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Thread: [TvT/FFA/CO-40] Dynamic Zombie Sandbox

  1. #241
    Is it possible to add more weapon caches and ammo caches in the multi player game?

  2. #242
    Quote Originally Posted by sunnz View Post
    Many people are experiencing this issue, hope it get sorted.

    This mod is good fun, but without things like water level, food and other things Dayz has it is not as good, simply because it provides less of an survival experience.

    Could me using Arma 2 free be the issue?
    seems not, I have ArmA II paid version and still has this issue

  3. #243
    Is there a way I can place objects in the editor with this mission? I want to create a helicopter hidden in a forest (and not to escape, but to pick up people) but every time I attempt to save it, no zombies appear.

  4. #244
    Quote Originally Posted by MrShadorus View Post
    Is there a way I can place objects in the editor with this mission? I want to create a helicopter hidden in a forest (and not to escape, but to pick up people) but every time I attempt to save it, no zombies appear.
    You need to unpbo the mission and move the scripts and items from the unpbo'd folder into the new folder in the my documents\arma2\missions before you save it for export.
    Last edited by heklos; May 6 2012 at 03:41.
    You can have peace. Or you can have freedom. Don't ever count on having both at once.
    -Robert A. Heinlein

  5. #245
    I was able to edit the files but once i saved it and exported it, the zombies turned back into normal AI. How can i fix this?

  6. #246
    any news on the prohgress of this please cant wait to test the new features and fixes

  7. #247
    Master Sergeant bobtom's Avatar
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    I've kinda taken a break on this again. Dayz is really awesome! Play that! Rocket did what I've always wanted to do with zombies.

    I have exams right now, so I really need to focus on that. I'll be back at this when summer starts. I have some nice ideas.

    And I want to ask Rocket if it's okay to use Dayz zombies for this. But I haven't looked into how his system works.

    Craig
    Dynamic Zombie Sandbox - V1.25 released! - HERE

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

  8. #248
    Quote Originally Posted by odoyodo View Post
    does anyone else gets this problem where other players lose connection after 10+ minutes of playing while you host? not dedicated btw.

    tried this mission 2 weeks ago. now im on holiday and will be coming back home soon to try host this again.

    AND im using the OLDER v0.95 . meaning i downloaded this before craig added a hotfix regarding the mission not working in a dedi server. dont seem like the problem but im just gonna put it in here hehe.

    if i remember right. the parameters were..

    arma 2 FREE v1.10
    CHERNARUS
    20 zombies
    small and medium vehicle amount (still had players losing connection on small)
    spawn everywhere more in towns ( i got a feeling that this is the problem as craig mentioned about this param causing lag)
    debug mode on
    fast time on
    spawn at random towns
    respawn with random weapoms

    i've looked at the whole thread and no one has mentioned this. my guess it could be because of zombies and vehicles respawning and causing huge lag. it could also be because of my duo core laptop. underpowered for the game but i still manage to get good fps in lowest settings.

    the fast time didnt work for me.
    we dont respawn with a random weapon.
    and the time desync happens when i set the starting time to 18:00 and with fog off. (so i wont lag like crazy :P)

    and we all respawn at the exact same spot, north of chernogorsk, everytime eventhough i set it to random towns. is it meant to be like this?
    i watched a v90 video on youtube and one of them died and mentioned they respawned at a town. maybe they had spawn together on, but i tried that and we all still respawned at the same place, north of chernogorsk.

    wonder if theres anyone with ARMA FREE or ARMA 2 who has played this mission before.

    once i get home i'll try puttin 10 zombies, spawn everywhere and small amount of vehicles. and try to see if debug mode actually makes a difference other than markers on the map.

    if that failed then i guess its my laptop

    OH YES. there should be a param to disallow NVGs at start and can only be found through dead zombies and ammoboxes.
    Exactly same problem as you, just that mine is dedicated and arma 2 free .11, I lowered the params that probably shock the server and managed to play 15-20 min max. not more than that with around 10 to 15 players, start socking it to a total server hang and sometimes crash. All that with 0.95, tried the 0.90 and its little worst, and the start time is always midnight, whatever time I set in parameters.

    Thanks Craig/bobtom for this awesome mission, looking forward for the fix and future updates, let me know if I can help with my little knowledge and hosting.

  9. #249
    Quote Originally Posted by mawendt View Post
    It's more than tweaking the Celery stuff, or editing them.

    Celery's stuff is loop intensive, and works fantastic for a scripted, linear mission that spawns/despawns at triggers with groups more or less in the same localization.

    It fails when it has to deal with dispersed targets (players) with zeds randomly spawned over wide areas (4+ sq km, or a 2x2 map)

    You can fix it by:

    1) Dumping the Celery scripts and going to a location or player based trigger spawn that makes it a localized spawn/despawn. This gets rid of all the non-triggered zombies but might provoke spawn lag if too many people are up.

    2) Dumping the Celery scripts and rethinking new applications of the BIS FNC group spawn command, with zeds as a parameter. This pushes the cpu thinking back into the purer game logic-thinking rather than leveraging script work arounds.

    3) Dumping the Celery scripts and going simplistic 'move to nearest' and 'inflict damage after animation within 2m' script with a sound attachment. This streamlines all the other stuff.

    4) Dumping the Celery scripts server-side and go to a client-side performance demand like Undead mod. Worst choice. What drew me to DZS was that it is all server side, and you lose a percentage of interest (particularly from new players) by having them go through the complicated BIS process of implementing mods. (My plug: they should change this to downloading the mod if not on local at time of connection, like other FPS do for maps and mods - then the server searches for availability, crc's it for cheats, and says yes/no for joining the server).

    What sticks out? Dumping the Celery scripts. Now do not misunderstand my opinions: Celery did a bang-up innovative and talented scripting for what it was - a controlled deployment of zeds with either a very local aggression area or less than six players that generally stick together on a smaller map. Thats not what the unwashed masses want. They want continuous, aggressive zeds with a large online participation - the more zeds and more online players the better.

    What his scripts cannot do is spawn 200 zeds that loop through 30 players locations in the cpu time allotted, on a 12kmx12km playing ield (144km Chenarus, Takistan, or even a 9x9 Zargabad 81km) with everything else that happens on the map (recalc of player positions, bullets flying, smoke and fire, effects and repositions of moveable objects). You really cannot force this big square peg into a small round hole.

    Plus, nows the time to make the big change to some kind of simple scripting that will migrate well to Arma3, which will more or less have the same issues with probably a greater graphics demand. Get the fix in now, and make it work without glitch so you can put it up as fast as possible for A3. Great work, Craig - keep the faith on this. whiskey
    Agree big time

  10. #250
    when editing this mission make sure you do sync everything. our server hasn't really had any issues with lag i keep zombies at 10 instead of a high number when running on dedicated server. if you have any questions please feel free to ask Craig i got a few ideas you might really like as well problem with dayz is there not enough of small building to enter but that could change later down the road.

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