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Author Topic: [OBSOLETE!] pls see Customizable Zombie Simulation instead!  (Read 4769 times)

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Offline haroon1992

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Re: Haroon1992's Zombie Script
« Reply #15 on: 13 Jun 2010, 17:26:55 »
Oh....!
What the hell happened to my eyes?
I never realized that i've put sleep 0.05 and that will delete the thing!
(noob scriptor doing noob things!)

I need to learn much about the multiplayer scripting ( and i know only a few will use my script if it's not MP Compatible!)

If you could explain me about the following on what they does and why we have to do it like this ,
it would be a knowledge for me on this particular subject.

Quote
_saycommand = format["this say3D (my_global_zombie_sounds select %1)", floor random (count my_global_zombie_sounds)];
_helihthing setVehicleInit _saycommand;
processInitCommands;

Any ideas on that gunner not firing problem,why is he only engaging the zombie?
(the script for that is already quoted in my second last post)


Regards,
Haroon1992
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(


Offline haroon1992

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Re: Haroon1992's Zombie Script
« Reply #17 on: 17 Jun 2010, 16:45:34 »
Well,I am taking a break from the zombie script.
Meanwhile,I am learning multiplayer scripting.

Is there something like an example mission to demonstrate the fundamental scripting AND/OR complex scripting things in MP?

Code: [Select]
_man1=_this select 0;
_man2=_this select 1;

_man1 setVariable ["Arrived",FALSE];

_man1 domove getpos _man2;
waitUntil {_man1 distance _man2 < 15};

_man1 setVariable ["Arrived",TRUE];

if that variable's value transmitted globally to all clients?
Or is there any necessary thing to add?
(by the way,that's just an example)

I checked the OFPEC Multiplayer Mission Editing tutorial..
but I still quite not understand about it.
(maybe i don't have the required IQ to understand it  :D  )

And another thing is
how can i keep a random value fixed over all client.

_randy=random 10
suppose _randy is 5.93,how do i make so that it's value is 5.93 in all clients?
Or is the question i am asking correct?

I am also having trouble determining what type of script/functions are to be executed by the Server and which by the clients.

Regards,
Haroon1992
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline Mandoble

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Re: Haroon1992's Zombie Script
« Reply #18 on: 17 Jun 2010, 17:46:34 »
With A2 setVariable has a third parameter, and it you set it to true, the value is broadcasted. But, might be it is not broadcasted to clients that join the game later.

veh setVariable ["var1", 12345, true];

PublicVariable can also be used for globals.

Offline haroon1992

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Re: Haroon1992's Zombie Script
« Reply #19 on: 16 Aug 2010, 17:27:13 »

Finally, I got my hands back on one of my most complex projects....

namely, the crappy zombie simulation  :D

I am currently a bit busy my father's business and I have little to SCRIPT..

So I have no time to fully test my SCRIPTS (that is test for about an hour ,etc)

So I need help in testing possible errors of my script
(especially errors that might come when used for more than 30 minutes etc)

I hope there are people willing to help me in this...


New Version is : 0.9
Whats New in New Version ?

+
Advanced Victim fleeing(victims now acts smart and flee to the most suitable direction when there are multiple zombies near him
and
thanks to Mandoble for that!!!  :clap:

+
Many other fixes and improvements such as better response to victims etc.




Regards,
Haroon1992
« Last Edit: 28 Aug 2010, 16:10:56 by haroon1992 »
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline haroon1992

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Re: Haroon1992's Zombie Script
« Reply #20 on: 28 Aug 2010, 16:21:16 »

Hi guys.....
Although i didn't get any feedbacks for my last post.
I manage to fix the problems myself.
Now its version 1.0!
And I changed the name from Cuztomizable Zombie Script to "Customizable Zombie Simulation"

My intention is to provide the community with an addon-free zombie simulation that can be customized by to user to their taste.

This version is not the public release but for beta testing only!
(I named it version 1.0 but its still in beta stage as no body has reported that the simulation is working fine.)

I hope you guys give back feedback this time.

The BIG thing left to do is to make this MP-Compatible, at which I sucks. :(

But I am confident that I will make it.Maybe in the following week.
(The problem is that i have never script for MP before and this thing is just too complicated for me to convert to MP)

INSTALLATION :


Put the folder CZS_Example.utes into your missions folder( which probably exists in My Documents\ArmA 2)


CHANGELOG  :

Code: [Select]
v1.0 (THIS VERSION!)


Fixed :

- Animals are also becoming zombies due to wrong classname check.
- Zombies getting stuck when near a dead victim who is inside a vehicle.
- Replaced nil with _nul/_dump for executing the scripts.
(Thanks to OFPEC thread for the correct usage of nil)


v0.9

Fixed :

- Zombies become idle after eating a victim.
- Vehicle gunners not engaging zombies.
- Sound was not played when a zombie dies.(Zombies were dying silently.)
- Sound was not played when a zombie is hit.
- Performance issues and possible looping problems.

Improvements :

- Victim Fleeing Script
(now have seperate fleeing distances, for infantry and for vehicles)
- Victim Shooting Script
(a victim at the gunner position of an armed light vehicle will fully engage the zombies)
- Global Variables concerning about "animations and sounds of victims and zombies" are now in the "h_init.sqf",so one can simply edit them in one place instead of going through multiple scripts to edit
- Brief info about what a script does, at the start of that script, as comments.

New Stuffs :

- Scoring System
(The score depends on the type of zombie and there are five types of zombies)
- Variable for Scoring System : hz_ShowScore
(When TRUE, will show:
type of zombie killed,score gained and current score of player victims as HINT
when a zombie is killed by a player victim.)


KNOWN ISSUES :

- Some zombies take some time before they attack a victim.
- Sometimes the zombies were scracthing (attacking) to wrong directions.
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(

Offline haroon1992

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Re: Haroon1992's Zombie Script
« Reply #21 on: 30 Sep 2010, 16:47:25 »
This thread should be closed.
I am starting a new thread with the new name.


Regards,
Haroon1992
Very busy with life, business, and other stuff. Away from OFP for months. Not sure if I could get back onto it. :(