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Thread: COOP 10 Chernarus Apocalypse, part one

  1. #11

    Thumbs up

    jea the session yesterday was one of the best we had in our arma history
    excellent mission, definitely under the top 5 of my all time favorites

    a small issue: the music is a bit to silent, even when u max out the slider
    http://www.wissensmanufaktur.net/
    my system:
    Spoiler:

  2. #12
    First Sergeant Grub's Avatar
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    Quote Originally Posted by SmartGun View Post
    Hi there,

    This is a outstanding Mission!

    Good Work, thanks Zipper5 and Celery!

    We tried it yesterday and it was so immersive that i couldnt go to bed until 2am.
    Have to work today

    As mentioned by j rock

    -You need to do teamwork
    -every bullet counts
    -if you get lost youre most likely dead
    -sometimes you try to run away, but running makes it even worse

    no addons, JIP, great custom music and fearsome Zombies: definatly worth the ~7MB DL

    Ever startet 'laughing in panic' while gaming?

    This is your chance!
    Yeah ok. Just came here to say pretty much exactly that!

    We had the same thing, "justf***ingrun!!" when I looked over my shoulder? Well...

    Great Mission guys.
    Don't mention the war..... I mentioned it once, but I think I got away with it all right...
    -Basil Fawlty

  3. #13
    Second Lieutenant GossamerSolid's Avatar
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    My name is Gossamer and I approve this mission

    Missions/Gamemodes - F.U.B.A.R. (WIP)
    Mods/Addons - Green Sea Conflict (WIP)
    Resources - ArmA 3 Notepad++ Syntax Highlighting

  4. #14
    Mission. My team. Absolute fun & adventure while having hilarious moments over teamspeak I highly recommend it for coop with buddies. Tnx, one of the best missions played in a long long time.
    IceBreakr, C/O [SBP] - Slovenian Black Panthers (www.vojak.si)

    Err... Mi-48 Caiman in A3? Bitch please...!

  5. #15
    Played this with some friends, it was a blast! Thanks Celery and ZP5, great work. I'm looking forward to more.
    Dynamic Zombie Sandbox - V1.25 released! - HERE

    My Twitter = Here|I'm "Craig" ingame!| http://www.dynamiczombiesandbox.com

  6. #16
    Any chance for an 8 player version and with ACE wounds?

  7. #17
    What a hoot!!! I have not laughed so much in ages.
    Great work Zipper5 and Celery.

    I do have one question
    In the init file it states:

    ;At what range from a player zombies can spawn and despawn
    CLY_minspawndist=CLY_maxaggroradius+10
    CLY_maxspawndist=500
    CLY_despawndist=CLY_maxspawndist+50
    CLY_chasegiveupdist=CLY_despawndist+100

    unless i am having a dumb moment ( whitch is entirely possible )
    CLY_despawndist=CLY_maxspawndist+50 which is 550m from player.

    CLY_chasegiveupdist=CLY_despawndist+100 which is 650m from player
    So zombies will despawn before they give up the chase?

    altering the last line to:
    CLY_chasegiveupdist=CLY_despawndist-50
    would this make zombies give up chasing you at 500m and if altered would this effect the running of the mission?
    [img][/img]

    I am the sting at the tip of the Scorpions tail
    Cry 'Havoc,' and let slip the dogs of war.
    That this foul deed shall smell above the earth With carrion men,
    groaning for burial.

  8. #18
    Second Lieutenant Celery's Avatar
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    Author of the Thread
    Quote Originally Posted by PROTOTYPE 001 View Post
    Any chance for an 8 player version and with ACE wounds?
    What are ACE wounds and how are they implemented in a non-ACE mission? Regarding player count, my goal was to make a small coop with different but balanced characters that couldn't enjoy the magazine benefits of unused slots if possible.

    I will consider the possibility of adding a couple of unarmed extras to whom the main cast can give their sidearms.

    Quote Originally Posted by Telson_VBAU View Post
    So zombies will despawn before they give up the chase?
    The despawn variable doesn't affect zombies that are pursuing someone.
    Last edited by Celery; May 13 2011 at 12:04.

  9. #19
    Thanks for the quick reply?
    If the despawn does not effect persuing zombies does that mean they follow you accross the map if you are in a vehicle and not despawn no matter how far you get from them?
    I was thinking of editing a new mission with your very good scripts, and wanted random vehicles with random amount of fuel in them.
    Would this work with your scripts or as you drive would you pick up a train of Zombies as you drove threw each zone that would eventualy catch up with you?

  10. #20
    Second Lieutenant Celery's Avatar
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    Quote Originally Posted by Telson_VBAU View Post
    Thanks for the quick reply?
    If the despawn does not effect persuing zombies does that mean they follow you accross the map if you are in a vehicle and not despawn no matter how far you get from them?
    I was thinking of editing a new mission with your very good scripts, and wanted random vehicles with random amount of fuel in them.
    Would this work with your scripts or as you drive would you pick up a train of Zombies as you drove threw each zone that would eventualy catch up with you?
    When zombies give up the chase, they will be affected by the despawn range.

    You can try different concepts with the script base but in the end it's very easy to clog up your cpu when the zombie count for one reason or another reaches the hundreds. For open-ended missions with various modes of travel I suggest cranking up the fog and decreasing the spawn distances.
    Last edited by Celery; May 13 2011 at 20:23.

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