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blckeagls' Real Zombies v0.0.5

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Hy,

 

i installed this script and it works fine, than i put blckeagls' AI Mission - Version 2.0.2 Release

on my server and at this time no zombies spawns

 

rpt log with followed error

 

13:01:55 File q\addons\zombiemission\init.sqf, line 11
13:01:55 Error in expression <
while {true} do {
_numCaManBase = _pos nearEntities ["Man",300];
_playerCount =>
13:01:55   Error position: <nearEntities ["Man",300];
_playerCount =>
13:01:55   Error Type Any, expected Number

 

have someone an idea? Mission is running

 

My init.sqf from zombiemission

 

[] spawn {


spawnedZombies = spawnedZombies + [_pos];
{
[_x] spawn {
private ["_pos","_numPlayers","_marker","_numCaManBase","_trigger","_null","_aiGroup","_playerCount","_deactivation","_coords","_num","_ai","_skins","_selectedSkin"];
_marker = _this select 0;
_pos = [(_pos select 0), (_pos select 1),0.2];
_aiGroup = ObjNull;
_aiGroup = createGroup RESISTANCE;
while {true} do {
_numCaManBase = _pos nearEntities ["Man",300];
_playerCount = {isPlayer _x} count _numCaManBase;
if ( (_playerCount > 0) && !(_pos in spawnedZombies)) then {
//[_aiGroup, _pos] call activateZone;
spawnedZombies = spawnedZombies + [_pos];
diag_log format["Added %1 - Spawned Zombies: %2",_pos,spawnedZombies];
_num = 0;
while {_num < 20} do {
_coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos;
_num = _num + 1;
//_ai = ObjNull;
_skins = ["C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_polo_1_F_afro","C_man_polo_1_F_euro","C_man_polo_1_F_asia","C_man_polo_2_F","C_man_polo_2_F_afro","C_man_polo_4_F","C_man_polo_6_F_afro","C_man_p_fugitive_F","C_man_w_worker_F","C_scientist_F","C_man_hunter_1_F","C_journalist_F","C_Orestes","C_Nikos","C_Nikos_aged","C_Marshal_F"];
_selectedSkin = _skins call BIS_fnc_selectRandom;
//"Epoch_Sapper_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"];
"b_g_survivor_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
//diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai];
};
} 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",_ai,_pos];
} forEach units _aiGroup;
_aiGroup = createGroup RESISTANCE;
};
};
sleep 1;
};
};
sleep .01;
} foreach (nearestLocations [getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCityCapital","NameCity","NameVillage","CityCenter"], 30000]);
};

 

Thx for help

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i Have a Problem the script dont start, i have a Nitrado Server

Server Stuck before join the lobby.

I try to put the Sounds in the description but dont work too.

Yes i put the Zombie.pbo in the Hive addon folder.

 

 

I try it only with this, without other scripts but dont work

 

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};

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Got the scripts working, only tried it for a bit seen 2 zombies and like it so far. The issue I am having (Maybe it's spose to be like that) zombies just look like regular AI, is the jpg file you put in there suppose to load and make them look like zombies ? Maybe I did something wrong somewhere ?

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I keep getting this BE error in setvariable since putting in the zombies....

 

18.02.2015 02:23:12: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 98.2245 2:5453 b_g_survivor_F

 

Is this the proper way of writing the exception? (because its not working lol)

 

5 "" !=(Offer|Accept|BUILD_SLOT|TRADE_ACTIVE|last_targeter)
5 "" !="Gem"

 

Here are the full errors...

15.02.2015 00:17:13: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 83.8246 2:4974 b_g_survivor_F
15.02.2015 00:57:53: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 74.7022 2:4990 b_g_survivor_F
18.02.2015 02:00:29: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 94.3498 2:5762 b_g_survivor_F
18.02.2015 02:16:02: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 96.3972 2:5449 b_g_survivor_F
18.02.2015 02:23:12: [ASM] Liqu1dShadow (84.121.43.123:2302) 347db91dxxxxxxxxxxxxxxxd6ccd3f - #0 "gem" = 98.2245 2:5453 b_g_survivor_F

 

Aaron
 

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<content from zombie.hpp>

He is my file right? because the server is still on the loading lobby
 
My Code :
 
author = "egamestudio.net";
class Header
{
 gameType = Sandbox;
 minPlayers = 1;
 maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 100;
respawnDialog = 0;

onLoadMission= "EGAMESTUDIO";
OnLoadIntro = "Site Internet ARMA3.EGAMESTUDIO.NET";
loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; 
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "ARMA3.EGAMESTUDIO.NET RC1.7";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,1,2,6};
enableItemsDropping = 0;
briefing = 0;
debriefing = 0;
enableDebugConsole = 0;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 0;

corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class CfgRemoteExecCommands {};

class RscTitles  
 {  
    #include "Scripts\statusBar.hpp" 
 };
 
 class CfgSounds
{

 sounds[] = {};
 
<content from zombie.hpp>
 
};

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First of all what is the content of this line:

<content from zombie.hpp>

Why you insert the content of the .hpp file into the description.ext?

Anyway the right way to get the .hpp stuff into the description.ext:

class CfgSounds
{
   sounds[] = {};
	class zhurt1
	{
		name = "zombie_hurt1";
		sound[] = {"\sounds\hurt1.ogg", 1, 1};
		titles[] = {};
	};
	class zhurt2
	{
		name = "zombie_hurt2";
		sound[] = {"\sounds\hurt2.ogg", 1, 1};
		titles[] = {};
	};
	class zhurt3
	{
		name = "zombie_hurt3";
		sound[] = {"\sounds\hurt3.ogg", 1, 1};
		titles[] = {};
	};
	class zpunch1
	{
		name = "zombie_punch1";
		sound[] = {"\sounds\punch1.ogg", 1, 1};
		titles[] = {};
	};
	class zpunch2
	{
		name = "zombie_punch2";
		sound[] = {"\sounds\punch2.ogg", 1, 1};
		titles[] = {};
	};
	class zpunch3
	{
		name = "zombie_punch3";
		sound[] = {"\sounds\punch3.ogg", 1, 1};
		titles[] = {};
	};
	class zpunch4
	{
		name = "zombie_punch4";
		sound[] = {"\sounds\punch4.ogg", 1, 1};
		titles[] = {};
	};
	class zidle1
	{
		name = "zombie_idle1";
		sound[] = {"\sounds\idle1.ogg", 1, 1};
		titles[] = {};
	};
	class zidle2
	{
		name = "zombie_idle2";
		sound[] = {"\sounds\idle2.ogg", 1, 1};
		titles[] = {};
	};
	class zidle3
	{
		name = "zombie_idle3";
		sound[] = {"\sounds\idle3.ogg", 1, 1};
		titles[] = {};
	};
	class zidle4
	{
		name = "zombie_idle4";
		sound[] = {"\sounds\idle4.ogg", 1, 1};
		titles[] = {};
	};
	class zidle5
	{
		name = "zombie_idle5";
		sound[] = {"\sounds\idle5.ogg", 1, 1};
		titles[] = {};
	};

};

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Thanks,

 

Working limited to Arnoldstien City on Panthera 3, but added 20 zoombies so they all run to meet me! :)

 

If I get in a car they vanish unless there are more players where they stay spawned until we all get in car but then they respawn, great sounds and the wild arm flailing does kill you as I tested ! twice .... doh !

 

Hawkeye

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Anybody still have their hands on the old Zoombies mod pbo?  we could make a pretty sick zombies add on from that that is literally just another pbo called to from epoch. and they'd be actual zombies with animations and not this crap we are dealing with now. 

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Yop, I do not have the habit of posting in section helps but I really stops.
 
I try to replace the texture original by
 
0c8d6efdd2666dc35f08dd198a21275a.png
 
But in game it not really work, all texture apply in the clothing, not in the face 
 
PS: sorry for my bad english i'm french

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I was able to make my zombies look like zombies

 

https://www.youtube.com/watch?v=r5SBC4JPjzs

 

I used Infected script as the platform http://forums.bistudio.com/showthread.php?181485-Infected-Script-by-Gulozwood

 

You will need golozwood's additional skins as well https://drive.google.com/file/d/0B2eMttqo9un-eGtQZUNqYVVQQjQ/edit?usp=sharing

 

When you spawn a zombie with your server-side script you need to set the face on each MP client. To do that you will need to send Z object as a public variable

_object = infectedattacker createUnit ["O_soldier_F",_buildingPos, [], 1, "PRIVATE"];

missionNamespace setVariable ["infected", _object];
publicVariable "infected";

Then on your mission side I have a handler

 

init.sqf:

[] execVM "custom\remote.sqf";

MPMissions\epoch.MSKE\custom\remote.sqf:

if(!isDedicated) then {
	setZomboyFace =  
	{  
		_me = _this; 
		_chosenFace = ["zombi","zomboy"] call BIS_fnc_selectRandom; 
		//diag_log format["_me=%1",_me];
		_me setFace _chosenFace; 
		_mimic = ["dead","danger","hurt"]  call BIS_fnc_selectRandom; 
		_me setMimic _mimic;
		enablesentences false; 
		_me setObjectMaterial [0, "A3\Characters_F\Common\Data\basicbody_injury.rvmat"]; 
	};  
	
	"infected" addPublicVariableEventHandler {(_this select 1) call setZomboyFace;};
};

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