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Author Topic: Quarantine - 12 player Zombie RPG (review please)  (Read 22037 times)

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Offline D.murphy man

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Quarantine - 12 player Zombie RPG (review please)
« on: 21 Dec 2007, 21:26:18 »


*NEW V2.5*
Mirror:Armaholic, thanks big!
Quarantine V.2.5 (mirrior please!)
Optional Extra:
Quarantine ambient music addon (optional) - 42.8 MB

Old:
V2.4 HOTFIX
Mirror:Armaholic, thanks big!



Required Addons:
Yomies zombies
RH pistol pack or Also heres a link from armaholic for RH AKs + pistol pack (only pistol pack needed for the mission)

OLD:V2.3 Mission Link:
V.2.3 on rapidshare

Quote
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
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!)
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.
« Last Edit: 04 Aug 2008, 09:25:48 by D.murphy man »

Offline Cheetah

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Re: Quarantine - 12 player Zombie RPG
« Reply #1 on: 21 Dec 2007, 21:43:50 »
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.
Like missions? Help with Beta Testing! or take a look at the OFPEC Missions Depot for reviewed missions!

Offline Rellikki

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Re: Quarantine - 12 player Zombie RPG
« Reply #2 on: 23 Dec 2007, 03:37:16 »
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.
« Last Edit: 23 Dec 2007, 04:33:06 by Rellikki »

Offline D.murphy man

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Re: Quarantine - 12 player Zombie RPG
« Reply #3 on: 23 Dec 2007, 17:43:56 »
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.

Quote
- 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.
Quote
- 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!

Offline Killswitch

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Re: Quarantine - 12 player Zombie RPG
« Reply #4 on: 25 Dec 2007, 15:43:23 »
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:
Quote
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:
Quote
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:
Code: [Select]
_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:

Code: [Select]
[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
Code: [Select]
? !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 & 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:
Code: [Select]
// 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
« Last Edit: 29 Dec 2007, 18:15:31 by Killswitch »

Offline Killswitch

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Re: Quarantine - 12 player Zombie RPG
« Reply #5 on: 25 Dec 2007, 18:51:40 »
...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:
Code: [Select]
_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:
Code: [Select]
...
["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:

Code: [Select]
_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 _survivors
In doing this, you won't need the "SurvivorsSaved" SPON system event.

« Last Edit: 27 Dec 2007, 03:52:06 by Killswitch »

Offline Shadow_Spyder

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Re: Quarantine - 12 player Zombie RPG
« Reply #6 on: 25 Dec 2007, 20:18:17 »
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....

Offline D.murphy man

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Re: Quarantine - 12 player Zombie RPG
« Reply #7 on: 27 Dec 2007, 15:35:52 »
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.

Quote
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.

Offline Trapper

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Re: Quarantine - 12 player Zombie RPG
« Reply #8 on: 29 Dec 2007, 18:35:45 »
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 if you just used the RH Pistols and not the AKS weapons, just like you've written in the first post.
« Last Edit: 29 Dec 2007, 18:37:16 by Trapper »

Offline D.murphy man

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Re: Quarantine - 12 player Zombie RPG
« Reply #9 on: 31 Dec 2007, 02:16:01 »
Update!
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

Offline Spooner

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Re: Quarantine - 12 player Zombie RPG
« Reply #10 on: 31 Dec 2007, 20:00:56 »
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:
Code: (init.sqf) [Select]
zombieKillerHandler =
{
    _killer = _this select 1;

    if (player == _killer) then
    {
        SPON_playerCashBalance = SPON_playerCashBalance + 50;
        player groupchat format ["50 zombie kill bonus!%1",SPON_playerCashBalance];
    };
};

Code: (when you are creating the zombies) [Select]
_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!
[Arma 2] CBA: Community Base Addons
[Arma 1] SPON Core (including links to my other scripts)

Offline Killswitch

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Re: Quarantine - 12 player Zombie RPG
« Reply #11 on: 05 Jan 2008, 20:24:59 »
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:
Code: [Select]
"zombieKillerEvent" addPublicVariableEventHandler {_this call zombieKillerHandler};Very clean, very neat.

Now, if we only had a script command that would return the ArmA game version...

Offline Spooner

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Re: Quarantine - 12 player Zombie RPG
« Reply #12 on: 05 Jan 2008, 21:35:05 »
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:
Code: [Select]
"zombieKillerEvent" addPublicVariableEventHandler zombieKillerHandler;

Which, of course, needs to be in the script after zombieKillerHandler is defined.
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[Arma 1] SPON Core (including links to my other scripts)

Offline Killswitch

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Re: Quarantine - 12 player Zombie RPG
« Reply #13 on: 05 Jan 2008, 21:42:32 »
Lol...yep, that's even cleaner and the obvious thing to do. Silly me...  :D

Offline D.murphy man

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Re: Quarantine - 12 player Zombie RPG
« Reply #14 on: 21 Feb 2008, 20:07:26 »
Updated! See first post for details.