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Custom Epoch Lan Server Project


Zigeris

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As the storyline goes, Epoch server has erected cities to create a new sense of civilization, given some time. However, I and my fiance wish to make the lan server a loss/win sum game. Basically what I wish to explore through this mod version is a possibility to do the following. 

* Remove preset trader cities/AI cities

 -Make trader cities/camp sites spawnable

 -trader cities destroy-able, dependable.

 -Every Trader city be targeted by a randomize code for 1-20 (or so) zed spawns

* Objective/High Value camp/fort/city sites that Bandit, Survivor, Hero AI's attempt to capture.

 -AI of respective side will gather supplies for the controlled area and construct a camp-to start

 -Allied Sides will  trade with each other using trucks or by foot

 -AI will patrol and kill zeds, enemies on trade routes and civ limits. 
 -AI will be dependent on towns/camps/forts resources for ammo/food/medical. 

 -AI will loot and scout for items
 -AI are able to be infected, cause infections, and require replenishment. 

*Hire-able AI of respective Side

 -Player own bases/city/town/fort will construct a town center board where they can hire/direct/and remove AI and chores.

 -Player AI's are uniquely ID'd.

 -Player AI's can loot specified areas.  

 -Melee Only command given

 -Player AI still dependent on town's resources. 
 -Player AI will hunt, loot, spy, raid, defend, run, hide, per request.
*Max Number of Zeds allowed to spawn in town area's /allows for being captured by human AI

 - Preset number of zeds example; 20,000 Zeds for Cherno, if only resets if the city falls to a herd or if no human AI, or player resides in the town for 30 minutes. 
* Hotzone Hordes. 

 -Centered on high populated cities large packs of zombies will start from a city and travel in one direction until server restart. Chance of a herd heading towards bigger camps/towns/forts is greater than a smaller one. Herds will be 20+ zombies that can cause damage to walls and erected barriers. 
 -Zombies only die from headshots, can be rendered disabled by shooting the legs. 


So where would be the closest scripts/addons to any one of these idea's that I can mash together to make this project happen?

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AI's everywhere and 20 000 zombies lul. Good luck  ;)

 

You would need a data center to control that many zombies and AI'S too.  :lol:

Or else it would be a CPU hernia if you ask me.

 

 

 

Other than the task ahead of you, sounds really cool  :)

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Well 20,000 as max  during the server's existence, should humans not take it over and lose it,   Example: Three people run through Cherno and kill least 30 Zombies. Then Cherno would have 19,970 Zombies left to spawn. And so on. Once at Zero the city can be taken. Seems like a steep number, but considering the population, AI raids, and other means that zombies die, I feel the number could be handled prospectively.  
 

AI cannot pick up loot from weaponholders I fear for you. But you could tweak a script like if 'DMR' as weaponholder (aka loot) near AI then deleteWeapon && deletemagasines AI && addweapon DMR etc

 

 

 

There was/is a script that you can pick up loot via command and the AI will drop their weapons and pick up any other, and other types of loot, and put it into a truck. I was thinking about looking into that script and modifying to fit DayZ. 


First thing is first, how would I clear all current trader cities from the map? Do I just make a standard DayZ map and apply the Epoch mod to it? That part is the first thing I wanna work on. Then seeing about getting AI, Leader (one per side), to randomly find places to build a camp. AI leaders will spawn in/exchange only if the current one is dead. If the AI leader dies, the city will die also and the loot will be made available for raiding. And this is even for little camp sites. Population of 5-10 people at a time before anything really big is created. The way I foresee it the chances of AI bandits or Survivors being able to sustain themselves is solely based on how smart the AI can be created. 

One AI leader, more than one city for each side? Yes, but those cities will be directed from one hub, and that being the first AI city created. They would be spawned in by a migrating truck of some sort. So think back in the normal ARMA II matches where you have command centers that will drive around till they find a suitable place to set up HQ. Pretty much that same method.


 
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There are no good other maps other then chernarus. Tavi was "good" and only kicked in with exclusive features from origins.

Any other maps/settings wont fit with zombie apocalypse.

 

You wanna create one? Takes at least 6 months to 2 years, can guarantee that.

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