disto1978 Posted June 16, 2015 Report Share Posted June 16, 2015 hey have problems with setdamage.txt setdamage.log: 16.06.2015 21:18:08: [H||S](Leader]Eichman - #0 0.050000 2:3167 Epoch_Female_F 16.06.2015 21:28:30: Kenzi - #0 0.050000 2:4069 b_g_survivor_F and thats my setdamage.txt: !="" !="Sapper_Charge_Ammo" !="SapperB_Charge_Ammo" !="Epoch_Sapper_F" !="Epoch_SapperB_F" !="Epoch_Male_F" !="Epoch_Female_F" !="Epoch_" !="_zombie" !="b_g_survivor_F" !="Epoch_Female_F" !="Epoch_Male_F" any have a idea? PS: sorry for my bad english I´m a BE Noob too, but try to change your setdamage.txt to... 5 "" !="Sapper_Charge_Ammo" !="SapperB_Charge_Ammo" !="Epoch_Sapper_F" !="Epoch_SapperB_F" !="Epoch_Male_F" !="Epoch_Female_F" !="Epoch_" !="_zombie" !="b_g_survivor_F" !"Epoch_Female_F" !"Epoch_Male_F" Link to comment Share on other sites More sharing options...
disto1978 Posted June 16, 2015 Report Share Posted June 16, 2015 you copy the @Zombi/Addons folder into your main arma server folder, and add @Zombi to your -mods= or if your using tadst click the mods tab and enable it. then open the mpmissions folder and copy the sounds folder and zombie folder to your mpmissions\epoch.Altis folder of your server assuming you unPBO'd your epoch.Altis.pbo file then edit your description.ext add at the very bottom: class CfgSounds { sounds[] = {zomb1,zomb2,zomb3}; class zomb1 { name = "zomb1"; sound[] = {"\sounds\zomb1.ogg", 1, 1}; titles[] = {}; }; class zomb2 { name = "zomb2"; sound[] = {"\sounds\zomb2.ogg", 1, 1}; titles[] = {}; }; class zomb3 { name = "zomb3"; sound[] = {"\sounds\zomb3.ogg", 1, 1}; titles[] = {}; }; }; and in your init.sqf file add []execVM "zombie\configurations.sqf"; if you have not extracted your pbo mission file, install thishttp://www.armaholic.com/page.php?id=16369 then right click the pbo file and it will give you an option to extract the pbo if this is the case, you will need to create a n init.sqf file. Do i have to set markers to spawn zombis on altis? I have installed the script but i did not see any zombi right now. Should they spawn in towns? Link to comment Share on other sites More sharing options...
PLOHOIPARENb Posted June 18, 2015 Report Share Posted June 18, 2015 не работаю зомби, все сделал по гайду! Link to comment Share on other sites More sharing options...
tinboye Posted June 18, 2015 Report Share Posted June 18, 2015 Do i have to set markers to spawn zombis on altis? I have installed the script but i did not see any zombi right now. Should they spawn in towns? when i tested this out, zombies were spawning everywhere, 10-20 at a time, they just kept spawning. I found it was interfering with my other mods , so i tried blckeagls zombies again and got it to actually spawn for me. Link to comment Share on other sites More sharing options...
Dawg Posted June 19, 2015 Report Share Posted June 19, 2015 This zombie version will work but you must get all those PBO in your hive. I think there was about 8? I am very new to all this but I followed the direction and it worked well. You can configure the zombies to your liking. This allows you to designate how many zombie spawn at a time and how long before the killed ones are replaced. I will say this sometimes you have to move the call lines in your INIT file around if there seems to be conflict. I learned this the hard way with the R3F Tow script. Link to comment Share on other sites More sharing options...
Psythrandir Posted June 19, 2015 Report Share Posted June 19, 2015 Hi! Is it possible to define an area for zombiespawn, or will they spawn global in the cities of the map only? Link to comment Share on other sites More sharing options...
Wesd Posted June 22, 2015 Report Share Posted June 22, 2015 Hello Dudes ! Has anyone tried? DirtySanchez 1 Link to comment Share on other sites More sharing options...
bombajack Posted June 22, 2015 Report Share Posted June 22, 2015 you copy the @Zombi/Addons folder into your main arma server folder, and add @Zombi to your -mods= or if your using tadst click the mods tab and enable it. then open the mpmissions folder and copy the sounds folder and zombie folder to your mpmissions\epoch.Altis folder of your server assuming you unPBO'd your epoch.Altis.pbo file then edit your description.ext add at the very bottom: class CfgSounds { sounds[] = {zomb1,zomb2,zomb3}; class zomb1 { name = "zomb1"; sound[] = {"\sounds\zomb1.ogg", 1, 1}; titles[] = {}; }; class zomb2 { name = "zomb2"; sound[] = {"\sounds\zomb2.ogg", 1, 1}; titles[] = {}; }; class zomb3 { name = "zomb3"; sound[] = {"\sounds\zomb3.ogg", 1, 1}; titles[] = {}; }; }; and in your init.sqf file add []execVM "zombie\configurations.sqf"; if you have not extracted your pbo mission file, install thishttp://www.armaholic.com/page.php?id=16369 then right click the pbo file and it will give you an option to extract the pbo if this is the case, you will need to create a n init.sqf file. I have not zombie skins like on video...can use only A3 skins..:/ Thanks Link to comment Share on other sites More sharing options...
Wesd Posted June 22, 2015 Report Share Posted June 22, 2015 ChuMa hello You can add Black list Locations ? Link to comment Share on other sites More sharing options...
ChuMa Posted June 23, 2015 Report Share Posted June 23, 2015 ChuMa hello You can add Black list Locations ? I can add a white list of locations ;) Link to comment Share on other sites More sharing options...
ChuMa Posted June 24, 2015 Report Share Posted June 24, 2015 Hello Dudes ! Has anyone tried? Hi Yes I am trying to use this mod in addition to add - @Zomby or with him until I reached that zombies destroy technique and rush transport ! looks funny)) now struggling with the speed of the zombies .Plan three types of zombies, quick , strong, tenacious!! As soon as I finish I'll post the end result Link to comment Share on other sites More sharing options...
ChuMa Posted June 24, 2015 Report Share Posted June 24, 2015 Hi Yes I am trying to use this mod in addition to add - @Zomby or with him until I reached that zombies destroy technique and rush transport ! looks funny)) now struggling with the speed of the zombies .Plan three types of zombies, quick , strong, tenacious!! As soon as I finish I'll post the end result DirtySanchez 1 Link to comment Share on other sites More sharing options...
SteYou2014 Posted June 24, 2015 Report Share Posted June 24, 2015 you copy the @Zombi/Addons folder into your main arma server folder, and add @Zombi to your -mods= or if your using tadst click the mods tab and enable it. Would that make it so that people who don't have @Zombie won't be able to join the server? Since it's not on A3 Launcher mods section that could cause problems if that's the case. I know when I added @emod031 to my startup .bat people had to download it before being able to join Link to comment Share on other sites More sharing options...
tinboye Posted June 27, 2015 Report Share Posted June 27, 2015 you could make it required by adding to your mission.sqm file for addons. but as i said before, i found this script to be buggy and went with blckeagls zombie mission instead. also using zombi addon could break TOS by BI being that the script uses dayz code and terms. Link to comment Share on other sites More sharing options...
bombajack Posted June 27, 2015 Report Share Posted June 27, 2015 Hello. I made some nice zombies sounds for this script. Here is it: http://uloz.to/xWuvEmZu/sounds-zip Enjoy! ;) EDIT:Damn..password is : prdel Link to comment Share on other sites More sharing options...
UlrichVF31 Posted June 28, 2015 Report Share Posted June 28, 2015 And here are the new description.ext entries to use the Soundfiles from BombaJack class CfgSounds { sounds[] = {zomb1,zomb2,zomb3,zomb4,zomb5,zomb6,zomb7,zomb8,zomb9,zomb10,zomb11,zomb12}; class zomb1 { name = "zomb1"; sound[] = {"\sounds\zomb1.ogg", 1, 1}; titles[] = {}; }; class zomb2 { name = "zomb2"; sound[] = {"\sounds\zomb2.ogg", 1, 1}; titles[] = {}; }; class zomb3 { name = "zomb3"; sound[] = {"\sounds\zomb3.ogg", 1, 1}; titles[] = {}; }; class zomb4 { name = "zomb4"; sound[] = {"\sounds\zomb4.ogg", 1, 1}; titles[] = {}; }; class zomb5 { name = "zomb5"; sound[] = {"\sounds\zomb5.ogg", 1, 1}; titles[] = {}; }; class zomb6 { name = "zomb6"; sound[] = {"\sounds\zomb6.ogg", 1, 1}; titles[] = {}; }; class zomb7 { name = "zomb7"; sound[] = {"\sounds\zomb7.ogg", 1, 1}; titles[] = {}; }; class zomb8 { name = "zomb8"; sound[] = {"\sounds\zomb8.ogg", 1, 1}; titles[] = {}; }; class zomb9 { name = "zomb9"; sound[] = {"\sounds\zomb9.ogg", 1, 1}; titles[] = {}; }; class zomb10 { name = "zomb10"; sound[] = {"\sounds\zomb10.ogg", 1, 1}; titles[] = {}; }; class zomb11 { name = "zomb11"; sound[] = {"\sounds\zomb11.ogg", 1, 1}; titles[] = {}; }; class zomb12 { name = "zomb12"; sound[] = {"\sounds\zomb12.ogg", 1, 1}; titles[] = {}; }; };; and you must change in the fnc_ZProximity file at line 8: _suoni = ["zomb1","zomb2","zomb3"]; to _suoni = ["zomb1","zomb2","zomb3","zomb4","zomb5","zomb6","zomb7","zomb8","zomb9","zomb10","zomb11","zomb12"]; Now you can use the new Zombie Sounds from BombaJack ! HAVE FUN ! Link to comment Share on other sites More sharing options...
bombajack Posted June 28, 2015 Report Share Posted June 28, 2015 And here are the new description.ext entries to use the Soundfiles from BombaJack class CfgSounds { sounds[] = {zomb1,zomb2,zomb3,zomb4,zomb5,zomb6,zomb7,zomb8,zomb9,zomb10,zomb11,zomb12}; class zomb1 { name = "zomb1"; sound[] = {"\sounds\zomb1.ogg", 1, 1}; titles[] = {}; }; class zomb2 { name = "zomb2"; sound[] = {"\sounds\zomb2.ogg", 1, 1}; titles[] = {}; }; class zomb3 { name = "zomb3"; sound[] = {"\sounds\zomb3.ogg", 1, 1}; titles[] = {}; }; class zomb4 { name = "zomb4"; sound[] = {"\sounds\zomb4.ogg", 1, 1}; titles[] = {}; }; class zomb5 { name = "zomb5"; sound[] = {"\sounds\zomb5.ogg", 1, 1}; titles[] = {}; }; class zomb6 { name = "zomb6"; sound[] = {"\sounds\zomb6.ogg", 1, 1}; titles[] = {}; }; class zomb7 { name = "zomb7"; sound[] = {"\sounds\zomb7.ogg", 1, 1}; titles[] = {}; }; class zomb8 { name = "zomb8"; sound[] = {"\sounds\zomb8.ogg", 1, 1}; titles[] = {}; }; class zomb9 { name = "zomb9"; sound[] = {"\sounds\zomb9.ogg", 1, 1}; titles[] = {}; }; class zomb10 { name = "zomb10"; sound[] = {"\sounds\zomb10.ogg", 1, 1}; titles[] = {}; }; class zomb11 { name = "zomb11"; sound[] = {"\sounds\zomb11.ogg", 1, 1}; titles[] = {}; }; class zomb12 { name = "zomb12"; sound[] = {"\sounds\zomb12.ogg", 1, 1}; titles[] = {}; }; };; and you must change in the fnc_ZProximity file at line 8: _suoni = ["zomb1","zomb2","zomb3"]; to _suoni = ["zomb1","zomb2","zomb3","zomb4","zomb5","zomb6","zomb7","zomb8","zomb9","zomb10","zomb11","zomb12"]; Now you can use the new Zombie Sounds from BombaJack ! HAVE FUN ! Yeah,thanks for the complement..;) Link to comment Share on other sites More sharing options...
UlrichVF31 Posted June 28, 2015 Report Share Posted June 28, 2015 No Problem !! EPOCH = Teamwork :) Link to comment Share on other sites More sharing options...
obermaig Posted June 29, 2015 Report Share Posted June 29, 2015 you copy the @Zombi/Addons folder into your main arma server folder, and add @Zombi to your -mods= or if your using tadst click the mods tab and enable it. then open the mpmissions folder and copy the sounds folder and zombie folder to your mpmissions\epoch.Altis folder of your server assuming you unPBO'd your epoch.Altis.pbo file then edit your description.ext add at the very bottom: class CfgSounds { sounds[] = {zomb1,zomb2,zomb3}; class zomb1 { name = "zomb1"; sound[] = {"\sounds\zomb1.ogg", 1, 1}; titles[] = {}; }; class zomb2 { name = "zomb2"; sound[] = {"\sounds\zomb2.ogg", 1, 1}; titles[] = {}; }; class zomb3 { name = "zomb3"; sound[] = {"\sounds\zomb3.ogg", 1, 1}; titles[] = {}; }; }; and in your init.sqf file add []execVM "zombie\configurations.sqf"; if you have not extracted your pbo mission file, install thishttp://www.armaholic.com/page.php?id=16369 then right click the pbo file and it will give you an option to extract the pbo if this is the case, you will need to create a n init.sqf file. HI, please HELP ME! I have done so, as described, but no zombies spawned on Altis Map. There are more secret tips? Link to comment Share on other sites More sharing options...
UlrichVF31 Posted June 29, 2015 Report Share Posted June 29, 2015 You also need to put the @Zombi Folder in your steam/steamapps/common/Arma3 (Client PC). Then start your Arma and activate the @Zombie Addon ! Restart your Arma, and you are ready ! That`s it ! Hope that help`s! Link to comment Share on other sites More sharing options...
LucyDemoon Posted June 29, 2015 Report Share Posted June 29, 2015 Hey, how can I make more aggressive zombies? if you wish you are welcome to try my server. PM me for IP Link to comment Share on other sites More sharing options...
Ganja Posted June 29, 2015 Report Share Posted June 29, 2015 Tested his today, and works really nice, for some reason i have to get upclose to the zombies for them to load the skin though.. not a big issue. This is apperently caused because the texture used is a .jpg file. I read this a while ago when I had setup a Wasteland server, when painting a vehicle they never showed texture till ya got close. Has to do with the compression of .jpg. Afyer converting all my images to .paa I could see the texture from the same distance as when i first see the objects. I recommend changing it to .tga in photoshop, then use TexView (Comes with ArmA3 tools in Steams Apps section) to convert the .tga to a .paa simply by using "Save As" then just change the line that calls the texture in shaun.sqf to point to the new texture pic _zombie setObjectTexture [0,"dfltcustom\picz\zskin.paa"]; I decided to personalize my Zed's a bit..I gave them my Zipper Face I had done up one year for Halloween https://www.dropbox.com/s/p3zqj4ricsrdgpq/zskin.paa?dl=0 Link to comment Share on other sites More sharing options...
bombajack Posted June 30, 2015 Report Share Posted June 30, 2015 Hello. How to eliminate zombies in Safezones? They can damage player but player cant kill him.. Best will be delete or black listed in this area. Thanks for answer Link to comment Share on other sites More sharing options...
Wesd Posted June 30, 2015 Report Share Posted June 30, 2015 class CfgSounds { sounds [] = { zomb1 , zomb2 , zomb3 }; class zomb1 { name = "zomb1" ; sound [] = { "\sounds\zomb1.ogg" , 0.9 , 1, 250 }; titles [] = {}; }; class zomb2 { name = "zomb2" ; sound [] = { "\sounds\zomb2.ogg" , 0.9 , 1, 250 }; titles [] = {}; }; class zomb3 { name = "zomb3" ; sound [] = { "\sounds\zomb3.ogg" , 0.8 , 1, 250 }; titles [] = {}; }; }; It will be better this way Link to comment Share on other sites More sharing options...
UlrichVF31 Posted July 1, 2015 Report Share Posted July 1, 2015 Hello WESD can you tell us what you change with this sound [] = { "\sounds\zomb1.ogg" , 0.9 , 1, 250 }; Sound Volume ?? Link to comment Share on other sites More sharing options...
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