I like you mod. Its great.
I look forward to your Update.
I like you mod. Its great.
I look forward to your Update.
The first and best zombie mod for Arma 2!!! I hope that it might be ported over to Arma 3 when that is released, it will be so much more fun with the new ragdoll physics hehe. Can't wait for the new update.
SWEET!!! It's great to hear that you're coming back to your fantastic and highly regarded, and much-used mod!There will be. After Gamescom ... ;P
I've recently posted at the Addon Request thread some ideas that I have for enhanced-zombies (i.e. "e-z"), which are zombies that have specialized attributes and powers. Instead of me posting a detailed post here regarding this matter, I'll simply supply a link instead. You can find the seven e-z's here: http://forums.bistudio.com/showthrea...=1#post2202040
If you're interested in these concepts, please don't hesitate to let me know. I posted a couple of concept designs that I drew, and then I modified some screenshots to approximate the look that these tactically-challenging creatures would have. I simply ran out of time to do a whole host of concept drawings/paintings, so I took a more expedient path that hopefully still does a good job of conveying what's running through this brain of mine.
There's one additional zombie-type that's not listed there, due to it not being really "enhanced," that is, with special powers and their more fancy visual effects. What I would love to see in zombie-mods such as yours, are zombies that have become so low on energy reserves, that they collapse onto the ground, looking completely dead, but instead they enter a semi-catatonic state. Their sense of hearing and smell becomes hyper-sensitive, and when a edible creature gets close enough (somewhere between 2-3 m. radius), the zombie "wakes up" and attacks. In a sense, they're zombie-mines. They could be so ravenous, that they're version of adrenaline is exceptionally high, and thus they're exceptionally strong (and perhaps exceptionally fast), thus 1-2 melee hits from them=death.
It would be neat to create some specialized skins for them - something that isn't too elaborate. Some of these zombie-mines were laying around for a LONG time, and thus have various degrees of mold growing atop of them. While a freshly-catatonic zombie would still be hard to see due to the height of the wild grass that surrounds them, the long-catatonic zombies would be devilishly hard to see, due to having the color(s) of the mold(s) growing on them, acting as camouflage.
What would also be neat to experience, are "ultra-smart" zombie-mines. These are zombies that will control their hunger long enough to allow targets to pass by them, and then stand up to attack them from behind. Oh yeah, baby!
Anything that increases the sense of paranoia is a major bonus in my book.
I hope that you find this zombie-mine proposal interesting enough to give it a "go," and I hope that the same holds true for the enhanced-zombies as well.
The two largest tank producers in Hitler's Germany were Opel, a wholly owned subsidiary of General Motors (controlled by the J.P. Morgan firm), and the Ford A. G. subsidiary of the Ford Motor Company of Detroit. The Nazis granted tax-exempt status to Opel in 1936, to enable General Motors to expand its production facilities. General Motors obligingly reinvested the resulting profits into German industry.
~From Antony Sutton's magnum opus Wall Street and the Rise of Hitler http://reformed-theology.org/html/bo...eet/index.html
Considering how inferior American made tanks were compared to German ones, why didn't GM or Ford use their designs for their German tanks as a basis for America's military might? How many more lives could've been saved from needless slaughter had they done so?
The documentation says the following:
Now while I sort of understand what that means, I don't know how I can get this "pointer". How can I get the Id of the group that it spawned? What I basicly want is that the spawn module only activates when the group it spawned is killed.A pointer to the currently spawned group will be written in the variable
space of the module, to be accessible for the mission maker if he needs
to have a pointer to it for checks etc.
The variable will only contain the group pointer of the currently spawned
group. As soon as a new group is spawned, it will be overwritten with
the pointer to the new group.
Furthermore have I the following questions:
- Do Zombies spawn all over the map, or only in your vicinity? I think the former, but some confirmation would be nice.
- If I activate the spawner module, does it spawn the first group, and then waits the set time until it spawns the next one? Or does it wait the set time and then first spawns the first group, then waits again, spawns next?
- I can manualy place infected (fast) and zombies (slow), but how can I chose which one the spawner places? By the placed module if I understand it right. But is there a way that spawners can place both zombies and infected? Or rather be able to chose which one of the two they spawn?
- Zombies use the normal damage system, is there a way to use the ACE wounding system?
Last edited by Araxiel; Aug 7 2012 at 15:55.
So you name your module something like MYMODULE, then it would be :PHP Code:
There will be no group handles in the future version due to reorganisation of the addon structure. The group limit has always annoyed me hehe.PHP Code:
_pointerToSpawnedGroup = MYMODULE getvariable "CHN_UNDEAD_SM_CURGRP";
They spawn either at the position of the spawn module or where you place them as units in the editor on the map.Furthermore have I the following questions:
Do Zombies spawn all over the map, or only in your vicinity? I think the former, but some confirmation would be nice.
First variant, meaning it first spawns a group, then waits, spawn again and so on...[*]If I activate the spawner module, does it spawn the first group, and then waits the set time until it spawns the next one? Or does it wait the set time and then first spawns the first group, then waits again, spawns next?
The actual undead module (not the spawn module) determines which type of undead will be spawned even by the spawn module.[*]I can manualy place infected (fast) and zombies (slow), but how can I chose which one the spawner places? By the placed module if I understand it right. But is there a way that spawners can place both zombies and infected? Or rather be able to chose which one of the two they spawn?
It is not possible to mix the zombie types due to their different animations and the resulting script differences.
No, the zombies use the Eventhandler system, so there is no way to achieve that. ACE is for humans, zombies can take a bit more damage otherwise they wouldn't be zombies[*]Zombies use the normal damage system, is there a way to use the ACE wounding system?[/list]
Just curious in in the new update you will add OA units? ie US Army and Takistani Militia/Army/Civilians?
Also, when the zombies are stationary, any plans to implement like a swaying motion instead of them just standing there like pylons? Also when they're just walking aimlessly, have them not have their arms held up, just kind of down and slowly walking around? I believe DayZ has that...although I never played it, just watched 1 or 2 gameplay videos.
Regardless, I'm excited for the update!
Would be too much work to texture all of these now
I am familiar with classic animation, so at a later point i am considering to add some alternate animations.
The priority is to create a killer mod, the details can be tackled later.