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Author Topic: farmland zombie mod into arma2OA  (Read 2628 times)

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Offline cervantes

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farmland zombie mod into arma2OA
« on: 29 Jun 2012, 13:44:12 »
hi guys i want importing my zombie arma1 mod into arma2OA.

i have begin and my works progress but im encoutering one real strange bug with my core zombie script.

if a target of zombies is a unarmed unit my scripts working very well,but if a target of zombies is an armed unit my script not working very well because a zombies d'ont move correctly.

a comand for move on target posision is :_zombie domove (_target modelToWorld [0,0,0]);
and this working very well on arma1 and in arma2OA working only if a target of zombies are unarmed :/

i have testing when unit with empty weapon a script working, a script begin to bug when i reload a weapon with magazine:p

any idea for fix this problem?

Offline Wolfrug

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Re: farmland zombie mod into arma2OA
« Reply #1 on: 29 Jun 2012, 16:14:54 »
Heya,

I'm not sure what the logic behind the farmland zombies are, but am I wrong to assume they're simply civilians with civilian .fms? I believe civilians will cower and refuse to move if they encounter units they perceive of as 'hostile', which overrides any other "move" commands they might have. I haven't been able to disable this behaviour myself, although I'm sure there's some way. But this sounds like the same problem.

You might want to look into for instance the scripted zombies Celery uses for inspiration - but on the other hand, why reinvent the wheel? If someone else has gotten it to work, ask them if you can use their scripts :) Look around a bit, I think there are a few working non-addon zombies around, and then of course Charon's massively Undead Mod.

Wolfrug out.
"When 900 years YOU reach, look as good you will not!"

Offline cervantes

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Re: farmland zombie mod into arma2OA
« Reply #2 on: 29 Jun 2012, 18:46:55 »
hi wolfrug :)

a farmland zombies d'ont use fsm in config


class CfgVehicles
{
   class All {};
   
   class AllVehicles : All {};
   
   class Land : AllVehicles {};
   
   class Man : Land {};
   
   class Soldier : Man {};
   
   class Civilian : Man {};
        class GUE_Soldier_Base;



       
class Farmland_zombies: GUE_Soldier_Base
{
faceType="Fml_zombies";
vehicleClass = "Farmland";
faction = "Farmland_zombies";
scope=2;
side = 2;
isMan = 0;
sensitivity = 4;
sensitivityEar = 2;
moves = "CfgMovesWalker";
maxSpeed = 3;
weapons[] = {"Throw", "Put"};
magazines[] = {};
respawnWeapons[] = {"Throw", "Put"};
respawnMagazines[] = {};
fsmDanger = "";
fsmFormation = "";
model = "\ca\characters2\civil\citizen\citizen";
picture = "\Ca\characters\data\Ico\i_null_CA.paa";
icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";
accuracy=5;
displayName= "Walker zombies1";
camouflage =0.5;

armorHead = 0;
armorBody = 1,80;
armorHands = 1,50;
armorLegs = 1,50;

      class HitHead {
         armor = 1.7;
         material = -1;
         name = "head_hit";
         passThrough = true;
      };

      class HitBody {
         armor = 1.8;
         material = -1;
         name = "body";
         passThrough = true;
      };

      class HitHands {
         armor = 1.5;
         material = -1;
         name = "hands";
         passThrough = true;
      };

      class HitLegs {
         armor = 1.5;
         material = -1;
         name = "legs";
         passThrough = true;
      };
      class HitDamage {

         class Group0 {
            hitSounds[] = {{{"farmland_zombies\sounds\Man_Hit1.wss", 0.177828, 1, 120}, 0.200000}, {{"farmland_zombies\sounds\Man_Hit2.wss", 0.177828, 1, 120}, 0.200000}, {{"farmland_zombies\sounds\Man_Hit4.wss", 0.177828, 1, 120}, 0.200000}, {{"farmland_zombies\sounds\Man_Hit4.wss", 0.177828, 1, 120}, 0.100000}, {{"farmland_zombies\sounds\Man_Hit4.wss", 0.177828, 1, 120}, 0.100000}, {{"farmland_zombies\sounds\Man_Hit8.wss", 0.177828, 1, 120}, 0.100000}, {{"farmland_zombies\sounds\Man_Hit7.wss", 0.177828, 1, 120}, 0.100000}};
         };
      };

      class SpeechVariants {

         class Default {
            speechSingular[] = {"veh_Man"};
            speechPlural[] = {"veh_Man"};
         };

         class EN: Default {
         };

         class CZ {
            speechSingular[] = {"veh_Man_CZ"};
            speechPlural[] = {"veh_Man_CZ"};
         };

         class CZ_Akuzativ {
            speechSingular[] = {"veh_Man_CZ4P"};
            speechPlural[] = {"veh_Man_CZ4P"};
         };

         class RU {
            speechSingular[] = {"veh_Man_RU"};
            speechPlural[]= {"veh_Man_RU"};
         };
      };

      class Wounds {
         tex[] = {};
         mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_Wounds.rvmat", "ca\characters2\Civil\Villager\Data\villager.RVmat", "ca\characters2\Civil\Villager\Data\villager_w1.RVmat", "ca\characters2\Civil\Villager\Data\villager_w2.RVmat"};
};
};


and i remove in init script of zombies all fsm with :_zombie disableAI "FSM";

i have tried all zombies script by charon celery or dayz mod and d'ont found solution :/

Offline Worldeater

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Re: farmland zombie mod into arma2OA
« Reply #3 on: 01 Jul 2012, 18:31:47 »
Hrmm, I cannot reproduce this with A2OA beta 1.60.94364:

I've placed two civilians on the map, one initialized with...

Code: [Select]
civ1 disableAI "FSM"; 0 = 0 spawn { waitUntil { civ1 doMove getPos player; sleep 1 } }...the other with...
Code: [Select]
0 = 0 spawn { waitUntil { civ2 doMove getPos player; sleep 1 } }
and they both follow me (an armed BLUFOR USMC Rifleman). Shooting at their feet does not stop them from chasing me, but civ2 goes prone from time to time (as expected, danger.fsm at work).

Could you try this on your box, cervantes?
try { return true; } finally { return false; }

Offline cervantes

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Re: farmland zombie mod into arma2OA
« Reply #4 on: 02 Jul 2012, 13:57:24 »
hi Worldeater :)

my core script init is a sqs script and waituntil working only with sqf script only.

my script make a loop and zombies domove into target position always and when zombies distance target <=2.5 a script go to next state of script.


#mn
_gz = count units group _zombie;
?_gz>1:[_zombie] join grpnull;
?!alive _zombie: goto "dead"
?!alive _target: goto "counttarget"
_d=_zombie distance _target
_zombie domove (_target modelToWorld [0,0,0]);
 


;[_zombie,_target] exec "\farmland_Zombies\moveto.sqs";

?(_d<=6) && ([_zombie,_target] call zmheightdist <=2): goto "targettype"
~((_zombie distance _target)/10)
~1
_p=_p-1
?_p==0:goto "counttarget"
goto "mn"



#targettype
_zombie setvariable ["MOVETO",false];
? ("Man" counttype [_target] >0) && _d<=2.5: goto "man"
? ("Car" counttype [_target] >0) && _d<=4: goto "vehicle"
? ("Air" counttype [_target] >0) && _d<=5: goto "vehicle"
? ("APC" counttype [_target] >0) && _d<=5: goto "vehicle"
? ("Tank" counttype [_target] >0) && _d<=6: goto "vehicle"
~1
goto "mn"


this are a principal loop of script.


a script working very well with unarmed men and bug if weapon of men are reloaded is really strange :/
« Last Edit: 02 Jul 2012, 14:07:00 by cervantes »

Offline Worldeater

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Re: farmland zombie mod into arma2OA
« Reply #5 on: 06 Jul 2012, 14:45:19 »
Hmm, have you tested your script with civilians instead of zombies? Have you tested it with (unarmed) soldiers instead of zombies?
try { return true; } finally { return false; }

Offline cervantes

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Re: farmland zombie mod into arma2OA
« Reply #6 on: 12 Jul 2012, 21:35:25 »
yes i have tested with civilian,camanbase and man and results is same.

after search i found a trades or is writed a behaviour of units is scripted in engine.

and its this behaviours making a problems with domove :/