OFPEC Forum
Missions Depot => ArmA - Multiplayer Beta Testing => Topic started by: D.murphy man on 21 Dec 2007, 21:26:18
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(http://img258.imageshack.us/img258/2356/quarantinecopyme1.jpg)
*NEW V2.5*
Mirror:Armaholic, thanks big! (http://www.armaholic.com/page.php?id=2509)
Quarantine V.2.5 (mirrior please!) (http://rapidshare.com/files/134615560/Quarantine_V2_5.zip.html)
Optional Extra:
Quarantine ambient music addon (optional) - 42.8 MB (http://rapidshare.com/files/134622693/Quarantine_ambient_music.zip.html)
Old:
V2.4 HOTFIX (http://rapidshare.com/files/125929923/Quarantine_V2_4_Hotfix.zip.html)
Mirror:Armaholic, thanks big! (http://www.armaholic.com/page.php?id=2509)
Required Addons:
Yomies zombies (http://5133p39.wz.cz/yomies/?download)
RH pistol pack (http://ofp.4players.de/sys/index.php?showfile=1&fid=409&p=downloads&area=1&categ=20) or Also heres a link from armaholic for RH AKs + pistol pack (only pistol pack needed for the mission) (http://www.armaholic.com/page.php?id=2456)
OLD:V2.3 Mission Link:
V.2.3 on rapidshare (http://rapidshare.com/files/107029805/Quarantine_V2_3.zip.html)
The local inhabitants have been infected by an unknown pathogen, driving the infected into a murderous rampage. With outbreaks all around the world NATO and most of the world's nations have not got the manpower to spare to retake such a small remote island. What little military presence there is, is keeping the border and remote military base locked down with all of South Sahrani quarantined.
With the complete collapse of the armed forces and a skeleton crew of NATO soldiers keeping the border and the military base defended the Sahrani government has called out for mercenaries to fight the infected and rescue any survivors. The government is paying $50 for every infected eliminated and $2000 for each rescued civilian. Losing your home and everything you own in the evacuation from the south you decide to answer the call to arms!
See Notes for instructions.
Special Thanks to:
ofpforum
PROTOTYPE 001
Spooner for SPON_Money+core scripts and help
-eutf-Myke for Coop Essential Pack
Killswitch for bug fixing help and correcting typos.
Doolittle for dynamic time and weather.
5133p39 for Yomies addon
Every one at BI and OFPEC forums
BIS for an excellent game.
Mission Created by D.Murphy Man of BI and OFPEC forums.
A.K.A. Shell Shock.
Change log:
Version 1.1
FIXED Lagging caused by the spawns repeating over and over
FIXED Typos
CHANGED outpost layout
ADDED zombies now get deleted after outpost is over run
ADDED read me
UPDATED briefing now with hyper links + extra info
ADDED hosts can now set weather and time of day at beginning of game
FIXED Markers should now follow players after death
FIXED (hopefully) vehicles randomly disappearing when players are driving them
Version 2 (yea i know i skiped a few versions 1.5 was meant to be DAC conversion but i didn't release it since i wasn't happy with it)
ADDED-dynamic weather and time, 2 hours = 1 day
ADDED-now Yomie zombies are used, they will follow you over bridges, into buildings and up ladders. No where is safe to hide.
ADDED-survivors are no randomly armed with a weapon to protect them selves
ADDED-Hosts and admins can now choose veiw distance, and starting bank account in the lobby before game starts.
ADDED-Sirens now sound when the M2 guns at the boarder or military base spot and shoot at zombies. Just for atmosphere.
FIXED-zombies now attack survivors.
FIXED-survivors now follow orders and follow the player
FIXED-survivors now disembark vehicles when being 'saved' at refugee camp/evac pad and then deleted (before they would still be inside a vehicle after being 'saved';)
FIXED-All the damn lag, hopefully.
FIXED-civs and vehicles no longer give kill bonuses
FIXED-Brought URALS no longer full to brim with ammo and equipment that could be sold for profit.
FIXED-occasional debugging errors
CHANGED-vehicles are now placed all over the island from the beginning, no more random spawning of vehicles as you enter a town or city.(gives more incentive to buy vehicles as the abandon ones in cities soon run out)
CHANGED-new spawning system. Now more reliable and stable.
REMOVED-Outposts around the military base have been removed due to problems with yomies. Maybe return in future updates in some form or another.
REMOVED-KAOS Zombies are no longer used. and thus not needed to play this version.
Version 2.1
Quarantine V2.1
FIXED-Zombies drying up after hour + play time, Zombies should now never run out.
FIXED-tt33 not showing in shop menu
FIXED-unable to sell M4AIM
FIXED-M2s guarding the border and military base no longer run out of ammo.
CHANGED-Body removal script. Bodys no longer all removed after 1 minute. Bodies now maximum number of 10 bodies aloud to stay before first body is deleted.
ADDED- ammo crates with weapons and military 4x4's with m2's in secret locations that have 50/50 chance of being present each game start.
V2.2
NEW-Secure area missions. Players can now choose to do randomly generated 'Secure area' missions around the entire quarantine zone for 5000 reward.
NEW-Convoys, now players can restock and rearm the military base by driving a convoy truck from the border to the base. Now when the base looses a gunner, or an M2 runs out of ammo players can do something about it and earn money at same time. 500 Reward for a delivery +1000 for each M2 needing ammo or +2000 for each gunner needed to replace losses. Check the status of the base and reward on offer on the map.
UPDATED-Instructions in the briefing now better presented and easier to navigate.
FIXED-Survivors drying up/not deleting properly when players leave a zone
FIXED-Not being able to sell certain weapons at the gun smuggler
V2.3
*NOW REQUIRES ARMA 1.08+*
FIXED-Sycning in MP with markers, secure area missions, etc... *SHOULD NOW BE 100% PLAYABLE IN MP*
FIXED-AI not firing over sand bag walls (AI fix in latest ARMA patches)
FIXED-Friendly AI shooting each other and you due to negative ratings
FIXED-Entering a vehicle whiles in a Secure area mission causing the mission to fail.*STILL DO NOT GET A REWARD IF MISSION IS COMPLETED WHILE IN VEHICLE.*
FIXED-Strange bugs when JIP'ing.
FIXED-Not all players being able to 'rescue' survivors.
ADDED-All vehicles found in the quarantine zone now have random amounts of fuel as well as damage.
ADDED-Fines of 2000 for any player that kills a friendly AI guards.
V.2.4
ADDED:Radiation fallout
ADDED:Medkits and anti rads (m203 flare red & white)
ADDED:Find crash site mission
ADDED:Randomised ammo crates in buildings
FIXED:Syncing of rewards for completeing missions
FIXED:Zombies drying up (again)
FIXED:Getting negative rating when running down zombies
FIXED:Disconected players are now removed when they disconnect. When some JIPs into that slot they respawn afresh ath refugee camp like normal.
UPDATED:Breifing explaining all new features
CHANGED:Secure area mission is now Eliminate infected mission, reward based on how many infected you have to eliminate.
FIXED/CHANGED/UPDATED:a few other small bits and peices iv forgotten about and not worth mentioning.
V2.4 HOTFIX (http://rapidshare.com/files/125929923/Quarantine_V2_4_Hotfix.zip.html)
FIXED:Base falling to easily/zombies spawning within the base.
FIXED(Hopefully):Some players not being able to see the action to 'Browse Shop'
FIXED:Side chat being spamed with "Bleh" when accesing some shops.
FIXED:Some problems with detecting when a players in/out of a fallout zone
ADDED:Geiger counter sounds when your in a fallout area.(Thanks to Ravenholme for sounds)
V.2.5 (mirrior please!) (http://rapidshare.com/files/134615560/Quarantine_V2_5.zip.html)
FIXED:Players not being rewarded when completeing a mission if there inside a vehicle
FIXED:Radiation LOW zones now much larger, giving you a chance to take action before entering medium/high zones.
FIXED:Geiger counter sounds, again.
FIXED:Players not being rewarded for zombie kills if shooting them with vehicle mounted weapons.
FIXED:Survivours randomly being deleted from your group
FIXED:Eliminate # of infected mission not counting reliably zombies being killed in area
FIXED:Using Medkits would take away antirads
FIXED:No longer go into a 'heal' animation when using medkits or antirads if you do not have any left.
FIXED:Soldiers not remanning M2's when convoy was deliverd to mil.base.
FIXED:random ammo crates that you find in buildings not being stocked with a weapon and ammo and other weird stuff.
ADDED:Radiation now a server option.
ADDED:Land mines around military base that can be restocked via convoy.
ADDED:New "High" geiger sound - Thanks Ravenholm.
ADDED:New (Optional) ambient music - requires Quarantine_Ambient_Music.pbo addon to be installed.
ADDED:Border is now much more built up with sceneary and AI soldiers patrolling/relaxing. Now feels much more alive and immersive.
ADDED:Players can now 'Talk' to most AI soldiers in the military base and border.
ADDED:Players who kill fellow players within the border zone will be sentanced to death by firing squad.
ADDED:A small prison, players that end up here can talk to the AI convicts to pass the time.
ADDED:Players who kill friendly AI soldiers within the border zone will be sent to prison for 5 minutes.
ADDED:Players can now 'Call out' to survivours in the area. Players are then notified if they hear any survivours in the distance,close, or very close. Survivours that are very close will try to make there way to the player.
ADDED:You can now purchase Mercenaires, your group limit is 5 max.
ADDED:Zombies now have a random chance of hitting you to the ground.
ADDED:You can now sell unwanted vehicles for a marked down price, or sell salvaged vehicles from the quarantine zone.
ADDED:A repair kit, so you can now repair your damaged vehicles.
UPDATED:Survivours now spawn INSIDE buildings, rather then in the streets.
UPDATED: Antirads now take off 20% exposure.
UPDATED:Players map markers now become less accurate and delayed longer the further the player is away from the border.
UPDATED:Zombie unit cap has been increase to around 500, (from previous 144) so i have now increase the amount of zombies that spawn in each spawn zone.
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Sounds interesting, if it plays like Zombie outbreak simulation this can be one of the first good zombie maps for arma. Might try it this weekend.
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I had a quick test in SP with this and I've had much fun in it. I can't write a full beta-test of this like for most of the missions as it is a dynamic mission but I'll report some things here...
- Killing zombies feels good with all those numbers scrolling through the radio... gives it a reason to kill them instead of running away. :)
- I find the refugee camp kinda problematic... because of the ArmA AI path finding problems, it sometimes takes a while until they manage to walk there if ordered to. You should remove some of the fences around it to make it easier for them.
- About the gunshop, you should put magazines in a seperate window so it isn't too messy. It might require some work but I'm very sure it's worth it. By the way, RobertHammer released an AK's pack not long ago. I'd really have fun killing some zombies with those weapons instead of the BIS ones. Would you consider adding those to your mission? :)
- About the package. I think you added too many screenshots in it and it could use a readme. The briefing of the mission seems fine but you should add links to the introduced areas in the notes, to make it easier for the player to find them. By the way, you spelt 'border' wrong. ;)
- Give the mission a name on top of the weather / daytime settings window so the mission name won't be the *.pbo file name in the mission selection window.
- Add an overview.
- Destroying vehicles gives a zombie kill bonus, should be fixed...
I'll report more things as I keep playing and if I find anything worth of writing.
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Thanks for testing and feed back :)
- I find the refugee camp kinda problematic... because of the ArmA AI path finding problems, it sometimes takes a while until they manage to walk there if ordered to. You should remove some of the fences around it to make it easier for them.
Noted, i will look into it. on a side note you do not have to have the civs any where near the refugee camp to get the reward. The script simply counts the number of AI in your group and deletes them then gives you a reward for number of civs in your group. So technically you could have civs on the other side of the island as long as there under your command youll get the reward for them. This is a bug and will look into fixing it so you can only get reward for civs close by or within the refugee camp.
- About the gunshop, you should put magazines in a seperate window so it isn't too messy. It might require some work but I'm very sure it's worth it. By the way, RobertHammer released an AK's pack not long ago. I'd really have fun killing some zombies with those weapons instead of the BIS ones. Would you consider adding those to your mission? :)
The entire buy menu and money system is not of my doing, but uses SPON_Money+SPON_core scripts from Spooner. I shall have to wait for an update of SPON_Money from him as my skills and knowledge are lacking to be able to edit the layout etc.. of the gun shop.
As for adding RH's AK pack i shall look into it, Should be simple enough to do.
- About the package. I think you added too many screenshots in it and it could use a readme. The briefing of the mission seems fine but you should add links to the introduced areas in the notes, to make it easier for the player to find them. By the way, you spelt 'border' wrong. ;)
- Give the mission a name on top of the weather / daytime settings window so the mission name won't be the *.pbo file name in the mission selection window.
- Add an overview.
- Destroying vehicles gives a zombie kill bonus, should be fixed...
Noted, will be added/fixed in the next release (when ever that is, being its the festive period and all could be a while)
Thanks again!
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Ooh - a zombie mission. :clap: This needs testing. And that I have done. Actually, I haven't played that far, but have concentrated on ironing out the MP issues that you are having:
Let's see here... *looks at notepad*
Spelling and the global war on Camel Back Writing
I noticed map markers and bits in the briefing having a few spelling and/or "cosmetic" errors
- "Boarder" is spelled "border".
- "Outpost" (not "Out post", "Out Post" or "OutPost")
- "Field hospital" (not "Feild Hospital" or similar)
- "Car dealers" (not "Car Dealers")
- "Refugee camp" instead of "Refugee Camp"
- "Small arms and equipment dealer" instead of "Small Arms And Equipment Dealer" (yeah, there's a pattern here :D )
- "Quarantine zone" instead of "Qarentine Zone"
- Down in the southwest, there are markers that ought to be "Military base", "Military weapons", "Military vehicles" and "Refugee evac".
- "Safe zone" instead of "Safe Zone"
In the briefing, there's a few problems - "boarder" vs "border" and "outbrake" vs "outbreak":
Current:
The local inhabitance have been infected by what some experts believe is a new strain of the rabies virus. Driving the infected into a murderous rampage. With out brakes all around the world NATO and most of the worlds nations have not got the man power to spare to retake such a small remote island. What little military presence there is are keeping the boarder and remote outpost's locked down with all of South Sahrani quarantined.<br><br>With the complete collapse of the armed forces and a skeleton crew of NATO soldiers keeping the Boarder and remote outposts defended the Sahrani government as called out for Mercenaries to fight the infected and rescue any survivors. The government is paying £50 for every infected eliminated and £2000 for each rescued civilian. Loosing your home and every thing you own in the evac from the south you decide to answer the call to arms!
Suggested:
The local inhabitants have been infected by what some experts believe is a new strain of the rabies virus, driving the infected into a murderous rampage. With outbreaks all around the world NATO and most of the world's nations have not got the manpower to spare to retake such a small remote island. What little military presence there is, is keeping the border and remote outposts locked down with all of South Sahrani quarantined.<br><br>With the complete collapse of the armed forces and a skeleton crew of NATO soldiers keeping the border and remote outposts defended the Sahrani government has called out for mercenaries to fight the infected and rescue any survivors. The government is paying £50 for every infected eliminated and £2000 for each rescued civilian. Losing your home and everything you own in the evac from the south you decide to answer the call to arms!
Player markers no longer follow players after respawn
Replace your current loop.sqs with this loop.sqf:
_gameLogic=_this select 0;
_unitName=_this select 1;
_unitmarker=_this select 2;
_unit=call compile _unitname;
// Is the unit being used for (MP)play at all? If not, remove the marker from the map
if (isNull _unit) exitWith {_unitMarker setMarkerType "EMPTY";nil};
//
// Is the script running on a dedicated server?
//
waitUntil {time>0};
_mpgame=({(playersNumber _x)>0}count[east,west,resistance,civilian])>0;
_p=player;
_hasPlayer = !(isNull _p);
_isDedi=_mpgame && isServer && !(_hasPlayer);
//
// If that's the case, don't waste CPU time moving markers around
// on a dedicated server, since there's noone around to see them anyway.
//
if (_isDedi) exitWith{};
// Move the gamelogic that's associated with the playable unit
// around and then move the marker, too.
while {true} do
{
while {alive _unit} do
{
_pos=getPos _unit;
if(local _unit)then{_gameLogic setPos _pos};
_unitmarker setMarkerPosLocal _pos;
sleep 1;
};
waitUntil {alive (call compile _unitname)};
_unit=call compile _unitname;
};
Then, in each of the twelve "helper" game logics where you used to launch loop.sqs, edit the init line to have this form:
[this,"man1","player1"] execVM "loop.sqf"As you can see, you'll send along three parameters now, the second one being a string with the editor name of the playable unit you want tracked.
conespawn.sqs and conespawnLARGE.sqs
Limit these to the server only by adding a line
? !isServer: exitat the very top of them. This way, you won't have up to (<number of players>+1) road cones being created, causing
unneeded network traffic.
outpostspawn.sqs
This script also seems to be something that should be limited to the server only by way of a simple isServer check. Also, are you sure that
you want a random outpost be populated every 900 seconds? It looks to me that eventually, there'll be a whole lot of activity at the outposts,
since they'll just keep on getting replenished - one new road cone and a "cep_zone.sqf" instance every 900 seconds.
I don't know what the desired "mechanism" is here, but the way it looks right now, you'll have a slow buildup over at the outposts...
Status report radio trigger
As others have mentioned, having a mission-editor placed radio ALPHA trigger will have the unwanted effect of everyone getting a report
as soon as someone uses the trigger. You can get around this by creating the trigger with scripting instead. To do this, you use
createTrigger (http://community.bistudio.com/wiki/createTrigger) & Co. That command should really have been named "createTriggerLocal", since
the result of that command is limited to the machine where it's issued.
So, how do we give each player their own radio alpha trigger then? It's simple - add this to your init.sqf:
// Give each player their own cash report radio trigger.
_trg = createTrigger["EmptyDetector",[0,0,0]];
_trg setTriggerArea [0,0,0,true];
_trg setTriggerActivation ["ALPHA", "PRESENT", true];
_trg setTriggerStatements ["this","hint format[""Cash:£%1 Bank: £%2"",SPON_playerCashBalance,SPON_playerbankBalance]",""];
_trg setTriggerText "Status";Just remember to remove the in-editor placed radio trigger. :)
Possible performance tweak?
With the weather being set to "pea soup", perhaps you can get away with lowering the view distance in the mission? The ArmA default MP view distance is 1200 meters,
but likely (unless the weather clears up), you'll be fine with 900 meters or even lower. Just add a setViewDistance xxx in the init.sqf.
Killing civilians nets you a zombie reward
You're spawning the civvies too, right? Have a look at and adapt coop_essential\cep_DynBr_addEH.sqf so as to not add a "zombie reward" killed event handler to civvies.
Ok, that'll have to do for now. There's more to come, but for now, I need to find an old pickup and run over zombies in :D
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...and here's the continuation.
Zombie killing and publicVariable race conditions
There's a possible MP race condition that can occur if two players kill a zombie each at essentially the same time.
You're using a publicVariable solution to send the zombie killer across the network. That's definitely going to break in multiplayer. It's quite possible that
this is the reason for zombie kills to occasionally netting players either 0 or 100 "credits".
First, edit coop_essential\cep_DynBr_addEH.sqs and the part that adds the killed EH to zombies:
_cep_unit addEventHandler ["killed",
{
_zombieKiller = _this select 1;
_id=([man1,man2,man3,man4,man5,man6,man7,man8,man9,man10,man11,man12] find _zombieKiller)+1;
if(_id>0)then{["zombieKilledEvent", _id] call SPON_publishGlobalEvent;};
}];
The second place to alter is in init.sqf where you set up the "zombieKilledEvent" SPON event handler:
...
["zombieKilledEvent",
{
_id=_this;
if (player == (call compile format["man%1",_id])) then
{
SPON_playerCashBalance = SPON_playerCashBalance + 50;
player groupchat format ["50 zombie kill bonus!%1",SPON_playerCashBalance];
};
}
] call SPON_addEventHandler;
...
Refugee "save" action
The user action that rescues the civilians you've collected runs "save.sqs", which seems to initiate an unneeded series of publicVariable:ing.
Since the "save.sqs" script will run only on the machine of the player that uses the action, all that's needed is for "save.sqs" to contain:
_hero=_this select 1
_totalSaved = (count units _hero) - 1
SPON_playerCashBalance = SPON_playerCashBalance + _totalSaved * 2000
player groupChat format ["%1 survivors saved, %2 reward",_totalSaved,_totalSaved * 2000]
_survivors=(units _hero)-[_hero]
~1
{deleteVehicle _x} forEach _survivorsIn doing this, you won't need the "SurvivorsSaved" SPON system event.
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One thing I found is at the weapons buying flag, where you've got all that ammo boxes back in the shed with the barbed wire rolls blocking it off... it is possible to go prone and crawl through that right side and get into the ammo and get weapons n stuff for free....
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Thank you Killswitch, as you might of noticed my scripting skills are not up to par, and often my ambitions out strip my abilities! Your help is much appreciated and i shall get on implementing your fixes soon. I cannot say how long the next update will be since real life as usual takes priority especially with new years coming up and all the festive activities (usually involving large amounts of alcohol) mean i haven't got time to work on my mission.
After the quick fixes outlined in this thread i might look into updating the spawning of zombies to use the recently released Mapfact's DAC 2.0.
This script also seems to be something that should be limited to the server only by way of a simple isServer check. Also, are you sure that
you want a random outpost be populated every 900 seconds? It looks to me that eventually, there'll be a whole lot of activity at the outposts,
since they'll just keep on getting replenished - one new road cone and a "cep_zone.sqf" instance every 900 seconds.
I don't know what the desired "mechanism" is here, but the way it looks right now, you'll have a slow buildup over at the outposts..
Well to clarify, when an outpost is over run with zombies the spawn for the said outpost is moved to the military base, thus giving the base higher chance of being attacked with each fallen outpost, once all outposts have fallen the base will be attacked constantly. Once the base falls all options to buy weapons and evac civs is lost. Although due to an over sight i do relies that once an outpost is fallen the zombies left at the post do not get deleted, and once the main base falls, the spawn cycle still runs meaning zombies will be constantly piling up there. This shall be fixed in the next update.
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Haven't done much testing as my common ArmA frustration overwhelmed me before I found the first civilian. :)
But don't worry the idea and buy menus are looking very good.
Finding a way to add individual looking zombies and replacing the shop flags by recognizable NPCs or buildings could add some live to the scenery.
I don't know if you have to go with the fog. It has become too obligatory for OFP zombie missions and since we're playing in a warm climate now it disturbs me even more.
If you need it to protect zombies from long range attacks you could create a trap spawn:
Civilians and zombies inside the cities will only "leave their hideouts" when a player enters the town center. When they spawn at all streets and the player is circled, long range wouldn't be such an unfair advantage as from the outside of the zombie mob.
He could even have to sound a siren or launch a flare at the city center to call for civilians/waking up the zombies.
Anyway really important is that you are able to cut down the required addon download size by half with this link (http://ofp.4players.de/sys/index.php?showfile=1&fid=409&p=downloads&area=1&categ=20) if you just used the RH Pistols and not the AKS weapons, just like you've written in the first post.
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Update!
http://www.armaholic.com/page.php?id=2509 (http://www.armaholic.com/page.php?id=2509)
Version 1.1
FIXED Lagging caused by the spawns repeating over and over
FIXED Typos
CHANGED outpost layout
ADDED zombies now get deleted after outpost is over run
ADDED read me
UPDATED briefing now with hyper links + extra info
ADDED hosts can now set weather and time of day at beginning of game
FIXED Markers should now follow players after death
FIXED (hopefully) vehicles randomly disappearing when players are driving them
TO DO:
Fix civs and vehicles giving zombie kill bonuses
Fix occasional error by coop essentials (not important, doesn't effect any thing)
Fix civs not following player
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Zombie killing and publicVariable race conditions
There's a possible MP race condition that can occur if two players kill a zombie each at essentially the same time.
You're using a publicVariable solution to send the zombie killer across the network. That's definitely going to break in multiplayer. It's quite possible that
this is the reason for zombie kills to occasionally netting players either 0 or 100 "credits".
You are quite right about this potential problem, but the SPON event solution I gave to D.murphy man was just to keep him happy until 1.09 was released (and didn't rely on particularly named player characters or the incorrect assumption that re-spawned characters are re-named ;P). Now you should be using the much better practice of using publicVariable event handlers:
zombieKillerHandler =
{
_killer = _this select 1;
if (player == _killer) then
{
SPON_playerCashBalance = SPON_playerCashBalance + 50;
player groupchat format ["50 zombie kill bonus!%1",SPON_playerCashBalance];
};
};
_cep_unit addEventHandler ["killed",
{
_zombieKiller= _this select 1;
if (isNull _zombieKiller) exitWith {}; // In case the zombie was killed by falling or being run over or something.
if (local _zombieKiller) then
{
// This will only happen in SP, but it is useful to mock up the event handler for testing purposes.
[nil, _zombieKiller] call zombieKillerHandler;
}
else
{
zombieKillerEvent = _zombieKiller;
publicVariable "zombieKillerEvent";
};
}];
Haven't actually got around to trying this out, but I am looking forward to it. Hoping it lives up to my high expectations for zombie fun ;P
I'll look into the problem with the SPON Money labels not coming out in non-English games. Sorry!
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Now you should be using the much better practice of using publicVariable event handlers
Oh yes, absolutely. D.Murphy.Man, in addition to the two snippets above, you'll need this, in the init.sqf to make it work:
"zombieKillerEvent" addPublicVariableEventHandler {_this call zombieKillerHandler};Very clean, very neat.
Now, if we only had a script command that would return the ArmA game version...
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Oops, I forgot to actually add the handler (Still not used to the new commands)! Thanks for noticing that Killswitch, though it can be simplified to just:
"zombieKillerEvent" addPublicVariableEventHandler zombieKillerHandler;
Which, of course, needs to be in the script after zombieKillerHandler is defined.
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Lol...yep, that's even cleaner and the obvious thing to do. Silly me... :D
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Updated! See first post for details.
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New update see top of page for details.
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The link for 2.1 is broke, but that could just be rapidshare playing up. You could just attach it to the post at here at OFPEC to save people having to use rapidshare, which is rather unreliable and makes you jump through hoops to get at files.
EDIT: Oops, in the time it took to write this post, the link works again. Still, the point about just attaching the file is still a valid one ;P
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Ah i wasn't aware u could attach things to post here, any way its now attached.
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V2.2! (http://rapidshare.com/files/97719201/Quarantine_V2_2.zip.html)
(rapdishare, sorry)
NEW-Secure area missions. Players can now choose to do randomly generated 'Secure area' missions around the entire quarantine zone for 5000 reward.
NEW-Convoys, now players can restock and rearm the military base by driving a convoy truck from the border to the base. Now when the base looses a gunner, or an M2 runs out of ammo players can do something about it and earn money at same time. 500 Reward for a delivery +1000 for each M2 needing ammo or +2000 for each gunner needed to replace losses. Check the status of the base and reward on offer on the map.
UPDATED-Instructions in the briefing now better presented and easier to navigate.
FIXED-Survivors drying up/not deleting properly when players leave a zone
FIXED-Not being able to sell certain weapons at the gun smuggler
First post updated, also the files attached to the first post if you cannot/don't fancy downloading from rapidshare.
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V2.3 released see first post.
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V.2.4 released see first post.
ADDED:Radiation fallout
ADDED:Medkits and anti rads (m203 flare red & white)
ADDED:Find crash site mission
ADDED:Randomised ammo crates in buildings
FIXED:Syncing of rewards for completeing missions
FIXED:Zombies drying up (again)
FIXED:Getting negative rating when running down zombies
FIXED:Disconected players are now removed when they disconnect. When some JIPs into that slot they respawn afresh ath refugee camp like normal.
UPDATED:Breifing explaining all new features
CHANGED:Secure area mission is now Eliminate infected mission, reward based on how many infected you have to eliminate.
FIXED/CHANGED/UPDATED:a few other small bits and peices iv forgotten about and not worth mentioning.
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I can't seem to get the shop menus to appear. I'm near the flagpole and looking at it and no actions are added.
I also got an error message on start up and once more after the mission begins. I'll post a screen shot when I get the chance.
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I'm afraid i'm not sure whats causing your problems as it seems to work fine (with out any warnings or any thing) for me. Are you running any other addons whiles playing? Also make sure your standing directly facing the flag pole (with cross hairs aiming at it) and try pressing enter and checking the action menu. For the shop menus etc.. im using SPON_Money, so ill make sure to contact Spooner for possible solutions to any problems people are having.
New mirror: http://www.armaholic.com/page.php?id=2509 (http://www.armaholic.com/page.php?id=2509)
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I can't seem to get the shop menus to appear. I'm near the flagpole and looking at it and no actions are added.
I also got an error message on start up and once more after the mission begins. I'll post a screen shot when I get the chance.
Yeah same, i dont get action at all flag poles.... but if you scroll down it seems that you can select the action without seeing it :S
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That is an issue with SPON Money stringtable.csv which causes the actions to be empty if you are playing ArmA in a language other than English. Sorry, I'm an idiot and have been away from scripting for a long time, so never got around to fixing the release!
I'll send Murphy the corrected file ASAP and hopefully we can resolve this once and for all (I'll try and fix the SPON Money released version file when I get time too).
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Ok, Iv received the quick fix from spooner, and i have also improved the way the base is attacked so it wont fall so easily. Will be releasing a hotfix soon.
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V2.4 HOTFIX (http://rapidshare.com/files/125929923/Quarantine_V2_4_Hotfix.zip.html)
FIXED:Base falling to easily/zombies spawning within the base.
FIXED(Hopefully):Some players not being able to see the action to 'Browse Shop'
FIXED:Side chat being spamed with "Bleh" when accesing some shops.
FIXED:Some problems with detecting when a players in/out of a fallout zone
ADDED:Geiger counter sounds when your in a fallout area.(Thanks to Ravenholme for sounds)
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I get a dead link at rapidshare. Why not just attach the file(s) to your post here, on the first post, and you get away from having to rely on 3rd party hosts? It isn't a big mission, so we won't mind.
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It is attached to the first post.
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I took a screenie of the error.
"areamarkerstatusTEXTVAR" |#|addPublicVariableEventHandler ("areamark..."
Error Missing ;
File mpmissions\__cur_mp.Sara\init.sqf, line 50
Also, when I get into the game, the "Rescue the refugees and collect reward" action menu works, but all the others don't. (Including the action to get the civs to follow you).
When someone else hosts and I join, I usually get some message about not having dodge_logic or some such, but I don't get that message when I host.
(And this is with the hotfix version)
:(
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Hm thats strange, i cant think what could be causing that error inless your not running the latest version of Arma? (where addPublicVariableEventHandler was implemented) other wise im clueless, as it seems to work just fine for me. Also i have no idea what the hell dodge_logic is in less they where running an edited version of the mission using new addons or something.
But ill try my best to see (and fix) whats causing your problems. Are you by any chance running any mods whiles playing that could cause conflicts with scripts or addons?
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Hmm, well I'm running 1.08.5163 because that's what my friends are using. If I get the latest version, will it be backwards compatible? Could I still play with people who have 1.08?
I don't have any mods or addons apart from what you require to play your mission.
(To tell you the truth, it's the only reason I went from OFP to ArmA. ^.^ )
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Specifically, you need 1.09 beta or higher (1.14 is the current, stable release) to use the mission because that is when some new commands came in that made MP games easier to script. If you upgrade, then there is no way you'd be able to play with 1.08 players. However, there is no reason for anyone to stay with 1.08, since 1.14 is a stable release and has very significant improvements over 1.08 (1.09, 1.11 & 1.12 were all beta releases and I can understand why people would avoid them).
To make it clearer for players though, you should put in the line:
requiredVersion = "1.09"
Since then if people try to play the mission without the required version they will get a clear error message.
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Thanks very much.
It's working, and I'm loving it. :D
Hmm, could you make it so that the zombies are in greater numbers during night?
;)
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Edit:
So I just grabbed a .pbo unpacker and tried to look at the insides of Quarantine, but it doesn't work...
Did you not want people to be able to unpack it/did you put some sort of protection on it?
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Sorry but im not sure weather thats possible to spawn more zombies during the night, plus all the numbers of spawned zombies i have tried to carefully balance to compensate lag and 114 group limit.
And no i have no put any sort of protection on it! not sure why it would be unpacking, might be because i quickly pbo'd it using cpbo rather then saving to mp missions in Arma. I am always happy for people to edit my missions (as long as they give credit) as thats pretty much how i learned to script in OFP/Arma by tearing apart peoples missions and experimenting, so i wouldn't want to deny any one else the opportunity to learn them selves and hopefully make more zombie missions :p .
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Hmm, I thought that it was possible to get past the group limit.
Wasn't there a thread called breaking the 144 group limit? I think it dealt with the same issue with the yomies.
I still don't know what's wrong with the .pbo
I've tried 2 pbo unpackers now, including the one you used to pack.
And I have successfully unpacked a pbo before, but whenever I try to unpack yours, it quits without producing the files.
:confused:
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Edit:
Oops, you're the one who made that thread.
:shhh:
I guess if anybody knows what's possible it's you, but I'm just curious because it doesn't seem like there's 500 zombies (yomies), running around.
Heck, I don't even ever see as many as are in the screenshots that are packed with the yomies sample mission.
It must be primarily lag that's the limiting factor, but would it be possible to put in a admin script to ramp it up if everyone is doing too well for themselves? Currently it's not quite as difficult as it could be imo.
All in all it's fabulous, a few more yomies wouldn't hurt, is all I'm saying.
:good:
Oooh, also, you wanted suggestions:
It'd be really cool to have 'protect' type missions with great dialogue about the current situation from the person you're protecting. Awesome voice acting really sets the mood if you can get it.
;)
Also, also:
I was saddened that I can't see the fuel gauge on most, if not all vehicles. I noticed that the civilians that you rescue can indicate when the fuel is low over their radio, but I'd love a GUI to indicate fuel level, if that's not too much to ask.
Also, I had a thought about rescuing the civilians:
When I'm just starting out, I like to scavenge the houses near the border, and look for survivors close to the safe zone, because taking them quickly across to safe territory is easy money. Maybe too easy money. What if the civilians or the government or whoever's paying you, would pay you proportional to the distance that the civilian was transported?
I also noticed that you can't sell back the magazines of ammo, but that's a detail, and maybe that's good, I guess it might be possible to sell back 1 bullet. ::)
I had just one more last thought: What if you could hire a few mercenaries to do your bidding? You'd need to pay them per day, and they wouldn't be cheap, but they could watch your back. I've noticed everything becomes easier when the civilians in my group start calling out the positions of yomies that are quietly flanking me.
:D
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Just played again and noticed a few things:
The air raid siren is looping for several minutes sometimes. It's enough to make me want to kill the M2. DX
The radiation is a very interesting system, but it and the medkits need some help.
*The action "use medkit" prefers to use anti-rads. If you have any anti-rads, they get used instead of medkits.
*The anti-rads are not balanced for what they do. Yes, they should be expensive, but they should clear at least 25-50% of exposure imo, because at 10%, it's not feasible to carry the amount needed to venture into the radiation zone. Which leads me to:
*The radiation zone seems very confined. Not that there isn't enough area covered by fallout, but that the transition from 'clear' to 'high' seems to be as little as 50 meters.
*It'd be nice to have a high-end vehicle that has NBC protection in real life, have protection from radiation in the fallout zones.
*Medkits can be used even when you are perfectly healthy. And since "Use medkit" is right next to all those other actions I use, it has a high chance of being accidentally used when not necessary.
*Mounted machine guns on cars do not credit you with the money for killing yomies, I can understand that running them over doesn't, but this would be nice.
*Consider moving the jeep with M2. It's fairly close to the spawn, easy to find, and can be purchased at the car dealer for $25K. Maybe it should be covered by radiation somewhere?
*Can there be a way to sell vehicles? It'd be nice to find a sports car and try not to damage it when bringing it back. Maybe they're more common in radioactive areas?
**Somewhat Important!** Yomies are capable of literally spawning right next to you. Is there any way to stop this?
Thanks very much for creating such a good mission. I'd be very interested in playtesting the ideas you had earlier, mainly that more or all of the island is over-run and you can set up outposts.
Is it possible to spawn walls?
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I think you've misunderstood whats going on with 144 group limit, indeed there isn't 500 yomies running around every time you enter a spawn zone (which are usually in cities), because the way yomies spawn is 1 yomie per group due to problems with FSM that controls yomies movement and attacking being over ridden when the yomies are all in one group together by orders from the group leader, so only a maximum of 144 yomies currently. Each spawn zone usually spawns around 20 - 50 yomies, this is because its a MP mission for up to 12 players, if thous 12 players are in different locations across the island they are all setting of spawn zones that subtract from the 144 limit. So one players in a spawn zone that spawns 20 yomies, another in a city some where else spawning 50 yomies thats 144 - 70 = 74 yomies left to spawn. Then 2 or 3 more players connect, and start wandering around setting off spawns that are also subtracting from the spawn limit, eventually a situation will arise (if theres enough players wandering around by them selves into different spawns all acorss the island) where a player will enter an area and no yomies will spawn due to the the max limit of 144 being reach with yomies being spawned else where.
Hence why i am not spawning 100 odd yomies in one location when a player enters, and only keeping it to 20 - 50 max in each spawn zone. However i have set all the spawns to INFINITE, meaning as soon as you kill a yomie, another will spawn, creating the illusion of there being a lot more zombies about then there actually is.
As for your suggestions:
1. I am planning on expanding on the story line and such in the future with things like being able to find old news paper front pages in the quarantine and such, and maybe dialogs with NPC's (not any time soon though)
2.Ill look into adding fuel guages to vehicles some how, but its pretty low on my list of priorities.
3.I think that be a pretty over complicated solution to the problem, i might just remove civilians from the border town altogether.
4. That is indeed why you cant sell magazines back to the shops, because its impossible to count number of bullets in a magazine, and thus you could sell a magazine with 1 bullet in for full resale price.
5.hiring of mercs is already planned.
About the bugs and such you found:
1.Yea air raid siren cant get pretty anoying, i will look into trying to make it not sound off so much (currently sounds every time the m2 fires.)
2.Noted and fixed, seems it would check to see if you had any medkits (flare red) but take off a anti rad when you used it (flare white)
3.I agree and will up the anti-rads to 25% i think.
4.Indeed the area from low to medium to high is usually only about 100 - 200 meters, ill certainly up this since when in vehicles you can travel from low to a high zone very fast with out knowing.
5.NBC capable vehicles would indeed be a good idea, i might add that in.
6.Currently i do not know how to credit money for players mounted on vehicles but i will look into it.
7.That jeep with m2 has a 50/50 chance of spawning, but i will consider deleting it as it is indeed pretty close to spawn.
8.I think it might be possible to sell vehicles by driving them into some sort of trigger zone, forcing the player to exit, checking the type and dammage of the vehicles and rewarding the player accordingly. Ill certainly look into the possibility.
9.Indeed they are capable of spawning next to you, with the original yomie scripts they wouldn't but they would spawn about a 4 mile away from you when view distance was about a meter in front of your face, hence why i edited it out since i didn't want it to be foggy 24/7 in the mission.
And it would be possible to spawn walls, i can guess what your getting at and i can telll you i have already tried experimenting withe the possibility of setting up barricades. Its still in experimental stages at the moment, currently i cant get the yomies to attack static objects, let alone be able to destroy them.
Thanks for your interest and suggestions in the mission! its greatly appreciated!
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The main reason I didn't implement vehicle selling was because it would be difficult to work out the price based on the ammo in each weapon (if appropriate) and the overall damage on the vehicle. Again, it is a "I might get around to it" sort of thing and if Murphy wants in sooner rather than later, his idea might be best. Same goes with buying new vehicle ammo (not coming any time soon from my end, but possible).
As Muphy says, with magazines for soldiers, you just don't have a clue how much ammo there is left. Can't see an option there except offering you literally buttons for them (i.e. stanag 30round resale = full price / 30 (Assume one bullet left) and then you'd take off the value for it being second hand as well). Thus, I just disabled the option entirely so people wouldn't complain about the poor price given.
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V.2.5 (see first page for download from rapidshare or attachment to the first post)
FIXED:Players not being rewarded when completeing a mission if there inside a vehicle
FIXED:Radiation LOW zones now much larger, giving you a chance to take action before entering medium/high zones.
FIXED:Geiger counter sounds, again.
FIXED:Players not being rewarded for zombie kills if shooting them with vehicle mounted weapons.
FIXED:Survivours randomly being deleted from your group
FIXED:Eliminate # of infected mission not counting reliably zombies being killed in area
FIXED:Using Medkits would take away antirads
FIXED:No longer go into a 'heal' animation when using medkits or antirads if you do not have any left.
FIXED:Soldiers not remanning M2's when convoy was deliverd to mil.base.
FIXED:random ammo crates that you find in buildings not being stocked with a weapon and ammo and other weird stuff.
ADDED:Radiation now a server option.
ADDED:Land mines around military base that can be restocked via convoy.
ADDED:New "High" geiger sound - Thanks Ravenholm.
ADDED:New (Optional) ambient music - requires Quarantine_Ambient_Music.pbo addon to be installed.
ADDED:Border is now much more built up with sceneary and AI soldiers patrolling/relaxing. Now feels much more alive and immersive.
ADDED:Players can now 'Talk' to most AI soldiers in the military base and border.
ADDED:Players who kill fellow players within the border zone will be sentanced to death by firing squad.
ADDED:A small prison, players that end up here can talk to the AI convicts to pass the time.
ADDED:Players who kill friendly AI soldiers within the border zone will be sent to prison for 5 minutes.
ADDED:Players can now 'Call out' to survivours in the area. Players are then notified if they hear any survivours in the distance,close, or very close. Survivours that are very close will try to make there way to the player.
ADDED:You can now purchase Mercenaires, your group limit is 5 max.
ADDED:Zombies now have a random chance of hitting you to the ground.
ADDED:You can now sell unwanted vehicles for a marked down price, or sell salvaged vehicles from the quarantine zone.
ADDED:A repair kit, so you can now repair your damaged vehicles.
UPDATED:Survivours now spawn INSIDE buildings, rather then in the streets.
UPDATED: Antirads now take off 20% exposure.
UPDATED:Players map markers now become less accurate and delayed longer the further the player is away from the border.
UPDATED:Zombie unit cap has been increase to around 500, (from previous 144) so i have now increase the amount of zombies that spawn in each spawn zone.
Quarantine ambient music addon (optional) - 42.8 MB (http://rapidshare.com/files/134622693/Quarantine_ambient_music.zip.html)
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V2.5 with ambient music on a non-dedicated server.
101st Airborne replacement mod, HiFi Sound mod.
The 2,8Ghz QuadCore server with 2GB RAM and a 16Mbit/1Mbit ADSL connection was laggy if players tried to JIP, but was playable when locked.
Asked about the most annoying bugs, the owner told me that v2.5 has become more alive but also more buggy.
- often the crate spawn is so close to a player that they are blocking
- player weapons sometimes disappear when searching zombie gear (I'm unsure if he was really talking about zombies or dead survivers)
- player weapons sometimes disappear without doing anything
- zombies are able to kill players in armored vehicles
I liked the ambient music but only the tracks I didn't recognize from their original sources. Probably a common problem without your own orchestra. Nettrucker and Balshoiw were creating their own music, weren't they? Maybe they're willing to create some new tracks for you.
The mine markers around the base seemed to be named by cardinal points but not correctly.
A survivor left my group on the ride back to the refugee camp. The first time I've noticed it was after disembarking at a medic tent at the entrance to heal and trying to make him disembark, too. He could've left my group minutes before, I don't know. The bug didn't repeat.
I don't know what happens when the military base had heavy loses and a supply convoy arrives. Will the soldiers be reinforced? Reinforcements could be added to the back of the supply truck in the case of a guard's death.
Getting civilians alive out of the cascaded buildings of eg Ortego is a pain in the ass. They definitely shouldn't spawn there.
It's nice to see you've found a way to create a multiplayer counterpart of ZOS. The only thing I'm missing is the real evolution of an outbreak instead of spawning, but that would be hard to achieve for multiplayer and limit the game time. Oh, and female models.
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Thanks for the feedback trapper! much appreciated as always!
- often the crate spawn is so close to a player that they are blocking
I am not sure what you mean by this? blocking the player from what? where? when?
- player weapons sometimes disappear when searching zombie gear (I'm unsure if he was really talking about zombies or dead survivers)
- player weapons sometimes disappear without doing anything
Hm strange, i think i know what the problem is thou.
- zombies are able to kill players in armored vehicles
Well we cant have people just driving around fearless inside armored vehicles. Would make things to easy!
The mine markers around the base seemed to be named by cardinal points but not correctly.
Again im not sure what you mean by this?
A survivor left my group on the ride back to the refugee camp. The first time I've noticed it was after disembarking at a medic tent at the entrance to heal and trying to make him disembark, too. He could've left my group minutes before, I don't know. The bug didn't repeat.
Hm strange, thought id fixed this bug, will look into it.
I don't know what happens when the military base had heavy loses and a supply convoy arrives. Will the soldiers be reinforced? Reinforcements could be added to the back of the supply truck in the case of a guard's death.
When you deliver a supply truck to the base any M2 gunners that have been killed will be replaced. However any patrolling soldiers will not.
Getting civilians alive out of the cascaded buildings of eg Ortego is a pain in the ass. They definitely shouldn't spawn there.
Civilians spawn pretty much in random locations, it would be impossible to detect weather they are in 'cascaded' building or not sadly.
Cheers again!
Murphy.
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Sorry, I forgot about another bug:
When a player killed another player, me and another innocent player were showed the the court martial titletext-black screen and the black screen remained forever with the line "Fire!". The admin restarted the mission for us then.
Blocking crates:
If I understood him correctly, they spawned so sudden and close to the players that they stumble on them while running/driving away from zombies. Though he could also mean eg blocked staircases if you're spawning them in buildings. (I haven't seen a crate myself yet)
I think a 60m distant check of the random spawn location to any player before spawning a crate and repeating the random position calculation till a more distant place is found, should do it.
Armored vehicles:
Damn, I'm really a newb to this mission and I'm missing combat experience. :)
Are zombies able to damage manned vehicles by now? That should be possible to script anyway.
If so, unarmored and armored vehicles could be damaged by zombie attacks until immobility, while players are protected only inside of armored vehicles.
Mine markers:
N=north, E=east, S=south, W=west. If your intention was to name the four mine markers like that, then they aren't placed in the right order around the base.
Supply:
Ah, well if it doesn't screw the balance the patrols could be reinforced at least by mercenaries, too. :cool2:
Civilian spawn:
You did write that they are no longer spawning on the streets by now, so some kind of object check seems to be possible? Maybe there's a way to detect this cascaded building types distance to a calculated spawn point, to prevent a civil spawn on those objects.
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Armored vehicles:
...
Are zombies able to damage manned vehicles by now? That should be possible to script anyway.
If so, unarmored and armored vehicles could be damaged by zombie attacks until immobility, while players are protected only inside of armored vehicles.
I have to partly disagree with you on this guys. An armored vehicle like the BRDM should be invulnerable to zombie attacks especially when running them over. A car like the skoda should stay "able to be damaged" by running over zombies and zombies should be able to damage the car to explosion state. I ran a quick test with the military jeep and while being a gunner I was dead in 10 seconds... I guess I don't like how fast they respawn and out of thin air. :confused:
BTW I'm having fun with this mod :good: Just needs more... horror... I just wish I had a house of my own to buy and a trunk to place my valuables... mmm... valuables. I wonder if collecting junk and eating would get implemented?
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I'm just looking for a compromise with murphy on zombies damaging armored vehicles but would also prefer this to be realistic.
What about bad maintenance in the quarantine zone? All armored vehicles could be realistically invincible to attacks but have a 30%? chance of an illustrious engine failure per kilometer. With a big bang, much smoke effects and setfuel=0. :clap:
Players would need to look for a gas station then, to get spare parts and repair the tank with them + one additional repair kit.
And when they're in the middle of a fallout with a broken ABC vehicle they'll definitely curse it. :weeping:
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Ill see what i can do with armored vehicles. Currently vehicles aren't damaged at all, just the players inside said vehicle.
Blocking crates - well crates are all randomly placed inside random buildings at the beginning of the mission. Of course occasionally you might come across a crate that 'hasnt found a home' yet and is still jumping around the place looking for a building that can be entered by players.
Mine markers - ha! my bad,ill change them round.
Supply convoy and reinforcements - it was more to do with the difficulty of spawning new soldiers and groups and getting them to patrol around rather then a balancing issue. It was a lot easier to just replace the M2 gunners, since there group leader is placed on a far off island so they are spawned into that group and mounted onto m2s. I will however look into this.
Civilian spawns - ill look into it, could you give me a bit more elaboration on what you mean by cascaded buildings?
@Crazy Ace
I'm not sure about eating, i found it a tad annoying feature in Sharanilife for example. I have looked into being able to set up camps and things. But I'm not sure if i could get zombies to target and attack static objects, if i can it could make some fun barricading and defending moments when your camp comes under attack.
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The ones on the upper part of the picture, build on the slope. There are many of them in Paraiso and Ortego, sometimes they are build onto each other/cascaded. The civilans won't leave them most of the time, or they even do fall down.
http://news.filefront.com/wp-content/uploads/2007/06/arma_armed_assault_015.jpg
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Now I'm from the Fallout era, so I appreciate the Fallout 2 ambient music :) With that game in mind, this mod can use random items on corpses; say a wallet with a few dollars in it, jewelry and such with a pawn shop that will only take these random junk.
I like the idea of a camp, would be nice to actually build one, but heh I'm not picky.
:edit:
And because I like to play single player (LAN) games; "MP cheaters suck" :dry: What can I do to make the zombies not run at full speed as a regular human?
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Edit:
Nvm..lol..
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Now I'm from the Fallout era, so I appreciate the Fallout 2 ambient music :) With that game in mind, this mod can use random items on corpses; say a wallet with a few dollars in it, jewelry and such with a pawn shop that will only take these random junk.
Well, for that to work, you'd have to introduce a fully working inventory system (http://www.ofpec.com/forum/index.php?topic=31187.0) now wouldn't you? Too bad the only one I know of [link (http://www.ofpec.com/forum/index.php?topic=31187.0)] is only SP-compatible, though :( Ah well. Here's a link to it anyway, made by some guy named Wolfrug or whatever: Linky (http://www.ofpec.com/forum/index.php?topic=31187.0)
...
:D Self-promotion, anyone?
Wolfrug out.
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Triple self promotion in a single post at a single time is prohibited unless you contact the Site admin and request the promotional form 132-40a two weeks prior to the intended triple post and esure that you get the proper authorization to do so and are careful to adhere to the guidelines of said rule. Thereby providing a responsible example of triple self promotional posting in a single post at a single time. Consequences of such an irresponsible triple self promotional posting without approved authorization can result in an immediate demotion to coffee/tea bitch and a mandatory BoyGeorge (http://www.fanpix.net/gallery/picture-view.asp?ID=213618) avatar for a period of no less than two months. Exceptions to these penalties are overruled if you are already the coffee/tea bitch and happen to be infatuated with BoyGeorge in which case you have our sympathy and compassion in living with such a horrid fantasy and having such bad taste in music. For further information regarding the Posting procedure, please reread section 132, ammendments 1 through 336 found on pages 4,562 through 6,212 of the OFPEC Staff handbook. If you have failed to read the OFPEC staff handbook, please also consult section 301, protocol ammendments 1 & 2 found on page 23,457 under the topic of Pre termination procedures and the Proper path to redemtion through the depths of BrownNosing headers. Thank you and consider yourself warned.
P.S. The OFPEC staff handbook has yet to be released but all staff members will remain accountable.
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Wow someone stayed up late typing that :cool2:
Now back to topic; Wolf that sounds like an awsome idea and I would love to test that function only if one thing would change in this mod. The use of TCP animations (http://www.armaholic.com/page.php?id=3224) zombie aspect... Had a PM with D.murphy man asking to have the zombies animations and sounds incorporated with this mod and he doesn't like the idea :(
To the people of the community, help me help him get them animations in this mod; I think it would be awesome.
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Well i didnt say i didnt like the idea of animations, just the fact at only zombies that i know of that use the animations arn't as good as the current Yomie zombie addon i am using. As in they dont chase you across bridges, into houses, or up ladders, unlike yomies.
Also id like to note that if any of you wish to keep up to date with latest developments on this mission id suggest heading over to the BIS forums where the main discussion of this mission and features im working on are more frequently discussed:http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=5cbd3d68450bed7f15fe904c0d144903;act=ST;f=67;t=70469;st=0 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=5cbd3d68450bed7f15fe904c0d144903;act=ST;f=67;t=70469;st=0)
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Just a quick message, I noticed that your topic title doesn't follow the Standards for Mission Authors (http://www.ofpec.com/forum/index.php?topic=31767.0), so please adjust your topic title. Thank you :).