Blessed Dark Angel

Help with creating Zed mission

15 posts in this topic

I have been looking all over and I can't find a go to template or whatnot to do what I am trying to do.  If anyone can point me in the right direction or help me out it would be appreciated ..  What I am looking for is a dynamic mission spawn on Chernarus.  I would like the mission to be a zed mission with buildings and such, with random difficulty zeds spawning in waves of 20-40-80. And when they are all dead a loot crate will spawn or the loot crate will become accessible.  Thank you for your help in advance!

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Afraid not. The Loot and Death mission with ExileZ2 is the only way I know to create a mission involving Zeds. Hopefully someone else has suggestions.... would love to see a Zombie mission for DMS :)

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I know when you load up DMS it will detect zombies and demons, so there has to be some mechanics to zed missions.

fn_DMS_Postinit.sqf

Spoiler

if ((isClass (configFile >> "CfgPatches" >> "Ryanzombies")) && {!DMS_ai_offload_Only_DMS_AI}) then
{
	diag_log 'DMS DETECTED RyanZombies. Enabling "DMS_ai_offload_Only_DMS_AI"!';
	DMS_ai_offload_Only_DMS_AI = true;

 

and if you look at 1 of @red_ned missions

Spoiler

/*
	Black Hawk Down Mission Z-Theme Variation with new difficulty selection system
	Created by Defent and eraser1
	easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk
*/

private ["_num", "_side", "_pos", "_OK", "_difficulty", "_AICount", "_group", "_type", "_launcher", "_staticGuns", "_wreck", "_crate", "_crate1", "_vehicle", "_pinCode", "_class", "_veh", "_crate_loot_values", "_crate_loot_values1", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup", "_baseObjs", "_crate_weapons", "_crate_weapon_list", "_crate_items", "_crate_item_list", "_crate_backpacks", "_PossibleDifficulty", "_customGearSet"];

// For logging purposes
_num = DMS_MissionCount;

// Set mission side
_side = "bandit";

// This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos.
// It also allows anybody to modify the default calling parameters easily.
if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then
{
	_this =
	[
		[10,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
		[
			[]
		],
		_this
	];
};

// Check calling parameters for manually defined mission position.
// This mission doesn't use "_extraParams" in any way currently.
_OK = (_this call DMS_fnc_MissionParams) params
[
	["_pos",[],[[]],[3]],
	["_extraParams",[]]
];

if !(_OK) exitWith
{
	diag_log format ["DMS ERROR :: Called MISSION blackhawkdownZ.sqf with invalid parameters: %1",_this];
};

//create possible difficulty add more of one difficulty to weight it towards that
_PossibleDifficulty		= 	[	
								"easy",
								"easy",
								"easy",
								"moderate",
								"moderate",
								"moderate",
								"difficult",
								"difficult",
								"hardcore"
							];
//choose difficulty and set value
_difficulty = selectRandom _PossibleDifficulty;

switch (_difficulty) do
{
	case "easy":
	{
_AICount = (3 + (round (random 2)));
_crate_weapons 		= (2 + (round (random 3)));
_crate_items 		= (2 + (round (random 4)));
_crate_backpacks 	= (1 + (round (random 1)));
	};
	case "moderate":
	{
_AICount = (4 + (round (random 2)));
_crate_weapons 		= (4 + (round (random 5)));
_crate_items 		= (4 + (round (random 6)));
_crate_backpacks 	= (2 + (round (random 1)));				
	};
	case "difficult":
	{
_AICount = (5 + (round (random 3)));
_crate_weapons 		= (6 + (round (random 7)));
_crate_items 		= (6 + (round (random 8)));
_crate_backpacks 	= (3 + (round (random 1)));
	};
	//case "hardcore":
	default
	{
_AICount = (6 + (round (random 4)));
_crate_weapons 		= (8 + (round (random 9)));
_crate_items 		= (8 + (round (random 10)));
_crate_backpacks 	= (4 + (round (random 1)));
	};
};

// Create customised AI group
_customGearSet = 	[
						"Exile_Weapon_AK47",												// String | EG: "LMG_Zafir_F"
						["optic_Holosight"],												// Array of strings | EG: ["optic_dms","bipod_03_F_blk"]
						[["Exile_Magazine_30Rnd_762x39_AK",3],["9Rnd_45ACP_Mag",3]],		// Array of arrays | EG: [["150Rnd_762x54_Box",2],["16Rnd_9x21_Mag",3],["Exile_Item_InstaDoc",3]]
						"hgun_ACPC2_F",														// This is just a shotgun // String | EG: "hgun_Pistol_heavy_01_snds_F"
						["muzzle_snds_acp"],												// Array of strings | EG: ["optic_MRD","muzzle_snds_acp"]
						["ItemGPS"],														// Array of strings | EG: ["Rangefinder","ItemGPS","NVGoggles"]
						"",																	// Not adding rocket launcher // String | EG: "launch_RPG32_F"
						"Exile_Headgear_GasMask",											// Uniform to be dressed in
						"C_scientist_F",													// SAdded gasmask for effect
						"V_BandollierB_blk",												// String | EG: "V_PlateCarrierGL_blk"
						""																	// String | EG: "B_Carryall_oli"
					];

_group =
[
	_pos,					// Position of AI
	_AICount,				// chosen in difficulty
	_difficulty,			// chosen in difficulty
	"custom", 				// "custom"
	_side, 					// "bandit"
	_customGearSet			// customise with gear above
] call DMS_fnc_SpawnAIGroup;

// Create Crates
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;

_wreck = createVehicle ["Land_Wreck_Heli_Attack_02_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];

// Set crate loot values
_crate_loot_values1 =
[
	_crate_weapons,			// Weapons
	_crate_items,			// Items
	_crate_backpacks 		// Backpacks
];

// Define mission-spawned AI Units
_missionAIUnits =
[
	_group 		// We only spawned the single group for this mission
];

// Define mission-spawned objects and loot values
_missionObjs =
[
	[_wreck],
	[],
	[[_crate1,_crate_loot_values1]]
];

// Define Mission Start message with difficulty
_msgStart = ['#FFFF00',format["Medical chopper down, check the virus burned up and the %1 scientists are dead!",_difficulty]];

// Define Mission Win message
_msgWIN = ['#0080ff',"Convicts have secured the Medical chopper and killed the scientists"];

// Define Mission Lose message
_msgLOSE = ['#FF0000',"The Medical chopper has been seized by the enemy and we dont know if the virus was on board"];

// Define mission name (for map marker and logging)
_missionName = "Medical Chopper";

// Create Markers
_markers =
[
	_pos,
	_missionName,
	_difficulty
] call DMS_fnc_CreateMarker;

// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
_time = diag_tickTime;

// Parse and add mission info to missions monitor
_added =
[
	_pos,
	[
		[
			"kill",
			_group
		],
		[
			"playerNear",
			[_pos,DMS_playerNearRadius]
		]
	],
	[
		_time,
		(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
	],
	_missionAIUnits,
	_missionObjs,
	[_missionName,_msgWIN,_msgLOSE],
	_markers,
	_side,
	_difficulty,
	[]
] call DMS_fnc_AddMissionToMonitor;

// Check to see if it was added correctly, otherwise delete the stuff
if !(_added) exitWith
{
	diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];

	// Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
	_cleanup = [];
	{
		_cleanup pushBack _x;
	} forEach _missionAIUnits;

	_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));

	{
		_cleanup pushBack (_x select 0);
	} foreach (_missionObjs select 2);

	_cleanup call DMS_fnc_CleanUp;

	// Delete the markers directly
	{deleteMarker _x;} forEach _markers;


	// Reset the mission count
	DMS_MissionCount = DMS_MissionCount - 1;
};

// Notify players
[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;

if (DMS_DEBUG) then
{
	(format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog;
};

 

you will see section

Spoiler

// Create customised AI group
_customGearSet = 	[
						"Exile_Weapon_AK47",												// String | EG: "LMG_Zafir_F"
						["optic_Holosight"],												// Array of strings | EG: ["optic_dms","bipod_03_F_blk"]
						[["Exile_Magazine_30Rnd_762x39_AK",3],["9Rnd_45ACP_Mag",3]],		// Array of arrays | EG: [["150Rnd_762x54_Box",2],["16Rnd_9x21_Mag",3],["Exile_Item_InstaDoc",3]]
						"hgun_ACPC2_F",														// This is just a shotgun // String | EG: "hgun_Pistol_heavy_01_snds_F"
						["muzzle_snds_acp"],												// Array of strings | EG: ["optic_MRD","muzzle_snds_acp"]
						["ItemGPS"],														// Array of strings | EG: ["Rangefinder","ItemGPS","NVGoggles"]
						"",																	// Not adding rocket launcher // String | EG: "launch_RPG32_F"
						"Exile_Headgear_GasMask",											// Uniform to be dressed in
						"C_scientist_F",													// SAdded gasmask for effect
						"V_BandollierB_blk",												// String | EG: "V_PlateCarrierGL_blk"
						""																	// String | EG: "B_Carryall_oli"
					];

 

there you see C_scientist_F

which i believe you could take a class name from ryanzombies

here is a list that is within exileZ2

Spoiler

/* Fast Civilians		*/ 
fastCivilians = [
	["RyanZombieC_man_1"],
	["RyanZombieC_man_polo_1_F"],
	["RyanZombieC_man_polo_2_F"],
	["RyanZombieC_man_polo_4_F"],
	["RyanZombieC_man_polo_5_F"],
	["RyanZombieC_man_polo_6_F"],
	["RyanZombieC_man_p_fugitive_F"],
	["RyanZombieC_man_w_worker_F"],
	["RyanZombieC_scientist_F"],
	["RyanZombieC_man_hunter_1_F"],
	["RyanZombieC_man_pilot_F"],
	["RyanZombieC_journalist_F"],
	["RyanZombieC_Orestes"],
	["RyanZombieC_Nikos"],
	["RyanZombie15"],
	["RyanZombie16"],
	["RyanZombie17"],
	["RyanZombie18"],
	["RyanZombie19"],
	["RyanZombie20"],
	["RyanZombie21"],
	["RyanZombie22"],
	["RyanZombie23"],
	["RyanZombie24"],
	["RyanZombie25"],
	["RyanZombie26"],
	["RyanZombie27"],
	["RyanZombie28"],
	["RyanZombie29"],
	["RyanZombie30"],
	["RyanZombie31"],
	["RyanZombie32"]
];

/* Fast Soldiers 		*/ 
fastSoldiers = [
	["RyanZombieB_Soldier_02_f"],
	["RyanZombieB_Soldier_02_f_1"],
	["RyanZombieB_Soldier_02_f_1_1"],
	["RyanZombieB_Soldier_03_f"],
	["RyanZombieB_Soldier_03_f_1"],
	["RyanZombieB_Soldier_03_f_1_1"],
	["RyanZombieB_Soldier_04_f"],
	["RyanZombieB_Soldier_04_f_1"],
	["RyanZombieB_Soldier_04_f_1_1"],
	["RyanZombieB_Soldier_lite_F"],
	["RyanZombieB_Soldier_lite_F_1"]
];

/* Medium Civilians		*/ 
mediumCivilians = [
	["RyanZombieC_man_1medium"],
	["RyanZombieC_man_polo_1_Fmedium"],
	["RyanZombieC_man_polo_2_Fmedium"],
	["RyanZombieC_man_polo_4_Fmedium"],
	["RyanZombieC_man_polo_5_Fmedium"],
	["RyanZombieC_man_polo_6_Fmedium"],
	["RyanZombieC_man_p_fugitive_Fmedium"],
	["RyanZombieC_man_w_worker_Fmedium"],
	["RyanZombieC_scientist_Fmedium"],
	["RyanZombieC_man_hunter_1_Fmedium"],
	["RyanZombieC_man_pilot_Fmedium"],
	["RyanZombieC_journalist_Fmedium"],
	["RyanZombieC_Orestesmedium"],
	["RyanZombieC_Nikosmedium"],
	["RyanZombie15medium"],
	["RyanZombie16medium"],
	["RyanZombie17medium"],
	["RyanZombie18medium"],
	["RyanZombie19medium"],
	["RyanZombie20medium"],
	["RyanZombie21medium"],
	["RyanZombie22medium"],
	["RyanZombie23medium"],
	["RyanZombie24medium"],
	["RyanZombie25medium"],
	["RyanZombie26medium"],
	["RyanZombie27medium"],
	["RyanZombie28medium"],
	["RyanZombie29medium"],
	["RyanZombie30medium"],
	["RyanZombie31medium"],
	["RyanZombie32medium"]
];

/* Medium Soldiers		*/ 
mediumSoldiers = [
	["RyanZombieB_Soldier_02_fmedium"],
	["RyanZombieB_Soldier_02_f_1medium"],
	["RyanZombieB_Soldier_02_f_1_1medium"],
	["RyanZombieB_Soldier_03_fmedium"],
	["RyanZombieB_Soldier_03_f_1medium"],
	["RyanZombieB_Soldier_03_f_1_1medium"],
	["RyanZombieB_Soldier_04_fmedium"],
	["RyanZombieB_Soldier_04_f_1medium"],
	["RyanZombieB_Soldier_04_f_1_1medium"],
	["RyanZombieB_Soldier_lite_Fmedium"],
	["RyanZombieB_Soldier_lite_F_1medium"]
];

/* Slow Civilian		*/ 
slowCivilians = [
	["RyanZombieC_man_1slow"],
	["RyanZombieC_man_polo_1_Fslow"],
	["RyanZombieC_man_polo_2_Fslow"],
	["RyanZombieC_man_polo_4_Fslow"],
	["RyanZombieC_man_polo_5_Fslow"],
	["RyanZombieC_man_polo_6_Fslow"],
	["RyanZombieC_man_p_fugitive_Fslow"],
	["RyanZombieC_man_w_worker_Fslow"],
	["RyanZombieC_scientist_Fslow"],
	["RyanZombieC_man_hunter_1_Fslow"],
	["RyanZombieC_man_pilot_Fslow"],
	["RyanZombieC_journalist_Fslow"],
	["RyanZombieC_Orestesslow"],
	["RyanZombieC_Nikosslow"],
	["RyanZombie15slow"],
	["RyanZombie16slow"],
	["RyanZombie17slow"],
	["RyanZombie18slow"],
	["RyanZombie19slow"],
	["RyanZombie20slow"],
	["RyanZombie21slow"],
	["RyanZombie22slow"],
	["RyanZombie23slow"],
	["RyanZombie24slow"],
	["RyanZombie25slow"],
	["RyanZombie26slow"],
	["RyanZombie27slow"],
	["RyanZombie28slow"],
	["RyanZombie29slow"],
	["RyanZombie30slow"],
	["RyanZombie31slow"],
	["RyanZombie32slow"]
];

/* Slow Soldiers		*/ 
slowSoldiers = [
	["RyanZombieB_Soldier_02_fslow"],
	["RyanZombieB_Soldier_02_f_1slow"],
	["RyanZombieB_Soldier_02_f_1_1slow"],
	["RyanZombieB_Soldier_03_fslow"],
	["RyanZombieB_Soldier_03_f_1slow"],
	["RyanZombieB_Soldier_03_f_1_1slow"],
	["RyanZombieB_Soldier_04_fslow"],
	["RyanZombieB_Soldier_04_f_1slow"],
	["RyanZombieB_Soldier_04_f_1_1slow"],
	["RyanZombieB_Soldier_lite_Fslow"],
	["RyanZombieB_Soldier_lite_F_1slow"]
];

/* Walkers Civilians	*/ 
walkerCivilians = [
	["RyanZombieC_man_1Walker"],
	["RyanZombieC_man_polo_1_FWalker"],
	["RyanZombieC_man_polo_2_FWalker"],
	["RyanZombieC_man_polo_4_FWalker"],
	["RyanZombieC_man_polo_5_FWalker"],
	["RyanZombieC_man_polo_6_FWalker"],
	["RyanZombieC_man_p_fugitive_FWalker"],
	["RyanZombieC_man_w_worker_FWalker"],
	["RyanZombieC_scientist_FWalker"],
	["RyanZombieC_man_hunter_1_FWalker"],
	["RyanZombieC_man_pilot_FWalker"],
	["RyanZombieC_journalist_FWalker"],
	["RyanZombieC_OrestesWalker"],
	["RyanZombieC_NikosWalker"],
	["RyanZombie15walker"],
	["RyanZombie16walker"],
	["RyanZombie17walker"],
	["RyanZombie18walker"],
	["RyanZombie19walker"],
	["RyanZombie20walker"],
	["RyanZombie21walker"],
	["RyanZombie22walker"],
	["RyanZombie23walker"],
	["RyanZombie24walker"],
	["RyanZombie25walker"],
	["RyanZombie26walker"],
	["RyanZombie27walker"],
	["RyanZombie28walker"],
	["RyanZombie29walker"],
	["RyanZombie30walker"],
	["RyanZombie31walker"],
	["RyanZombie32walker"]
];

/* Walkers Soldiers		*/ 
walkerSoldiers = [
	["RyanZombieB_Soldier_02_fWalker"],
	["RyanZombieB_Soldier_02_f_1Walker"],
	["RyanZombieB_Soldier_02_f_1_1Walker"],
	["RyanZombieB_Soldier_03_fWalker"],
	["RyanZombieB_Soldier_03_f_1Walker"],
	["RyanZombieB_Soldier_03_f_1_1Walker"],
	["RyanZombieB_Soldier_04_fWalker"],
	["RyanZombieB_Soldier_04_f_1Walker"],
	["RyanZombieB_Soldier_04_f_1_1Walker"],
	["RyanZombieB_Soldier_lite_FWalker"],
	["RyanZombieB_Soldier_lite_F_1Walker"]
];

/* Demons				*/ 
boss = [
	["RyanZombieboss1"],
	["RyanZombieboss2"],
	["RyanZombieboss3"],
	["RyanZombieboss4"],
	["RyanZombieboss5"],
	["RyanZombieboss6"],
	["RyanZombieboss7"],
	["RyanZombieboss8"],
	["RyanZombieboss9"],
	["RyanZombieboss10"],
	["RyanZombieboss11"],
	["RyanZombieboss12"],
	["RyanZombieboss13"],
	["RyanZombieboss14"],
	["RyanZombieboss15"],
	["RyanZombieboss16"],
	["RyanZombieboss17"],
	["RyanZombieboss18"],
	["RyanZombieboss19"],
	["RyanZombieboss20"],
	["RyanZombieboss21"],
	["RyanZombieboss22"],
	["RyanZombieboss23"],
	["RyanZombieboss24"],
	["RyanZombieboss25"],
	["RyanZombieboss26"],
	["RyanZombieboss27"],
	["RyanZombieboss28"],
	["RyanZombieboss29"],
	["RyanZombieboss30"],
	["RyanZombieboss31"],
	["RyanZombieboss32"]
];

/* Spider Zombies		*/ 
spiders = [
	["RyanZombieSpider1"],
	["RyanZombieSpider2"],
	["RyanZombieSpider3"],
	["RyanZombieSpider4"],
	["RyanZombieSpider5"],
	["RyanZombieSpider6"],
	["RyanZombieSpider7"],
	["RyanZombieSpider8"],
	["RyanZombieSpider9"],
	["RyanZombieSpider10"],
	["RyanZombieSpider11"],
	["RyanZombieSpider12"],
	["RyanZombieSpider13"],
	["RyanZombieSpider14"],
	["RyanZombieSpider15"],
	["RyanZombieSpider16"],
	["RyanZombieSpider17"],
	["RyanZombieSpider18"],
	["RyanZombieSpider19"],
	["RyanZombieSpider20"],
	["RyanZombieSpider21"],
	["RyanZombieSpider22"],
	["RyanZombieSpider23"],
	["RyanZombieSpider24"],
	["RyanZombieSpider25"],
	["RyanZombieSpider26"],
	["RyanZombieSpider27"],
	["RyanZombieSpider28"],
	["RyanZombieSpider29"],
	["RyanZombieSpider30"],
	["RyanZombieSpider31"],
	["RyanZombieSpider32"]
];

/* Brittle Crawlers		*/ 
crawlers = [
	["RyanZombieCrawler1"],
	["RyanZombieCrawler2"],
	["RyanZombieCrawler3"],
	["RyanZombieCrawler4"],
	["RyanZombieCrawler5"],
	["RyanZombieCrawler6"],
	["RyanZombieCrawler7"],
	["RyanZombieCrawler8"],
	["RyanZombieCrawler9"],
	["RyanZombieCrawler10"],
	["RyanZombieCrawler11"],
	["RyanZombieCrawler12"],
	["RyanZombieCrawler13"],
	["RyanZombieCrawler14"],
	["RyanZombieCrawler15"],
	["RyanZombieCrawler16"],
	["RyanZombieCrawler17"],
	["RyanZombieCrawler18"],
	["RyanZombieCrawler19"],
	["RyanZombieCrawler20"],
	["RyanZombieCrawler21"],
	["RyanZombieCrawler22"],
	["RyanZombieCrawler23"],
	["RyanZombieCrawler24"],
	["RyanZombieCrawler25"],
	["RyanZombieCrawler26"],
	["RyanZombieCrawler27"],
	["RyanZombieCrawler28"],
	["RyanZombieCrawler29"],
	["RyanZombieCrawler30"],
	["RyanZombieCrawler31"],
	["RyanZombieCrawler32"]
];

 

now I do not know if the animations/mechanics would work within dms for the zombies, but 1 can only give it a try.

Edited by tinboye

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That is intresting.. Im gonna fiddle with this and see if I can't get some zeds to spawn into the missions insted of AI.. thanks for pointing that out.. i apreciate it.

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no guarantees, but lmk if it works, from reading further in the dms thread, after i posted that, i read that there was never going to be support for ryanzombies. ned_reds version of the missions using scientists, this is kind of a work around as they look somewhat like zombies.

your other option though not recommended is using FuMs mission system. it does support ryanzombies, but the script is not stable. horbin has not done anything with it for a year.

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@Blessed Dark Angel and @tinboye

Could you answer me a few questions as I have some ideas about this but need to see what is possible without completely rewriting DMS (which I don't have time to do)

1. Which zombie mod you using?

2. Is there a standard piece of code to spawn zombies in this mod (link/code example needed)

3. What kind of missions are we talking about?

4. How many zombies spawning is too many?

5. Why are we here and what does it all mean?

let me know and I will see if my ideas could work but I would need someone running this stuff to test if I did attempt it

 

oh and let me know if the suggestion of using the class actually works.

Edited by red_ned
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i use sm_zombz, but with the recent change, I now have to use ryanzombies and sm_zombz, so i do not have to use exileZ2, sm_zombz can spawn hordes, and i tihnk the default is somewhere in the 70 zombie range. @StokesMagee can better answer about how the code works with his mod. I know the animations are pulled from ryanzombies again, the models are pulled from sm_zombz and uses 1 file in the mission folder to control how they spawn. when a horde spawns it can be tough to get away or kill them all. They run at you and if you fire a weapon they are drawn towards it.  personally not sure what kind of missions i would use it with. The crate 1 that is used in exileZ2 is tough, they just keep coming and coming. But maybe a compound full of zombies, strategy to get to the loot. maybe rescue civs from being eaten. that kind of thing.

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