NEW VERSION (Version 1.85) IS UPLOADED!See changelog for several fixes.
The zombies seemed to be much faster in deciding which victim to hunt in this version.
(of course if in mode 2)
Lag will be greatly reduced (even though I haven't received anything about lag problem)
All features are listed in the readme.
And the readme also contains various available customizables.
Feel free to customize everything you can with the script.Credits :Haroon1992
Mathias_Eichinger (for the idea)
Thanks To :Evil_Echo (for his advice on array problem and other problems)
Dead3yes(for his advice on array problem and other problems)
Mandoble(for his advice on the problems and for being the first to test my script)
_h(for his superb advice on using the Private command)
As the function's in beta stage, feedback is higly appreciated.
I hope you guys give it a try.
There's an example mission in the package with which you can test the script without
extra procedures.(just drop it into your missions folder and preview it in mission editor,Utes)
Full contents of readme.txt is too long to post here.Here's the behaviour section of the readme.Enjoy!zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
BEHAVIOUR (ZOMBIES)zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
Note : Forgive the badly written english.
HUNTINGzzzzzzzzzz
- zombies start to hunt victim if the victim is in the specified distance from them.
(eg. if the distance is set to 50m, zombies will hunt victim if the victim is within 50m from them)
They will stop hunting if victim is out of that specified range.
- zombies will not follow/hunt victims who are in aircrafts
- zombies will not follow/hunt victims who are in water, instead of following, they'll wait for the victim to come back to land
(They'll go here and there at the beach groaning with anger and if the victims has not come back within the specified time,the
zombies will flee to their home)
- The zombies will NOT hunt victims who are within a specified distance(specified by you) from any fearobjects.
(Look FLEEING for info about FearObjects)
ATTACKINGzzzzzzzzzzzzz
- the damage the zombies will inflict upon victims can be modified (individually for each zombies)
- The zombie will scratch (random animation out of 2 available) the victim if he and the victim are within the specified
distance. (the default value is around 3,which is also a bit random,it maybe 2.8 or 3.2,etc)
- The victim will not get dammaged if he is quick enough to flee away from the zombie when it starts to scratch.
AFTER DEATH OF VICTIMzzzzzzzzzzzzzzzzzzzzzzzzzzz
- the zombie will EAT (random getting healed animation) the Victim.
NOTE : if another alive victim is too close or closer to the zombie than the dead victim, he will instead,hunt the alive victim.
- the position of the zombie will be slightly random, and the zombie will be SETPOSED within about 2 meters from the dead body,
in order to avoid overlapping of zombies around the victim.
(But this might produce a little annoyance as the zombies are SETPOSED around the body)
- the body of victim will sink into the ground ("HIDEBODY" addaction,can be DISABLED via Global Variable)after about 12secs from the time the zombie eats.
- After finished eating, the zombies will turn to another victim (if present and is within specified range),else they will just
remain there,standing until another victim gets close (if present).
FLEEINGzzzzzzzzzz
- you have to specify an array of objects which the zombies will fear.
(for example, [machinegun1,searchlight1,tank1,fire1,grunt2,etc])
- and the distance between the zombie and any of the object,which if within that distance, the zombie will flee to their hide-out/home (this also
need to be specified)
- the fleeing process is like this :
if the zombie encounters any objects that are in the fearobjects array(above array) and he will flee to the home (ONLY ONE OBJECT
CAN BE SPECIFIED AS HOME YET) and after it reaches HOME, he will wait for about 15 secs(can be modified) and then return back to the place where
he had encountered the fear object (but not too close) and seach for the victim and if found the victim, hunt him,otherwise,just
stand there.
In the above procedure, you can change one thing, that is :
whether the zombie flees to home until he reachs the home (ignoring any victims he encounters on the way home!)
or flee to home but stop if he encounters any victim who is not within the specified distance from the fear object.
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
BEHAVIOUR (VICTIMS)zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
FLEEINGzzzzzzzzzzz
-The Victims will flee from the zombies if they gets close.
(this function can also be disabled by setting a certain variable to false,see global parameters)
-The victims which have guns will shoot back to the zombies.(They'll also throw grenades to them)
For me, its fun watching the fighting of victims and zombies!
NOTE : this can also be disabled, See global parameters in readme.-------------------------------------------------------------------------
Change Log
v1.85 -Fixed : Many instances of the functions were running.
-Fixed : Variable Errors (mostly Local ones , due to the lack of private)
-New Option : You can now check how many instances of the functions are running by setting a variable to TRUE(Variable : Hz_Show_Instances)
-New .SQF Script : h_keepUp.sqf, to keep the shooters rating up.(So that he won't be considered renegade.)
-Changed : Debugger now only shows no. of Zs left,no. of Vs left,Victim array and states of global variables.
-A few more .sqf script(which do minor things ,so are not explained)
v1.8
-Changed : Method for finding nearest victim, now its really hunting the nearest Victim.
-Fixed : Victims without weapons were trying to engage zombies.(and saying "Negative" too )
-Fixed : Found some unused variables(local) in the script.Removed them.
-Fixed : Variable name errors.(_h_feardis being _h_fear_dis etc)
-Fixed : Zombies fleeing to home at the start of the mission as there's no victim to hunt.
-Fixed : Zombies are sometimes scratching other zombies.
-Fixed : Victims sometimes fleeing from other victims.
-Several other fixes including layout,changing waitUntils to while dos for performance,etc.
-New .SQF Script : h_nearestObject.sqf,for detecting the nearest object in an array.(I don't want to use BIS default functions,because they need the Function Module)
-New Option : Hz_HideBody, now you can define whether the zombies hide to body of victim or not.
-New Option : Hz_Hunt_Distance,now you can define the distance required between zombie and victim for the zombie to hunt that victim.
-Other : Many new customizables are added,see ReadMe for more info.(eg. Dis needed btwn V and Z for V to shoot Z)v1.6
-New Option : Hz_Victim_Flee,toggle the victim to flee or stand still.
-New Option : Hz_Shoot,make victims with weapons to shoot the zombies or not.
-New Option : Hz_Pause_Hunt,now you can pause the script for your desired time(in seconds)
-New .SQF Script : h_victim_shoot.sqf, now the victims will shoot the zombies within 60meters.
-New Argument : Now you can define the damage caused by the zombie upon the victim.My apologies ,
This is as far as I remember.......
As this is my first script,I didn't know that I should keep track on my changes.
Now I forgot what i did in the earlier versions.
But I think most of your aren't that interested in changelogs,right?
ALL of the scripts features are listed in the ReadMe.So you won't miss a thing.
Known Issues : - Victim Fleeing is still not perfect.
(If you want to help fix me in this problem,just open up the h_nearestObject.sqf Function and
please take your time inspecting any errors in it, that function is called every 2 seconds )
Please report any issues you found.
Regards,
Haroon1992