SteYou2014 Posted July 5, 2015 Report Share Posted July 5, 2015 i would try to change for a spawn type like this :) https://youtu.be/P-ZM49u6yR4 but need reduce distance from player and maybe damage... soooo eeeeeeeeeeeeepic Link to comment Share on other sites More sharing options...
Wesd Posted July 6, 2015 Report Share Posted July 6, 2015 Video difficult to see the animation there? Link to comment Share on other sites More sharing options...
W4lly Posted July 7, 2015 Report Share Posted July 7, 2015 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 . :) :) Link to comment Share on other sites More sharing options...
Mr.XXX Posted July 12, 2015 Report Share Posted July 12, 2015 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... Does it work well in the Esseker Map Link to comment Share on other sites More sharing options...
Korwiin Posted July 12, 2015 Report Share Posted July 12, 2015 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. Link to comment Share on other sites More sharing options...
Korwiin Posted July 12, 2015 Report Share Posted July 12, 2015 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 Mr.XXX 1 Link to comment Share on other sites More sharing options...
Mr.XXX Posted July 13, 2015 Report Share Posted July 13, 2015 How can I give the textures to Zombie? Link to comment Share on other sites More sharing options...
Mr.XXX Posted July 13, 2015 Report Share Posted July 13, 2015 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????? Link to comment Share on other sites More sharing options...
disto1978 Posted July 13, 2015 Report Share Posted July 13, 2015 What about the idea to create different threads for the different plugins? This is the thread for blckeagls' Real Zombies v0.0.5 but by now we discuss about 3 different plugins i think and it´s a bit confusing. Link to comment Share on other sites More sharing options...
obermaig Posted July 13, 2015 Report Share Posted July 13, 2015 What about the idea to create different threads for the different plugins? This is the thread for blckeagls' Real Zombies v0.0.5 but by now we discuss about 3 different plugins i think and it´s a bit confusing. True, it's just confusing :wacko: Mr.XXX 1 Link to comment Share on other sites More sharing options...
Korwiin Posted July 13, 2015 Report Share Posted July 13, 2015 Zombie despawn when i get in a vehicle. How can I change the????? No clue, that was one of the things that caused me to abandon this script. Link to comment Share on other sites More sharing options...
Mr.XXX Posted July 14, 2015 Report Share Posted July 14, 2015 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; }; }; Link to comment Share on other sites More sharing options...
bombajack Posted July 15, 2015 Report Share Posted July 15, 2015 Hello, i have some questions.. 1)is possible do zombies attacked vehicle if player is inside? (ofcourse with vehicle damage) 2)is possible increase zombies HP? (Because they goes down on one shot) Thanks all for answer. ;) Link to comment Share on other sites More sharing options...
Mr.XXX Posted July 15, 2015 Report Share Posted July 15, 2015 2)is possible increase zombies HP? (Because they goes down on one shot) while {_num < 5} do { _coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos; _num = _num + 1; Link to comment Share on other sites More sharing options...
bombajack Posted July 18, 2015 Report Share Posted July 18, 2015 while {_num < 5} do { _coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos; _num = _num + 1; Thx ! But..where implement this code? Link to comment Share on other sites More sharing options...
dnny26501 Posted July 27, 2015 Report Share Posted July 27, 2015 Dawn of the Dead: Infected Skins by gulozwood http://www.armaholic.com/page.php?id=26716 Link to comment Share on other sites More sharing options...
obermaig Posted July 28, 2015 Report Share Posted July 28, 2015 Dawn of the Dead: Infected Skins by gulozwood http://www.armaholic.com/page.php?id=26716 Hi, how can I implement the skins in this Zombie script? Link to comment Share on other sites More sharing options...
Psythrandir Posted July 28, 2015 Report Share Posted July 28, 2015 I can add a white list of locations ;) How to do that? We are playing on Esseker and we want to have only some special locations where zombies are spawning. Link to comment Share on other sites More sharing options...
obermaig Posted July 29, 2015 Report Share Posted July 29, 2015 Thx ! But..where implement this code? @epochhive\addons\ZombieMission\init.sqf, but i not understod, what is to do for HP increase? "_num < 10" ? Link to comment Share on other sites More sharing options...
Steven1230 Posted August 4, 2015 Report Share Posted August 4, 2015 Is it possible to get this to work on maps other than altis? Link to comment Share on other sites More sharing options...
obermaig Posted August 7, 2015 Report Share Posted August 7, 2015 blckeagls' Real Zombies works on Chernarus and Esseker on my Servers Link to comment Share on other sites More sharing options...
ChuMa Posted August 8, 2015 Report Share Posted August 8, 2015 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 markerszombiemkr=["marker1",marker2"]; //markers where zombie spawn Link to comment Share on other sites More sharing options...
Steven1230 Posted August 9, 2015 Report Share Posted August 9, 2015 I was able to get it working on Australia. Just wish a good way to code in the textures for them was found. lol Link to comment Share on other sites More sharing options...
gulo Posted August 9, 2015 Report Share Posted August 9, 2015 hi guyz, the only solution i've found to set full texture on models was making a mod, so every clients have to install it in addition of epoch mod. Link to comment Share on other sites More sharing options...
Davep122 Posted August 15, 2015 Report Share Posted August 15, 2015 Hi, I installed this script and it says the Zombies have spawned. However they are not at the location stated in my RPT and when I use the map icons toggle no AI are showing, Any help would be great, Thanks Dave Link to comment Share on other sites More sharing options...
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