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blckeagls' Real Zombies v0.0.5


blckeagls

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Video difficult to see the animation there?

there are some problems .. reducing distance to the  zombies spawn from player  ..

zombies spawn is always behind player and you cant  see  when spawn........

can see if u walk on the contrary ..but this is possible to change....

other problem is correct animation MOVES

and would be nice to have the effect of terrain  that breaks ... cuz for example if u are in city rising from ground without breaking asphalt isnt so nice to see ..

is too possible filter surfacetype for spawn only in grass without other effects .. 

I do not have much free time in this period .... but im working..maybe someone know how to speed up this ... can help .  :)  :)

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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: attachicon.gifZombiesVersion0.0.0.5.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...

 

Does it work well in the Esseker Map

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Does it work well in the Esseker Map

 

It doesn't work well on any map.   To make the OP's 0.0.0.5 code work, you are going to have to comb through 19 pages of forum posts to gleen months of community tweaks, and adapt your battleye filters, re-run, get kicked, and adapt your battle eye filters again at minimum 6 time.  I spent the last 24 hours of my weekend making this work only to be disappointed.   The zombies look like soldiers with a 70's tie-die tshirts, and disappear when you get into a vehicle.   Their spawn points are centered on the center location of the city, usually where the text label is on the map.

 

This script makes the FUMs infected AI mission look like a rock star.    This thread contained some videos of other zombie script/mods that looked much better, but the OP's script is in need of much TLC before its close to being prime time.

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ZombiesVersion0.0.0.5a.7z

 

This is blckeagls' Real Zombies v0.0.5 found here: 
Disclaimer:  I take no credit for any of this content, nor do I support it.  I've given up on this script, but sharing what went into it to make it work.

 

Changes from the orginal 0.0.5 version posted:
 - Made functional for Epoch.Altis 0.3.0.3 Build 9
 - Consolidates all the client side files into folder under addons/zombie, updated all references to use new location.
 - Fixed the _pos variable in the server side pbo to set z to 0.1 instead of the -10 to -20 it was pulling from the "citycenter"
 - Fixed and turned on additional debug output for spawns (in the pbo, line 25 and 31)
 - Performed exploratory surgery with battleeye filters, and created an Install.txt
 

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ZombiesVersion0.0.0.5a.7z

 

This is blckeagls' Real Zombies v0.0.5 found here: 

Disclaimer:  I take no credit for any of this content, nor do I support it.  I've given up on this script, but sharing what went into it to make it work.

 

Changes from the orginal 0.0.5 version posted:

 - Made functional for Epoch.Altis 0.3.0.3 Build 9

 - Consolidates all the client side files into folder under addons/zombie, updated all references to use new location.

 - Fixed the _pos variable in the server side pbo to set z to 0.1 instead of the -10 to -20 it was pulling from the "citycenter"

 - Fixed and turned on additional debug output for spawns (in the pbo, line 25 and 31)

 - Performed exploratory surgery with battleeye filters, and created an Install.txt

 

 

 

Zombie despawn when i get in a vehicle.

 

How can I change the?????

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No clue, that was one of the things that caused me to abandon this script.

 

Edit this ( @epochhive\addons\ZombieMission\init.sqf ):

                } else {
                    sleep 1;
                    if ( (_playerCount < 1) && (_pos in spawnedZombies) ) then {
                        spawnedZombies = spawnedZombies - [_pos];
                        diag_log format["Removed %1 - Spawned Zombies: %2",_pos,spawnedZombies];
                    //  { 
                    //      deleteVehicle _x;
                    //      diag_log format["Deleted Zombie %1 @ %2",_pos];
                    //  } forEach units _aiGroup;
                        _aiGroup = createGroup RESISTANCE;
                    };
                };
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  • 2 weeks later...

How to do that?

We are playing on Esseker and we want to have only some special locations where zombies are spawning.

to put in the editor marks on the map with the name marker1, marker2,....

and to prescribe their configurations.sqf

//----------Only marker spawn---------------------------------------

//with this function, the zombies will only spawn near markers

zombiemkr=["marker1",marker2"]; //markers where zombie spawn

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