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blckeagls' Real Zombies v0.0.5


blckeagls

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So when you decide to delete it all and start from stratch, it will probably work..

 

The server started for everyone else since ver 0.0.0.5.  If you don't want to take the 2 minutes to try again, then stop complaining it isn't working.

I know you didnt because your PBO is 2MB  it should only be 3KB

http://zombieville.net/pbo.png

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So if we change combat mode from careless to red will that make them follow the client? Mine pretty much just ran off as I changed them to sappers instead

Not sure.

As a side note:  i tried using Sappers, but they don't do the "hit" action that I wanted them to do...  Since they don't have arms...  I didnt try cloakers though

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soooo...

 

I finally made it :)

the code in description.ext >> #include "zombie\zombie.hpp" is the problem.

 

I have now put everything from zombie.hpp into my description.ext like other sounds into the command block below:

 

class CfgSounds
{

 sounds[] = {};

 

<content from zombie.hpp>

 

};

 

I will try now if they spawn also - till now no errors.

 

So long,

B3nzi

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Just posted at the bottom of post #1

 

Don't have too much time at the moment, will need to diffmerge later or hopefully someone posts the zombie-specific exceptions. Temporarily disabled scripts.txt just to check functionality and the zombies do spawn properly. Thanks.

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Same issue. Still does not run.

 

Will check on a few things.

Seee what this guys said fixed it for him:

 

soooo...

 

I finally made it  :)

the code in description.ext >> #include "zombie\zombie.hpp" is the problem.

 

I have now put everything from zombie.hpp into my description.ext like other sounds into the command block below:

 

class CfgSounds

{

 sounds[] = {};

 

<content from zombie.hpp>

 

};

 

I will try now if they spawn also - till now no errors.

 

So long,

B3nzi

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Not sure.

As a side note:  i tried using Sappers, but they don't do the "hit" action that I wanted them to do...  Since they don't have arms...  I didnt try cloakers though

 

OK combatmode red they follow and sappers headbutt you and it does cause damage

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Seee what this guys said fixed it for him:

 

soooo...

 

I finally made it  :)

the code in description.ext >> #include "zombie\zombie.hpp" is the problem.

 

I have now put everything from zombie.hpp into my description.ext like other sounds into the command block below:

 

class CfgSounds

{

 sounds[] = {};

 

<content from zombie.hpp>

 

};

 

I will try now if they spawn also - till now no errors.

 

So long,

B3nzi

 

 

Worked for me.

 

Waiting for zombies to spawn.

 

Let's see how it goes.

 

 

Can anyone make the number of zombies in the area of the player be set to a certain amount?

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Worked for me.

 

Waiting for zombies to spawn.

 

Let's see how it goes.

 

 

Can anyone make the number of zombies in the area of the player be set to a certain amount?

It's the same per city..  

You can edit the number per city in the ZombieMission.pbo init.sqf file here:

 

while {_num < 5} do { //*********CHANGE 5 to how many you want, v0.0.0.5 has 2x this ammount (5 will spawn 10 not sure why************
	_coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos;
	_num = _num + 1;
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So something of the sort?

 

while {_num < 30} do { //*********CHANGE 5 to how many you want, v0.0.0.5 has 2x this ammount (5 will spawn 10 not sure why************

    _coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos;

    _num = _num + 1;

that will spawn 60 AI per city

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As always, this is a WIP.

 

Not a bad script at all, but a zombie animation+model needs to be made.

 

Other than that, this is a pretty good script so far :D

That is impossible without having the client download a seperate "MOD" before joining the server..

You could just use a SAPPER...

To use the SAPPER model do this in the SERVER (ZombieMission.pbo) init.sqf:


Change:
//"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"];
"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];

To:
"Epoch_Sapper_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
//"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
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