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blckeagls' Real Zombies v0.0.5


blckeagls

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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"
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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 this

http://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?

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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.

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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.

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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 this

http://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

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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

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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

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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

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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.

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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 !

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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..;) 

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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 this

http://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?

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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

2NJxJWj.jpg

UCsgaA7m.jpg

 

https://www.dropbox.com/s/p3zqj4ricsrdgpq/zskin.paa?dl=0

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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

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