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blckeagls' Real Zombies v0.0.5


blckeagls

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  On 7/1/2015 at 4:22 PM, UlrichVF31 said:

Hello WESD

 

can you tell us what you change with this           sound [] = { "\sounds\zomb1.ogg" , 0.9 , 1, 250 };

 

Sound Volume ??

volume,replay speed,distance

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  On 7/2/2015 at 9:32 AM, bombajack said:

Nobody does not solve this problem?

need to  create trigger in safezones if not exist and  use variable inSafeZone = true or false (enter or  exit)   and put condition   in zombi script

 if(!inSafeZone) then{

    code that spawn zombies

};

like in my nuke script in my github ..  :)  or send me version that u use i can modify.,.

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  On 7/3/2015 at 6:18 AM, W4lly said:

need to  create trigger in safezones if not exist and  use variable inSafeZone = true or false (enter or  exit)   and put condition   in zombi script

 if(!inSafeZone) then{

    code that spawn zombies

};

like in my nuke script in my github ..  :)  or send me version that u use i can modify.,.

https://github.com/WARChuMa/Zombi

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NOT TESTED!!! 

open mission.sqm  with eliteness and add to class sensor (1 for every safezones and update items numbers too)

class Item3   //update numbers
		{
			position[] = {947.996,0.756651,7475.45};  //coords of safezone change with corrects coords
			a = 1000;
			b = 1000;
			activationBy = "ANY";
			repeating = 1;
			interruptable = 1;
			age = "UNKNOWN";
			name = "nozombiesafezone";
			expCond = "(player distance nozombiesafezone) < 1000;";
			expActiv = "hint ""You have entered A Safe Zone! "";  inSafeZone = true;";
			expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;";
			class Effects{};
		};

if u have sensor in mission.sqm about safezone need only add  inSafeZone = true; and  inSafeZone = false; 

 

change fnc_zmarkers.sqf  or compare with this

/*
	file: fn_zombieinit.sqg
	author: corvobrok
	
	descripttion: create random zombies near the player (more zombies if you are in a city)
*/
_units =  ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier_heavy","z_soldier","z_soldier_pilot","z_villager3","z_villager2"];
_suoni =  ["zomb1","zomb2","zomb3"];

_marker = zombiemkr select 0;

if (isNil "inSafeZone") then {
    inSafeZone = false;
};

	while {true} do {
	     waitUntil {
        !inSafeZone
        };
		{
			if (player distance getmarkerpos _x < player distance getmarkerpos _marker) then
			{
				_marker = _x;
			};
			sleep 0.01;
		}foreach zombiemkr;

		if (player distance getmarkerpos _marker < markerdist) then
		{
			if (count zarray < zombielimit) then {
				_pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0];
				_type = _units call BIS_fnc_selectRandom;
				_type createUnit [_pos, groupZMB,"[this]spawn fncZcontact;"];
				sleep 0.2;
			};
		}
		else {sleep 3;};
		sleep 1;
		_rand = floor (random 2);
		if (count zarray >2 && _rand > 0) then
		{
			_one = zarray call BIS_fnc_selectRandom;
			_two = _suoni call BIS_fnc_selectRandom;
			_one say3d _two;
		};
		
		if (zdebugging > 0) then
		{
			if (!isdedicated) then 
			{
				hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)];
			}else
			{
				hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)];
			};
		};
	};

and  fnc_Zproximity.sqf or compare with this

/*
	file: fn_proximity.sqf
	author: corvobrok
	
	descripttion: create random zombies near the player (more zombies if you are in a city)
*/
_maxnum = zombielimit;
_units =  ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier","z_soldier_pilot","z_villager3"];
_suoni =  ["zomb1","zomb2","zomb3"];
_zombienum=0;

if (isNil "inSafeZone") then {
    inSafeZone = false;
};
	while {true} do {
	    waitUntil {
        !inSafeZone
    };
		_house= getPos player nearObjects ["House",120];
		_nhouse =count _house;
		if (zombielimit > 50) then {_zombienum = _nhouse;};
		if (zombielimit > 20 && zombielimit < 51)then {_zombienum =floor (_nhouse/2);};
		if (zombielimit < 21) then {_zombienum =floor (_nhouse/3);};
		if (_zombienum > _maxnum) then {_zombienum = _maxnum;};
		if (count zarray < _zombienum) then {
			_pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0];
			_type = _units call BIS_fnc_selectRandom;
			_zombie = groupZMB createUnit [_type, _pos, [], 0, "NONE"];
			[_zombie]spawn fncZcontact;
			sleep 0.2;
		};
		sleep 1;
		_rand = floor (random 2);
		if (count zarray >2 && _rand > 0) then
		{
			_one = zarray call BIS_fnc_selectRandom;
			_two = _suoni call BIS_fnc_selectRandom;
			_one say3d _two;
		};
		
		if (zdebugging > 0) then
		{
			if (!isdedicated) then 
			{
				hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum];
			}else
			{
				hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum];
			};
		};
	};

need to try cuz i havent script installed i cant try...  ;)

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in fnc_zconctact.sqf  can also change this

 
_target setDamage (damage _target + (zombiedamage/100));
		

with this

  if(!inSafeZone)then{
	_target setDamage (damage _target + (zombiedamage/100));
 };

 using with sensor safezones above..

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  On 7/3/2015 at 1:22 PM, W4lly said:

in fnc_zconctact.sqf  can also change this

 
_target setDamage (damage _target + (zombiedamage/100));
		

with this

  if(!inSafeZone)then{
	_target setDamage (damage _target + (zombiedamage/100));
 };

 using with sensor safezones above..

Continue to spawn,No errors .rpt

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  On 7/3/2015 at 2:29 PM, umfufu said:

Spawning is ok , they just shouldn't do any harm in a safezone

yea if sensors and variable are setup correctly  not damage to players .. 

 

try this .... 

fnc_Zmarkers.sqf

/*
	file: fn_zombieinit.sqg
	author: corvobrok
	
	descripttion: create random zombies near the player (more zombies if you are in a city)
*/
_units =  ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier_heavy","z_soldier","z_soldier_pilot","z_villager3","z_villager2"];
_suoni =  ["zomb1","zomb2","zomb3"];

_marker = zombiemkr select 0;

if (isNil "inSafeZone") then {
    inSafeZone = false;
};
  while {true} do {
	if !(inSafeZone)then{
		{
			if (player distance getmarkerpos _x < player distance getmarkerpos _marker) then
			{
				_marker = _x;
			};
			sleep 0.01;
		}foreach zombiemkr;

		if (player distance getmarkerpos _marker < markerdist) then
		{
			if (count zarray < zombielimit) then {
				_pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0];
				_type = _units call BIS_fnc_selectRandom;
				_type createUnit [_pos, groupZMB,"[this]spawn fncZcontact;"];
				sleep 0.2;
			};
		}
		else {sleep 3;};
		sleep 1;
		_rand = floor (random 2);
		if (count zarray >2 && _rand > 0) then
		{
			_one = zarray call BIS_fnc_selectRandom;
			_two = _suoni call BIS_fnc_selectRandom;
			_one say3d _two;
		};
		
		if (zdebugging > 0) then
		{
			if (!isdedicated) then 
			{
				hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)];
			}else
			{
				hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)];
			};
		};
	  };
	};

fnc_Zproximity.sqf

/*
	file: fn_proximity.sqf
	author: corvobrok
	
	descripttion: create random zombies near the player (more zombies if you are in a city)
*/
_maxnum = zombielimit;
_units =  ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier","z_soldier_pilot","z_villager3"];
_suoni =  ["zomb1","zomb2","zomb3"];
_zombienum=0;

if (isNil "inSafeZone") then {
    inSafeZone = false;
};
   while {true} do {
	if !(inSafeZone)then{
		_house= getPos player nearObjects ["House",120];
		_nhouse =count _house;
		if (zombielimit > 50) then {_zombienum = _nhouse;};
		if (zombielimit > 20 && zombielimit < 51)then {_zombienum =floor (_nhouse/2);};
		if (zombielimit < 21) then {_zombienum =floor (_nhouse/3);};
		if (_zombienum > _maxnum) then {_zombienum = _maxnum;};
		if (count zarray < _zombienum) then {
			_pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0];
			_type = _units call BIS_fnc_selectRandom;
			_zombie = groupZMB createUnit [_type, _pos, [], 0, "NONE"];
			[_zombie]spawn fncZcontact;
			sleep 0.2;
		};
		sleep 1;
		_rand = floor (random 2);
		if (count zarray >2 && _rand > 0) then
		{
			_one = zarray call BIS_fnc_selectRandom;
			_two = _suoni call BIS_fnc_selectRandom;
			_one say3d _two;
		};
		
		if (zdebugging > 0) then
		{
			if (!isdedicated) then 
			{
				hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum];
			}else
			{
				hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum];
			};
		};
	  };
	};

if sensors and variable are correct cant spawn zombies ... u have hint message enter /exit safezones?

Edited...

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  On 7/3/2015 at 2:29 PM, umfufu said:

Spawning is ok , they just shouldn't do any harm in a safezone

Sry W4lly but this was a response to Wesd (Continue to spawn,No errors .rpt)

 

Also for the class sensors use unique names , same name no safezone

 

 class Sensors

 {

 items = 3;  

 class Item0

        {

            position[] = {13326.5,0.16426,14515.2};

            a = 75;

            b = 75;

            activationBy = "ANY";

            repeating = 1;

            interruptable = 1;

            age = "UNKNOWN";

            name = "centresafezone";            

            expCond = "(player distance centresafezone) < 75;";

            expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;";

            expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;";

            class Effects{};

        };

 class Item1

        {

            position[] = {6192.46, 0.00154114, 16834};

            a = 100;

            b = 100;

            activationBy = "ANY";

            repeating = 1;

            interruptable = 1;

            age = "UNKNOWN";

            name = "westsafezone";

            expCond = "(player distance westsafezone) < 100;";

            expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;";

            expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;";

            class Effects{};

        };

 class Item2

        {

            position[] = {18451.9, 0.00143814, 14278.1};

            a = 100;

            b = 100;

            activationBy = "ANY";

            repeating = 1;

            interruptable = 1;

            age = "UNKNOWN";

            name = "eastsafezone";

            expCond = "(player distance eastsafezone) < 100;";

            expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;";

            expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;";

            class Effects{};

        };

    };

 

 

And ive reduced Chuma's @zombi/addons a bit so its a zombi event , no need for old Dayz-mod items or whatevers (itembandage ???)

 

https://mega.co.nz/#!CZZxlBzR!MuHC8b7PlfpZb5nPEzLfNESCzzk95blEPKSTU9-PyRk

 

Read the  "just 3 pbo's needed.txt"  , to reduce the @zombi/addons size

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