McKeighan Posted October 29, 2014 Report Share Posted October 29, 2014 We did this on our server a while ago and jacked the zombie count up by about 2 and a 1/2 times the normal values to compensate. I've been toying with the idea of making specific skinned zombies still able to run... or altering it so that if the time of day is "night", that the zeds can again run. (make it so that daylight for some reason slows them down). just ideas :) Link to comment Share on other sites More sharing options...
ryker Posted October 30, 2014 Report Share Posted October 30, 2014 Hi McKeighan, sounds intersting to me. Pls report if there are any news on that. Link to comment Share on other sites More sharing options...
Skyway Posted October 31, 2014 Report Share Posted October 31, 2014 Hello I installed the mod and it working but i run into following issues: it seems that something changed in zombie Aggro structure , if i stand in front of them they are attacking but if i will move they are not following me i wonder if it is possible for them to follow me wherever i go like it is in original files p.s. i'm planing to increase number of zombies on the server, can anybody tell me where can i read about zombie quantity VS server bandwidth Link to comment Share on other sites More sharing options...
Skyway Posted November 1, 2014 Report Share Posted November 1, 2014 Up Link to comment Share on other sites More sharing options...
Skyway Posted November 2, 2014 Report Share Posted November 2, 2014 As i have noticed when zombies are crawling they have much more speed then when they are walking is it somehow possible to adjust crawling speed for walking zombies ? Link to comment Share on other sites More sharing options...
Ped Posted December 11, 2014 Report Share Posted December 11, 2014 Can anyone confirm this is no longer working? I've had this working on two different occasions previously but with a fresh install of 1.5.1 on Vert Hosting, I cannot get this to work. The path in init.sqf to compiles.sqf and the appropriate paths in compiles.sqf to the new zombie files and in the zombie files to the .fsm are correct. I'm getting no errors or any problems, zombies spawn fine but they run, they just do not want to walk for me. So, did something change in Epoch perhaps or am I a complete idiot??? Link to comment Share on other sites More sharing options...
RedBreath Posted December 11, 2014 Report Share Posted December 11, 2014 Make it so their is only a percentage of walking zeds please... Like 2 or 3 running zeds and 5 or 6 walking :D Link to comment Share on other sites More sharing options...
darthmard Posted December 13, 2014 Report Share Posted December 13, 2014 I posted patched files for this while ago at http://opendayz.net/threads/help-overpoch-zombie-speed.20662/ old post but may help you guys out link still works Link to comment Share on other sites More sharing options...
Ped Posted December 13, 2014 Report Share Posted December 13, 2014 Yeah, I am using eybaydayz walking dead modified files. I've used them previously and they worked perfectly fine. I genuinely cannot explain why they don't work anymore. Am hoping someone can clue me in on whether there is a change or another file required or what the deal is. Link to comment Share on other sites More sharing options...
carl101 Posted December 18, 2014 Report Share Posted December 18, 2014 yeah mine have randomly started running all over the place again causing a mock Link to comment Share on other sites More sharing options...
CartoonrBOY Posted December 23, 2014 Report Share Posted December 23, 2014 My zombies will no longer run during daytime; as they were set. No RPT errors, but I too am stumped. I figure we're gonna need a genius? Any takers? Epoch 1.0.5.1. Link to comment Share on other sites More sharing options...
carl101 Posted December 23, 2014 Report Share Posted December 23, 2014 if your using the safezone script by the same AH guy as me (enternamehere). the script calls 2 files related to zeds that needs there paths changing! thanks to ElDubya for pointing that one out Link to comment Share on other sites More sharing options...
Ped Posted December 23, 2014 Report Share Posted December 23, 2014 if your using the safezone script by the same AH guy as me (enternamehere). the script calls 2 files related to zeds that needs there paths changing! thanks to ElDubya for pointing that one out Thanks! I was wondering what was causing this. Link to comment Share on other sites More sharing options...
S4M Posted December 24, 2014 Report Share Posted December 24, 2014 hi, any way to put an intermediate speed?.a little faster Link to comment Share on other sites More sharing options...
kylemcqueen75 Posted January 7, 2015 Report Share Posted January 7, 2015 Where do i place the files? I'm confused because of the "missions pbo" I have never seen this file nor can I find it. This is the edit I made. As you can see the Dir, I am going to try placing the zups folder in the "Dayz_Epoch_11.blahblah" folder next to the custom one because that Is the only thing i can think to do atm. (I'm new to this :P) Link to comment Share on other sites More sharing options...
carl101 Posted January 7, 2015 Report Share Posted January 7, 2015 the "Dayz_Epoch_11.blahblah" you refer too is also referred to as the mission.pbo kylemcqueen75 1 Link to comment Share on other sites More sharing options...
Ped Posted January 8, 2015 Report Share Posted January 8, 2015 Where do i place the files? I'm confused because of the "missions pbo" I have never seen this file nor can I find it. This is the edit I made. As you can see the Dir, I am going to try placing the zups folder in the "Dayz_Epoch_11.blahblah" folder next to the custom one because that Is the only thing i can think to do atm. (I'm new to this :P) Your host compiles the mission.pbo on it's own whenever you start the server, so you don't have to worry about that. But basically, the mission.bpo is everything inside your MP directory path DayZ_Epoch_11.Chernarus. What you want to do is add a new directory inside DayZ_Epoch_11.Chernarus or maybe use the Custom directory where your compiles.sqf is (from your screenshot). Paste the zombie related files into this new directory. Then edit the related directory paths in your compiles.sqf. Easy peasy. . Link to comment Share on other sites More sharing options...
se7en Posted January 12, 2015 Report Share Posted January 12, 2015 Possible to make it partially? I mean... If ADMIN spawns zombies //or script for any AI Zombie mission - they will run normally (speed 10), but every spawned zombie will be calm (speed 2) ? Link to comment Share on other sites More sharing options...
jackal40 Posted January 15, 2015 Report Share Posted January 15, 2015 Just wanted to say thanks for this - will be installing on my Napf server this weekend! Link to comment Share on other sites More sharing options...
(PremiumGaming) Jarno Posted February 12, 2015 Report Share Posted February 12, 2015 Possible to make it partially? I mean... If ADMIN spawns zombies //or script for any AI Zombie mission - they will run normally (speed 10), but every spawned zombie will be calm (speed 2) ? This script aims to edit the "wild_zombies.sqf" meaning it will only aply on the wildspawned ones. Take a look in your files and these files to try and force the speed on every zombie. Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted February 19, 2015 Report Share Posted February 19, 2015 NVM resolved.. part was infristar Link to comment Share on other sites More sharing options...
Chunk. No Captain Chunk. Posted February 27, 2015 Report Share Posted February 27, 2015 Installed this .. no difference at all .. zombies still run as normal.. and ideas ? You may need to change the file locations in the Safezone script you may be using, but also Infistar may be causing it to run the dayz_code version rather than the one in your pbo. But then again, I have no idea. :P Link to comment Share on other sites More sharing options...
Thug Posted June 17, 2015 Report Share Posted June 17, 2015 (edited) I have installed this on 3 servers and it worked. I just installed it on a taviana epoch origins and when you login the zombies walk, But as soon as you get into a vehicle the zombies are running again. Log out and back in still running. Go to a different part of the map, still running. Restart server and they are walking again, til you get into a vehicle. anyone seen this and know how to fix? update: I went in and I have noticed that some of the zombies remain walkers while others run. I am going to reread the post in here, but if you can help I thank you in advance. Edited June 17, 2015 by Thug Link to comment Share on other sites More sharing options...
Affraid Posted July 16, 2015 Report Share Posted July 16, 2015 Has anyone gotten this to work on Vanilla DayZ 1.8.6.1 ? I have it installed but the Zombies are not responding to Players. Link to comment Share on other sites More sharing options...
Zupa Posted July 16, 2015 Author Report Share Posted July 16, 2015 Has anyone gotten this to work on Vanilla DayZ 1.8.6.1 ? I have it installed but the Zombies are not responding to Players. I'm not up to date on the newest DayZ Mod, but in the 1.8 the core code is rewritten alot. Thats also the reason why epoch did not update to newer versions because it simply was too much work to convert the code. So i'm pretty sure this doesn't work out of the box. Link to comment Share on other sites More sharing options...
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