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Epoch "Ryan" Zombie Feedback


vbawol

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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, a
dditional 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. :smile:

Additional Notes: 

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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!)

  1. 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;"

     

  2. 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;
  3. 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"
    };

     

  4. Repack your mission pbo, and upload to server.

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  • vbawol featured this topic
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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?

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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.

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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

 

 

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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.

 

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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

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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.

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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.

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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)

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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

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  • 2 weeks later...

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?

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  • 1 month later...
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.

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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.

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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.

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