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Author Topic: Trying to create a zombie script  (Read 6586 times)

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Offline haroon1992

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Re: Trying to create a zombie script
« Reply #15 on: 21 Feb 2010, 15:49:51 »
Well,I forgot to update the execution line in  ReadMe.txt ...
(hey you know,the answer is right behind that text you've copied!!
Next time,you should check the Syntax (The Syntax Header in ReadMe)
Sorry for my fault.
Okay here is the correct one :

[this,player,light1,home1,20,20,"OFF","NONE","TRUE",0.8,"FULL",0.3] exec "haroon_zombie_scripts\har_zombies.sqs"

0.3 is the value of damage caused by the zombie,change it to whatever you want.
(only set a value between 0 and 1,setting it 1 will make player dies by one scratch)
0.1=ten scratches
0.3=four/sometimes three
0.5=two
0.9=two/sometimes one
1=one

"FULL" - Zombie's Speedmode ("FULL" is running,they'll run straight towards you so be Careful :D)
(possible values = "LIMITED","NORMAL")

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But I don't want to overload you with work, I should be content if you only fix the errors, since you are doing so much already.

Don't worry,I won't give up until this script is perfectly working (as you wish).

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Hm, adding several fear objects would be beneficial since I have a bunker compound with 4 lights and a ring of fire. What I would like to achieve is that zombies are scared away by the lights first, then there is a power outtage, and they come close, only to be scared away by the fire. They could then retreat back to a "home2" that is just a few meters out of the shine of fire.
That was another great idea!
And it's not difficult to make it.I'll include it in the next release.
My idea is to make the zombies hunt the nearest victim (defined in the Victim Array)

I am working one this,so please wait
(The readme in the next version will be completely rewritten)

Version 1.4 (coming soon!)
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Done
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- shortened variable names to make the script look clear.
- Changed the way of animations and sound.
Mission Make can now define what animation the zombies will do, and what sound they will shout.
There will be three new options-
Zombie Scratch Animation Array
Mission Maker can put his own array of animations in this argument.
(if no array presents,then default animations will be used)


Zombie Eating Sound Array

Array of custom sounds,defined by mission maker.
(if no array presents,then default sounds will be used)
Zombie Scratching Sound Array
(if no array presents,then default sounds will be used)
Array of custom sounds,defined by mission maker.

Doing Now
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Zombies hunting the victim nearest to them.(< 30 meters)
Zombies will flee away from the objects defined in an array by the mission maker.
Zombies will have several hide-outs,the nearest hide-out is selected for fleeing.

Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline Wiggum

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Re: Trying to create a zombie script
« Reply #16 on: 07 Apr 2010, 14:13:21 »
Hi,

how is the work going on with you zombie scripts ?

Offline haroon1992

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Re: Trying to create a zombie script
« Reply #17 on: 09 Apr 2010, 09:31:55 »
Yeah,its pretty done.....
(I am making sure that no problems occur with my script)

Though I am having trouble testing whether this script is multiplayer compatible.......as I have only one PC (the laptop is not good for ArmA 2)

Now Doing :
Conversion to .SQF about 80 % finished (it took me lots of time to convert it!)
Finding and fixing errors......
(I am also planning to add some setvelocity thing to victims,simulating that zombies throw victims)
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(