Page 4 of 39 FirstFirst 1234567814 ... LastLast
Results 31 to 40 of 381

  Click here to go to the first Developer post in this thread.  

Thread: Zmod (Crappy Zombie Mod)

  1. #31
    Great mod! We've been playing a coop mission I created with this zombie mod and it's great fun securing a city from the walking dead.

  2. #32
    dude you have any pics of the stuff?

  3. #33
    -






    REALISM! No, fuck that, FIRE THE LASER!

  4. #34
    is there two versions out yet, I noticed that the link at files-upload has a different filename than the one I downloaded, I can't get the file it keeps giving me an error message.

  5. #35
    Still can't download

    I'll wait for the next version with groans etc
    Any estimate on a release?

  6. #36

  7. #37
    Huzzar! Cheers man, going to try it out

  8. #38
    zombie mod is great! hard as hell to kill but setting up 10 m240's at one end off a road and 25 zombies at the other usually does the trick, allthough the last few always drop 5 feet away from my lines. Keep us updated with any updates. one thing i would change would be the amount of damage they can take, i tried setting up a town with them but even with 10 guys if we meet 3 zombies it just turns in 2 a blood bath with the ai going mental and causing friendly fire! but yeah, brilliant addon, a classic, defo

  9. #39
    Personally, I think the new attack animations are better than the old OFP ones... But that's just me.

    Lubz t3h z0mbeez!

  10. #40
    Congratulations on a great initial addon it's inspired me to resurrect an idea I was kicking around some years back.

    In the summer I'd like to try my hand at zombie logic routines. I did have some rather nice logic worked out that was due to be coded into a fledgling game release but it all got called off. Unfortunately I lost the pseudo code in the site shutdown but it shouldn't take too much to come up with again.

    Although I like these zombies, my zombies will be more like the 1978 Dawn Of The Dead zombies, where numbers and penetration make the game a tense affair. The below shot showed me that the ArmA engine can handle lots of zombies, I got about 200 on-screen with no slowdowns in SP, with simpler models and slower logic (slow zombies only need slow logic) and an urban environment I should get quite a crowd going





    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

Page 4 of 39 FirstFirst 1234567814 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •