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celery

COOP 10 Chernarus Apocalypse, part three - Addon-free zombie horror!

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Hey guys I modified a version and added NVGs to one of the characters and started walking around and guess what

DON'T CLICK ON MY SPOILER IF YOU DON'T WANT TO BE FREAKED OUT OR LEARN SECRETS! PERIOD!

When you hear a knocking sound and if you look into the woods you might see:

http://img441.imageshack.us/img441/4207/arma2oa2011102015313209.png

http://img687.imageshack.us/img687/4792/arma2oa2011102015321990.png

http://img195.imageshack.us/img195/9080/arma2oa2011102015322258.png

I think it's following you.

Also if you follow the grandmother into the woods when she takes a walk there is a mass grave over there and you will probably be killed by the monster

@Celery Perhaps you should make the monsters eyes red so that is anyone starts looking into the woods they can see the red eyes

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Mission updated to v1.2!

Changelog:

v1.2

  • Fixed a bug that ended the mission at player JIP
  • Fixed second radio being local only to server
  • Fixed dialog not showing
  • Changed color filter
  • Made briefing show the correct grid position if mods are used
  • Improved loot sparkle
  • Decreased number of zombies

A new zombie mission will come shortly. Won't be coop, however.

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Can this be played on OA stand alone, or do you need the original Arma II?

Was not sure if you could somehow get the Chernarus map

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Chernarus is available only to owners of Arma 2. Combined Ops is required.

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Mission updated!

v1.3

  • GPS now shows player name and direction
  • Added player name tags
  • Added bandage counter
  • Personalized interface style
  • Improved body removal
  • Tweaked friendly fire damage
  • Reduced magazine penalty when joining as a used character
  • Improved Morse script
  • Doctor zombies always drop bandages
  • Decreased zombie attack range by 25 cm
  • Reduced performance impact of zombies

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Great work Celery. Personally I'd love to see an SP campaign with your zombie missions. I have a feeling they'd be excellent!

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Hey Celery !

Great new scripts !

But is it possible that taking bandages from dead AI shows a "anyTakeBandage(s)" Action with the new version of you heal script ?

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Hey Celery !

Great new scripts !

But is it possible that taking bandages from dead AI shows a "anyTakeBandage(s)" Action with the new version of you heal script ?

Sorry, I didn't quite understand?

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I mean, if i go close to dead AI teammates i get a "anyTake bandages" action.

But i think the any should not be there.

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I mean, if i go close to dead AI teammates i get a "anyTake bandages" action.

But i think the any should not be there.

Good call, I fixed it for the next versions, although it's not critical because these missions have no AI teammates. Copy and paste the _structure= line from the start to above _action= in the //Add take bandage action to AI, then exit part. I'm really not sure why a local variable defined every time the script is run would be forgotten like that.

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I'm finding it ever so hard to spot a server that hosts this gametype, or any zombie-related gameplay for that matter. Would love to play some bro-op with a few of you guys, as I keep getting my ass handed to me if I play this on single player :(

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If you are lucky on certain nights in Australia, you might find a "Cameron McDonald's Epic Zombie Stomp lolwut Funbash d'Wonderment" or some such similar on the server list...

...you might even find the author playing...

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Whom put the "unhappy face smiley" within the title of this thread?

imo, a scary smiley belongs there!

!

!

;)

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Celery anyway you can guide me on how to get this to work with the ACE Medical system. I'm trying to make a variant with my squad and I've deleted most of the cly_heal and bandages. Doesnt seem as if the hit registers with ACE or something.

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I don't know anything about ACE. Why would you want to change a working system to something that apparently can't handle setDamage wounds?

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I'm trying to incorporate it into a combat misson on Duala as part of easter egg type deal. Where you go to one island and then it activates the zombie scripts.

It's working so far, when you hit the island everything, you can still get damaged and such but not use the bandages.

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AWESOME.

Let's hope no.4 will retain a blend between the atmospheres of no.1 and no.3. Daylight is a no-go as far as enjoyment goes, though. :)

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This darkness doesn't look real if there is a bright heaven with stars. It should be dark because of the clouds.

In Arma 2 the night gets brighter if there are clouds present.

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In Arma 2 the night gets brighter if there are clouds present.

I didn't know that. Is there a bug report for it? Otherwise I would create one.

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I didn't know that. Is there a bug report for it? Otherwise I would create one.

Think about it before doing something rash. Moonlight or Starlight hits clouds, clouds disperse the light over wider area. Like shining a flashlight on to a piece of paper.

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Think about it before doing something rash. Moonlight or Starlight hits clouds, clouds disperse the light over wider area. Like shining a flashlight on to a piece of paper.

LOL. Maybe if they are very thin but do you know what happens on a rainy day. It gets dark despite the sun is shining, guess why. And I can assure you that the sun is much brighter than the stars (at least from our location).

If you are outside of cities and it is really clouded it can get pitch dark.

Btw. thanks for the map Celery. My friends just gave me a hard time because they couldn't see anything even on the horizon. Probably partly because of their screens.

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The darkest night I've ever experienced was hiking in the Colorado wilderness, no moon and no cloud cover, just bright stars and no clouds reflecting any light back to earth. Turn off your headlamp and you literally cannot see anything that isn't the night sky, just like this mission.

I think you're making a big deal out of nothing here.

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Mission updated to v1.4!

v1.4

  • Fixed house conversation not showing
  • Improved loot sparkle functionality
  • Made mission end before the last player enters spectating mode
  • Improved addWeapon script compatibility with vanilla Arma 2
  • Explicitly specified all magazines for crate and addweapon scripts to avoid unexpected bugs with mods

I recommend that you use the 1.60 patch.

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