vbawol Posted July 10, 2016 Report Share Posted July 10, 2016 Just want to go over a few things about our (WIP) custom support of Ryan's Zombies and Demons mod and thank Ryan for giving his blessing on our support of his fine mod. Please consider this a work in progress. We are only using the Slow type animation set for the zombies right now. However, additional zombie animation types are available: https://github.com/EpochModTeam/EpochCore/blob/experimental/Sources/a3_epoch_configs/Configs/CfgVehicles/Antagonists.hpp#L784-L1003 (Slow,Crawler, Spider, Boss, Walker,Medium) the spawning classes are setup here: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L176 Zombies will try to horde up on you and will generally kill you with raising your blood pressure and will make you more toxic. If you get to many zombies attacking blood pressure will kill you. Otherwise you may later die from toxicity and running a fever (high temp) and there are ways to reduce toxicity and your temp in game. Please share your feedback about our custom Epoch "Ryan" zombie implementation with us in this thread. Additional Notes: You must have Ryan's Zombies and Demons mod mod enabled on both server and client. Ryans Zombies support is disabled by default, you must set this variable ( https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L28 ) to true and add "Ryanzombies" cfgPatches classname to your missions addOns[] array ( https://github.com/EpochModTeam/Epoch/blob/release/Sources/mpmissions/epoch.Tanoa/mission.sqm#L22-L25 ) to prevent players from joining without the mod enabled. natoed, mgm and waynewr 3 Link to comment Share on other sites More sharing options...
Sasha-ff Posted July 10, 2016 Report Share Posted July 10, 2016 Write how to set properly and in detail to the server Ryan Zombies (If not difficult, with examples, please!) Link to comment Share on other sites More sharing options...
vbawol Posted July 10, 2016 Author Report Share Posted July 10, 2016 On 7/10/2016 at 7:45 AM, Sasha-ff said: Write how to set properly and in detail to the server Ryan Zombies (If not difficult, with examples, please!) Install Ryan's Zombies and Demons mod on your server and enable it along side epoch. You can use this batch file along with steamcmd to install: https://github.com/EpochModTeam/Epoch/blob/release/Tools/Install/InstallRyanZombies.cmd -mod="@Epoch;@Zombies and Demons;" Edit the line that says: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L37 *not needed as of build 570 ryanZombiesEnabled = false; to say true: ryanZombiesEnabled = true; Add the CfgPatches class for Ryans Zombies to your mission.sqm: https://github.com/EpochModTeam/Epoch/blob/release/Sources/mpmissions/epoch.Tanoa/mission.sqm#L22-L25 like this: addons[]= { "A3_epoch_config", "Ryanzombies" }; Repack your mission pbo, and upload to server. mgm 1 Link to comment Share on other sites More sharing options...
Sasha-ff Posted July 10, 2016 Report Share Posted July 10, 2016 Спойлер Спойлер Quote In RyansZombie have RyanZombiesAntiVirusCure does it work?In RyansZombie have RyanZombiesAntiVirusCure does it work? RyansZombie есть RyanZombiesAntiVirusCure это работает? In RyansZombie have RyanZombiesAntiVirusCure does it work in epoch? Link to comment Share on other sites More sharing options...
vbawol Posted July 10, 2016 Author Report Share Posted July 10, 2016 What does it do? This implementation is purely our own code and we do not use that item at this time. Link to comment Share on other sites More sharing options...
Sasha-ff Posted July 10, 2016 Report Share Posted July 10, 2016 удаляет инфекцию от вируса зомби "RyanZombiesAntiVirusCure_Item", "RyanZombiesAntiVirusTemporary_Item", Link to comment Share on other sites More sharing options...
vbawol Posted July 10, 2016 Author Report Share Posted July 10, 2016 Ok, ya we could add it, as a way to reduce toxicity, will look into that. waynewr and natoed 2 Link to comment Share on other sites More sharing options...
ozzeh Posted July 10, 2016 Report Share Posted July 10, 2016 Would it be possible to set spawn chances for various zombie classes? ie. high probability of walkers, low chances of bosses, etc. Also, what controls zombie spawns? Do they just spawn when you loot something? edit - I had a nice sized group spawn on me in the middle of nowhere several times. Link to comment Share on other sites More sharing options...
Hazmat Posted July 15, 2016 Report Share Posted July 15, 2016 Pardon me for being dense, adding the other animations you referenced would go where? Right at CfgEpochClient.hpp#L176? Link to comment Share on other sites More sharing options...
waynewr Posted July 16, 2016 Report Share Posted July 16, 2016 I'm finding the zombies easy to implement on the server and the changes to the mission file straight forward. I'm currently putting more types of Z in the server and changing the loot spawns. Cheers Link to comment Share on other sites More sharing options...
Hux Posted July 22, 2016 Report Share Posted July 22, 2016 I thought the zombies would spawn in towns only but they seem to spawn every where even in water. Is there a way to set where they spawn? Link to comment Share on other sites More sharing options...
Sneer Posted July 27, 2016 Report Share Posted July 27, 2016 The zombies seem a little weak, one shot anywhere and they die. How do I make them stronger? I didn't see anything to set that. I'd like head shots to be one shot but the body take a beating. Link to comment Share on other sites More sharing options...
umfufu Posted July 28, 2016 Report Share Posted July 28, 2016 u can set the armor = 10 by default higher u can find this in A3_epoch_configs.pbo Dont know if any adding to the ryansmod inside mission.sqm has any effect on the zombies inside the epoch mod wich u could try to let them throw cars etc to much to do and so less time to try Link to comment Share on other sites More sharing options...
Grahame Posted July 28, 2016 Report Share Posted July 28, 2016 On 7/10/2016 at 9:46 AM, vbawol said: What does it do? This implementation is purely our own code so and we do not use that item at this time. There is a percentage chance per hit on you that you will be infected. If you are you start coughing... then puking, you get the effects of alcohol abuse in the game and then you die (and in the core mod, you resurrect as a zombie - don't think that happens in Epoch though even using what I do). It's actually pretty cool Anti-virus pills hold off the infection for 10 minutes, the injectors cure you from that hit. You would simply have to add the configuration code from Ryan's Zombies to the mission.sqm, not the spawns. As you know I use COS for most of my spawns and the infection works fine so long as Ryan's Zombies config entries are in the mission class defs. The ant-virus pills and injectors work (but are double-clicked obviously). For example, this: Spoiler class Item107 { dataType="Logic"; class PositionInfo { position[]={6790.915,122.91573,14613.813}; }; id=211; type="RyanZM_ModuleInfection"; atlOffset=0.00020599365; class CustomAttributes { class Attribute0 { property="RyanZM_ModuleInfection_Uniform"; expression="_this setVariable ['Uniform',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute1 { property="RyanZM_ModuleInfection_InfectionTimer"; expression="_this setVariable ['InfectionTimer',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=30; }; }; }; class Attribute2 { property="RyanZM_ModuleInfection_Infection"; expression="_this setVariable ['Infection',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; nAttributes=3; }; }; and this: Spoiler class Item109 { dataType="Logic"; class PositionInfo { position[]={6965.481,166.8575,14835.352}; }; id=215; type="RyanZM_ModuleInfected"; class CustomAttributes { class Attribute0 { property="RyanZM_ModuleInfected_Antivirus"; expression="_this setVariable ['Antivirus',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=600; }; }; }; class Attribute1 { property="RyanZM_ModuleInfected_InfectedDeath"; expression="_this setVariable ['InfectedDeath',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; class Attribute2 { property="RyanZM_ModuleInfected_Immunity"; expression="_this setVariable ['Immunity',_value,true];"; class Value { class data { class type { type[]= { "STRING" }; }; value="[]"; }; }; }; class Attribute3 { property="RyanZM_ModuleInfected_InfectedChance"; expression="_this setVariable ['InfectedChance',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=20; }; }; }; class Attribute4 { property="RyanZM_ModuleInfected_InfectedRate"; expression="_this setVariable ['InfectedRate',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0.1; }; }; }; class Attribute5 { property="RyanZM_ModuleInfected_InfectedSymptoms"; expression="_this setVariable ['InfectedSymptoms',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1; }; }; }; nAttributes=6; }; }; Not sure whether you'd need the base Ryan's Zombie's logic module too... I do, but I don't know whether you do for what you are utilizing them for. natoed 1 Link to comment Share on other sites More sharing options...
Grahame Posted July 28, 2016 Report Share Posted July 28, 2016 27 minutes ago, umfufu said: u can set the armor = 10 by default higher u can find this in A3_epoch_configs.pbo Dont know if any adding to the ryansmod inside mission.sqm has any effect on the zombies inside the epoch mod wich u could try to let them throw cars etc to much to do and so less time to try Certainly the core module definitions in mission.sqm DO affect zombies spawned with COS, so I would assume that they would in Epoch... Zombie healtth should also be affected by the Ryan's Zombies logic module definition in mission.sqm Link to comment Share on other sites More sharing options...
waynewr Posted July 28, 2016 Report Share Posted July 28, 2016 I noticed that Zombies wont attack if you are prone, can someone confirm this. I was crawling house to house doing a VERF town mission when a horde spawned around me, found that unless I stood up they did not attack, even when I took a couple of shots while prone. Link to comment Share on other sites More sharing options...
Hazmat Posted July 31, 2016 Report Share Posted July 31, 2016 @waynewr I let the zeds roll up on me while stretching out prone, the had a stompfest on me. They clobbered me. I'm also running VEMFr on our server. H Link to comment Share on other sites More sharing options...
vbawol Posted July 31, 2016 Author Report Share Posted July 31, 2016 On 7/27/2016 at 7:05 PM, umfufu said: u can set the armor = 10 by default higher u can find this in A3_epoch_configs.pbo Dont know if any adding to the ryansmod inside mission.sqm has any effect on the zombies inside the epoch mod wich u could try to let them throw cars etc to much to do and so less time to try This would require everyone to also download your version of this client side pbo. On 7/27/2016 at 7:35 PM, Grahame said: Certainly the core module definitions in mission.sqm DO affect zombies spawned with COS, so I would assume that they would in Epoch... Zombie healtth should also be affected by the Ryan's Zombies logic module definition in mission.sqm Our zombies are separate and are not effected by Ryan's own settings and his logic module is not needed. We have two options add a HandleDamage EH to the antagonists to be able to control damage or just increase the armor in the next client patch. Link to comment Share on other sites More sharing options...
umfufu Posted July 31, 2016 Report Share Posted July 31, 2016 This would require everyone to also download your version of this client side pbo. Wich we have , but it might be easier if the armor= could be set inside the missionfile (CfgEpochClient.hpp) Also something like the walk/running speed and the mixing of different kind of the zombies (spiderzeds only are a real pain in the behiny in the bushes) Link to comment Share on other sites More sharing options...
Sneer Posted August 3, 2016 Report Share Posted August 3, 2016 On 7/31/2016 at 11:14 AM, vbawol said: This would require everyone to also download your version of this client side pbo. Our zombies are separate and are not effected by Ryan's own settings and his logic module is not needed. We have two options add a HandleDamage EH to the antagonists to be able to control damage or just increase the armor in the next client patch. I take my OP back, I added some of the other type zombies and they make it really tough. Especially the bosses. lol Link to comment Share on other sites More sharing options...
Hux Posted August 15, 2016 Report Share Posted August 15, 2016 I was wondering what side the zombies were set to? Usually they will be set to independent (Resistance). These zombies don't attack AI and are not attacked by the AI. Is it possible to change the side they are set to? Also, I've been adding more zombies and that works nicely. I was wondering if sounds for moans and screams can also be added? Link to comment Share on other sites More sharing options...
Hazmat Posted September 17, 2016 Report Share Posted September 17, 2016 When attempting to run over zombies, they disappear, no corpse on ground...just get deleted. Anyone else? Link to comment Share on other sites More sharing options...
Hux Posted September 17, 2016 Report Share Posted September 17, 2016 1 hour ago, Hazmat said: When attempting to run over zombies, they disappear, no corpse on ground...just get deleted. Anyone else? Yeah, I get the same thing. I assumed it was intentional, so you couldn't get those easy kills for loot like in some AI mission systems. Link to comment Share on other sites More sharing options...
Grahame Posted September 17, 2016 Report Share Posted September 17, 2016 On 8/15/2016 at 4:14 PM, Hux said: I was wondering what side the zombies were set to? Usually they will be set to independent (Resistance). These zombies don't attack AI and are not attacked by the AI. Is it possible to change the side they are set to? Also, I've been adding more zombies and that works nicely. I was wondering if sounds for moans and screams can also be added? Unfortunately there is no other side to set them to until Epoch stops using sides for gender. In Epoch, women are BLUFOR, men are OPFOR, AI/Zombies are GUER. Until Epoch is changed to make gender completely controlled by the field it *already* sets in the DB, then we're stuck with one adversary side I'm afraid. Link to comment Share on other sites More sharing options...
Hux Posted September 18, 2016 Report Share Posted September 18, 2016 4 hours ago, Grahame said: Unfortunately there is no other side to set them to until Epoch stops using sides for gender. In Epoch, women are BLUFOR, men are OPFOR, AI/Zombies are GUER. Until Epoch is changed to make gender completely controlled by the field it *already* sets in the DB, then we're stuck with one adversary side I'm afraid. I used your tutorial to setup a special area to have stronger, crazier zombies and set them to RESISTANCE as advised in your tut. Using your method the Zs attack AI and are attacked by AI. I don't quite get why the epoch setup won't work the same?... Thanks for the reply. Link to comment Share on other sites More sharing options...