cyncrwler Posted December 31, 2014 Report Share Posted December 31, 2014 Apparently the zombies are spawning, byt from what I can tell they spawn underground? 15:43:55 "Added [16584.3,16104,-15.1762] - Spawned Zombies: [[16584.3,16104,-15.1762]]" I thought I followed all the steps correctly. Link to comment Share on other sites More sharing options...
blckeagls Posted January 1, 2015 Author Report Share Posted January 1, 2015 Might tinker with this a bit. cool idea all the same. Always looking for improvements... please share your custom stuff so we can improve this for the community Link to comment Share on other sites More sharing options...
blckeagls Posted January 1, 2015 Author Report Share Posted January 1, 2015 Apparently the zombies are spawning, byt from what I can tell they spawn underground? 15:43:55 "Added [16584.3,16104,-15.1762] - Spawned Zombies: [[16584.3,16104,-15.1762]]" I thought I followed all the steps correctly. try this: Inside ZombieMission.pbo (init.sqf) Replace: //"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"]; "b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; with: //"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"]; _pos1 = _coords select 0; _pos2 = _coords select 1; _pos3 = 1; "b_g_survivor_F" createUnit [[_pos1,_pos2,_pos3], _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; //diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai]; Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 1, 2015 Report Share Posted January 1, 2015 I have them running in my server: 192.99.101.58:2312 (@AllInArmaTerrainPack required) Cool. Can you make a video of it? Link to comment Share on other sites More sharing options...
cyncrwler Posted January 1, 2015 Report Share Posted January 1, 2015 try this: with: //"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"]; _pos1 = _coords select 0; _pos2 = _coords select 1; _pos3 = 1; "b_g_survivor_F" createUnit [[_pos1,_pos2,_pos3], _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"]; //diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai]; Made the changes, and still getting the same result. They spawn, but I never see them. 17:30:58 "Added [18753.4,16597.1,-32.1656] - Spawned Zombies: [[18049.1,15264.1,-28.4237],[18753.4,16597.1,-32.1656]]" Link to comment Share on other sites More sharing options...
pr0dukt Posted January 1, 2015 Report Share Posted January 1, 2015 Same Issue here actually. I can call them directly if i spawn them on my location, but they are not spawning at the correct Z coord on Chernarus. Not sure if this is the case on altis or not. Link to comment Share on other sites More sharing options...
machine6fd Posted January 1, 2015 Report Share Posted January 1, 2015 spawning fine for me on chernarus with an unedited pbo. however if you jump in a car they will disappear then reappear when you get out. Still running some tests. @blckeagls Have you though about using the zeds from zombie sand box? they seemed a little more aggressive and when they attack the screen has a image that shows that you were hit. just an idea. Link to comment Share on other sites More sharing options...
1Man Posted January 1, 2015 Report Share Posted January 1, 2015 Can confirm they do despawn when you get in a vehicle and spawn whe you get out. Sappers work fine also everything works fine for me except I don't know if it was a mission system or sappers dropped my fps to 19 on the server so I edited it all and back to normal Link to comment Share on other sites More sharing options...
tylerjohnson Posted January 1, 2015 Report Share Posted January 1, 2015 still struggling with the Battleye filters. I like to just add the exceptions that are required instead of opening a whole lot. Link to comment Share on other sites More sharing options...
DamianL Posted January 2, 2015 Report Share Posted January 2, 2015 This works really well on my server. Awesome job buddy, and excellent work with the sounds :D Link to comment Share on other sites More sharing options...
blckeagls Posted January 2, 2015 Author Report Share Posted January 2, 2015 spawning fine for me on chernarus with an unedited pbo. however if you jump in a car they will disappear then reappear when you get out. Still running some tests. @blckeagls Have you though about using the zeds from zombie sand box? they seemed a little more aggressive and when they attack the screen has a image that shows that you were hit. just an idea. spawning fine for me on chernarus with an unedited pbo. however if you jump in a car they will disappear then reappear when you get out. Still running some tests. @blckeagls Have you though about using the zeds from zombie sand box? they seemed a little more aggressive and when they attack the screen has a image that shows that you were hit. just an idea. I did look at others... only issue is the client side requirements. I decided to use a no client side requirements script, or else everyone else would have to download it before they can enter the server and have another -mod onto their start parameters. this does not require that Link to comment Share on other sites More sharing options...
cyncrwler Posted January 2, 2015 Report Share Posted January 2, 2015 Finally got them to spawn with a couple Battleye fixes. Hilarious, and love the sounds. This is a great start, and something I believe will become something pretty amazing in time. Nice job, thank you! Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted January 2, 2015 Report Share Posted January 2, 2015 Any chance that there's a way to use the @BreakingPoint MOD for the zombies script, and just port it over? (With permission of course) Link to comment Share on other sites More sharing options...
blckeagls Posted January 2, 2015 Author Report Share Posted January 2, 2015 Any chance that there's a way to use the @BreakingPoint MOD for the zombies script, and just port it over? (With permission of course) Might be likely... but would require users to have the BreakingPoint mod loaded before they enter the server... There are plenty of ways to improve this, but many require client side pre-download.. or else no one will be able to enter the server.... (i.e. AllInArmaTerrainPack for Chernarus) Link to comment Share on other sites More sharing options...
spurgurgle Posted January 2, 2015 Report Share Posted January 2, 2015 ok got this installed and working but i seem to be being kicked on my test server : Script Log: #0 spurgle (guid) - #11 "bleAI "TARGET"; _zombie setBehaviour "CAREESS" _zombie enableFatigue false; _zombie setVariable ["BIS_noCoreConversations", tr" did anyone have a solution for this or did i do somethign wrong???? im pretty new to this sorta thing but learning fast Link to comment Share on other sites More sharing options...
Brunz Posted January 2, 2015 Report Share Posted January 2, 2015 ok got this installed and working but i seem to be being kicked on my test server : Script Log: #0 spurgle (guid) - #11 "bleAI "TARGET"; _zombie setBehaviour "CAREESS" _zombie enableFatigue false; _zombie setVariable ["BIS_noCoreConversations", tr" did anyone have a solution for this or did i do somethign wrong???? im pretty new to this sorta thing but learning fast The problem is your zombies are trying to "careess" people lol, it should be careless i believe. but on a serious note lets teach a man to fish. Step 1. Identify which be restriction file has blocked the code It says Script Log so its the scripts.txt Step 2. Identify the Rule which has been violated It says #11 so its rule number 11 because every line is one rule and the rules start from zero look at line 12! Step 3. Examine existing rule and match to code causing error - 7 enableFatigue It seems that the code is trying to issue this command "_zombie enableFatigue false;" so we need to add an exception Step 4. Add Exception Append below to line 12 of scripts.txt !"_zombie enableFatigue false;" line should look like 7 enableFatigue !"_zombie enableFatigue false;" ZENITHOVMAN, cyncrwler and martuk66 3 Link to comment Share on other sites More sharing options...
tylerjohnson Posted January 2, 2015 Report Share Posted January 2, 2015 thank you Brunz , learn something new everyday. Link to comment Share on other sites More sharing options...
spurgurgle Posted January 2, 2015 Report Share Posted January 2, 2015 cheers brunz, ok so that got that kick fixed but now i have this one 02.01.2015 05:26:45: spurgle (guid) - #46 "Client "playZSound"; } foreach _nearPlayers; _lockedTarget setDamage (damage _lockedTarget + 0.05); }; }; if (!alive _lockedTarg" i had a go at adding the filter to hte script.txt on line 47 !"_zombie setDamage (damage _lockedTarget + 0.05)" this is what i added and this is the whole line as it is atm 7 setDamage !="_sapper setDamage 1;\n_sBomb setDamage 1;" !="([4654.62,9593.63,0] nearestObject 145259) setDamage 1" !="([4654.62,9593.63,0] nearestObject 145260) setDamage 1" !"_zombie setDamage (damage _lockedTarget + 0.05)" again i guess i made the filter wrong ?? any tips :) Link to comment Share on other sites More sharing options...
Brunz Posted January 2, 2015 Report Share Posted January 2, 2015 cheers brunz, ok so that got that kick fixed but now i have this one 02.01.2015 05:26:45: spurgle (guid) - #46 "Client "playZSound"; } foreach _nearPlayers; _lockedTarget setDamage (damage _lockedTarget + 0.05); }; }; if (!alive _lockedTarg" i had a go at adding the filter to hte script.txt on line 47 !"_zombie setDamage (damage _lockedTarget + 0.05)" this is what i added and this is the whole line as it is atm 7 setDamage !="_sapper setDamage 1;\n_sBomb setDamage 1;" !="([4654.62,9593.63,0] nearestObject 145259) setDamage 1" !="([4654.62,9593.63,0] nearestObject 145260) setDamage 1" !"_zombie setDamage (damage _lockedTarget + 0.05)" again i guess i made the filter wrong ?? any tips :) Refer to step 3, it should be !"_lockedTarget setDamage (damage _lockedTarget + 0.05);" Not !"_zombie setDamage (damage _lockedTarget + 0.05)" Its important to remember BE filters are text based matching, it needs to match exact string or string pattern. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 2, 2015 Report Share Posted January 2, 2015 any pics of the zombies? or this in action? Link to comment Share on other sites More sharing options...
1Man Posted January 2, 2015 Report Share Posted January 2, 2015 ok got this installed and working but i seem to be being kicked on my test server : Script Log: #0 spurgle (guid) - #11 "bleAI "TARGET"; _zombie setBehaviour "CAREESS" _zombie enableFatigue false; _zombie setVariable ["BIS_noCoreConversations", tr" did anyone have a solution for this or did i do somethign wrong???? im pretty new to this sorta thing but learning fast Did you download the Chinese version lol Link to comment Share on other sites More sharing options...
pr0dukt Posted January 2, 2015 Report Share Posted January 2, 2015 Working flawlessly on my overpoch server now. Next endevour will be to get these zombie skins looking less like a homeless guy who spilt some of his 711 burrito on his shirt, and more like a zombie. =p Got a guy in Legion who does 3D modeling working up some skins and possibly some movement simulations. Should be interesting to see this script develop into something that could knod at the dayz era. =] MisterT 1 Link to comment Share on other sites More sharing options...
tylerjohnson Posted January 2, 2015 Report Share Posted January 2, 2015 Thanks Brunz for your information. One question when you get this #0 "gem" = 52.4772 2:2007 b_g_survivor_F" I know the number is random. How do you add this to the filter to deal with a random number? I know I don't want !"gem" = 52.4772 2:2007 b_g_survivor_F Brunz 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 3, 2015 Report Share Posted January 3, 2015 can you tell me which changes were made to scripts.txt as mine is modified and I would like to add the changes to it, if that's not too much trouble? :) Link to comment Share on other sites More sharing options...
blckeagls Posted January 3, 2015 Author Report Share Posted January 3, 2015 can you tell me which changes were made to scripts.txt as mine is modified and I would like to add the changes to it, if that's not too much trouble? :) I didn't change any BE Filter scripts... I posted my current version, if they don't work, sorry. I don't provide BE Filter support. Link to comment Share on other sites More sharing options...
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