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Thread: Zombie sandbox mission/s

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  1. #1
    Private First Class
    Join Date
    Nov 24 2011
    Location
    Zagreb, Croatia
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    31

    Zombie sandbox mission/s

    Greetings! (I posted this same post on Armaholic forum)

    First of all, I’m sorry for long post. Also, sorry for possible mistakes in grammar and things because I’m from Croatia and I’m writing this with my knowledge of English and using Google translate.

    I’m playing Armed Assault for long time now. I mostly create my own missions, well I always create my own missions. But, I don’t know so much about scripting and triggering. So, when I need something I spend hours and hours searching and trying to understand it. Same thing happen last night when I really needed spawn script.

    Half of my missions are created with zombie mod. Armed Assault and Arma2 zombies are very good for simulating zombie outbreak. I always wanted to create mission where I am on the start of outbreak regarding police trying to stop it.

    I think I'm using these zombie mod http://www.armaholic.com/page.php?id=3330 with other addons, like SWAT...

    What I want?
    I will post here everything that I use in this zombie sandbox maps. I’ll post my wishes too. Also, I would be really thankful for any suggestion, advice and comment. If someone thinks something could be used in different way I would like him to say it and with that help me in creating missions like that. And of course, this topic could be helpful for possible others who don’t know things I know…

    Why Armed Assault?
    Charons UNDEAD mod for Arma2 is super but there is one big problem with Arma 2. Every zombie or undead is in separate group what means that you can have only 144 zombies. Also, playing Arma and Arma2 with 300+ civilians is totally different thing.
    OFP? I actually never managed to get zombies to work properly.

    What does Marcellus Wa… My Missions look like?
    1. Decide what will the story be and on witch island.
    2. Add cars manually. I’m trying to add as much cars as I can for realistic environment.
    3. Add civilians. I add 22 civilians in one group. All of them aren’t in formation meaning where I put them there they will be. Civilian group has leader from BluFor (Solider) who got probability of presence set to 0%. This all leads to group of 22 west sided civilians (who won’t spawn on building if I put them in garden). Some groups have waypoint (on their leader) DISSMISED. I used to use only this waypoint but then I realized that after 30 minutes of gameplay most civilians go too far. Because of that I have 1:3 waypointed and nonwaypointed civilian groups.
    4. Add police units. I’m using <SG> Police LAPD ( http://www.armaholic.com/page.php?id=4661 ) addon. With it I'm using RH Pistol Pack Redux by RobertHammer ( http://www.armaholic.com/page.php?id=2109 ). I put this code in police unit for adding weapon/s:
    example:
    Code:
    removeallweapons this; {this addmagazine "6x9x33_magnum"} foreach [1,2,3,4,5,6,7,8]; this addweapon "colt_python"; {this addmagazine "5Rnd_762x51_M24"} foreach [1,2,3,4,5,6,7,8,9,10,11,12]; this addweapon "shotgun"
    5. Add function to police units. This regards adding waypoints. So… This week after hours of learning I managed to create waypoint which sends police unit in car after few minutes. Then, activates polices sirens, sends police to locations and optionally turn off sirens.

    example:
    Code:
    A1 animate ["ani_siren", 1]; A1 exec "\DHI_FordCV\scripts\whelenlightbar.sqs"; A1 exec "\DHI_FordCV\scripts\whelensiren.sqs"; A1 exec "\DHI_FordCV\scripts\decklightsaux.sqs"; A1 exec "\DHI_FordCV\scripts\decklights.sqs"
    6. Then I decorate, time, adding zombie/s, putting at least all police units to playable… I also add weapons in cars (right now I cannot remember how it goes but I managed it to work perfectly in Arma2).

    What I want?
    1. Is there a function in Armed Assault which makes all units playable, like in Arma2?
    Code:
    {addSwitchableUnit _x} foreach allUnits
    2. Really good addons for Police, Ambulance, Firefighters, and other civil services.
    3. Spawn option = Well, this is the thing I managed to do this night. After making many mistakes (like typing ”t.sgs” instead “t.sqs”; typing “USMC_solider” instead “SoldierWB") I managed to create this script which is being activated when independent enters trigger.

    SPAWN.sqs:
    Code:
    _grp = createGroup west;
    unit = _grp createUnit ["Civilian", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian2", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian3", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian4", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian5", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian6", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian7", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian8", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian9", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian10", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian11", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian12", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian13", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian14", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian15", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian16", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian17", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian18", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian19", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian20", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian21", getMarkerPos "MAR", [], 1, "FORM"] ;   
    unit = _grp createUnit ["Civilian22", getMarkerPos "MAR", [], 1, "FORM"] ;   
    [unit] join _grp ;
    It has more. I copy-paste it but changed Marker so I can spawn more of them.

    4. I want to stop using timer for police units to start executing waypoint and start using triggers because I want that police go on crime side when there is really a crime.
    5. Is there a function in Armed Assault which enables to see every single unit on map, something like EYE script for Arma2 (http://forums.bistudio.com/showthrea...l-units-on-map )? This is really importaint to me beacuse I want to keep track of infection.

    I hope I write everything and that it is readable.

    Also, you can watch some of my missions on my youtube channel. I uploaded last three. (I actually record everything that I play so I have tons of gameplay (since december 2010)

    http://www.youtube.com/watch?v=QIwkAj0AVmE
    http://www.youtube.com/watch?v=UsQ1lMKVCFU
    http://www.youtube.com/watch?v=5e0gYijYqWI

    (I tried YOUTUBE function in forum but it didn't work)

    TNX!
    Last edited by SKR; Aug 8 2012 at 11:55.

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