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Need help with zombies


BetterDeadThanZed

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I am attempting to add some zombie spawns on my test server using this thread: 

I created the spawner unit for the zombies in one place just to test it. The instructions say to add the spawners to "class Groups" but that no longer exists in Epoch's mission.sqm. There is a "class Entities" which appears to be the same thing. I added the spawners I created in the editor to the "class Entities" section. This is the code I added:

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This is what my mission.sqm looks like after adding this: http://pastebin.com/Rx3Rv5Kj

When I run the server, I get "Mission Epoch Mod read from bank" and the server doesn't start properly. That message just appears over and over again. Maybe another set of eyes looking over this can spot something I can't...

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I'm afraid that you now have to regenerate all the spawns from Eden. The syntax has changed. For example, here's a spawner from my mission.sqm:

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As you can see it is substantially different from the previous definition. I will be updating the Tutorial - had a load of deadlines at work (and work to do on my server) that has delayed that. COS is also performing sub-optimally for me so I'm going through replacing it with native Ryan's spawners. I'll add the data for Altis to the Tutorial and look at other maps in the future.

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  On 5/1/2016 at 3:40 PM, Grahame said:

I'm afraid that you now have to regenerate all the spawns from Eden. The syntax has changed. For example, here's a spawner from my mission.sqm:

  Reveal hidden contents

As you can see it is substantially different from the previous definition. I will be updating the Tutorial - had a load of deadlines at work (and work to do on my server) that has delayed that. COS is also performing sub-optimally for me so I'm going through replacing it with native Ryan's spawners. I'll add the data for Altis to the Tutorial and look at other maps in the future.

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Thanks for the reply. I will look at doing that with Eden. I wish someone would come up with a zombie script for Epoch like they have for Exile. Those are so much easier. All you do is edit some configs, putting in coordinates for zombies, put it in a pbo and that's it. There's no messing with the mission.sqm.

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After I've finished on the Tutorial and finished the last couple of major to-dos on my server, I'll contact the ExileZ folks. Was going to do that anyway to see whether I could take their code for the anti-virus pills and injectors. I'll probably need some help with the porting if they accept - though the hard work's already been done by them.

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  On 5/1/2016 at 4:08 PM, Grahame said:

After I've finished on the Tutorial and finished the last couple of major to-dos on my server, I'll contact the ExileZ folks. Was going to do that anyway to see whether I could take their code for the anti-virus pills and injectors. I'll probably need some help with the porting if they accept - though the hard work's already been done by them.

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I personally prefer this one: http://www.exilemod.com/topic/11939-deathspawn-dynamic-zombie-spawn-system/

The spawning of the zombies and their behavior seems so much better, plus they only spawn when players are within radius of the trigger, which saves considerable load on the server.

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I'll check it out. I had been using COS but it's misbehaving since the last ARMA update. Infected just stand and stare at you... Which may be atmospheric, but not much of a challenge...

I'll probably just be using Ryan's native spawns though, replacing COS with low density spawns with one horde spawn of the same amount as COS did. I already tested in Eden and the infected did patrol around so it'll probably be more effective.

Back that up with fast spawns in refugee camps, some military bases, hospitals, etc and add a couple of wilderness hordes and I'll be good to go.:cool:

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Using Eden, I got the zombies to spawn, but they aren't patroling. They are staying in one place until they notice the player.

*Edit* After I spread them out a bit, they are patroling for the most part.

*Edit 2* Some of the spawners I put down don't seem to be spawning anything. I'm guessing there's no debug mode to see if there's an error when the server is trying to spawn the zombies.

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If u use Cos with 1.58 and the roaming/wandering  it might conflict with the roaming setting in the module from ryanzombies

We only use cos as means to spawn in the zeds , so no problem with standingstill unless the setting in the module

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  On 5/1/2016 at 8:47 PM, umfufu said:

If u use Cos with 1.58 and the roaming/wandering  it might conflict with the roaming setting in the module from ryanzombies

We only use cos as means to spawn in the zeds , so no problem with standingstill unless the setting in the module

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I'm not using COS. The zombies seem to wander a little better when they are spawned over a wider area. Still trying to work out issues with some of the spawners not spawning any zombies.

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That spawning problem was for me the reason to stick with Cos , also ive had problems with the deletion module

Either no spawning else when u shot a few zombies the deletion module kicked in and in 10 seconds all the zombies gone

Or u just was out of range but no deletion ,but must say that those problems started after 1.56 even in the editor (2d and 3d)

 

 

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Just a quick note for those using COS to spawn the infected. I don't know whether anyone else has seen the same problem that I've had on my server but, if you have, I worked out a change that works now. Basically if you encountered the infected and didn't fire (either you ran past them or drove past, or over) and they targeted you there was not a problem. However, if you fired at them before they had locked on you they would just stand there and stare at you, even if you subsequently went up and stared them down yourself.

This seems to be a problem with the COS "FiredNear" event handler and it's call to a function that deleted the infected's waypoints. So what I did is change the following lines in cospatrol.sqf:

_group setBehaviour "SAFE";
_group setSpeedMode "LIMITED";	

	_EHkilledIdx = (leader _group) addEventHandler ["FiredNear", {_this call breakPatrol_FNC;}];

to

//_group setBehaviour "SAFE";
//_group setSpeedMode "LIMITED";	
_group setBehaviour "CARELESS";
_group setSpeedMode "LIMITED";	
_group allowfleeing 0;
_group setcombatmode "RED";

//	_EHkilledIdx = (leader _group) addEventHandler ["FiredNear", {_this call breakPatrol_FNC;}];

This change means that they continue patrolling until they "lock" onto you and their behaviour is much improved. Hope this helps someone.

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