeks ago.

Foxhound4444
Aug 17 2007, 22:58
Nice to hear from you Benxcore. Sounds great, hopefully he releases it soon so that I may build upon the new upgraded scripts to hopefully shed light on my little project. Any word from him since then?

Delta-Force
Aug 18 2007, 23:57
Hey guys, sorry about asking all this stupid questions but I have allways some problems with this zombies. Example:

2 markers yomie_spawn and yomie_spawn_1

If I enter the first one zombies spawn&#33;
If I enter the second one, zombies spawn&#33;

But, if I enter the first one, exit it and enter the 2nd one, zombies dont spawn any more. http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/banghead.gif

It&#39;s very strange...

hypno toad
Aug 19 2007, 04:33
You didn&#39;t give a very good description on how to install the template, which mission folder do I put it in, the Mission folder, with official missions, or the user mission folder, also.. Do I put the entire yomies_basic_template.Intro into the mission folder, or do I have to unpack the entire contents manually.

I am a total arma editing noob http://forums.bistudio.com/oldsmileys/sad_o.gif So to open the template, I go inside the mission editor, and load a certain mission? I would really like some help. I will really appreciate it.

benxcore
Aug 19 2007, 05:55
You didn&#39;t give a very good description on how to install the template, which mission folder do I put it in, the Mission folder, with official missions, or the user mission folder, also.. Do I put the entire yomies_basic_template.Intro into the mission folder, or do I have to unpack the entire contents manually.

I am a total arma editing noob http://forums.bistudio.com/oldsmileys/sad_o.gif So to open the template, I go inside the mission editor, and load a certain mission? I would really like some help. I will really appreciate it.
You did not go to the website, or read the readme. Its all there.

Foxhound4444
Aug 19 2007, 06:10
Agreed. Everything you need to know is in the readme and website. To answer your question though, the mission folder should be in your My Documents/arma/missions folder by default.

Uzii
Aug 19 2007, 11:27
Hey guys, sorry about asking all this stupid questions but I have allways some problems with this zombies. Example:

2 markers yomie_spawn and yomie_spawn_1

If I enter the first one zombies spawn&#33;
If I enter the second one, zombies spawn&#33;

But, if I enter the first one, exit it and enter the 2nd one, zombies dont spawn any more. http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/banghead.gif

It&#39;s very strange...
Ok, how many Yomies have you got spawning in the first area? How many other RACS units do you have on the map? Do you get any errors?

Delta-Force
Aug 19 2007, 13:24
I dont get any error I and I have no RACS units on the map.

The first area is set to 40 yomies and to INFINTE and I think they spawn all because I have only 40 RACS groups.

I have the same problem with the sample mission. Zombies spawn in the village and in the town, but they don&#39;t spawn at the airport.

Uzii
Aug 19 2007, 16:25
I think they spawn all because I have only 40 RACS groups.
Could you express that a bit more?

If you can only have 40 RACS groups (some addon or something?) then that will be your problem. Other than that, it sound like a problem that we all get where if you &#39;activate&#39; too many spawn areas, the yomies won&#39;t be allowed to spawn due to the 144 limit. Best wait for the creator to get back to us (if he ever does, which I hate to say, looks incredibly doubtful, despite what ben says).

hypno toad
Aug 19 2007, 19:26
You didn&#39;t give a very good description on how to install the template, which mission folder do I put it in, the Mission folder, with official missions, or the user mission folder, also.. Do I put the entire yomies_basic_template.Intro into the mission folder, or do I have to unpack the entire contents manually.

I am a total arma editing noob http://forums.bistudio.com/oldsmileys/sad_o.gif So to open the template, I go inside the mission editor, and load a certain mission? I would really like some help. I will really appreciate it.
You did not go to the website, or read the readme. Its all there.
I didn&#39;t get a readme in either of the files...

I looked at the website, but he still didn&#39;t specify the mission folder to install in.

Foxhound4444
Aug 19 2007, 21:42
Hypno,
In my last post, I stated where the template should be extracted to. It is not a mission, therefore you have to open it up in mission editor after extracting the files. The template is definitely not required to make a yombie mission. The web site will tell you how to create your own from scratch. If you have any problems, just look at how the actual mission is made. To install the "mission" which is not the "template," you must install the pbo into your default directory in program files/atari/arma/MPMissions (depending on which country you bought your game from). Hope this answers your question.

Delta-Force
Aug 21 2007, 13:49
If you can only have 40 RACS groups (some addon or something?) then that will be your problem. Other than that, it sound like a problem that we all get where if you &#39;activate&#39; too many spawn areas, the yomies won&#39;t be allowed to spawn due to the 144 limit. Best wait for the creator to get back to us (if he ever does, which I hate to say, looks incredibly doubtful, despite what ben says).
I think I understand. 144 is the limit to one marker and it is the limit to ALL markers.

I thought when i exit the first marker the count of zombies raise to 0. But it still being to 40. Right?


(Sorry for my bad English)

Uzii
Aug 21 2007, 14:15
Yep, that exactly the problem. We have been trying to get the creator to implement this into the addon. So when you do leave an area, the count goes back to 0. This would make large scale missions possible.

Until then, we have to stick to small scale stuff.

Connor.SG-1
Aug 21 2007, 17:24
Good job for you addon and démo mission, thanks &#33; http://forums.bistudio.com/oldsmileys/smile_o.gif
New mission in download other the démo mission ??

andersson
Aug 22 2007, 06:44
I think I understand. 144 is the limit to one marker and it is the limit to ALL markers.
If your computer can handle it you can spawn up to 572 Yomies. I have no performance problems and I have a C2D6600, 2 gig memory and a 8800GTS.

mrbean1112
Aug 24 2007, 17:50
Now that new tools have been released.. is there any way to get these zombies new version released? i have been waiting on a few simple things.

mrbean1112
Aug 27 2007, 16:31
Can someone better explain how to disable/enable spawns? or clear them?

# Spawn areas can be immediately cleared,
which leaves them also disabled, but you can of course enable them again if you want.
Use the function fDisableSpawn to immediately remove all zombies in the area, without taking the player presence into account.
Usage: _spawnIndex call fDisableSpawn;

.. i think just if someone can post an example on how to disable yomie_spawn... i should be able to get it from there. ty

Uzii
Aug 28 2007, 18:00
I&#39;d also like to know how to use the move spawn function. An example would be very helpful.

Rabbity
Sep 3 2007, 02:07
I&#39;ve read up on the page and I&#39;m still stumped on how to get the Yomies working correctly in MP. I&#39;ve even un-pbo&#39;d the mission put the yomies folder and init.sqs in the pbo packed it back up and tried it but then all the zombies are spawned in immediately and they ...kinda...just stand there.

Foxhound4444
Sep 4 2007, 02:45
Does it work when you play the sample mission online? It works for me but haven&#39;t tried out custom MP zombie missions to see if they work.

ColonelSandersLite
Sep 7 2007, 17:32
Hey, I was playing this with [10thMT]Tack-Up and had some problems.


Setup:
Non-dedicated, regular mode (I think), Tack hosted the game. I&#39;m running v1.08.

Script error on mission start (not in briefing). But only for me.

When we went to the hotel, the people in the hotel would not move, tack ended up shooting them all while I held the ground floor with a 249. This allowed us to move to the extraction.

I got killed after leaving the hotel, and tack ran his ass off to the extraction point. After some time, he left all the zombies behind, and none showed up to try and get him at the base. since it had an m2 and some vehicles (at least one hwmmvv with M2), I assume that wasn&#39;t supposed to be like that.

Suggestion: Headshots kill zombies http://forums.bistudio.com/oldsmileys/wink_o.gif. (probably been said before)

Yokhanan
Sep 10 2007, 17:31
For some reason I couldn&#39;t even get the demo mission to work. Kept saying something about needing downloaded content or something. I&#39;ll have to try it again later and get the exact message. Been dying (pun not intended...or was it? lol) to get at least the demo mission working especially after watching 28 Days and 28 Weeks Later today, hehe http://forums.bistudio.com/oldsmileys/tounge2.gif http://forums.bistudio.com/oldsmileys/nener.gif

Foxhound4444
Sep 10 2007, 19:46
So far I have made close to no progress with my little project for the yombies. They still will not act accordingly when out of range (eg will not be labeled to be disappeared). I am definitely not an experienced scripter, so if anyone would like to help out, that would be great.

@<hidden>
Do the yombies work though? I noticed that the civs do not follow me either, or i just haven&#39;t activated a trigger. Sometimes we get that error at the top at the beginning of the mission, but from what i tell, as long as yombies are working, we&#39;re fine.

@<hidden>
Have you made sure that all the necessary files have been installed in the correct places? The downloadable content error may be due to the yombies pack not being installed correctly. PS. Is 28 weeks later good?

Yokhanan
Sep 10 2007, 21:15
Hmmm you have a point...not 110% positive but I *think* so. Might remove everything I can find and try everything all over again just to be positive. See if that&#39;s what&#39;s wrong. I hope so.

BTW--Yeah it&#39;s pretty damn good if you ask me. I actually like it a tad bit more than 28 Days believe it or not. Even liked the sound track as well. Then again Days had a real good one as well. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

mrbean1112
Sep 20 2007, 11:10
I have discovered some new things in the yomie scripts to edit... that can change stuff.


Enemies in Get_yomie_target "Will always let zombies know where players in this list are."

iviewdist = 50 in init_Game "Tells how far zombies have to be to spawn.. without changing the view distance for players.
_yomie in spawn_yomie (ADD DAMMAGE to yomies when they spawn.)

And for those who are confused about how to enable/disable spawn triggers..



call compile format ["bSpawn%1=nil",0]; Will disable the yomie_spawn trigger
call compile format ["bSpawn%1=nil",1]; Will disable yomie_Spawn_1 trigger

call compile format ["bSpawn%1=true",0]
Will enable the yomie_spawn trigger
call compile format ["bSpawn%1=true",1]; Will enable yomie_Spawn_1 trigger

5133p39
Sep 22 2007, 18:18
Hello everyone,

i was surprised to see this topic haven&#39;t completely died yet, but it also makes me sad, because i cant be part of it.
I am also sorry to see that everyone does have some problems with the yomies, but i do not have time nor the means to help.
I have no computer to run ArmA nor the time to play or to work on the yomies.
If somebody wants to take over, please do, because i don&#39;t know for how long things will be like this.

I hope that one day i will meet you all in a Yomies game without any bugs (sounds like a heaven to me ;-)

Greetings from the desert,
your hated Yomies creator - 5133p39.

Foxhound4444
Oct 17 2007, 01:18
With DAC (Dynamic AI Creator) 2.0 coming out, i hope maybe we can solve our issues with ai "zones" and such. I&#39;ve read the preview and it looks promising, even for the yombies. However, we&#39;ll see how it fairs in our situation. Anyone else read about the preview?

CyDoN
Nov 15 2007, 17:59
is the project dead?

5133p39
Dec 2 2007, 21:43
is the project dead?
It is not dead, it is just dormant right now, because currently i cannot work on it (too much work, no computers around good enough to run ArmA, etc.),
but i think you can consider this project to be dead, because i cannot say how long it will be like this - maybe i can get back to this project in few weeks, maybe in few months, maybe a little more.
I really don&#39;t know, sorry.

DarkTerritory3
Dec 2 2007, 21:55
Anyone tried horror pack 3 for ofp? They were so cool. Wish we could have them in arma.

Rabbity
Dec 13 2007, 05:32
I just had a quick question, is there a way to speed up the the time in which it takes to spawn them? it takes like a minute and a half to spawn the yomies. + I got them to work and spawn in MP, the problem now is that..it seems like they don&#39;t want to attack anything, they just stand there like morons.

5133p39
Dec 14 2007, 17:13
I just had a quick question, is there a way to speed up the the time in which it takes to spawn them? it takes like a minute and a half to spawn the yomies. + I got them to work and spawn in MP, the problem now is that..it seems like they don&#39;t want to attack anything, they just stand there like morons.
Maybe there is something broken - either in your mission, or in the yomies, or maybe you just set the variables to wrong/incompatible values.
Normally (when everything works) they are spawned one after another (approx. speed of 2-3 yomies per second).

Another reason could be, that the yomies are trying to be spawned on random loation outside of ANY player&#39;s view distance (it wouldn&#39;t look good, if a yomie would pop out in front of the player).
So, if you make spawn area with diameter of 300m while the viewdistance is also 280m (or higher), then there is not enough space inside the spawn area to spawn the yomies fast enough (because then there is much lower chance the random spawn position will fit into the available area between 280m and 300m diameter).
So maybe this is the reason why they are spawned so slowly - your spawn area is not big enough to leave enough space for the random location choosen to spawn the yomie.

BUT maybe i am wrong on this - i don&#39;t remember exactly how i did it, but now i think, that the yomies are spawned OUTSIDE of the spawn area, IF the veiwdistance is too high.

For example:
You make a spawn area with diameter 500m, while your viewdistance is 2500m.
When you enter such spawn area, the yomies WILL BE spawned, but outside of your viewdistance, which means they will be spawned at least 2500m away from you in any direction.
If they are spawned outside of the spawn area (which also determines their movement area), then when they start wandering around (searching for food), their random moveTo locations are allways set somewhere inside the wandering area, but it takes them some time to get over the distance of 2000m to get to the wandering area.

I would recommend to look at the sample mission init script, and the variable &#39;iViewDist&#39; in the yomies game initialization script &#39;/yomies/init_game.sqf&#39; (respective &#39;param1&#39; in the mission init script).


p.s. I will be coming home someday during the Christmass, and i will stay few days, so i will try to fix everything i can (but don&#39;t expect me spending all the time in front of computer screen instead of in front of a beer in a pub with my friends).
But this time, when i will be going back here, i will certainly take my ArmA DVD. I already found one computer here, which is capable (barely) of running ArmA.

Scars09
Dec 16 2007, 01:36
everything works fine, im not sure what exactly i changed to get it going, but it works, they attack, they spawn, they delete.
on a dedicated server the player array isnt filled. so all other things that need the player or position of player dont work.

i think all i did to get it working was changing
player to _player in the yomies/init.sqf in this part

if (local player) then {
_shPlrLoop = execVM "yomies&#92;plr_loop.sqf";
};


http://forums.bistudio.com/oldsmileys/huh.gif

could that be the solution?? as i said it seem to for the probs i had.
its quickly tested so maybe someone can give it a try, or someone who knows how to script better then me can evaluate wich the correct syntax is.

anyway your yomies did a great job, it had a nice performance and they attacked like kamikaze, a building is no hideout, they follow in every house.
really impressive work&#33;&#33;&#33;

Rabbity
Dec 16 2007, 20:43
thanks 5133p39, but i&#39;m still having minor problems in MP, I guess i&#39;ll fiddle with it until it works properly

mrbean1112
Dec 17 2007, 16:54
my problem in multiplayer was that the zombies ran around in circles... didn&#39;t target anyone.
they worked fine alone.
but as soon as i loaded up mp...
It really annoyed me.. and made me uninstall arma because i worked on a mission for months.. only to have it do that.
So if these yomies are updated.. i may have a few missions out for you guys.
=]

andersson
Dec 17 2007, 17:32
I had a nice MP (non-dedicated) zombie mission yesterday and it worked just fine. I used Scars09 fix.

Yomies are the best as they dont use much CPU compared to scripted ones, and they follow you inside buildings&#33;

5133p39
Dec 17 2007, 20:39
my problem in multiplayer was that the zombies ran around in circles... didn&#39;t target anyone.
they worked fine alone.
but as soon as i loaded up mp...
It really annoyed me.. and made me uninstall arma because i worked on a mission for months.. only to have it do that.
So if these yomies are updated.. i may have a few missions out for you guys.
=]
sorry to hear about that. Maybe with the next version you will decide to try again http://forums.bistudio.com/oldsmileys/smile_o.gif
And to the problem of Yomies not targeting anyone, there are two things which have impact on the yomies targeting (taken from the sample mission &#39;/yomies/init_game.sqf&#39;):

iYMaxTDMult = 2;
// Multiplicator for calculating the maximum distance of available target from
// yomie&#39;s spawn area. Yomies will not chase their targets far than this distance from spawn area.
// The max. distance is calculated like _maxTD = (_spawn_area_radius * iYMaxTDMult);

iYAttackDistance = 2.3;
// maximum distance between yomie and its target allowing yomie to carry out the attack

ySide = createCenter Resistance;
// Center created for creating new groups when spawning new yomies.
// Unfortunately, there is a bug, which affects acquiring targets by the AI.
// To get rid of the bug, we still need some Resistance unit placed on the map,
// in the mission editor - the CreateCenter/Group won&#39;t do the job alone.

...if there is anything wrong with any of these variables, then it will prevent the Yomies to attack anything.
P.S. i am not sure whether the problem with createCenter is a bug, maybe it is intended behaviour - i really don&#39;t know, but in the time i was writing the yomie&#39;s scripts, it seemed like a bug and there was no official explanation.
So, i am sure many things changed since that time, and maybe even the Biki has been much improved, so there can be more of these (probably) false informations in my comments in the yomie&#39;s scripts.
I think (i hope) that all of those scripts could be better, simpler, and more efficient than i originally wrote them because of lack of good and exact informations of how various commands works.
I am going to check the Biki right now, to see whether there is any more and better info which could help me to make the Yomies scripts better or more bug-free.

Potatoz
Jan 12 2008, 21:28
Well I&#39;ve found out how to add a killed event handler to the Yomies for those who wanted one. Now when you kill one of them you get &#036;100.

1. Open blahblahblah/missions/mission.island/yomies/func/spawn_yomie.sqf
Add this line underneath current eventhandler

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_yomie addEventHandler &#91;&#34;killed&#34;, {killer1=_this select 1;killer1 exec &#34;onkilled.sqs&#34;}&#93;[/QUOTE]

now go to your main mission directory (blahblahblah/missions/mission.island/)
and make a new script called OnKilled.sqs and add the following lines...
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_id=_this;
if &#40;player == &#40;call compile format&#91;&#34;man%1&#34;,_id&#93;&#41;&#41; then
{
?&#40;isPlayer _id&#41;&#58;SPON_playerCashBalance = SPON_playerCashBalance + 100; else {exit};
?&#40;isPlayer _id&#41;&#58;player groupchat format &#91;&#34;&#036;100 Reward&#33; %1&#34;,SPON_playerCashBalance&#93;; else {exit};
};
[/QUOTE]
This was taken from the Quarantine mission so all credit goes to the creator(s). I just edited it a bit. I tried making my own script to do this, but do to my lack of scripting experience every time Anyone killed a zombie it would give you money. I haven&#39;t tested this with multiple players yet, so I don&#39;t know if it will work properly.

------------
Also, I was wondering, is there a way to get the Yomies to attack vehicles? Maybe just &#39;soft&#39; vehicles like cars and stuff. Because now I can sit there with a Hummer with an M2 and the Yomies just stand around.

-----------
I also noticed that BluFor units will attack the Yomies after a while, then stop, then attack again after a while. So they&#39;ll stand there and get killed, then after about 5 minutes they will start shooting and then they&#39;ll stop again. Maybe it&#39;s just my mission though.

5133p39
Mar 2 2008, 16:58
Also, I was wondering, is there a way to get the Yomies to attack vehicles? Maybe just &#39;soft&#39; vehicles like cars and stuff. Because now I can sit there with a Hummer with an M2 and the Yomies just stand around.
Yes, there is a way.
Find the script "get_yomie_target.sqf" - this sript is used to choose the target to attack.
Read through this script, and try to understand whats going on in there (i would tell you more, but i dont remember much right now).
There is some condition that throws away all targets who aren&#39;t a man, static machinegun, or a motorcycle (all other types are considered zombie-proof).
Change that condition to allow your type of vehicle, and that should do it.

5133p39
Mar 2 2008, 17:09
I also noticed that BluFor units will attack the Yomies after a while, then stop, then attack again after a while. So they&#39;ll stand there and get killed, then after about 5 minutes they will start shooting and then they&#39;ll stop again. Maybe it&#39;s just my mission though.
Could be your mission, but could be also some bug in my scripts.
I wanted to have as much of playable sides as possible, allowing more interresting scenarios than just "people vs. zombies", so i tried to use "addRating -<big_number>" to make the zombies enemy of everyone, than just using some regular side like Civilians or Resistance.
This allows to have Zombies (attackable by all the civilians, blufor, opfor, and resistance).
But maybe it doesn&#39;t work as i expected, or i have some bug in my code.
Unfortunately, i cannot help you more right now.
It the script "spawn_yomie.sqf" which is spawning the zombies, and where the "addRating" is used to make the zombie an enemy.

Also, this strange behaviour could be caused by a lag (when you r processor cannot keep up, the AI is the first thing which starts to "decay", so maybe there is not enough processing power for soldier brains? http://forums.bistudio.com/oldsmileys/smile_o.gif )

supergruntsb78
Mar 17 2008, 12:13
mayor problem wiht the sakakah al jawf island and this "addon"

when i try to build a mission with the zombies nothing happens (no zombies are spawn )

i put a small test hint in the init and that does work so it means the init is being read

the spawn area is called as it should be (everything copied in from the zombie mission released with this) the scripts are all in place (copied from the mission in to my mission folder)


on other maps i have tested it works like a charm but only on sakakah it fails

so i am fresh out of ideas
if any body knows a way to repair it then please let me know

5133p39
Mar 19 2008, 17:09
mayor problem wiht the sakakah al jawf island and this "addon"
Right now, i have no idea what may be causing problems.
If you can be little more patient, in two weeks from now i will have a new laptop which should finally allow me to play ArmA again.
Then i can check whats happening with the yomies on this sakakah al jawf island.

And i also hope i will have some time to continue working on the yomies.

supergruntsb78
Mar 19 2008, 20:49
off course i can be patient   it will take the SLA several weeks to finish their new biological weapon who will turn people in to yomies (the weapon is being tested on saharani and seems potential enough to stop the americans )

and to sell it to  Imad Al Din (evil war lord and terrorist) the current ruler of sahkaka  http://forums.bistudio.com/oldsmileys/tounge2.gif

what i just said is   take your time... arma isnt going anywere and so are the yomies

Mr Sarkey
Mar 29 2008, 15:33
Playing around with this at the moment, but I confused by a problem. I create the yombie_spawn marker where I want it, but when I run into the area the zombies spawn atleast 300+ metres away. Anyway to fix this?

5133p39
Mar 29 2008, 23:57
Playing around with this at the moment, but I confused by a problem. I create the yombie_spawn marker where I want it, but when I run into the area the zombies spawn atleast 300+ metres away. Anyway to fix this?
there is some variable which controlls the max/min distance from any player, the yomie is allowed to spawn.

The init_game.sqf script contains:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">iViewDist = param1; // param1 is used to select the desired view distance on the MultiPlayer slot selection screen &#40;in SP it is set to a default value available in mission init script&#41;
setViewDistance iViewDist;
// view distance settings, this variable &#39;iViewDist&#39; is used &#40;amongst other things&#41; to
// determine the exact spawn position of each yomie, to make sure they won&#39;t
// spawn in front of the player. Default is 600[/QUOTE]

Any yomie is always spawned at minimum distance calculated by: iViewDist*(1-fog)
So, if the fog is 0.5, and the iViewDist is 600, the minimum spawn distance from any player will be 600*(1-0.5), wich is 300 meters (even if you make a spawn area with 10m diameter, the yomies will be spawned at least 300m away from the player entering that spawn area).

It is to prevent the yomie to popup right in front of the player (for me, such thing completely breaks immersion).

5133p39
Mar 30 2008, 00:00
Some good news for any Yomie fans out there:

I received a new laptop which is capable to run ArmA.
From now on i will continue to work on the Yomies (but i still don&#39;t have much of free time, so don&#39;t expect new version in less than a month)

MadRussian
Mar 30 2008, 04:21
Great news... Happy to see the Yomies live on&#33;

Helldude
Mar 30 2008, 10:23
YAY&#33;&#33;&#33;&#33;&#33; http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif

Maatz
Mar 31 2008, 19:09
great news&#33;

cant wait http://forums.bistudio.com/oldsmileys/notworthy.gif

supergruntsb78
Apr 1 2008, 07:11
Some good news for any Yomie fans out there:

I received a new laptop which is capable to run ArmA.
From now on i will continue to work on the Yomies (but i still don&#39;t have much of free time, so don&#39;t expect new version in less than a month)
the laptop came sooner then we thought so the free time will follow soon enough (we hope offcourse http://forums.bistudio.com/oldsmileys/tounge2.gif )

good to hear we can look forward to updates im off to bed right now (its 09:10am in holland these things happen with nightshifts) http://forums.bistudio.com/oldsmileys/goodnight.gif

Sickboy
Apr 1 2008, 07:22
Some good news for any Yomie fans out there:

I received a new laptop which is capable to run ArmA.
From now on i will continue to work on the Yomies (but i still don&#39;t have much of free time, so don&#39;t expect new version in less than a month)
Awesomeness&#33;&#33;

benxcore
Apr 1 2008, 14:35
Sleeper, I still have a ton of skins/sounds I made.

5133p39
Apr 2 2008, 11:14
Sleeper, I still have a ton of skins/sounds I made.
That&#39;s very good, if you will be so kind.
But i want to fix all bugs and problems first.
Next release will contain only bugfixes and maybe a few new features, and after that we can add some eye candy (literally ;-) )

D.murphy man
Apr 2 2008, 21:17
I am extremely glad to hear your back on the scene and continuing to work on your excellent Yomies. I shall look forward to future updates, keep it up the great work&#33; I&#39;ve had countless hours of fun with your Yomies, and of course used them in my Quarantine mission.

Good luck with bug fixing&#33; I know how much of a pain it can be http://forums.bistudio.com/oldsmileys/tounge2.gif

Maatz
Apr 4 2008, 14:21
hi 5133p39,

just a quick question. is there a parameter in the yomie scripts where i can influence the range that determines the yomies "food detection"? I want them to detect the player a little bit earlier, because that would give the yomie attacks a bit more tension when they suddenly come around a house corner or something http://forums.bistudio.com/oldsmileys/biggrin_o.gif atm i have to run right by the yomies till they attack me.

thx&#33;

Snake Raper
Apr 4 2008, 17:19
They should attack you as soon as they see you. They have the same detection as other AI, meaning if you look at them, they are more likely to attack even from relatively long ranges.

5133p39
Apr 7 2008, 13:28
hi 5133p39,

just a quick question. is there a parameter in the yomie scripts where i can influence the range that determines the yomies "food detection"? I want them to detect the player a little bit earlier, because that would give the yomie attacks a bit more tension when they suddenly come around a house corner or something http://forums.bistudio.com/oldsmileys/biggrin_o.gif atm i have to run right by the yomies till they attack me.

thx&#33;
No, there is no such parameter.
The detection is based on the nearTargets function.

FritzDaKat
Apr 13 2008, 22:09
Regarding the 144 group limit issue, I&#39;ve been fudging thru the scripts and was wondering if in the spawn_yomie.sqf the

Quote[/b] ]
_grp = createGroup ySidec;
_grp = createGroup ySidew;
_grp = createGroup ySidee;
_grp = createGroup ySide;


is in fact creating 4 groups named ySidec, ySidew, ySidee & ySide parallel to the _yomie group? If thats the case they never seem to get deleted anywhere and if so this would seem to be why the limit gets reached so soon as more than 144 groups are creatable within a mission, they just cant all exist simultaneously.

I can understand the reluctance to do so as it would further complicate matters in the mp environment but perhaps it could be possible to further divide these groups into sequential sub-groups so as to allow for player 1 in yomie_spawn_1 to kill "_yomie_ySidec1" without having "_yomie_ySidec2" dissapear in front of player 2 when the clear_spawn.sqf is run and deleteGroup "_yomie_ySidec1" gets called. Just thinkin&#39;. Feedback always encouraged.

Still pretty wet behind the ears with C coding & scripting but I just got an old copy of Practical C++ Programming By Steve Oualline (02&#39http://forums.bistudio.com/oldsmileys/wink_o.gif which looks like it should help me quite a bit with the strings, functions and formatting.

I&#39;ll try modifying something around my logic model, but we&#39;ll just have to see how I come along with actually writing script first. Anyone wanna grab the torch and run?

***Edit*** Would likely need to use a flag or true/false statement on each group to check for available groups to spawn into? Guessing.

5133p39
Apr 14 2008, 17:34
I am not sure whether this is true (i need to check the scripts), but i think i am using one yomie per group because when there are more yomies in the same group, then the leader of the group is overriding my scripted orders (the random walking, or chasing of targets, etc.).
They also start to communicate (when you hear a zombie saying "ALL, MOVE TO THAT BUSH", it may sounds funny at first, but i think it totaly breaks the immersion).
And more importantly, the yomies are controled by a custom FSM, which stops working, because the leader of the group issues some commands which makes this FSM to stop.

So my questions are:

1. Is there any way to forbid the leader of the group from issuing any orders, so i can control all group members (including the leader) by scripting/FSM?

2. Is there any way to prevent the group members from talking? (solution for #1 could also solve this problem)

...if i would find a solution for these two problems, then it would be possible to spawn more than 144 yomies, and maybe it would be even less resource hungry (not sure about this) because it would result in having less groups than before (right now it is one group for each yomie).

D.murphy man
Apr 14 2008, 17:48
I certainly hope you can find a solution to 144 unit cap, may i suggest asking the same question over at OFPEC forums (http://www.ofpec.com/forum/) there seems to be a lot more scripting gurus that hang out over there as oppose to the BIS forums that might be able to give you more advance help on scripting issues.

FritzDaKat
Apr 14 2008, 19:02
There should really be no need to use less groups, one per group is fine, just remember to delete the group in the same step as you deleteVehicle on the yomie when the script calls to clear the dead, errr, de-activated ones.

As it is now, say 144 groups are spawned, the last 5 yomies get killed and player leaves area.
Then the srv_loop_body_removing runs, removing all the dead with the deleteVehicle command. This still leaves 144 empty groups in play.

I think the key would be to incorporate the deleteGroup command in along with the deleteVehicle command so as to remove both the corpse AND its associated group.

As long as thats done, you will still never have more than 144 roaming yomies But they will continue to respawn as long as a player leaves an area and X # of group slots become available again after srv_loop_body_removing runs with the deleteGroup added.
http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Mabey not 100% ideal but a replenishable source of 144 Yomies to shoot at at any given moment beats the guarantee of having only 144 targets in a mission.

I&#39;ll keep looking into FSM&#39;s for now and see if I can theorise some sort of workaround, mabey spawn them as a group within a large placement radius, come up with some alternate "Yomie-sound" replacement-pack for when the leader issues commands

D.murphy man
Apr 14 2008, 19:14
Actually fritz deletegroup command is implemented into the body and unit deleting scripts, as far as i can recall when i was looking into the yomies scripts. Thats why i had problems in quarantine in one the earlier versions when using another delete body script. The zombies would dry up after all 114 groups where used. When i switched back to yomies body remove script i had no (and still dont in latest quarantine) problems with the yomies drying up.

The only problem that could occur for example in my mission, is if all 12 player slots are occupied and they are all standing in 12 seperate spawn zones across the map. The players who first enter zones would have yomies spawning (subtracting from the 144 limit) whiles the last few players to enter zones might experience a low amounts or even no zomies at all spawning as the 144 groups are being used else where.

Of course this is perhaps unlikely to happen as players do like to stick together and occupie one zone between them.

FritzDaKat
Apr 14 2008, 19:38
http://forums.bistudio.com/oldsmileys/crazy_o.gif

yomie_eh_killed.... line 20

http://forums.bistudio.com/oldsmileys/banghead.gif

My bad.

Not sure how I missed that. http://forums.bistudio.com/oldsmileys/whistle.gif

http://forums.bistudio.com/oldsmileys/biggrin_o.gif

5133p39
Apr 18 2008, 09:35
Yesterday i spent some time experimenting how can i spawn more than 144 yomies, and i didn&#39;t found any solution yet, but i noticed that AI soldiers commanded by AI leader are having big problems with engaging yomies.

What happens is that under the default conditions, the Leader is telling the soldiers which yomie to engage while not paying attention to other yomies - which results in soldier1 targeting yomie1 while yomie2 is already in process of killing soldier1, then soldier2, soldier3, etc.
During the last test i witnessed how a single yomie decimated whole AI squad, one by one, while the soldiers were trying to engage other, far away, yomies.

I don&#39;t know whether this is happening only in the 1.11 beta, or also in the other versions of ArmA.
But when YOU are commanding the soldiers, and you order them to "fire at will", then they are performing much better.

I also noticed, that humwee gunner wasn&#39;t firing at yomies when they get close to the car - i thought this was fixed long time ago, but aparently not http://forums.bistudio.com/oldsmileys/sad_o.gif

D.murphy man
Apr 18 2008, 13:29
is there a way to perhaps keep track of how many groups there are for each side, then when the cap is hit for one side, say 144 civ groups, next yomies that spawn are spawed as east groups intill they cap 144, then west, then resistance, etc..

5133p39
Apr 18 2008, 15:11
is there a way to perhaps keep track of how many groups there are for each side, then when the cap is hit for one side, say 144 civ groups, next yomies that spawn are spawed as east groups intill they cap 144, then west, then resistance, etc..
Sure, that&#39;s possible, and should be more than enough, but i would like to find different solution allowing me to have N yomies per 1 group, because that could help the performance - instead of running one FSM for each yomie, i could run one FSM for each group (while having about 10 yomies per 1 group, it would reduce 10 times the system resources needed to run all those FSMs).
I wouldn&#39;t need to ask each yomie what is their nearestTarget, instead i would ask only the leader of the group - because the group shares information (which will result in some yomies attacking you even if they cannot see/hear you themselves, but people wouldn&#39;t probably notice).

I could do that even now, but i would have to manage the yomies in some form of arrays instead of groups, and i am not sure i want to make everything even more complicated by adding all the code necessary to manage such arrays, but i probably will if there won&#39;t be any group-wise solution to this.

Here is what i will be working on now:
1. making the FSM shorter / less complicated.
2. optimizing the number of FSMs run at one time (maybe currently non-attacking zombies could be controled by single FSM)
3. finding a way to make AI soldiers to target the nearest yomies, to minimize the chance of being killed while engaging yomie 1000m away instead of that one standing right behind the soldier (maybe some config tweaks? i hope so).

...and then, after those optimizations, i can think about how to spawn more than 144 yomies, because last time i tried 100 of them, with 1500m visibility, on SAP Everon (which itself provides more FPS than Sara because its "lighter"), and i could already feel the LAG.

sparks50
May 25 2008, 09:43
Is there anyway you could incorporate the great new TCP animations with your zombies?

They look so sweet http://forums.bistudio.com/oldsmileys/crazy_o.gif

maza94
May 25 2008, 09:54
Is there anyway you could incorporate the great new TCP animations with your zombies?

They look so sweet http://forums.bistudio.com/oldsmileys/crazy_o.gif
Another zombie addon have TCP Anims. http://forums.bistudio.com/oldsmileys/banghead.gif http://forums.bistudio.com/oldsmileys/banghead.gif

sparks50
May 25 2008, 12:56
Yes but they have crappy pathfinding etc, Yomies is much better

CyDoN
May 26 2008, 02:19
1. the spawned zombies do not attack me.


2. the only ones that do attack are those that i place on the editor but when they see me the lay down and the only "hit" me if i get close, most of times the just run away from me.

what should i do? i used the guide you got there on the web site, but still...

andersson
May 26 2008, 09:38
Sometimes when I make a zombiemission they dont attack me. Then I just do it once more or use another working mission as base. I have never figured out why it sometimes doesnt work..

So my tip is to do it all fresh over, or use his examplemission as base for yours.

5133p39
May 26 2008, 14:15
Sorry, as much as i would like to dedicate more time to the Yomies, i cannot (too much work and life on my hands right now).
I will continue my work on Yomies, but without any promises what and when will be done or released.

To answer to the various complaints that "it&#39;s not working", "they won&#39;t attack me", and so on:
Read the "docs" section on the website - if you will build your mission accordingly, then there is a 99 % chance that it will work (it allways worked for me).
I don&#39;t mean to be rude, i just really don&#39;t know how to effectively respond to a bug reports like "they won&#39;t attack me", i need more information.

And if you did build the mission according to the "docs", then try to answer these questions, or add more details or include a download link for your mission:

1. Are you using ArmA 1.08 or higher (not tested)?
2. Have you tried it without ANY OTHER addons (including QG)?
3. Any error messages?

william1
May 26 2008, 17:31
edit:nevermind http://forums.bistudio.com/oldsmileys/goodnight.gif

Ravenholme
May 26 2008, 20:47
TCP animations are alright, but I prefer the more "28 Days Later" style that the Yomies seem to have. (For example, the best mission that uses the Yomies, Quarantine, wouldn&#39;t be nearly as scary/tense if the zombies shambled at you like standard ones.)

andersson
May 26 2008, 22:24
I havent tried it, not even looked at it yet, but shouldnt the TCP animations work ok with yomies? If they walk they use TCP animations and if they run they do a 28 days/weeks later?

Dont know..

5133p39
Jun 3 2008, 22:12
I havent tried it, not even looked at it yet, but shouldnt the TCP animations work ok with yomies? If they walk they use TCP animations and if they run they do a 28 days/weeks later?

Dont know..
i havent looked at it also, but it should be "easy".
The yomies are using their own cfgMoves, so you need to change the animations in some desired classes under this section, and that&#39;s all.

...but don&#39;t expect me to do that, at least not in the near future - i already made here enough promisses i am unable to keep http://forums.bistudio.com/oldsmileys/smile_o.gif

5133p39
Jun 10 2008, 00:55
Today i was playing with the yomies, thinking what to do about them, what to change, etc., and soon i started to feel really annoyed by the fact that we cant spawn more than 144 per side
(if we join them into group, the FSM controling them will stop working because the leader will take over), so i started thinking, instead of spawning more of them,
can i somehow make them more dangerous so even one single yomie would be really bad news for the player?
And then i got the obvious idea... make them faster.

...so i did. When they are walking around, they are slow as usual, but when they start running, they run twice as fast as they did before.
First i was thinking it will look ridiculous, but fortunately no, instead it looks like really really hungry and aggressive.

Now they are real killing machines&#33; You can&#39;t outrun them. If even a small group of yomies spots you, you are dead.
I spawned 25 yomies in 500m radius around me, then i fired some shots into the air and after a few seconds there was one right in front of me - i killed him, no problem.
Then i decided to go inside a two story building, to snipe them as they will be approaching - i got 4 or 5 of them, and then before i was able to turn around to watch the door,
two of them were already there, beating the crap out of me.

What do you think? Should i make them this fast?
It would certainly force players to be much more careful, and instead of spawning hundred of them, you can spawn just 20 and you will still have pretty hard time to survive.
Maybe i should lower the damage they are dealing, to compensate for their fast speed?

Sniper Pilot
Jun 10 2008, 07:21
yeah like make a slow, normal, and fast version

IceBreakr
Jun 10 2008, 09:54
Make em half faster and it will probably do http://forums.bistudio.com/oldsmileys/wink_o.gif

5133p39
Jun 10 2008, 11:33
ok, making different speed versions is easy, just the same except few config values changed.

I also tried to make them faster when walking in the buildings - as you probably know, when AI enters building, it&#39;s speed is automatically switched to walking instead of running, regardles of their speedMode - the game forces then to switch from "slow*" (running) or "fast*" (sprinting) to "walk*" animations.
I tried to change this behaviour, but i didn&#39;t find any magi switch in the config, so i am thinking its hardcoded in game engine.
The only possible solution is to change the walking animations into at least slow running anims - that works, but then the yomies are running even when they should be just walking around.
So i am seeking any help with this.

5133p39
Jun 10 2008, 12:32
Now i got an idea:

I could replace the "with weapon lowered" animation states definition with the civilian "no weapon" states, and "with weapon raised" again with civilians "no weapon" except in the last mentioned i will change the walking anims into running.
Then i will give the yomies some nondroppable rifle (so when they die, nobody can take it from their body) with empty magazine (so they cant fire), and this way, when in safe mode, the yomies will be walking, but when they start chasing somebody (they will switch into aware/combat) the walking will be replaced by slow running (and of course they will be also sprinting).

So in theory it should work. When wandering around, they will be walking slowly. When chasing someone outside, they will be sprinting. And when chasing someone in a building, they will be running.

Now the question: do we really want yomies being able running in he buildings, while normal soldiers can not? ...i dont think so :-)

IceBreakr
Jun 10 2008, 12:54
Very nice plan indeed 5133p39. Your Yomies are one of rare addons that don&#39;t lag the MP (like for example TCP&Nem_Zombies). Please release a new version and will test it out asap.

5133p39
Jun 10 2008, 13:07
For anyone who complained that the yomies are not attacking, or some soldiers are not attacking yomies.
I now found the possible reason - my fault - the incorrectly set relationships between all the sides.

Its those first three lines in file /your_mission/yomies/init_game.sqf:
<span style='color:red'>Civilian setFriend [Resistance, 1];
Civilian setFriend [East, 1];
Civilian setFriend [West, 1];</span>

To correct it, replace those three lines with the following:
<span style='color:green'>Civilian setFriend [East, 1];
Civilian setFriend [Resistance, 0];
Civilian setFriend [West, 1];
East setFriend [Civilian, 1];
East setFriend [Resistance, 0];
East setFriend [West, 0];
Resistance setFriend [Civilian, 0];
Resistance setFriend [East, 0];
Resistance setFriend [West, 0];
West setFriend [Civilian, 1];
West setFriend [East, 0];
West setFriend [Resistance, 0];</span>

...that makes Resistance to be enemy of everyone, East enemy of West, while Civilians will be friendly to both East and West.
That way you can have two compeeting teams fighting with each other for civilians survivors and also fighting the yomies.

Set it however you want, but the important thing is, that the setFriend command must be used both ways to work properly - if you want Civilians shooting at West and West also shooting back at Civilians, you must use both variants of the command: Civilian setFriend[West,0]; West setFriend[Civilian,0];
...its obvious, but i overlooked it.

5133p39
Jun 10 2008, 14:51
Another things i overlooked.

1. I derived the Yomies from the base Civilian class which got the Threat array set to [0,0,0], meaning they are not dangerous to anything, and i forgot to change these values in the Yomie class.

2. The accuracy needed to recognize the yomies was set to 1000.
I am not sure how this affect things, but for normal units it is set around 0.7

I also discovered that it helps a lot if some Yomie type unit was placed in the mission editor. It makes the AI soldiers to recognize much more quickly any other spawned yomies.
During testing, when there was not any yomie placed in the mission editor, the AI soldiers recognized and opened fire on the yomies when almost half of the soldiers were already dead. But when there was a yomie placed in the mission editor, the soldiers started firing at other spawned yomies almost instantly (with maybe 1-2 sec delay).

andersson
Jun 10 2008, 15:30
This is good info&#33;

5133p39
Jun 10 2008, 16:59
Yes, and i have more good news&#33;
I just started work on new (primary multiplayer) mission, loosely based on the old OFP "serial killer" mission.

But instead of playing a serial killer killing the good citizens, the bad guy will be <span style='color:maroon'>playing a zombie infecting the good citizens</span>.

"He was a soldier, participating on what they called &#39;safe experiment&#39;, they told him he will be helping his country in developping a cure to some sickness,
but then he got sick and he found what really is behind this research, they used him, and now he wants revenge&#33;"

Once a citizen gets infected, after some time he become zombie and will start infecting other citizens.
The players on the opposite side will have to <span style='color:maroon'>stop the infection and kill all zombies</span> (until there is a single zombie alive, the zombie-player can respawn on it&#39;s place when killed).

The population of the island will be split into common people, ambulance doctors, bus drivers, and maybe some more.

Common people will be wandering around towns, and occasionaly traveling to other cities (helping spread the infection if infected).

Ambulance doctors will be immune to infection, and will be automatically traveling between cities healing any infected citizens they find (until these citizens turns into full zombies).
The healing will be possible only with a syringe (a handgun type of item) and a vaccine in small bottles (handgun magazine type item) which the doctors must have on themselves to be able to heal the infected, while one vaccine bottle can heal only one citizen.
Also any player, when in possesion of this vaccine, can heal the infected.
When the doctors are out of vaccines, they will go to their storage to resupply.

BUS drivers will be riding their busses from town to town, also helping to spread the infetion by carrying infected people into the next town (the citizens will be traveling on random basis).


And concerning old Yomies - don&#39;t worry, they will be used in this scenario, so i will continue to improve them.

5133p39
Jun 11 2008, 21:57
My first achievement in the process of creating the mission anounced in previous post:

<span style='color:brown'>Island citizens who are able to flee if encountered a zombie&#33;</span> (and i mean real fleeing, not scripted)
...it seems simple, but it is not, not with all the deamons from FSM hell i unleashed.
The citizens are now able to travel, walk around the town (also entering buildings), and when they encounter a zombie, they will start fleeing.
When there is a nearby soldier, they are running to him for help and will stick to him until it is safe (which can result int the zombies attacking the soldier instead),
otherwise they are just running away from the zombie, and if they manage to escape, they will resume their previous task (traveling or wandering).

I spend almost whole night just watching bunch of zombies chasing group of civilians all over the Rahmadi island. It was hillarious.

Only one problem:
it usually takes more than 20 minutes until the zombies manage to hunt down 5 citizens (and the zombies are already 1.6 times faster than normal units).
It was like some old Chaplin&#39;s grotesque where bunch of stupid policemans are chasing another guy.
I need to find some way to give the civilians a chance to really escape - maybe make it so that after some time the zombie will stop chasing their targets?
And i also need to find a way for the zombies to be able to chase down their target before you really fall asleep.
Its a nice contradiction, but i need to make it easier for both civilians and zombies, otherwise the whole game turns into neverending marathon.

Any ideas are welcome.

D.murphy man
Jun 11 2008, 23:38
Im glad your still tinkering with this sleeper and as always looking forward to new developments. On the subject of speeding the zombies up i think you should definitely make them faster. At the moment its just too easy for players to simply run past them or out run them altogether, for my mission Quarantine i was considering trying to implemnt some sort of &#39;grab&#39; script so if players get to close, they&#39;ll get stuck in a animation to simulated trying to fight of zombies that have grabbed them. Just so players coulndnt so easily run past a group of them without fear and doing the old &#39;stop,shoot,run,repeat&#39; tactic. If they could run faster im sure players would become more wary of running in all guns blazing to clear of a town.

I also think its an excellent idea of yours to make them run inside buildings also, just to up the fear factor even more with not even buildings being able to stem the tide of fast running aggressive infected.

Keep up the good work, looking extremely forward to updating Quarantine with the new yomies when ever next updates released.

andersson
Jun 12 2008, 14:23
Keep up the work&#33; This is what I want http://forums.bistudio.com/oldsmileys/smile_o.gif

D.murphy man
Jun 13 2008, 07:09
Hey Sleeper, whilst using your addon for my mission i have stumbled upon a slight problem/bug.

What i currently have set up is a normal Yomie_spawn_% markers covering an area. All these markers are set to REPEATED, and overlapping these markers is a trigger which activates on presence of player, trigger set up:

On act:
call compile format ["bSpawn%1=true", 1]

On deac:
1 call fclearSpawn;

Now what i intend it happen is that when players enter the trigger, the spawn activates and spawns like normal, then as soon as the player leaves the trigger, the spawn deactivates and all yomies are cleared regardless of veiw distance, etc... and of course they respawn when players reenter the area.

Now this set up works without a hitch in till i start killing yomies associated with the spawn, even though the marker is set to REPEATED it behaves as if its set to ONCE. For example if theres 4 yomies, and i kill 1, when a leave the area, then reenter, only 3 yomies will respawn, instead of 4. I have also experimented with using INFINITE, but the exact same thing happens (it behaves as if its ONCE setting).

Any ideas on a solution to this? i have been racking my brains for a good few hours trying to figure out whats wrong.

*Note* Every thing works fine and as it should when not using triggers. Which is leading me to believe it could be either fclearspawn command or call compile format ["bSpawn%1=true", 1] command resetting the spawns properties to ONCE. or something?
*Edit2* Thinking some more perhaps when the spawn is cleared, it doesn&#39;t take into account the yomies that have been killed, and thus when spawn is reactivated it&#39;ll spawn only the zombies that where deleted rather then also spawning zombies that where killed previously?

*Edit3* Ok on more testing it appears INFINITE is now working correctly, so it only appears to be REPEATED mode not working as intended. I have looked over a lot of the scripts and there doesn&#39;t seem to be many references to REPEATED mode? so i can pinpoint what might be wrong.

*Edit 4* Well seems the REPEATED spawn doesnt work at all, even without trigger activating/deactivating it. It simply behaves as the ONCE spawn.

Striker90
Jun 13 2008, 08:30
Perfect addon, perfect for SL http://forums.bistudio.com/oldsmileys/smile_o.gif

5133p39
Jun 13 2008, 14:34
Hey Sleeper, whilst using your addon for my mission i have stumbled upon a slight problem/bug.
...
Have you tried it without your triggers?
I am not sure whether you know this, but normally you create only the markers - the triggers for them are created automatically, so maybe there is a problem that the automatic triggers in some way interfere with your trigger.
...put the mission somewhere so i can download and test it myself.

mr.g-c
Jun 13 2008, 16:11
There is a bug with JIP people. It says that this line in "plr_loop.sqf" is wrong:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if &#40;_added select 0 &#33;= player&#41; then {[/QUOTE]
I&#39;m very new in scripting and i also think that you can not do this so: "(_added select 0 &#33;= player)"

Any solutions?

Regards, Christian

5133p39
Jun 13 2008, 16:27
There is a bug with JIP people. It says that this line in "plr_loop.sqf" is wrong:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if &#40;_added select 0 &#33;= player&#41; then {
I&#39;m very new in scripting and i also think that you can not do this so: "(_added select 0 &#33;= player)"

Any solutions?

Regards, Christian[/QUOTE]
Well, technically there is nothing wrong with that condition, i think you can do that.
But the problem is probably that _added is not initialized, or is not an array, or something like that.
I will rewrite these scripts anyway, because since v1.08 we have a few new commands which can help simplify things.
In the meantime, the only way is not using JIP, sorry http://forums.bistudio.com/oldsmileys/sad_o.gif

mr.g-c
Jun 13 2008, 16:39
Hi thanks for your reply. The Problem with this is that also the Zombies don&#39;t respawn anymore (at least on mode "REPEATED").
http://img369.imageshack.us/img369/9629/errorpt8.jpg

Isn&#39;t there a quick solution besides not allowing JIP?
I mean otherwise its bad for the vital part of Arma - the Multiplayer because also the other zombie-pack is broken (consuming to much ressources and broadcast a hang to all clients).

5133p39
Jun 13 2008, 18:35
Isn&#39;t there a quick solution besides not allowing JIP?
The only solution is to inspect the script, find what is the problem, and fix it, and most probably that won&#39;t be quick and i have too much work these days, so i don&#39;t know when i get the time for this.
But when i find the time, i will do it.

D.murphy man
Jun 14 2008, 12:01
Hey Sleeper, whilst using your addon for my mission i have stumbled upon a slight problem/bug.
...
Have you tried it without your triggers?
I am not sure whether you know this, but normally you create only the markers - the triggers for them are created automatically, so maybe there is a problem that the automatic triggers in some way interfere with your trigger.
...put the mission somewhere so i can download and test it myself.
Yes i have tried it without triggers, and the REPEAT mode still acts as ONCE mode. You can download my Quarantine mission and try it your self Linky (http://www.armaholic.com/page.php?id=2509). If you kill all zombies in an area, then return to it they will not respawn again, every spawn in the mission is on REPEAT. (apart from the one in Paraiso which is INFINITE)

The reason i have used a trigger to activate and deactivate the spawn is so the yomies get cleared up as soon as player leaves to area to save on lag over MP rather then only being deleted when out of veiw being as veiw distance can be set quite high on my mission (server selectable). Also note that i have modified your scripts a lot to allow spawning of things other then Yomies, none of that should be causing what is happening thou.

It would seem the problems has only cropped up since last Arma patch.

5133p39
Jun 14 2008, 20:41
Yes i have tried it without triggers, and the REPEAT mode still acts as ONCE mode. You can download my Quarantine mission and try it your self Linky (http://www.armaholic.com/page.php?id=2509). If you kill all zombies in an area, then return to it they will not respawn again, every spawn in the mission is on REPEAT. (apart from the one in Paraiso which is INFINITE)
Just downloaded the mission and the required RH Pistol pack.
I will test it during this night/morning, and then let you know what i found.

5133p39
Jun 15 2008, 21:10
@<hidden> man
Sorry, i got no time yet to try the mission as promissed, i need to finish some work till monday morning and it doesnt&#39;t go well.
Hopefully after monday, i should have some free time.

5133p39
Jun 18 2008, 08:06
<span style='color:brown'>Quick development report:</span>

I managed to finish some FSMs for the island citizens.
What they can do:

1. Wander around town and enter houses (nothing new here).

2. If they detect any danger they will try to avoid it.
If it is a zombie, they will start running away from it, or they will run to nearest armed soldier (if they found any) and keep following this soldier until they feel safe
(so, if you see some civilian running towards you, you should better start running too, because you can be sure there are some zombies after him).
The detection of the danger is handled by the game itself, there are no searching for enemies and checking their knowsAbout, the game is just automatically running the "Danger" FSM.

3. If they stumble upon a body, they will search it for guns and ammo, choosing the weapon for which they can get more ammo (if they have AK with 3 magazines,
and they found PK with 1 magazine, they will take the PK because 100 bullets in one PK mag is more than 90 bullets in three AK mags).
Thanks to the used commands allowing reading various config values, it will work for ANY weapons and ammo including any addons.

4. If armed, they automatically engage any zombie, but avoiding/escaping is allways 1st priority for them.

Now i need to finish the traveling FSM, then cleanup the code, and the civilians are ready.

D.murphy man
Jun 18 2008, 09:16
Sounds excellent sleeper&#33; keep up the good work&#33; Any estimates on the next release or is it still too early to tell?

Id hate to sound pushy, and feel free to tell me if im getting annoying, but did you manage to find out what was causing my REPEAT spawns to not...well, repeat in the end? I&#39;m still baffled trying to fix it my self.

Malick
Jun 18 2008, 12:45
It sure sounds good 5133p39 &#33;

As far as I know, it would be the first FSM edit in an addon ? Am I right ?

Can&#39;t wait for this http://forums.bistudio.com/oldsmileys/smile_o.gif Thanks for update

Malick

5133p39
Jun 18 2008, 14:09
Sounds excellent sleeper&#33; keep up the good work&#33; Any estimates on the next release or is it still too early to tell?

Id hate to sound pushy, and feel free to tell me if im getting annoying, but did you manage to find out what was causing my REPEAT spawns to not...well, repeat in the end? I&#39;m still baffled trying to fix it my self.
Sorry, no estimates. My real work keeps me currently very busy, so i can&#39;t promise much, except the fact, that i am working on yomies everytime i have some spare time and not tired by looking into the computer screen.

You aren&#39;t pushy at all, it&#39;s my fault - i promissed i will test and fix it, but ...i spend the time by working on the yomies. Sorry for that, and i WILL test it and try to fix it tonight.

5133p39
Jun 18 2008, 14:15
As far as I know, it would be the first FSM edit in an addon ? Am I right ?
No it is not first.
The old version of Yomies was already using FSM to control the yomies, so if there wasn&#39;t anything before the Yomies, then the old Yomies were the first addon (but i doubt it, somebody has to use FSM before - at least few people helped me very much to make the old yomies FSMs work, they had to use ARmA FSMs before otherwise they couldn&#39;t have so much experience with it).

Johan_D
Jun 19 2008, 21:25
One thing bugs me very much..

The sound is not comming from them it seems, it should be comming from the Yommies, and not be audible off range.
Is there a solution for it?

5133p39
Jun 19 2008, 21:39
One thing bugs me very much..

The sound is not comming from them it seems, it should be comming from the Yommies, and not be audible off range.
Is there a solution for it?
I am using two ways to make the yomies produce sounds:

1. Moaning when hit.
These sounds are played in the same way as any other "hit" sounds.

2. Random moaning during searching for food, or aggressive moan when attacking.
These sounds are played by the <span style='color:blue'>_yomie Say "moan1"</span> command, so the sounds are allways played by the particular yomie.

If any of these sounds doesn&#39;t sound like it is comming from the yomie, maybe it is because the sound is not configured properly in the yomies config.cpp, or there is a problem with your game, or drivers, or soundcard.
I don&#39;t know which reason it is - for me, it sounds ok.
Anybody else had simmilar problem?