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blckeagls' Real Zombies v0.0.5


blckeagls

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This script spawns zombies when players enter cities.   It is very much in alpha, and does not spawn 100% of the time for some reason.

This script takes use of "Shaun's Simple Zombie Script"

STEPS
1. Download and Unzip this: ZombiesVersion0.0.0.5.zip

2. Add the zombies folder to your mission folder.

3. Add the sounds folder to your mission folder.

4. Add zskin.jpg to the root of your missions folder.
5. Add this to your descriptions.ext at the top.

#include "zombie\zombie.hpp"

6. Add this to your mission folder init.sqf

if (isDedicated) then {
	[] execVM "\q\addons\zombiemission\init.sqf";
};
[] execVM "zombie\compiles.sqf";
"playZSoundHurt" addPublicVariableEventHandler {(_this select 1) call fncNextSound};
"playZSound" addPublicVariableEventHandler {(_this select 1) call fncNextSound};

7. place ZombieMission.pbo in your @EpochHive\Addons folder

You are now complete


KNOWN ISSUES:

- Zombies do not look exactly like zombies...  (Hard to setTexture and get them working to look like zombies without editing client side requirements)

- They do not always spawn when player enter cities

Change Log:

0.0.0.4 > 0.0.0.5

Added a spawn code for the server side files.. 

0.0.0.3 > 0.0.0.4

Added code to play sound for client side

0.0.0.2 > 0.0.0.3
Added zskin.jpg to zip file

 

I AM USING THE SAME BATTLE EYE FILTERS IN MY AI MISSION SCRIPT LOCATED HERE: 

 

If anyone has any other cool ideas they would like me to make..  Personal Message me...  I'll work on them and post them on forum when completed if I like them...

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Does the ZombieMission folder need to be packaged as a PBO or can it just be dropped in @EpochHive as-is?

It should be packed into a pbo or added to an existing custom pbo

 

I'll post one as a PBO and add the execution script in the mission edit

EDIT:  It is now added and edited instructions

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Because I sat on the map of chernarus for a good 10 minutes, checked the RPT file, and the game was still waiting for the mission to load.

where you see this: 

 

"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
//diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai];

in the server side init.sqf

replace it with this:

 

"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai];

Then check your RPT log and see if you see "Spawned Zombie XXXXX: XXXXX @ XXXXX"

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where you see this: 

 

"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
//diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai];

in the server side init.sqf

replace it with this:

 

"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai];

Then check your RPT log and see if you see "Spawned Zombie XXXXX: XXXXX @ XXXXX"

 

 

http://pastebin.com/hfF7GR9y

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Hi blckeagls,

 

I have the same issue as BlackPlague_81st. I have installed as mentioned in your instructions and after I restarted the server and try to join it, I stuck at a black screen - never get in the Lobby. The server is up and running, but I can't join it.

 

Edit:
I can only press the ESC button to go back to the multiplayer screen.

So long,
B3nzi

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This script is designed for a dedicated server (using the arma3server.exe)..  this can be a game host provider or a dedicated one you set up

Trying to launch this through the Arma3 client as a server wont work

 

 

If you are trying to do that change:

if (isDedicated) 

to 

if (isServer)

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