Page 121 of 137 FirstFirst ... 2171111117118119120121122123124125131 ... LastLast
Results 1,201 to 1,210 of 1363

Thread: The Undead Mod

  1. #1201
    Hi Charon

    I like you mod. Its great.
    I look forward to your Update.

    greeting chrys

  2. #1202
    Quote Originally Posted by jacknorrisuk View Post
    Hey Charon, I can't wait!

    DayZ is great and everything, but actually...I prefer your mod. The most interesting aspect of a zombie apocalypse for me is the outbreak and human resistance. I love watching the infection spread around the country as civilians get infected then flee to another town...

    DayZ captures a story where the war has already been lost, months down the line, whereas your zombies are perfect for creating that initial outbreak carnage. As far as I am aware, this is the biggest element of the zombie genre that is totally missing from all other games.

    Carry on!
    What this guy said.
    And please fix the Zombies hovering/sliding across the floors in your future update

  3. #1203
    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.

  4. #1204
    Quote Originally Posted by Celastias View Post
    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.
    Agreed on the first part.

    Shouldn't be too hard, depending on the changes in how the AI behave.

    Welcome back Charon. I've missed you.
    Dynamic Zombie Sandbox - V1.25 released! - HERE

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

  5. #1205
    Quote Originally Posted by Celastias View Post
    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.
    It's technically not an update per se. V0.9 was still too buggy like Genesis had to find out too, so it was unavoidable to completely rewrite the entire system for improved performance (about 500%). So actually it's something completely new ...
    Arma3 Projects in Development : The Undead Mod 3
    Released Arma3 Projects : TroopMonA3
    Arma2 Projects in Development : TroopMon 3 & The Undead Mod 2
    Released Arma2 Projects :The Undead Mod & TroopMon 2 & Predator Mod & Artillery Plus & UrbanPack & Crocodile

  6. #1206
    Gunnery Sergeant Kyle_K_ski's Avatar
    Join Date
    Mar 16 2005
    Location
    Metro Detroit, Michigan, U.S.A.
    Posts
    567

    Lightbulb

    .
    There will be. After Gamescom ... ;P
    SWEET!!! It's great to hear that you're coming back to your fantastic and highly regarded, and much-used mod!

    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.

    Yours!

    .
    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?

  7. #1207
    The documentation says the following:
    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.
    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.

    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 14:55.

  8. #1208
    Quote Originally Posted by Araxiel View Post
    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.
    You can retrieve it via the following variable from the module's variablespace :
    PHP Code:
    "CHN_UNDEAD_SM_CURGRP" 
    So you name your module something like MYMODULE, then it would be :
    PHP Code:
    _pointerToSpawnedGroup =  MYMODULE getvariable "CHN_UNDEAD_SM_CURGRP"
    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.


    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.
    They spawn either at the position of the spawn module or where you place them as units in the editor on the map.

    [*]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?
    First variant, meaning it first spawns a group, then waits, spawn again and so on...

    [*]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?
    The actual undead module (not the spawn module) determines which type of undead will be spawned even by the spawn module.
    It is not possible to mix the zombie types due to their different animations and the resulting script differences.

    [*]Zombies use the normal damage system, is there a way to use the ACE wounding system?[/list]
    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

  9. #1209
    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!

  10. #1210
    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.

Page 121 of 137 FirstFirst ... 2171111117118119120121122123124125131 ... 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
  •