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The year is 2025, six months after person or persons unknown unleashed the H7D3 virus on the world, killing a large proportion of the world's population and turning many of the "survivors" into mindless "zombies" - feral and infectious, very much alive and very, very hungry... Trying to create the feel of John Ringo's Black Tide Rising universe with less weaponry available, though if you want to chase Zs with a Saiga they are around. Knock yourself out. IP: 149.56.28.85:2302 Visit the EpochZ Community Forum or contact us on Discord. Required Mods Ryan's Zombies and Demons: currently using COS to spawn the Zs, though there are also native spawns around the map with more to come. Normal infected in urban areas are walkers, the spawns are fast Zombies so watch out. CBA_A3, CUP Weapons, CUP Units, CUP Vehicles: it's 2025 with 2025 weapons and vehicles. I've completely overhauled loots.h for CUP but not increased the loot spawn chances. CUP Terrains Core: for upcoming map changes and the ports of old Wicked AI missions. Tryk's Multi-Player Uniforms: lots more uniforms for the uniform junkies out there. This is the one that you want if you are downloading via Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=779520435 RDS Civilian Vehicles: primarily for the deployable bicycle but you also get a load of old favourites including Thomas the Tractor and the excellent Yamaha TT650! Enhanced Movement Mod: Sneeki Breeki your way into a base with a buddy vaulting you over the wall, or just climb on a roof or through a window to avoid the infected! Hellenic Armed Forces Mod (HAFM): for all those nice Greek uniforms and vehicles. NI Arms All-in-One Mod: All the weapons and attachments from the mod are available at the traders and spawn as loot. Scripts A3EAI: with vehicle and helicopter patrols. AI patrols and spawns replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent militia if you don;t shoot them down). The AI will interact with the Zs and vice versa. SEM, BlackEagl's and WAI Missions: all with weapons, equipment and loot customized for CUP and including SEM Convoy missions. And yes, there is the WAI Nuke mission. If no one's dealt with that before the timer expires run like hell DayZ style Helicopter Crash Sites: with reduced CUP-based loot. C-130 Supply Drops, guarded by AI and with CUP-based loot. Deployable and packable bicycles and unarmed mozzies, so long as you have a Tool Kit (available in starting gear) and the other build parts (just Vehicle Repair Parts for a bicycle). New buildables at your base including working Portable Lights, a Sink and Field Toilet (both are water sources), Razor Wire, Watch Tower, various Sandbag Walls, Fuel Pump, large and small Camo Nets, Loudspeakers, a Burn Barrel and an ATM. Black Market Traders in trader camps and elsewhere. HALO/Ground Spawns and you can select limited Starting Gear Halv's Repair and Reammo Script, rearm and repair your vehicles in the repair shops at gas stations @Sp4rkY's Extended Safe Zones with Vehicle Protection! Advanced Towing and Advanced Rappelling Features All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together. No building restrictions, build where ever you want 150m Jammer range 7-day base maintenance 48-hour vehicle locks 4 hour restarts, day/night cycle PvE or PvP, your choice (but remember the AI and Zs will be after you too) The only safe zones are the five marked on the map (north, south, east, west and central). Everywhere else on the map is a free-fire zone so stay frosty, and alert.
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EpochZ - A dynamic spawner for Ryan's Zombies on Epoch servers
Grahame posted a topic in AI Missions
By Grahame, @natoedand @Drokz (and others). Based on ExileZ 2.0 by Patrix87 which was forked from an original project named EXILE-Z created by SAM, Otto and CaptionJack of RelentlessServers.com based on Civilian Life by code34. Released under the same Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) license. Incorporates DayZ-style Heli Crash Site code from @rvg?!, based on the original script by @Richie Feature List from the original ExileZ 2.0 Dynamically spawns Ryan's Zombies. An infinite set of spawner configurations Harassing zombies aka Random encounters that will spawn near players wherever they are. Hordes! The number of zombies in a town is proportional to the number of player in that town (adjustable ratio) Very lightweight. Server Side only! A constant flow of zombies in towns. Fully configurable Supports any map! Map support included in base EpochZ 1.0 build for Altis, Tanoa, Chernarus Redux, Australia and Takistan Safezone protection. Zombie Missions! (Not tested in EpochZ 1.0) The possibility to display infested zones on map. Adjustable zombies health and damage. Zombies won't disappear if close to a player. Zombies won't spawn right next to a player. Turn off all lights on the map by setting the LightsOff variable to true in fn_init.sqf (not working atm... we're working on a fix) New Features in EpochZ 1.0 Reworked for use on Epoch servers. Infected will not be spawned within minJammerDistance of a frequency jammer. DayZ Style Heli Crash Site code incorporated within EpochZ so infected will spawn at a heli crash site. If you use it then remove the helicrash.pbo from @epochhive/addons Infected entering safe zones defined in fn_init.sqf in the SafeZonePositions[] array will be deleted. If SpawnWithinTriggerRadius is set to true in fn_init.sqf then the infected will spawn throughout the entire trigger area, otherwise they will spawn between MinSpawnDistance and MinSpawnDistance of the centre of the trigger. Download https://github.com/morgoth0/EpochZ Installation If you just want to use our default version on Altis then simply upload the epochz.pbo in @epochhive/addons in the GitHub repository into the same location on your Epoch server and restart. This addon is incredibly customizable and I am working on full documentation for it to help people set it up the way they want. In the meantime the code is very well commented and, assuming you have a reasonable knowledge of configuring addons then here are the files in which you can change it to suit your needs: epochz/init/fn_init.sqf: contains all configuration settings and trigger definitions epochz/init/TriggerPositions.sqf: defines all locations for infected spawns and which trigger class they are in epochz/init/ZClasses: defines the classes of infected spawned in each trigger type epochz/init/ZLoot.sqf: what loot is found on the infected epochz/init/ZVest: what vests are worn by the infected Screenshot http://www.grahamecurtis.com/images/epochz_spawns.jpg -
Hi All, Since there seem to be quite a few people who seem to be interested in zombies for Epoch, I thought I'd provide a small tutorial based on my experiences setting up the Ryan's Zombies & Demons mod for my server. I'd like to acknowledge posts by Knives (on configuring Epoch) and synnr (for configuration of the Civilian Occupation System for spawning zombies) on the Ryan's Z&D thread on BIS' forums. Note: This tutorial assumes that you have basic administration experience on a dedicated Epoch server, you are comfortable modifying PBO sources and editing mission files and have an understanding of coding in the Arma 3/Epoch environment. Installing the mod The first thing to do is, of course, to install the Zombies & Demons mod. For your client you can simply subscribe to the mod on Steam or install it via one of the many Arma 3 launchers. For the server I downloaded the mod from Dropbox (the link is on the first page of the thread on the BIS forums and changes with each release) and FTPed the @Ryanszombies folder to my Arma root folder on my dedicated server. Copy the bikey found as RyanD.bikey in the @Ryanszombies/Keys folder to the Keys folder in your Arma 3 root folder. You now need to add the mod to the start up parameters for Arma 3 on your server as below: @Epoch;@allinarmaterrainpack;@EpochHive;@Ryanzombies; There are changes to be made to the mission PBO, so you'll need to download that from your server's MPMissions folder and open it using a PBO manager such as Eliteness or PBO Manager. Go into the mission folder and you'll see a number of files, the only one of interest for this process being mission.sqm. To easily edit mission.sqm you'll want to use a code editor such as Notepad++. The first change to mission.sqm is to add "ryanzombies","ryanzombiesfunctions" to the addOns[] list. Now to configure BattlEye Add the following line to setpos.txt: 1 "" !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" Add the following to the end of the first line in createvehicle.txt: !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" !="RyanZombieC_man_1medium" !="RyanZombieC_man_polo_1_Fmedium" !="RyanZombieC_man_polo_2_Fmedium" !="RyanZombieC_man_polo_4_Fmedium" !="RyanZombieC_man_polo_5_Fmedium" !="RyanZombieC_man_polo_6_Fmedium" !="RyanZombieC_man_p_fugitive_Fmedium" !="RyanZombieC_man_w_worker_Fmedium" !="RyanZombieC_scientist_Fmedium" !="RyanZombieC_man_hunter_1_Fmedium" !="RyanZombieC_man_pilot_Fmedium" !="RyanZombieC_journalist_Fmedium" !="RyanZombieC_Orestesmedium" !="RyanZombieC_Nikosmedium" Add the following line to setdamage.txt: 5 "" !=RyanZombieC !="0.700000" Make the following changes to scripts.txt: Add !="_zombie enableFatigue false;" to the line beginning with 7 enableFatigue Add !="fnc_RyanZombies_SetHitIndex = compileF" to the line beginning with 7 setVelocity Add !"ryanzombies" to the line beginning with 7 addWeaponCargo Add !"ryanzombies" to the line beginning with 7 addMagazineCargo Add !"ryanzombies" to the line beginning with 7 addItem Add !="Ryanzombiesdamage" to the line beginning with 7 setDamage Add !="_zombie = _this select 0;" "_zombie setdammage 0.7" to the line beginning with 7 setDammage Add !="_zombie addMPEventHandler" to the line beginning with 7 addMPEventHandler I found that I also needed make one change to the BEServer.cfg (how you edit this file depends on who you're hosting the server with). You'll need to alter the line beginning MaxSetDamagePerInterval as follows (I chose 10000 simply as a number that probably won't ever be exceeded): MaxSetDamagePerInterval 10000 1 After making this change I believe that you need to restart BattlEye using a utility like RCON. At this point Ryan's Zombies & Demons is installed on and available for use after you start up the server. Download the mod to your PC using your preferred launcher (or manually if you wish). However, as yet you don't have zombies on the map. I'll deal with this next. Adding the Z to a Zombie Epochalypse Adding Zombies to your map can be achieved in two different ways. The first and easiest is to take advantage of the Civilian Occupation System (COS) scripts and use them to populate all population centres with zombies; the second is to spend a lot of time placing native Ryan's Zombies & Demons mod zombie spawners; and the third (my own personal preference) is to use a combination of both. I use COS to populate all the towns and villages on Altis in my map and set up specific zombie spawners for special locations that, IMO, deserve a horde. No matter which option you choose, you are going to have to set up some basic GameLogics on the map to let Ryan's mod configure the default configuration. This will involve creating and editing a new mission from which you will extract information to add to your Epoch mission files. Setting up Ryan's Zombies & Demons Basics First off, start up Arma 3 with Ryan's Zombies and Demons as a loaded mod. When you get to the start screen select Editor and then the map that matches that of your Epoch server. When in the Editor the first thing you have to do is place a unit - can simply be a Rifleman, doesn't matter, you just need to place a unit before you can place the GameLogics you will need later. The next thing to do is place the Game Logic Spawner. Select Modules and double click on the map. Select the category 'Zombie Settings' and then the module "Game Logic Spawner' (see the screenshot below). This allows you to set the overall configuration for zombies on the map, for example the maximum number of spawned zombies, how many are spawned per horde initially and how close you need to be to the spawn point for the zombies to start to appear. Note, you should give it a name, for example, 'Zombie_Settings' to make it easier to see in your mission file when you've finished editing. You can also select other Modules after to set other defaults for the zombies or demons spawned. Here for example is screen for setting the health of zombies: Set those up how you like them and then we'll move on to how to get zombies spawning on the map. You'll want to stay in the Editor for the moment. Later when we've finished I'll let you know how to get this information into your mission so that the zombies will appear on your server how you want them. Setting up Zombies via the default Spawn mechanism Ryan's Zombies & Demons has modules called Spawners which you can place on the map and which will, when so placed, spawn a horde where you placed it. Select Spawner from the drop-down list of modules for Zombie Settings and double click on the map where you want to place the spawn. You'll then see this screen: Name it based on the location for convenience and to be able to easily see it in the mission.sqm you're going to save. You'll want the side to be Independent. The type should match your view of what zombies should appear and how they behave. You have slow (Walking Dead), medium (my view of Ringo's Black Tide zombies) and fast (think 28 Days Later) and military and/or civilian and a few other types to choose from. Activation should be for both Blufor and Opfor since in Epoch men are Blufor and women characters are Opfor. This guarantees that the zombies activate for all player characters. You can also select the activation radius and the cap for the total number of spawned zombies in this location at any time. If you are poplulating the world using these spawners then simple rinse and repeat until you've set all of the spawns up and then save the mission with a name that you'll recognize, for example "zombie_setup". Using Civilian Occupation System as an alternative or in addition to the standard spawns Civilian Occupation System (COS) is a set of scripts that populate urban areas with civilians but it just so happens that it is also a way to easily place zombies in all urban areas on your map. I personally use COS to do exactly that and then set up a few additional spawns in areas where I think a massed horde should be present (for example Karvala Hospital...). If you're simply going to use the default spawners then you can ignore this step. We'll get to configuring COS later, but while you're in the editor you will need to add a GameLogic to get it working. To do this, select the individual unit function, double click anyway on the map select units and select the side as Game Logic and the class as Objects: Name it SERVER and add the following to the INITIALIZATION field: null=[] execVM "cos\cosInit.sqf"; After hitting okay, save the mission again. Adding the Zombies to you mission PBO At this point you have all the information you will need to configure zombie spawns using the default spawn mechanism and it will be simply a case of extracting that information from the mission.sqm that you've just created and placing it in the mission.sqm in your server's mission.sqm (the one you extracted earlier from the mission PBO, e.g. epoch.Altis.pbo). The saved mission.sqm will be, by default, located in C:\Documents\Arma 3\missions\<the name you saved the mission as>, e.g C:\Documents/Arma 3\mission\zombie_setup\mission.sqm. Here's an example of a file with entries for COS, Zombie settings and a Spawner: version=12; class Mission { addOns[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "ryanzombiesfunctions", "A3_Modules_F", "a3_map_altis" }; addOnsAuto[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "ryanzombiesfunctions", "A3_Modules_F", "a3_map_altis" }; randomSeed=2746002; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; class Groups { items=6; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={12040.725,5.5149193,10609.327}; id=0; side="WEST"; vehicle="B_Soldier_F"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11948.96,11.335839,10503.363}; class args { items=9; class Item0 { value="100"; parentCls="RyanZM_ModuleSpawner"; typeName="Amount"; }; class Item1 { value="10000"; parentCls="RyanZM_ModuleSpawner"; typeName="TotalAmount"; }; class Item2 { value="5"; parentCls="RyanZM_ModuleSpawner"; typeName="Start"; }; class Item3 { value="60"; parentCls="RyanZM_ModuleSpawner"; typeName="Frequency"; }; class Item4 { value="0.5"; parentCls="RyanZM_ModuleSpawner"; typeName="Delay"; }; class Item5 { value="0"; parentCls="RyanZM_ModuleSpawner"; typeName="Density"; }; class Item6 { value="0.9"; parentCls="RyanZM_ModuleSpawner"; typeName="Activation"; }; class Item7 { value="100"; parentCls="RyanZM_ModuleSpawner"; typeName="ActivationRadius"; }; class Item8 { value="14"; parentCls="RyanZM_ModuleSpawner"; typeName="HordeSize"; }; }; id=1; side="LOGIC"; vehicle="RyanZM_ModuleSpawner"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11970.136,10.336121,10379.738}; class args { items=2; class Item0 { value="0.7"; parentCls="RyanZM_ModuleZombieHealth"; typeName="ZombieMaxHealth"; }; class Item1 { value="0.7"; parentCls="RyanZM_ModuleZombieHealth"; typeName="DemonMaxHealth"; }; }; id=2; side="LOGIC"; vehicle="RyanZM_ModuleZombieHealth"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11850.136,12.167753,10422.125}; class args { items=3; class Item0 { value="0.7"; parentCls="RyanZM_ModuleInfection"; typeName="Infection"; }; class Item1 { value="30"; parentCls="RyanZM_ModuleInfection"; typeName="InfectionTimer"; }; class Item2 { value="0.9"; parentCls="RyanZM_ModuleInfection"; typeName="Uniform"; }; }; id=3; side="LOGIC"; vehicle="RyanZM_ModuleInfection"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item4 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10777.195,4.790421,10895.428}; class args { items=15; class Item0 { value="0.9"; parentCls="RyanZM_ModuleSpawn"; typeName="Side"; }; class Item1 { value="0.65"; parentCls="RyanZM_ModuleSpawn"; typeName="Type"; }; class Item2 { value="0.95"; parentCls="RyanZM_ModuleSpawn"; typeName="Type2"; }; class Item3 { value="0.95"; parentCls="RyanZM_ModuleSpawn"; typeName="Type3"; }; class Item4 { value="0.7"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation"; }; class Item5 { value="0.5"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation2"; }; class Item6 { value="0.9"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation3"; }; class Item7 { value="100"; parentCls="RyanZM_ModuleSpawn"; typeName="ActivationRadius"; }; class Item8 { value="100"; parentCls="RyanZM_ModuleSpawn"; typeName="AliveAmount"; }; class Item9 { value="10000"; parentCls="RyanZM_ModuleSpawn"; typeName="TotalAmount"; }; class Item10 { value="5"; parentCls="RyanZM_ModuleSpawn"; typeName="Start"; }; class Item11 { value="60"; parentCls="RyanZM_ModuleSpawn"; typeName="Frequency"; }; class Item12 { value="0.5"; parentCls="RyanZM_ModuleSpawn"; typeName="Delay"; }; class Item13 { value="0"; parentCls="RyanZM_ModuleSpawn"; typeName="Density"; }; class Item14 { value="14"; parentCls="RyanZM_ModuleSpawn"; typeName="HordeSize"; }; }; id=4; side="LOGIC"; vehicle="RyanZM_ModuleSpawn"; leader=1; lock="UNLOCKED"; skill=0.60000002; text="Orimea_Spawn"; }; }; }; class Item5 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12128.96,8.0174341,10521.024}; id=5; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text="SERVER"; init="null=[] execVM ""cos\cosInit.sqf"";"; }; }; }; }; }; class Intro { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=3426787; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; class OutroWin { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=9212940; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; class OutroLoose { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=1247975; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; Take a look at class Groups. All the entries to be copied are located here. Ignore the first entry which is the Rifleman you placed on the map. Now open the mission.sqm for your server. You'll see a class Groups in here to. It should start like this: class Groups { items = 100; class Item0 { side = "CIV"; class Vehicles { items = 1; class Item0 { position[] = {23598.076,3.19,17997.086}; azimut = 136.241; special = "NONE"; id = 0; side = "CIV"; vehicle = "VirtualMan_EPOCH"; player = "PLAY CDG"; leader = 1; skill = 0.6; }; }; }; It then has another 99 items (class Item1 to Item99). The items that you created in your mission file will need to be copied and pasted into this list at the end, changing their names to Item100, Item101, Item102, etc. For example, the object Item1 in the file above should be renamed Item100, the object Item2 would be Item101, etc. When you've added all the entries you will also need to change the line that reads, items = 100; to items = xxx where xxx is one more than the last Item number you added. For example, if the last class Item object is Item 106, then change this line to items=107. At this point, if you're not using the Civilian Occupation System to populate zombies in urban areas you are almost done. All you need to do now is re-pbo your mission file, upload it to the server and restart the service. Enjoy zombie awesomeness.... If you are using COS then read on... Configuring COS You'll want to download COS to your PC from Armaholic. Unpack the archive and go into the COS_05 folder created. Inside there is a folder called COS.Altis which contains a folder called cos, a mission.sqm and a 'Read me' text file. You want to copy the cos folder to your mission folder. Go into that copied folder and you need to edit two files. First open cosInit.sqf in Notepad++. Change the line that reads: DefaultSide = Civilian;// Set side of units spawned to DefaultSide = Resistance;// Set side of units spawned Change the lines COScars=true;// Spawn Cars COSparked=true;// Spawn parked cars to COScars=false;// Spawn Cars COSparked=false;// Spawn parked cars And the line that reads COScivPool =["C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_hunter_1_F","C_man_p_beggar_F","C_man_p_beggar_F_afro","C_man_p_fugitive_F","C_man_p_shorts_1_F","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_6_F","C_man_shorts_1_F","C_man_shorts_2_F","C_man_shorts_3_F","C_man_shorts_4_F","C_man_w_worker_F"]; to COScivPool =["RyanZombieC_man_1medium", "RyanZombieC_man_polo_1_Fmedium", "RyanZombieC_man_polo_2_Fmedium", "RyanZombieC_man_polo_4_Fmedium", "RyanZombieC_man_polo_5_Fmedium", "RyanZombieC_man_polo_6_Fmedium", "RyanZombieC_man_p_fugitive_Fmedium", "RyanZombieC_man_w_worker_Fmedium", "RyanZombieC_scientist_Fmedium", "RyanZombieC_man_hunter_1_Fmedium", "RyanZombieC_man_pilot_Fmedium", "RyanZombieC_journalist_Fmedium", "RyanZombieC_Orestesmedium", "RyanZombieC_Nikosmedium"]; As you gain experience with COS you can also later modify the numbers of zombies spawned in each urban area and whitelist or blacklist areas of the map. I'll leave that as an exercise for the reader. Finally, you have a choice of having the zombies stand statically until they detect a player by sight or shot or whether they patrol their towns and villages. If you want them moving around then you don't need to make any further changes. If you want them static to start with then edit the file cosCore.sqf and change the lines // Apply Patrol script to all units null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; to // Apply Patrol script to all units //null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; After this just repack your mission PBO, upload to your server and restart it and enjoy some yummy zombie action. There are a lot of other features that can be customized with this excellent mod and a lot more tales to tell. For the moment though I'll leave it off here. If you see any issues with the tutorial or things that need further explanation please let me know and I'll edit this post. I think I've covered and caught everything and it's working well on my server but Murphy's Law is a terrible thing. A final note: once configured correctly the zombies are there and will viciously attack you. At this time you will not see any attack animations due to the removal of certain functions from Epoch a while ago. I raised an issue on GitHub for this and VBAWOL has said that he will be restoring these remote execs now that BIS has provided security for server admins via the CfgRemoteExec class. In order to get these animations working when this has been done you will need to change the following lines in description.ext from class CfgRemoteExec { class Functions { mode = 1; jip = 0; class EPOCH_server_save_vehicles { allowedTargets=2; jip = 0; }; }; class Commands {mode=0;}; }; to class CfgRemoteExec { class Functions { mode = 1; jip = 0; class EPOCH_server_save_vehicles { allowedTargets=2; jip = 0; }; // Following added for Ryan's Zombies & Demons class fnc_RyanZombies_SwitchMove { allowedTargets=0; }; class fnc_RyanZombies_PlayMoveNow { allowedTargets=0; }; class fnc_RyanZombies_DoMoveLocalized { allowedTargets=0; }; class fnc_RyanZombies_Bleeding { allowedTargets=0; }; class fnc_RyanZombies_Velocity { allowedTargets=0; }; class fnc_RyanZombies_SetHitIndex { allowedTargets=0; }; }; class Commands {mode=0;}; }; Cheers, Grahame.
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Can someone tell me if im doing something wrong here? Im trying to spawn a random amount of coins on Zombies when they die. This is my zombie_generate.sqf and im calling it from my custom compiles. Sorry, but im on my phone and cant find a spoiler box button. #include "\z\addons\dayz_code\loot\Loot.hpp" private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies", "_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose", "_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"]; _position = _this select 0; _doLoiter = _this select 1; // wonder around _unitTypes = _this select 2; // class of wanted models //_wildspawns = _this select 3; _bypass = _this select 3; _maxlocalspawned = round(dayz_spawnZombies); //Lets check if we need to divide the amount of zeds if (r_player_divideinvehicle > 0) then { _maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle); }; _maxControlledZombies = round(dayz_maxLocalZombies); _cantSee = { private "_isOk"; _isOk = true; _zPos = +(_this select 0); if (count _zPos < 3) exitWith { diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos]; false }; _zPos = ATLtoASL _zPos; _fov = _this select 1; // players half field of view _safeDistance = _this select 2; // minimum distance. closer is wrong _farDistance = _this select 3; // distance further we won't check _zPos set [2, (_zPos select 2) + 1.7]; { _xasl = getPosASL _x; if (_xasl distance _zPos < _farDistance) then { if (_xasl distance _zPos < _safeDistance) then { _isOk = false; } else { _eye = eyePos _x; // ASL _ed = eyeDirection _x; _ed = (_ed select 0) atan2 (_ed select 1); _deg = [_xasl, _zPos] call BIS_fnc_dirTo; _deg = (_deg - _ed + 720) % 360; if (_deg > 180) then { _deg = _deg - 360; }; if ((abs(_deg) < _fov) && {( // in right angle sector? (!(terrainIntersectASL [_zPos, _eye]) // no terrain between? && {(!(lineIntersects [_zPos, _eye]))}) // and no object between? )}) then { _isOk = false; }; }; }; if (!_isOk) exitWith {false}; uiSleep 0.001; } forEach playableUnits; _isOk }; _skipFOV = false; if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { if (_bypass) then { _skipFOV = true; _position = [_position,3,20,1] call fn_selectRandomLocation; }; if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; }; if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then { _tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0; if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; }; if (count _unitTypes == 0) then { _unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass"); }; // lets create an agent _type = _unitTypes call BIS_fnc_selectRandom; _radius = 5; //_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"}; _agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"]; uiSleep 0.03; //add to global counter dayz_spawnZombies = dayz_spawnZombies + 1; dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1; dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1; //Add some loot if (0.3 > random 1) then { _lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot"; if (isText _lootGroup) then { //_lootGroup = dayz_lootGroups find getText (_lootGroup); _lootGroup = Loot_GetGroup(getText _lootGroup); //[_agent, _lootGroup, 1] call loot_insert; Loot_Insert(_agent, _lootGroup, 1); }; }; _agent setVariable["agentObject",_agent]; if (!isNull _agent) then { _agent setDir random 360; uiSleep 0.03; _position = getPosATL _agent; _favStance = ( switch ceil(random(3^0.5)^2) do { //case 3: {"DOWN"}; // prone case 2: {"middle"}; // Kneel "middle" default {"Up"}; // stand-up } ); _agent setUnitPos _favStance; _agent setVariable ["stance", _favStance]; _agent setVariable ["BaseLocation", _position]; _agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still _coinsRandom = random 1; if (_coinsRandom <= 0.5) then { _cash = round(random 20) * 5; // number between 0 and 200 Add Coins to Zombie _agent setVariable["CashMoney",_cash ,true]; // Add Coins to Zombie }; }; }; };
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First test of infected spawns via the standard ARMA3 Epoch lootbubble. Infected spawn out of LOS and right now just a hard coded one per building. No DayZ code was used in this new feature. As always, apologies for the video quality, my PC is a potato...
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[NOX] Epoch Chernarus Redux | Bike | Zombies | Virtual Garage
Drokz posted a topic in Public Servers
Hello Epoch community, I'd like to present you our Epoch Chernarus Redux Server: Here are some Server features: Increased Epoch Loot, added ground loot and increased object loot Vector Building Armed Vehicles (up to 40mm Grenades) Zombies (Epochs Ryanzombies) AI Patrols (Cars and Helis) Added Military Buildings and Skalisty Bridge Changed Trader Positions and added Advanced Safezones with Vehicle Protection Rearm/Repair/Refuel options at Service Points CUP Vehicles and CUP Weapons Advanced Towing Shorter building delays 7 Days of Base maintenance Blackmarket Traders for Vehicles Guns higher than 7.62 are more rare then usual guns Serverwebsite: nox-epoch.de Everybody is welcome ( excludes Glitchers, Haxors etc. :P ) Hope to see you soon! :)- 8 replies
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Connection Info: 199.60.101.242:2302 Addons: @EPOCH Steam Group Page: http://steamcommunity.com/groups/ApricotCrew Discord: https://discord.gg/tHVsxqU Team Speak Server: 216.105.171.14:10158 Web (under construction): http://apricotcrew.com/ Group Description: Apricot Crew—a gaming community built on mutual respect Are you tired of TS servers full of dictators, crazy rules, and painful disruptions to your gaming experience? Look no further, you finally found a place to call "home." Apricot Crew is a community of like minded gamers. If you respect us, we'll respect you. For the love of the game, have fun! P.S. We started this server as a bunch of friends who wanted a dedicated place to play Epoch. Come try it so we can have more people on at once...
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This server has been decommissioned due to lack of donations to keep it running. The year is 2045, twenty years after person or persons unknown unleashed the H7D3 virus on the world, killing a large proportion of the world's population and turning many of the "survivors" into mindless "zombies" - feral and infectious, very much alive and very, very hungry... Since The Fall, humanity has made great strides in reclaiming this world from the infected. Automated factories have been brought online 24x7 to produce weaponry and equipment which was under development before civilization collapsed. While twenty years have passed, the infected still survive anywhere that there is food and water and, though clearing continues in North America, Europe and Asia, attention has moved to clear the islands of the south Pacific. Trying to continue to develop and expand the feel of John Ringo's Black Tide Rising universe into the future. This server features Vanilla ARMA3 and Apex weaponry, vehicles and equipment on an incredibly atmospheric map. The numbers of infected are higher, thanks to the smaller map size and reduction in the number of mods. IP: 149.56.28.85:2322 Required Mods Ryan's Zombies and Demons: using COS to spawn the Zs, though there are also native spawns around the map with more to come. Normal infected in urban areas are "slow", the spawns are "fast" Zombies so watch out. ARMA3 Apex. Obviously Tryk's Multi-Play Uniforms. Version 0.95 (with the armour fixes for vests). The un-sided uniforms work well with the siding changes on the server. Scripts A3EAI: with vehicle and helicopter patrols. AI patrols and spawns replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent militia if you don;t shoot them down). SEM, BlckEagl's and WAI Missions: all with weapons, equipment and loot customized for EpochZ and including SEM Convoy missions. And yes, there is the WAI Nuke mission. If no one's dealt with that before the timer expires run like hell DayZ style Helicopter Crash Sites Black Market Traders in spawn site and elsewhere. HALO/Ground Spawns and you can select limited Starting Gear Halv's Repair and Reammo Script, rearm and repair your vehicles in the repair shops at gas stations @Sp4rkY's Extended Safe Zone and Vehicle Protection. with three new custom trader camps, North, South and West. Advanced Towing Advanced Rappelling (fast rope from helos) Advanced Sling Load (better sling loading from helicopters) Features All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together. Spawn Centre moved from the volcano crater to a small island so you can enjoy the view again No building restrictions, build where ever you want 150m Jammer range 7-day base maintenance 48-hour vehicle locks 4 hour restarts, day/night cycle PvE or PvP, your choice (but remember the AI and Zs will be after you too) All base parts are destructible Discord server. Join at: https://discord.gg/BguMwga EpochZ Community Forum at: http://www.epochz.net/forum
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This server has been decommissioned due to lack of donations to keep it running. Well, someone had to do it... Conquered some time ago, the desert planet of Takiooine had been a thorn in the side of the Empire for years. Despite the fact that the planet's standing armies were decimated and their leaders executed, the fanatical inhabitants had been mounting an costly insurgency ever since. Learning of the presence of the Rebel Alliance on the planet, and tiring of the drain on his forces as flash points materialized elsewhere, the Emperor ordered the release of a tailored neurotoxin on the planet in order to cleanse it so that it could be repopulated with citizens from planets more loyal to his rule. Unfortunately, the neurotoxin did not work quite as expected... instead of killing the planet's population, it merely killed their higher brain functions turning most into deadly, and hungry "zombies". Worse, the toxin mutated quickly and, instead of just targeting the local inhabitants it quickly spread into the Imperial population, including the Stormtrooper garrisons at Feruz Abad, Rasman and Loy Manara. Now the insurgents have unearthed the caches of weapons, vehicles and equipment that had lain hidden for so long and a deadly four way battle between the locals, Imperial forces, the Rebel Alliance and, of course the Infected has begun. Play as Imperials (Storm, Incinerator, Scout, Shadow, Shock, Sand, Snow, Shore or Deathtroopers, Storm Commando or Imperial Navy), Rebel Alliance (Human, Wookie, Bith, Drabatan, Mon Calamari, Weequay, Twilek (blue or green), Togruta, Vurk, Quarren, Rodian, Sullustan or Trandashan) or Takiooine insurgents! You can even assume the identity of Hans Solo, Jyn Erso, or the Fetts! IP: 149.56.28.85:2312 Visit the EpochZ Community Forum or contact us on Discord. Required Mods Star Wars Opposition: Bear in mind that the mod is in alpha, though many fixes are expected in a new version that may be out as early as this weekend. Since some people have reported issues getting the mod from VK or have problems extracting from their provided rar archive, I have provided a link for players of the server to the mod. I will update the archive there when the new version comes out if it is not provided on Steam (they say the new version will be loaded to Steam but we'll see). Ryan's Zombies and Demons CBA_A3, ACE3, CUP Terrains Complete, CUP Weapons, CUP Units, CUP Vehicles, CUP Weapons ACE3 Compatibility, CUP Vehicles ACE3 Compatibility, Operation Trebuchet, Opposition Maps Task Force Arrowhead Radio: not using TFAR in game, though there is a TS3 server set up for it if you want to use it yourself, but the mod is required for SW Opposition Scripts A3EAI: with Takiooine insurgent vehicle and helicopter/LAAT patrols. patrols and spawns. These. together with the infected replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent stormtroopers if you don't shoot them down). The AI will fight with the Zs and vice versa. SEM Missions: fight the Rebel Alliance as they patrol or cower in their base camps, recover supplies from crashed shuttles and AT-ATs BlackEagl's Missions: fight loyal Imperial Stormtroopers who are trying to survive until the Emperor sends reinforcements! Black Market Traders in the three trader bazaars (Central, Huzrutiman and Lalezar) and smaller bazaars elsewhere. HALO/Ground Spawns and you can select limited Starting Gear Halv's Repair and Reammo Script, rearm and repair your vehicles at gas stations. Extended Safe Zones with Vehicle Protection! Advanced Towing And lots, lots more to come... Features All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together. No building restrictions, build where ever you want 75m Jammer range 7-day base maintenance 48-hour vehicle locks 4 hour restarts, day/night cycle PvP, but attacking other players in or around the three main trader bazaars is prohibited and will result in a ban! Important Notes FOR THE MOMENT YOU WILL NEED TO TURN OFF BATTLEYE TO JOIN THE SERVER! ACE3 Medical is not fully integrated into Epoch which may cause some inconsistencies and issues. The good news is that I finally have a reason to complete my work on integrating that and I hope to do so within the next week. Weapons pricing for the Star Wars era weapons are very much a work in progress. Some will reduce in price, others will become more expensive. The server is an alpha release itself as a proof of concept of running a Star Wars Epoch server. SW Opposition mod is an alpha release. There are certain problems with weapon weights and one particular problem with the LAAT's rear "rotor" (basically take off to hover just off the ground and use a vehicle repair on it. You will need to do that every time you take off in it). Wicked AI missions tailored to various races will be added over the weekend.
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look man, its fun and all, but, its not fun when theres nobody on regular-ish airdrops with some pretty good stuff admins usually on noob friendly
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Did anyone manage to get them working without changing factions like Grahame did? I did his way but now you cant pick up dropped uniforms anymore which my players and I dont like. I have Zombies spawning in fine when doing this, but when I try to get em spawning on me as Civilian none of them appears. Only the one from Epochmod itself but their spawns are to rare
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Hello! Anyone got the same problem? : I have hundreds of zombies around the map. Even if theres no player nearby.
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This little edit will change the run speed of zombies chasing poeple. Change in your compiles.sqf ( You need an own compiles.sqf ofcourse). If you do not, get it from the epoch pbo's: dayz_code\init\compiles.sqf and change the path in init.sqf) zombie_generate = .... wild_spawnZombies = ... to zombie_generate = compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf"; wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf"; and place the following files in your missions pbo https://github.com/DevZupa/Walkers What did i edit? I simple edited the zombie monitor, it force speed to 2 instead of 10 on chasing zombies.
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Hi Lord [VB]AWOL. I just noticed the following line in the 0.3.9 changelog and my heart lept with joy [Added] (Optional) Support for Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 with custom Epoch implementation. I was wondering whether you might have some time to fill us in on more details of the implementation - I'll be checking the code but probably won't get the chance to do so until tomorrow. If you need any help or have any questions then I've been using that mod for quite some time. I'd also be interested in experimenting with any scripts you may have for spawning and would certainly be willing to test them out on my production server. As you may know I use Civilian Occupation System to spawn the infected in order to get around the issue that Ryan's native spawners don't respawn, but I've also been looking at the scripts developed for another, unamed, survival sand box mod for new ideas...
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How do I get the zombies to walk slow on my server they are so fast no one is going to survive on the server lol.
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Hello, We have started a server with the EpochMod. We are actively developing the server with new features regularly. We are customising it to make it a unique experience. We'll be starting on Altis for now. IP: 81.99.63.245:2442 Features are: - Friendly Admins - Optional Starter kit - Custom zombies - Custom Spawn selection - Blackmarket Trader - Taxi's - AI Missions - Loadable cargo on vehicles - Capture points - Our own story line - Supply Drops - Heli crashes - AI Vehicle Patrols Come and join us and try to survive the enviroment and it's inhabitants! Cheers, Redd Link to forum -> Forum RULES: Very simple. It's a Player vs Enviroment server... Player vs Player is allowed as long as it has RolePlay in mind. Just mindlessly killing players (esspecially new spawns) is not tolerated. We like to keep it enjoyable. If you want to play solely mindless PvP you can find yourself a nice Call of Duty or Battlefield server elsewhere. Starting anew When you first join the server you will be introduced to the story of Epoch, why you are here and what you'll find on the island of Altis. When walking around in the clone area, you'll find infostands with a "hand" picture on it. These stands are used to find a suitable point of where you will "spawn" on the map. In order to use this function, look directly at the infostand. When a circular icon becomes visible, press *middle mousebutton* to activate the map menu. Double click on the name of the town you want to spawn at. Freshly spawned on the map First order of business is to find items which will help you to survive... Items like food and water, but also weapons and building materials are scattered everywhere. Usually loot lays around in closets, couches, beds and other furniture. It's a dangerous place out there with roaming bandits, rebels, other players and ofcourse... zombies. Zombies?! Zombies aren't very dangerous when they are alone, but when they start getting higher numbers out there, you might run out of bullets before you know it. Zombies will be difficult to kill when shooting their body, try aiming for the head... It'll greatly help you to conserve your ammunition. When it starts to get dark... that's when you'll have to keep attention. That's when the zombies become dangerous. So if you stay out in the cities at night, be sure to be fully prepared. They'll hunger for your flesh! There is however an upside for staying out at night. There will be more loot to scavenge inside buildings which are more of value. Ok, i got some loot... Now what? What you can do is get yourself some Krypto(currency)... You can do that by going to the traders. There are 3 traders out there that will always have stuff to buy and sell. They are marked with black dots. There are also black market traders which are scattered randomly all over the map. They usually hold the more valuable items. The black dotted traders also have a taxi service in case you want to go elsewhere and dont have a car. Make sure to pay the taxi afterwards though... He gets grumpy if you don't pay him. Money in the pocket! Krypto in the wallet is great, however there is always the danger of dying and losing what you had. To put the Krypto in a safe place, you can go to the various atm's on the map. The black dotted traders have ATM's for sure, but you can also use phonebooths in cities to wire your money out to the bank. Just look at a phonebooth up close and press 'I'. It'll open up an menu where you can deposit, transfer and withdraw your money. Building a base To build a base, you'll need to have a frequncy jammer. You can either buy them at a trader or find them as loot in building area's. Once you built a jammer, you can now place walls, floors, stairs etc. in a 75 meter radius of the jammer. Capturepoints These areas are marked on the map as large green circles. The moment someone starts capturing such a point, the circle will turn purple. After 10 minutes of succesfully occupying a capture point, a reward will be spawned in. This reward can be either a truck, money or a crate full of weapons. Blow-out/Emission/EVR The blow-out or Emission is an effect from a unknown energy source. There are tales of KryoCorp experimenting with technology that surpasses the imagination. It's origin is still being researched, but its effect is certain. When a blow-out is approaching you'll have to find shelter in a building or base. This way you won't pass out from the effect. There are rumours that night-vision goggles also protect your brain against the passing out during a blowout. Server restarts There will be various textual warnings telling you that the server is about to restart. Make sure you log out well before it does, else you might loose your gear due to incomplete database saving. Also the last few minutes will be characterised as what they call a "blow-out" or "EVR". The effect is harmless, but when you see this occur, you'll know its time to logout.
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If you like my work, please consider a donation: $USD $EURO Peacefull Conrads Refugee Camp is a place where peacefull people is know to be set up after the overall contagion of the zombie virus. There is some time from the last contact with this camp, whi don't you go there and take a look? 1 - The Script: Run this on the server or in a headless client. //===================================== // KONFIGURATION //===================================== //Number of buildings, tents, buildings, on the camp _camp_vehicles = [ ["Acamp", 40], ["Land_A_tent", 25], ["TentStorage", 15], ["Land_Fire_Barrel_Burning", 15], ["Misc_Cargo1B_military", 5] ]; //Zombie Spawn Array donn_terror_zomb = [ [ [[6624-3735,14212-5342,0],'cid_salv', 450, 3], //Special line, not realated to spawn //[ // [position], // Spawn Radius, // number os zeds, // zeds view distance, // dist from player to start to walk, // special zed? 0 or 1 or 2, // zed life multiplier 1 is normal life , // time to be on the ground after explosion //] [[6660-3735,14177-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6786-3735,14320-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6791-3735,14091-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6668-3735,14121-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6599-3735,14260-5342,0], 25, 15, 60, 15, 0, 1.1, 60], [[6624-3735,14212-5342,0],100, 40,100, 15, 0, 1.1, 60], [[6624-3735,14212-5342,0],120, 14, 60, 15, 1, 1.2, 60], [[6624-3735,14212-5342,0], 10, 1, 60, 15, 2, 3.5,120] ] ]; //===================================== // SPAWN BUILDINGS //===================================== diag_log "[TERROR-Z] Buildings INIT Initialized!"; //Camp Center _bomberman = [2889, 8870]; { for "_y" from 1 to (_x select 1) do { _vehicle = createVehicle [_x select 0, _bomberman, [], 90, "NONE"]; _vehicle setDir (random 360); sleep 0.001; }; } forEach _camp_vehicles; //Parked Buses _ikarus = [ [[2890,8988,0],25 + (random 16),"UNLOCKED"], [[2898,8983,0],25 + (random 16),"UNLOCKED"], [[2905,8975,0],25 + (random 16),"LOCKED"], [[2912,8971,0],25 + (random 16),"LOCKED"], [[2921,8967,0],25 + (random 16),"UNLOCKED"] ]; { _vehicle = createVehicle ["Ikarus_TK_CIV_EP1", _x select 0, [], 0, "NONE"]; _vehicle setPosATL (_x select 0); _vehicle setDir (_x select 1); _vehicle setVariable ["ObjectID", "1", true]; _vehicle setVariable ["ObjectUID", "1", true]; _vehicle setVehicleLock (_x select 2); PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor, _vehicle]; } forEach _ikarus; //Alone Building _vehicle = createVehicle ["mbg_apartments_big_01_EO", [2753,9007,0.22], [], 0, "CAN_COLLIDE"]; _vehicle setPosATL [2753,9007,0.22]; _vehicle setDir 130; //LOOT: _lootPos = [ [6660.3984-3735, 14177.261-5342], [6786.0361-3735, 14320.882-5342], [6791.7695-3735, 14091.711-5342], [6668.1357-3735, 14121.218-5342], [6599.8535-3735, 14260.836-5342] ]; _lootPosOrder = [ [0,1,2,3,4], [4,3,2,1,0], [3,4,0,1,2], [0,4,1,3,2], [2,1,0,4,3], [3,0,4,2,1], [1,4,0,2,3], [1,2,3,0,4], [4,3,2,0,1] ]; _order = _lootPosOrder call BIS_fnc_selectRandom; //===================================== // SPAWN LOOT //===================================== //WEAPONS MAIN: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 0)), [], 0, "CAN_COLLIDE"]; _this setDir -182.5; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["DMR_DZ",3]; _this addWeaponCargoGlobal ["M249_DZ",2]; _this addWeaponCargoGlobal ["Mk_48_DZ",2]; _this addWeaponCargoGlobal ["NVGoggles",2]; _this addWeaponCargoGlobal ["Binocular_Vector",1]; //_this addWeaponCargoGlobal ["BAF_L85A2_RIS_SUSAT",1]; //_this addWeaponCargoGlobal ["BAF_L85A2_RIS_Holo",1]; //_this addWeaponCargoGlobal ["G36K_camo",1]; //_this addWeaponCargoGlobal ["M4A1_AIM_SD_camo",1]; //_this addWeaponCargoGlobal ["FN_FAL",1]; //_this addWeaponCargoGlobal ["M14_EP1",1]; //_this addWeaponCargoGlobal ["M9SD",1]; _this addmagazineCargoGlobal ["20Rnd_762x51_DMR",5]; _this addmagazineCargoGlobal ["200Rnd_556x45_M249",3]; _this addmagazineCargoGlobal ["ItemHeatPack",5]; _this addmagazineCargoGlobal ["ItemPainkiller",5]; _this addmagazineCargoGlobal ["ItemMorphine",5]; _this addmagazineCargoGlobal ["ItemBloodBag",5]; _this addmagazineCargoGlobal ["ItemAntibiotic",5]; //_this addmagazineCargoGlobal ["30Rnd_556x45_StanagSD",5]; //_this addmagazineCargoGlobal ["20Rnd_762x51_FNFAL",5]; //_this addmagazineCargoGlobal ["100Rnd_762x51_M240",5]; //_this addmagazineCargoGlobal ["30Rnd_556x45_G36",5]; //_this addmagazineCargoGlobal ["30Rnd_556x45_Stanag",5]; //_this addmagazineCargoGlobal ["15Rnd_9x19_M9SD",5]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",2]; _this setPos (_lootPos select (_order select 0)); _this setVariable ["permaLoot",true,true]; //*DONN* //VEHICLE PARTS: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 1)), [], 0, "CAN_COLLIDE"]; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["NVGoggles",3]; _this addWeaponCargoGlobal ["ItemToolbox",5]; _this addmagazineCargoGlobal ["PartEngine",5]; _this addmagazineCargoGlobal ["PartGeneric",5]; _this addmagazineCargoGlobal ["PartVRotor",5]; _this addmagazineCargoGlobal ["PartWheel",6]; _this addmagazineCargoGlobal ["PartFueltank",7]; _this addmagazineCargoGlobal ["PartGlass",10]; _this addmagazineCargoGlobal ["ItemJerrycan",15]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",2]; _this setPos (_lootPos select (_order select 1)); _this setVariable ["permaLoot",true,true]; //*DONN* //FOOD: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 2)), [], 0, "CAN_COLLIDE"]; _this setDir -178.83; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["NVGoggles",3]; _this addWeaponCargoGlobal ["ItemGPS",4]; _this addmagazineCargoGlobal ["FoodCanBadguy",6]; _this addmagazineCargoGlobal ["FoodCanBoneboy",5]; _this addmagazineCargoGlobal ["FoodCanCorn",5]; _this addmagazineCargoGlobal ["FoodCanCurgon",5]; _this addmagazineCargoGlobal ["FoodCanDemon",5]; _this addmagazineCargoGlobal ["FoodCanFraggleos",5]; _this addmagazineCargoGlobal ["FoodCanHerpy",5]; _this addmagazineCargoGlobal ["FoodCanDerpy",5]; _this addmagazineCargoGlobal ["FoodCanTylers",5]; _this addmagazineCargoGlobal ["ItemSodaMtngreen",7]; _this addmagazineCargoGlobal ["ItemSodaR4z0r",5]; _this addmagazineCargoGlobal ["ItemSodaClays",5]; _this addmagazineCargoGlobal ["ItemSodaSmasht",5]; _this addmagazineCargoGlobal ["ItemSodaDrwaste",5]; _this addmagazineCargoGlobal ["ItemSodaLemonade",5]; _this addmagazineCargoGlobal ["ItemSodaLvg",7]; _this addmagazineCargoGlobal ["ItemSodaMzly",5]; _this addmagazineCargoGlobal ["ItemSodaRabbit",5]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",1]; _this setPos (_lootPos select (_order select 2)); _this setVariable ["permaLoot",true,true]; //*DONN* //MEDICAL: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 3)), [], 0, "CAN_COLLIDE"]; _this setDir 90.560677; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["NVGoggles",1]; _this addWeaponCargoGlobal ["ItemGPS",1]; _this addmagazineCargoGlobal ["ItemBandage",50]; _this addmagazineCargoGlobal ["ItemPainkiller",15]; _this addmagazineCargoGlobal ["ItemMorphine",12]; _this addmagazineCargoGlobal ["ItemBloodBag",12]; _this addmagazineCargoGlobal ["ItemEpinephrine",10]; _this addmagazineCargoGlobal ["ItemAntibiotic",12]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",2]; _this setPos (_lootPos select (_order select 3)); _this setVariable ["permaLoot",true,true]; //*DONN* //BUILDING MATERIAL AND SOME WEAPONS: _this = createVehicle ["TKVehicleBox_EP1", (_lootPos select (_order select 4)), [], 0, "CAN_COLLIDE"]; //Clear Cargo clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this; //Add Cargo _this addWeaponCargoGlobal ["ItemEtool",10]; _this addWeaponCargoGlobal ["ItemToolbox",5]; _this addWeaponCargoGlobal ["NVGoggles",2]; _this addmagazineCargoGlobal ["HandGrenade_West",10]; _this addmagazineCargoGlobal ["ItemSandbag",10]; _this addmagazineCargoGlobal ["ItemTankTrap",5]; _this addmagazineCargoGlobal ["ItemWire",10]; _this addmagazineCargoGlobal ["ItemTent",4]; _this addmagazineCargoGlobal ["PartGeneric",5]; _this addmagazineCargoGlobal ["TrapBear",8]; //*DONN* Jon Weapon Loot _this addWeaponCargoGlobal ["NVGoggles",2]; _this addWeaponCargoGlobal ["KSVK_DZE",3]; _this addWeaponCargoGlobal ["VSS_vintorez",2]; _this addWeaponCargoGlobal ["SCAR_H_CQC_CCO_SD",1]; _this addWeaponCargoGlobal ["FN_FAL_ANPVS4",1]; //*DONN* Jon Magazine Loot _this addmagazineCargoGlobal ["150Rnd_127x107_DSHKM",3]; _this addmagazineCargoGlobal ["5Rnd_127x108_KSVK",7]; _this addmagazineCargoGlobal ["5Rnd_127x108_KSVK",3]; _this addmagazineCargoGlobal ["20Rnd_9x39_SP5_VSS",3]; _this addmagazineCargoGlobal ["20Rnd_762x51_FNFAL",3]; _this addbackpackCargoGlobal ["DZ_Backpack_EP1",1]; _this setPos (_lootPos select (_order select 4)); _this setVariable ["permaLoot",true,true]; //*DONN* diag_log "[TERROR-Z] Buildings Finalized!"; //===================================== // SPAWN EXPLODING ZOMBIES //===================================== diag_log "[HC_ON] Terrozon script init!"; donn_terror_deadZombies = []; donn_terror_mult = 1; donn_terror_zombDamage = { private ['_zombie','_damage','_projectile','_zombie_explodeTrigered','_zombie_actDam','_source']; _zombie = _this select 0; _zombie_actDam = damage _zombie; _damage = _this select 2; _healt = _zombie getVariable ['donn_hp',1]; _damage = _damage * (0.5/_healt); _source = _this select 3; _projectile = _this select 4; if (isPlayer _source && !(_projectile in ['SmallSecondary','G_Camel_HE','Bo_GBU12_LGB',''])) then { if (_zombie_actDam + _damage > 0.5) then { _damage = 0; if !(_zombie in donn_terror_deadZombies) then { donn_terror_deadZombies = donn_terror_deadZombies + [_zombie]; [_zombie] call donn_terror_explode; }; }; } else { _damage = 0; }; _damage }; donn_terror_explode = { private ['_zombie','_special','_radSearch','_blowMult','_nearZombies','_nearToBlow','_randExtra','_rand','_blowWait']; _zombie = _this select 0; _special = _zombie getVariable ['donn_spe',0]; if (_special == 0) then {_radSearch = 10; _blowMult = 1; _blowWait = 0.25;}; if (_special == 1) then {_radSearch = 25; _blowMult = 5; _blowWait = 0.25;}; if (_special == 2) then {_radSearch = 120; _blowMult = 100; _blowWait = 0.25;}; _nearZombies = (nearestObjects [_zombie, ['zZombie_Base'], _radSearch]) - [_zombie]; _nearToBlow = []; _rand = random 100; _randExtra = 1; if (_rand < 80) then {_randExtra = 2;}; if (_rand < 60) then {_randExtra = 3;}; if (_rand < 40) then {_randExtra = 4;}; if (_rand < 20) then {_randExtra = 5;}; if (_rand < 10) then {_randExtra = 10;}; _randExtra = _randExtra * _blowMult; { if (count _nearToBlow < _randExtra) then { if (_x getVariable ['donn_spe',0] == 0) then { _nearToBlow = _nearToBlow + [_x]; }; }; } forEach _nearZombies; _zombie setDamage 0.6; _nearToBlow spawn { { _x setDamage 0.6; if (((_forEachIndex + 1) mod 5) == 0) then {sleep 0.15;}; } forEach _this; }; }; donn_terror_getTarget = { private ['_zombie','_viewDistance','_zTarget','_nearTargets','_playerPos','_playerPosZ']; _zombie = _this select 0; _viewDistance = _this select 1; _nearTargets = []; { _playerPos = _x getVariable ['donn_pos',getPosATL _x]; _playerPosZ = _playerPos select 2; if ((_zombie distance _playerPos) < _viewDistance && _playerPosZ < 4.5) then { _nearTargets = _nearTargets + [_x]; }; } forEach playableUnits; if (count _nearTargets > 0) then { _zTarget = _nearTargets call BIS_fnc_selectRandom; } else { _zTarget = ObjNull; }; _zTarget }; sleep 10; { { if (_forEachIndex == 0) then { donn_terror_check_var = _x select 1; _x spawn { private ['_center','_var','_rad','_cycle','_result']; _center = _this select 0; _var = _this select 1; _rad = _this select 2; _cycle = _this select 3; call compile format['donn_terror_trigger_%1 = false;', _var]; while {true} do { _result = false; { if (_x distance _center < _rad) exitWith { _result = true; }; } forEach playableUnits; call compile format['donn_terror_trigger_%1 = _result;', _var]; }; sleep _cycle; }; } else { private ['_qtyZomb','_deployRad', '_insertPoint','_viewDistance','_unitTypes','_sphere']; _insertPoint = _x select 0; _deployRad = _x select 1; _qtyZomb = _x select 2; _qtyZomb = round (_qtyZomb * donn_terror_mult); _viewDistance = _x select 3; _distToWalk = _x select 4; _special = _x select 5; _health = _x select 6; _inconTime = _x select 7; _unitTypes = []+ getArray (configFile >> 'CfgBuildingLoot' >> 'Default' >> 'zombieClass'); for '_k' from 1 to _qtyZomb do { private ['_agent','_type']; _type = _unitTypes call BIS_fnc_selectRandom; _agent = createAgent [_type,_insertPoint,[],_deployRad,'NONE']; sleep 0.01; if (_special > 0) then { for '_x' from 1 to _special do { _sphere = createVehicle ['Sign_sphere100cm_EP1', getPosATL _agent, [], 0, 'CAN_COLLIDE']; _sphere attachTo [_agent, [0,0,2.25 + (_x - 1) * 1]]; }; _agent setVariable ['donn_spe',_special,true]; } else { _agent setVariable ['donn_spe',0,true]; }; _agent removeAllEventHandlers 'handleDamage'; _agent addEventHandler ['handleDamage',{_this call donn_terror_zombDamage}]; _agent setVariable ['donn_terrorZombie',true,true]; _agent setVariable ['donn_hp',_health,false]; _agent setDir (random 360); [_viewDistance,_agent,donn_terror_check_var,_distToWalk,_special,_inconTime] execFSM 'terror_zombies\zombie_agent_terror.fsm'; }; }; } forEach _x; } forEach donn_terror_zomb; diag_log 'TERROR ZOMBIES RODOU (HC/SERVER)!'; //===================================== // SHOW ICONS ON THE MAP //===================================== [] spawn { while {true} do { _don_marker_put = createMarker ["Conrads Refugee Camp",[2889, 8870]]; _don_marker_put setMarkerShape "Icon"; _don_marker_put setMarkerText "Conrads Refugee Camp"; _don_marker_put setMarkerType "Flag1"; _don_marker_put setMarkerColor "ColorBlack"; sleep 5; deleteMarker "Conrads Refugee Camp"; }; }; 2 - Run on the Client, init.sqf for example. This makes the zombies explode when players are near then. if (!isServer) then { donn_playerInTerror = false; [] spawn { private ["_nearZombies","_isTerrorZ","_Zdamage"]; while {true} do { if (vehicle player == player) then { _nearZombies = (getPosATL player) nearEntities ["zZombie_Base",2.5]; _Zdamage = 0.6; } else { _nearZombies = (getPosATL vehicle player) nearEntities ["zZombie_Base",5]; _Zdamage = 0.8; }; { _isTerrorZ = _x getVariable ["donn_terrorZombie",false]; if !(isNil "_isTerrorZ") then { if (_x getVariable ["donn_spe",0] == 0) then { _x setDamage _Zdamage; }; }; } forEach _nearZombies; sleep 0.25; }; }; [] spawn { while {true} do { player setVariable ["donn_pos",getPosATL player,true]; uiSleep 2; }; }; diag_log "TERROR ZOMBIES OK (CLIENT)!"; donn_noZombieAreas = [ [[2889,8870,0],400] ]; { _x spawn { private ["_playerPos","_areaPos","_distCheck"]; _areaPos = _this select 0; _distCheck = _this select 1; while {true} do { waitUntil { sleep 5; _playerPos = getPosATL player; (_areaPos distance _playerPos) < _distCheck }; diag_log "ZOMBOFF!"; player_zombieCheck = {}; waitUntil { sleep 5; _playerPos = getPosATL player; (_areaPos distance _playerPos) > _distCheck }; diag_log "ZOMBON!"; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; }; }; } forEach donn_noZombieAreas; }; 3 - FSM file (zombie behavior): put that code in a text file, in the mission folder, with this folder and name \terror_zombies\zombie_agent_terror.fsm. See that the extension of this file is not sqm, but fsm. /*%FSM<COMPILE "e:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Zombie Agent">*/ /*%FSM<HEAD>*/ /* item0[] = {"Inicia",0,250,-250.000000,-425.000000,-150.000000,-375.000000,0.000000,"Inicia"}; item1[] = {"Achou_Perto",4,218,-25.000000,-350.000000,75.000000,-300.000000,0.000000,"Achou" \n "Perto"}; item2[] = {"Verdadeiro",4,218,-250.000000,-325.000000,-150.000000,-275.000000,0.000000,"Verdadeiro"}; item3[] = {"Procura_um_Human",2,4346,-150.000000,-250.000000,-50.000000,-200.000000,0.000000,"Procura" \n "um Humano"}; item4[] = {"Procura_de_novo",4,218,-250.000000,-175.000000,-150.000000,-125.000000,0.000000,"Procura" \n "de novo?"}; item5[] = {"Andar_at__Humano",2,250,100.000000,-300.000000,200.000000,-250.000000,0.000000,"Andar até" \n "Humano!"}; item6[] = {"Update_posi__o_",4,218,225.000000,-350.000000,325.000000,-300.000000,0.000000,"Update" \n "posição?"}; item7[] = {"Perdeu_de_Vista",4,218,-25.000000,25.000000,75.000000,75.000000,0.000000,"Perdeu" \n "de Vista?"}; item8[] = {"Humano_Morto_",4,218,-25.000000,-75.000000,75.000000,-25.000000,0.000000,"Humano" \n "Morto?"}; item9[] = {"",7,210,-104.000000,-4.000001,-95.999992,4.000001,0.000000,""}; item10[] = {"",7,210,-104.000000,96.000000,-96.000000,104.000008,0.000000,""}; item11[] = {"Explodir_",2,250,400.000000,-425.000000,500.000000,-375.000000,0.000000,"Explodir!"}; item12[] = {"Recuperado_",4,218,400.000000,75.000000,500.000000,125.000000,0.000000,"Recuperado?"}; item13[] = {"Perto_Humano_",4,218,100.000000,-425.000000,200.000000,-375.000000,0.000000,"Perto" \n "Humano?"}; item14[] = {"",7,210,-104.000000,-404.000000,-96.000000,-396.000000,0.000000,""}; item15[] = {"Achou_Longe",4,218,-25.000000,-150.000000,75.000000,-100.000000,0.000000,"Achou" \n "Longe"}; item16[] = {"Correr_para_mais",2,250,100.000000,-200.000000,200.000000,-150.000000,0.000000,"Correr para" \n "mais perto"}; item17[] = {"Update_posi__o_",4,218,225.000000,-150.000000,325.000000,-100.000000,0.000000,"Update" \n "posição?"}; item18[] = {"Chegou_Perto_",4,218,225.000000,-250.000000,325.000000,-200.000000,0.000000,"Chegou" \n "Perto?"}; item19[] = {"",7,210,371.000000,-279.000000,379.000000,-271.000000,0.000000,""}; item20[] = {"",7,210,371.000000,-179.000000,379.000000,-171.000000,0.000000,""}; item21[] = {"",7,210,371.000000,46.000000,379.000000,54.000004,0.000000,""}; item22[] = {"",7,210,371.000000,-54.000000,379.000000,-46.000000,0.000000,""}; item23[] = {"Humano_Longe_",4,218,-25.000000,-250.000000,75.000000,-200.000000,0.000000,"Humano" \n "Longe?"}; link0[] = {0,2}; link1[] = {1,5}; link2[] = {2,3}; link3[] = {3,1}; link4[] = {3,4}; link5[] = {3,14}; link6[] = {3,15}; link7[] = {4,3}; link8[] = {5,6}; link9[] = {5,13}; link10[] = {5,19}; link11[] = {5,23}; link12[] = {6,5}; link13[] = {7,9}; link14[] = {8,9}; link15[] = {9,3}; link16[] = {10,9}; link17[] = {11,12}; link18[] = {12,10}; link19[] = {13,11}; link20[] = {14,13}; link21[] = {15,16}; link22[] = {16,13}; link23[] = {16,17}; link24[] = {16,18}; link25[] = {16,20}; link26[] = {17,16}; link27[] = {18,5}; link28[] = {19,20}; link29[] = {20,22}; link30[] = {21,7}; link31[] = {22,8}; link32[] = {22,21}; link33[] = {23,16}; globals[] = {25.000000,1,0,0,0,640,480,1,174,6316128,1,-488.040009,633.607056,150.522751,-478.192963,983,551,1}; window[] = {2,-1,-1,-1,-1,805,125,1333,125,3,1001}; *//*%FSM</HEAD>*/ class FSM { fsmName = "DayZ Zombie Agent"; class States { /*%FSM<STATE "Inicia">*/ class Inicia { name = "Inicia"; init = /*%FSM<STATEINIT""">*/"private [""_choosenEyePos"",""_agentOriPos"",""_timeLost"",""_choosenDead"",""_viewDistance"",""_grenade"",""_playersCanSee"",""_agent"",""_found"",""_choosen"",""_players"",""_start"",""_newPos""];" \n "" \n "_viewDistance = _this select 0;" \n "_agent = _this select 1;" \n "_varString = _this select 2;" \n "_ZdistToWalk = _this select 3;" \n "_Zspecial = _this select 4;" \n "_ZinconTime = _this select 5;" \n "" \n "_agentOriPos = getPosATL _agent;" \n "" \n "_agent disableAI ""FSM"";" \n "_agent setBehaviour ""CARELESS"";" \n "_agent setCombatMode ""RED"";" \n "_agent setSkill 0;" \n "" \n "_agentFugitiveQty = 0;"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Verdadeiro">*/ class Verdadeiro { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_found = false;" \n "_away = false;" \n "_newPos = getPosATL _agent;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Procura_um_Human">*/ class Procura_um_Human { name = "Procura_um_Human"; init = /*%FSM<STATEINIT""">*/"_start = diag_tickTime;" \n "if (call compile format[""donn_terror_trigger_%1"",_varString]) then {" \n " _choosen = [_agent,_viewDistance] call donn_terror_getTarget;" \n " if !(isNull _choosen) then {" \n " _found = true;" \n " " \n " _choosenPos = _choosen getVariable [""donn_pos"",getPosATL _agent];" \n " if (isNil ""_choosenPos"") then {_choosenPos = getPosATL _agent;};" \n " " \n " if ((_agent distance _newPos) + (_newPos distance _choosenPos) > 20) then {" \n " _away = true;" \n " } else {" \n " _away = false;" \n " };" \n " };" \n "};"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Procura_de_novo">*/ class Procura_de_novo { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _start) > 5"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Achou_Longe">*/ class Achou_Longe { priority = 0.000000; to="Correr_para_mais"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"_found && _away"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_choosenDead = false;" \n "_distance_ZP_ok = true;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Perto_Humano_">*/ class Perto_Humano_ { priority = 0.000000; to="Explodir_"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"damage _agent >= 0.5"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Achou_Perto">*/ class Achou_Perto { priority = 0.000000; to="Andar_at__Humano"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"_found && !_away" \n ""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_choosenDead = false;" \n "_distance_ZP_ok = true;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Andar_at__Humano">*/ class Andar_at__Humano { name = "Andar_at__Humano"; init = /*%FSM<STATEINIT""">*/"_start = diag_tickTime;" \n "" \n "_choosenPos = _choosen getVariable [""donn_pos"",getPosATL _agent];" \n "if (isNil ""_choosenPos"") then {_choosenPos = getPosATL _agent;};" \n "" \n "_distance_ZP_ok = _agent distance _choosenPos < _viewDistance && (_choosenPos select 2) < 4.5;" \n "" \n "if (_distance_ZP_ok) then {" \n " if (alive _choosen) then {" \n " _newPos = _choosenPos;" \n " _agent moveTo _newPos;" \n " _agent forceSpeed 2;" \n " } else {" \n " _choosenDead = true;" \n " };" \n "};"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Perto_Humano_">*/ class Perto_Humano_ { priority = 0.000000; to="Explodir_"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"damage _agent >= 0.5"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Humano_Longe_">*/ class Humano_Longe_ { priority = 0.000000; to="Correr_para_mais"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"(_agent distance _newPos) + (_newPos distance (_choosen getVariable [""donn_pos"",getPosATL _agent])) > _ZdistToWalk"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Humano_Morto_">*/ class Humano_Morto_ { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"_choosenDead"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Perdeu_de_Vista">*/ class Perdeu_de_Vista { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"!_distance_ZP_ok"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Update_posi__o_">*/ class Update_posi__o_ { priority = 0.000000; to="Andar_at__Humano"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"moveToCompleted _agent || moveToFailed _agent"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Explodir_">*/ class Explodir_ { name = "Explodir_"; init = /*%FSM<STATEINIT""">*/"_agent forceSpeed 0;" \n "_agent setUnitPos ""DOWN"";" \n "_start = diag_tickTime;" \n """SmallSecondary"" createVehicle (getPosATL _agent);" \n "if (_Zspecial == 1) then {" \n " ""G_Camel_HE"" createVehicle (getPosATL _agent);" \n "};" \n "if (_Zspecial == 2) then {" \n " ""Bo_GBU12_LGB"" createVehicle (getPosATL _agent);" \n "};" \n "if (damage _agent > 0.7) then {" \n " ""G_Camel_HE"" createVehicle (getPosATL _agent);" \n " _agent setDamage 0.6;" \n "};"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Recuperado_">*/ class Recuperado_ { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"diag_tickTime-_start > _ZinconTime"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_agent setDamage 0;" \n "_agent setUnitPos ""UP"";" \n "" \n "_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "" \n "donn_terror_deadZombies = donn_terror_deadZombies - [_agent];" \n "" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Correr_para_mais">*/ class Correr_para_mais { name = "Correr_para_mais"; init = /*%FSM<STATEINIT""">*/"_start = diag_tickTime;" \n "" \n "_agP = getPosATL _agent;" \n "_agPX =_agP select 0;" \n "_agPY =_agP select 1;" \n "" \n "_choosenPos = _choosen getVariable [""donn_pos"",getPosATL _agent];" \n "if (isNil ""_choosenPos"") then {_choosenPos = getPosATL _agent;};" \n "" \n "_distance_ZP_ok = _agent distance _choosenPos < _viewDistance && (_choosenPos select 2) < 4.5;" \n "" \n "if (_distance_ZP_ok) then {" \n " if (alive _choosen) then {" \n " _cP = _choosenPos;" \n " _cPX = _cP select 0;" \n " _cPY = _cP select 1;" \n "" \n " _nPX = (_agPX+_cPX)/2;" \n " _nPY = (_agPY+_cPY)/2;" \n " _newPos = [_nPX,_nPY,0];" \n " " \n " _agent moveTo _newPos;" \n " _agent forceSpeed 8;" \n " } else {" \n " _choosenDead = true;" \n " };" \n "};"/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "Update_posi__o_">*/ class Update_posi__o_ { priority = 0.000000; to="Correr_para_mais"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"moveToCompleted _agent || moveToFailed _agent"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Chegou_Perto_">*/ class Chegou_Perto_ { priority = 0.000000; to="Andar_at__Humano"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"(_agent distance _newPos) + (_newPos distance (_choosen getVariable [""donn_pos"",getPosATL _agent])) < _ZdistToWalk"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Humano_Morto_">*/ class Humano_Morto_ { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"_choosenDead"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Perdeu_de_Vista">*/ class Perdeu_de_Vista { priority = 0.000000; to="Procura_um_Human"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"!_distance_ZP_ok"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/"_newPos = _agentOriPos;" \n "_agent moveTo _newPos;" \n "_agent forceSpeed 10;" \n "_found = false;" \n "_away = false;"/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "Perto_Humano_">*/ class Perto_Humano_ { priority = 0.000000; to="Explodir_"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"damage _agent >= 0.5"/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ }; initState="Inicia"; finalStates[] = { }; }; /*%FSM</COMPILE>*/ OBS: fsm files are created by FSM Creator, but since they are text files, they can be provided like above. More help: Where to put the files? - Script 1 runs on server (i run it at the end of the file server_functions.sqf). - Script 2 runs on client (i run it in init.sqf). - Script 3 does not need to run, but you need to put it in the correct place in the mission file: \terror_zombies\zombie_agent_terror.fsm.
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Hollow's Center for Disease Control http://www.CraftDoge.com A nice little Balota Addition I made this build as a housing place for my CDC Trader in which you can trade zombie parts for gold, the idea is a single scientist is trying to find the cure and needs you to gather zombie flesh for him and he is willing to make it worth your wild. Below are tutorials for with, and without the trader. ScreenShots: http://imgur.com/a/uMig4 Downloads: http://www.craftdoge.com/downloads/ Tutorial WITHOUT Trader: (with trader tutorial below) click the download link above and download the CDC_Balota.zip Unpack your dayz_server.pbo Add the following code to the bottom of your server_functions.sqf located at: dayz_server\init\server_functions.sqf [] ExecVM "\z\addons\dayz_server\custom\CDC_Balota.sqf"; Create a folder named "custom" and place the CDC_Balota.sqf you downloaded, inside the custom folder. Place the custom folder in the root of your dayz_server.pbo then repack and upload your pbo To add the map marker open your mission.sqm search for class Markers and scroll to the bottom of the markers and add this code class Item20 { position[]={4843.2983,365.13501,2278.8335}; name="Centre for Disease Control"; text="Centre for Disease Control"; type="mil_triangle"; colorName="ColorYellow"; }; Remember to change the items=? and class Item20 to match your own markers. (keep in mind the first marker item is 0, so if you have 24 markers, it should read items=25 and this marker should be class Item24) Tutorial WITH Trader: Do the above, but substitue all CDC_Balota.sqf in the code with Trader_CDC_Balota.sqf and use the Trader_CDC_Balota.zip download obviously. Open your server_traders.sqf and add this code to the bottom // CDC menu_RU_Doctor = [ [["Specimens",900],["Medical Supplies",901]], [], "neutral" ]; at the top of your server_traders.sqf add "RU_Doctor" to the list of servertraders Now make the new TID's in your Database and add the items to them (assuming you have changed or added items to traders before) Now your done. Reply with any questions Additions to this build are welcome, everyone has full permission to use this how ever they want.
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Come join us @ www.ZombiesUnite.net :D
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So I've looked around the forums and haven't seen this asked yet and I feel that it's screaming to be mentioned: Has anyone from the A3 Epoch team, Breaking Point team, Origins team, or any other modding team looked at the possibility of sharing resources to make a more definitive mod? It seems silly to me, as a fan of many of these mods, to see each team with a fantastic game in which they create one or several elements that seem to fit the bill perfectly, and then have another create a different element better. Yet each modding community team seems to operate independently and siloed from the other. Couldn't there be a skype meeting or email shared between the Epoch team, and Breaking Point team? Couldn't each discuss intelectual property that they are willing to colaborate with in the spirit that sharing your creations and ideas is what modding is all about? It seems crazy to me to even bother waiting for Dayz Standalone or another mod to build the game I and many other fans are looking for, while there are all the elements of a great game already out there. Is pride in what you've made too important to colaborate to create something that will really srike the proper cord? In my own opinion, and most of you may differ, I believe that the original breaking point zombies (earlier generation) would be a fantastic fit for Epoch and if the Breaking Point team would be willing to share the animations and pathfinding from a system they don't even use any more, we could have a much more dynamic and intense PVE element to Epoch. I know that this is ultimatly the Epoch team's baby and that it's also their creative freedom to choose what they want to do, but maybe they want to hear from their community in a way that I feel Bohemia Interactive and the orignal Dayz team has totally lost sight of. I guess what I was hoping is, here, on the Epoch forums (the game that I feel has the best core mechanics) we might make it known that seeing colaboration between the teams would help move each project forward. Am I alone?
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I'd like to see if everyone would like to start a helpful thread to where and how someone can find every item be specific or regular such a simple building part spawn to a specific weapon spawn I think everyone could use abit of help with Epoch for Arma 3. I have a couple of questions like where do you find the multigun or toolkit? How do you find zombies and some if not all of the paranormal events? How do you find the trader that sells a specific vehicle/heli or is it random? What are the purposes of the dog, helpful or harmful?
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[Searching] for a script which delete loot near plot pole
StiflersM0M posted a question in Scripting
I know there was a script in the forum, but i cant find it any more, it just removed/prevent the loot near a plot pole. would be nice if anybody could show it me again. -
Hey i just updated my server from 1.0.4.2 to 1.0.5 now all my players get no loot and zeds. Is it because im running still on 103718 version and it will fix when updating to the newest betapatch? my server rpt: http://pastebin.com/GxtU5UeA thanks for your answers.