Grahame Posted September 18, 2016 Report Share Posted September 18, 2016 (edited) Wait, with the original setup they attack each other again... They did in the early days but not for months for me... We need to talk :) Cheers, Grahame Edited September 18, 2016 by Grahame Completely did not read the message properly... Hazmat 1 Link to comment Share on other sites More sharing options...
Kixo Posted September 18, 2016 Report Share Posted September 18, 2016 17 hours ago, Grahame said: Wait, with the original setup they attack each other again... They did in the early days but not for months for me... We need to talk :) Cheers, Grahame AI soldiers attacked zombies before me actually. I've seen it on one server, it was my first encounter with AI's Link to comment Share on other sites More sharing options...
Hux Posted September 19, 2016 Report Share Posted September 19, 2016 On 9/17/2016 at 6:23 PM, Grahame said: Wait, with the original setup they attack each other again... They did in the early days but not for months for me... We need to talk :) Cheers, Grahame Yeah, it would be nice if the epoch Zs would do the same. Do you know where to find zombie side in the epoch files? Is it possible they're set to civil? I also have the Jurassic Raptor mod running and sometimes the raptors will attack and feed on the zombies. Link to comment Share on other sites More sharing options...
natoed Posted September 19, 2016 Report Share Posted September 19, 2016 Thx for zombies great work, Scared seven shades of shit out of my daughter with Zed's coming out of the ground, it was a master card moment Question - Can I/should I Reducing the zombie sounds with a min and max volume over distance with a custom CfgSounds , like in the example below! ( the kids play with the headset off now) Quote example class CfgSounds { sounds[] = {zombie1}; class zomb1 { name = "zombie1"; sound[] = {"\sounds\zombie1.ogg", 0.4 , 0.8, 150}; // min vol 0.4 , max vol 0.8 , max distance 150}; titles[] = {}; }; }; I love them coming out of a floor in a house btw. Link to comment Share on other sites More sharing options...
Grahame Posted September 19, 2016 Report Share Posted September 19, 2016 17 hours ago, Hux said: Yeah, it would be nice if the epoch Zs would do the same. Do you know where to find zombie side in the epoch files? Is it possible they're set to civil? I also have the Jurassic Raptor mod running and sometimes the raptors will attack and feed on the zombies. Got to look at this again. At one point I did have infected set as CIV on EpochZ then they started attacking each other - ended up with people entering towns full of dead zombies. In the very early days I had interaction between infected and AI, but you can't have the infected activated by AI otherwise server FPS will be in the toilet with all the roaming AI battling zombies all over the map. I'll have a play on the Tanoa server and see what can be done. Link to comment Share on other sites More sharing options...
servegame Posted September 29, 2016 Report Share Posted September 29, 2016 Hi Guys I have my A3 Epoch server up and running Chernarus I have enabled the mod as it comes named "@Ryanzombies" So far no zombies are spawning in to the map. I see above in this thread the mod if referred to as "@Zombies & Demons" I tried to re name it but that didn't seem to work either, I have the latest build (570) and I am using - Zombies & Demons V4.6 Thanks for any assistance Link to comment Share on other sites More sharing options...
RC_Robio Posted September 29, 2016 Report Share Posted September 29, 2016 Did you add the key to the keys folder? Also you can rename to @ryanzombies. I have it that way on my server. Also you can check your rpt to make sure it's loading. Link to comment Share on other sites More sharing options...
servegame Posted September 29, 2016 Report Share Posted September 29, 2016 Hi Yes I added the keys It is already named @ryanzombies so that is what I left it. After checking the rpt I see that it says it is loading. Is there anything else I need to do maybe BE filters?? Link to comment Share on other sites More sharing options...
TheRipper4K Posted September 30, 2016 Report Share Posted September 30, 2016 Did you add Zombies and Demons Module to your mission.sqm? addons[]= { "A3_epoch_config", "A3_Modules_F_Curator_Curator", "a3_map_altis", "Ryanzombies" <--- add this line! }; do you see it is loading in your server log arma3/sc/port2302_xxxxx.log 0:01:46 Ryan's Zombies & Demons | @ryanzombies | false | GAME DIR | 9439c7ffe34403657997eac04e10bb889d81d3c6 | ff6bd66c | /home/steam/arma3/@ryanzombies 0:01:46 Epoch Mod 0.3.9.0 | @epoch | false | GAME DIR | 3d1f39b88a8e6787230554a055f5756f887097b2 | cf2004b8 | /home/steam/arma3/@epoch 0:01:46 Arma 3 DLC Bundle | dlcbundle | true | NOT FOUND | | | 0:01:46 Arma 3 Apex | expansion | true | GAME DIR | ec40f8295ae63a8b823ae3fb2700b9118ff69072 | 231d7bbe | /home/steam/arma3/expansion 0:01:46 Arma 3 Marksmen | mark | true | GAME DIR | a6ae777fb084f739dbdc84cb8a58c864e8fd5ad0 | f71c9869 | /home/steam/arma3/mark 0:01:46 Arma 3 Helicopters | heli | true | GAME DIR | 5b05f65505b7a14ab34754fd014590de8a287023 | e55c01d5 | /home/steam/arma3/heli 0:01:46 Arma 3 Karts | kart | true | GAME DIR | 18cd569ec6fa46f3db80faf3aa51a852874b2028 | 4a0232e1 | /home/steam/arma3/kart 0:01:46 Arma 3 Zeus | curator | true | GAME DIR | 20a9850c01e340b360399c169fc3bb1cb8bf4dc7 | ee9ab146 | /home/steam/arma3/curator 0:01:46 Arma 3 | A3 | true | NOT FOUND | | | 0:01:46 @a3eai | @a3eai | false | GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 | 11fdd19c | /home/steam/arma3/@a3eai 0:01:46 @epochhive | @epochhive | false | GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 | 11fdd19c | /home/steam/arma3/@epochhive I love the Zombies Mod. I added a Zombie Invasion Town on my map with 2 Zombie spawns accumulating to 2000 Zombies max, thats so nice :) Link to comment Share on other sites More sharing options...
phm Posted October 4, 2016 Report Share Posted October 4, 2016 So I finally saw some zombies after playing on the server for an hour or so. I've waited longer for cloaks. Can someone please help me translate this intentionally (?) obscure direction from the mod developer? Quote Zombie stength and abilities can be easily customised. These features are off by default and are only enabled if the appropriate module is placed. WTF? Is the documentation on how to customize hidden somewhere? Cracking open the PBO does not seem to be an option in this case as the PBO is signed. Where are people who wish to customize the mod looking for information on how to customize? Thanks in advance Link to comment Share on other sites More sharing options...
xXLeVeLXx Posted October 14, 2016 Report Share Posted October 14, 2016 Hi i have a problem with the zombies and demons mod i have Epoch on my Server (based on Linux) and the mod works fine zombies spawning and attackin and so on but if someone shoot the zombies the server crash instandly and restarts .. any idea? in log i see this ........... 16:43:05 No speaker given for Dimitris Elias 16:43:05 No speaker given for Takis Petridis 16:43:17 Cannot load sound 'ryanzombies\sounds\attack2.ogg' 16:43:20 Cannot load sound 'ryanzombies\sounds\attack2.ogg' 16:43:21 "DEBUG: _event PlantSpawner" 16:43:24 Cannot load sound 'ryanzombies\sounds\attack4.ogg' 16:43:33 Cannot load sound 'ryanzombies\sounds\attack2.ogg' 16:43:37 Cannot load sound 'ryanzombies\sounds\attack1.ogg' 16:43:41 Cannot load sound 'ryanzombies\sounds\attack5.ogg' 16:43:44 Cannot load sound 'ryanzombies\sounds\attack4.ogg' 16:43:47 Cannot load sound 'ryanzombies\sounds\attack2.ogg' 16:43:51 Cannot load sound 'ryanzombies\sounds\attack5.ogg' 16:44:06 [ZCP]: Waiting for 6 players to be online. 16:45:43 "[A3EAI Monitor] [Uptime:00:15:36][FPS:50][Groups:4/4][Respawn:0][HC:false]" 16:45:43 "[A3EAI Monitor] [Static:1][Dynamic:0][Random:13][Air:1][Land:2][UAV:0][UGV:0]" 16:46:32 Ragdoll - loading of ragdoll source "Soldier" started. 16:46:32 Ragdoll - loading of ragdoll source "Soldier" finished successfully. WATCHDOG (3699): [Fri Oct 14 16:46:47 CEST 2016] Server died, waiting to restart... WATCHDOG (3699): [Fri Oct 14 16:46:52 CEST 2016] Starting server (port 2402)... ............. Link to comment Share on other sites More sharing options...
Drokz Posted January 14, 2017 Report Share Posted January 14, 2017 Any way to make em spawn more often? Link to comment Share on other sites More sharing options...
Krit Posted July 14, 2017 Report Share Posted July 14, 2017 On 10.07.2016 at 3:57 PM, vbawol said: Install Ryan's Zombies and Demons mod on your server and enable it along side epoch. You can use this batch file along with steamcmd to install: https://github.com/EpochModTeam/Epoch/blob/release/Tools/Install/InstallRyanZombies.cmd -mod="@Epoch;@Zombies and Demons;" Edit the line that says: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L37 *not needed as of build 570 ryanZombiesEnabled = false; to say true: ryanZombiesEnabled = true; Add the CfgPatches class for Ryans Zombies to your mission.sqm: https://github.com/EpochModTeam/Epoch/blob/release/Sources/mpmissions/epoch.Tanoa/mission.sqm#L22-L25 like this: addons[]= { "A3_epoch_config", "Ryanzombies" }; Repack your mission pbo, and upload to server. Zombies just don't appear. I did everything right. What could be the reason? Link to comment Share on other sites More sharing options...
natoed Posted July 14, 2017 Report Share Posted July 14, 2017 you have -mod="@Epoch;@Zombies and Demons;" try -mod=@Epoch;@Zombies_and_Demons; don't forget to rename the mod folder to @Zombies_and_Demons, note the underscores - read on a forum (don't remember where) space between words can cause issues as for the "" I have never needed to use that method. cheers natoed Link to comment Share on other sites More sharing options...
Krit Posted July 15, 2017 Report Share Posted July 15, 2017 12 hours ago, natoed said: you have -mod="@Epoch;@Zombies and Demons;" try -mod=@Epoch;@Zombies_and_Demons; don't forget to rename the mod folder to @Zombies_and_Demons, note the underscores - read on a forum (don't remember where) space between words can cause issues as for the "" I have never needed to use that method. cheers natoed Mod I have connects fine. It is connected and working. This can be seen on the server and in rpt. But they do not appear. And it's weird. I can show example of the mission and configuration files. Link to comment Share on other sites More sharing options...
natoed Posted July 15, 2017 Report Share Posted July 15, 2017 can you pastebin your CfgEpochClient.hpp located in your missionfile\epoch_config\Configs also your CfgMainTable.h located in @epochhive\addons\epoch_server_settings\configs sounds like something may have been turned off so to speak, what have you edited! Link to comment Share on other sites More sharing options...
Krit Posted July 15, 2017 Report Share Posted July 15, 2017 Quote start arma3server.exe -mod=@Epoch;@RyanZombies;@RHSAFRF;@RHSUSAF;@RHSSAF -serverMod=@EpochHive -port=2317 Quote class Mission { addOns[] = { "A3_epoch_config", "a3_map_altis", "Ryanzombies" }; Quote ryanZombiesEnabled = "true"; Here are my settings. And it's still not working. Link to comment Share on other sites More sharing options...
Krit Posted July 15, 2017 Report Share Posted July 15, 2017 CfgMainTable.h Quote class Epoch_RyanZombie_1 { lootMin = 5; LootMax = 10; tables[] = { "EPOCH_RyanZombie_1" }; }; Link to comment Share on other sites More sharing options...
natoed Posted July 15, 2017 Report Share Posted July 15, 2017 pastebin your CfgEpochClient.hpp located in your missionfile\epoch_config\Configs the whole thing Link to comment Share on other sites More sharing options...
natoed Posted July 15, 2017 Report Share Posted July 15, 2017 fuck it was right infront of me and I missed it start arma3server.exe -mod=@Epoch;@RyanZombies;@RHSAFRF;@RHSUSAF;@RHSSAF -serverMod=@EpochHive -port=2317 try this hey start arma3server.exe -mod=@Epoch;@RyanZombies;@RHSAFRF;@RHSUSAF;@RHSSAF; -serverMod=@EpochHive;@RyanZombies; -port=2317 as stated in the first post You must have Ryan's Zombies and Demons mod mod enabled on both server and client. Link to comment Share on other sites More sharing options...
Sneer Posted March 27, 2018 Report Share Posted March 27, 2018 Could someone translate this to the updated Epoch version, these are no longer valid. Trying to find what other Zombie classes are available to use. We are only using the Slow type animation set for the zombies right now. However, additional zombie animation types are available: https://github.com/EpochModTeam/EpochCore/blob/experimental/Sources/a3_epoch_configs/Configs/CfgVehicles/Antagonists.hpp#L784-L1003 (Slow,Crawler, Spider, Boss, Walker,Medium) the spawning classes are setup here: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L176 Link to comment Share on other sites More sharing options...
He-Man Posted March 27, 2018 Report Share Posted March 27, 2018 I have played a bit with the Zombies a while ago and a good setting was: zeds[] = { "EPOCH_RyanZombie_1","EPOCH_RyanZombie_2","EPOCH_RyanZombie_3","EPOCH_RyanZombie_4","EPOCH_RyanZombie_5", "EPOCH_RyanZombie_1_C","EPOCH_RyanZombie_2_C","EPOCH_RyanZombie_3_C","EPOCH_RyanZombie_4_C","EPOCH_RyanZombie_5_C", "EPOCH_RyanZombie_1_Sp","EPOCH_RyanZombie_2_Sp","EPOCH_RyanZombie_3_Sp","EPOCH_RyanZombie_4_Sp","EPOCH_RyanZombie_5_Sp", // "EPOCH_RyanZombie_1_B","EPOCH_RyanZombie_2_B","EPOCH_RyanZombie_3_B","EPOCH_RyanZombie_4_B","EPOCH_RyanZombie_5_B", "EPOCH_RyanZombie_1_W","EPOCH_RyanZombie_2_W","EPOCH_RyanZombie_3_W","EPOCH_RyanZombie_4_W","EPOCH_RyanZombie_5_W", "EPOCH_RyanZombie_1_S","EPOCH_RyanZombie_2_S","EPOCH_RyanZombie_3_S","EPOCH_RyanZombie_4_S","EPOCH_RyanZombie_5_S", "EPOCH_RyanZombie_1_M","EPOCH_RyanZombie_2_M","EPOCH_RyanZombie_3_M","EPOCH_RyanZombie_4_M","EPOCH_RyanZombie_5_M", "EPOCH_RyanZombie_1","EPOCH_RyanZombie_2","EPOCH_RyanZombie_3","EPOCH_RyanZombie_4","EPOCH_RyanZombie_5", "EPOCH_RyanZombie_1_C","EPOCH_RyanZombie_2_C","EPOCH_RyanZombie_3_C","EPOCH_RyanZombie_4_C","EPOCH_RyanZombie_5_C", "EPOCH_RyanZombie_1_Sp","EPOCH_RyanZombie_2_Sp","EPOCH_RyanZombie_3_Sp","EPOCH_RyanZombie_4_Sp","EPOCH_RyanZombie_5_Sp", "EPOCH_RyanZombie_1_W","EPOCH_RyanZombie_2_W","EPOCH_RyanZombie_3_W","EPOCH_RyanZombie_4_W","EPOCH_RyanZombie_5_W", "EPOCH_RyanZombie_1_S","EPOCH_RyanZombie_2_S","EPOCH_RyanZombie_3_S","EPOCH_RyanZombie_4_S","EPOCH_RyanZombie_5_S" }; I have not used the _B classes, as they are really too fast and I have used the _M class only once in this array (all others twice), because they also are fast and should not pop up too often. Currently we are only working on the next Hotfix and don't want to add much more. After the release of the Hotfix, we can add it and test a bit more (BE-Filters for example) Link to comment Share on other sites More sharing options...
Sneer Posted March 27, 2018 Report Share Posted March 27, 2018 ok thanks, what about this too from CfgEpochClient.hpp Does this mean antagonist chance will always be this type of zombie "EPOCH_RyanZombie_1"? also with AntagonistSpawnIndex, does this mean allow only 12 of that kind of zombie again "EPOCH_RyanZombie_1"? Do all types of zombie classes spawn even if these say EPOCH_RyanZombie_1? antagonistChances[] = { // {"type", chance} "Epoch_Cloak_F",0.06, "GreatWhite_F",0, "Epoch_Sapper_F",0.12, "Epoch_SapperG_F",0.06, "Epoch_SapperB_F",0.03, "I_UAV_01_F",0.06, //default 0.12 "PHANTOM",0.03, "B_Heli_Transport_01_F",0, "EPOCH_RyanZombie_1",0.16, //default 0.12 "I_Soldier_EPOCH",0 }; antagonistSpawnIndex[] = { // {"type", limit} {"Epoch_Cloak_F",1}, {"GreatWhite_F",2}, {"Epoch_Sapper_F",2}, {"Epoch_SapperG_F",1}, {"Epoch_SapperB_F",1}, {"I_UAV_01_F",2}, {"PHANTOM",1}, {"B_Heli_Transport_01_F",1}, {"EPOCH_RyanZombie_1",12}, {"I_Soldier_EPOCH",1} Link to comment Share on other sites More sharing options...
He-Man Posted March 27, 2018 Report Share Posted March 27, 2018 Yes this should work, because "EPOCH_RyanZombie_1" is the base class of all other Zombies. There should be no other change needed. Only more random... Link to comment Share on other sites More sharing options...
Sneer Posted March 27, 2018 Report Share Posted March 27, 2018 Awesome, thank you! Link to comment Share on other sites More sharing options...