Chain

Zombie Script Fix

12 posts in this topic

On the old forums a post was made about a zombie script for @ryanszombies:  http://tinyurl.com/pouhjo6

The script basically allowed the zombies to do damage to players. There where a few bugs with the script, one being that zombies where attacking each other. A fix was posted for this issue. I went to bed thinking I could find and use the fix the next day not knowing that the forums would be wiped....

Does anybody know/remember what the fix was?

UPDATE

Edit: I have modified ryanszombies for a damage fix and compatibility for exile.

See: http://www.exilemod.com/topic/551-zombie-mod-fix-unofficial/ 

Edited by Chain

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Just wait a little bit. Everything got wiped and needs to be posted again.

I'm sure that the developer of that fix will post it again! ;)

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Just wait a little bit. Everything got wiped and needs to be posted again.

I'm sure that the developer of that fix will post it again! ;)

Hopefully he will :D

I'm just trying to deploy my server ASAP, really annoyed that I didn't just copy the fix :(

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I been busy at work not had alot time on this, To fix issue with zombies attacking each other try setting this in _zombie part in fnc_Zcontact.sqf

//place this
        _zombie setFriend [East, 1]; //or add in [West, 0];

//on top of  
		_zombie disableAI "FSM";
		_zombie disableAI "AUTOTARGET";
		_zombie disableAI "TARGET";
		_zombie setBehaviour "CARELESS";
		_zombie disableConversation true;
		_zombie addRating -10000;

Try this for safezone checking (could cause fps issues)

//add to fnc_Zcontact.sqf in at bottom of: while {alive _zombie} do {

	_markerName = _x;
	if (getMarkerType _markerName == "ExileTraderZone") then
	{
	_zombie = _x;
	{
	_nearby = {isPlayer _x} count (_zombie nearEntities 100);
	if(_nearby) then
	{
	_deleted = _deleted + 1;deleteVehicle _zombie;
	};
	} forEach (player nearEntities ['Man',100]);
		}
		forEach allMapMarkers;

Quote of captainjack, is that what you were after?

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Hi

First of all,, is there a fix for random error: Sound zomb1 - zomb2 - zomb3 not found? every restart i have of 1 of these errors randomly.. its Always 1 error at a time...

I had difficulties with:

 

  _zombie setFriend [East, 1]; //or add in [West, 0];

With this add zombies wont attack no more... I try'd changing side's to West, 0 but no luck, i even try'd:  

_zombie setCaptive true;

But i expierenced the same thing,, well kinda... becouse: 'unit can shoot at enemy, but enemy will not return fire'

But anyway, Does this setup work for you guys?

 

Also i tested anti-zombie SafeZone add-on script... but im using PlayerLocationMarker.sqf  and it seems that zombies wont spawn near me,, so i presume its my location.sqf script that triggers it.. but i cannot confirm this...

But i had a great idea for this,, but im lacking the knowledge how to.... Here it goes:

All safezones has its Guards.... can't we switch the Guards team side? so that they'll attack zombies when they entering the safezone's?

And if we managed to setup the Guards that they will engage the Zombie, we could like using this for the guards so they wont attack us?

EAST setFriend [WEST, 1];

 

Im trying to help you guys to come up with a sollution for this... Becouse this mod is really awesome..

 

 

 

Edited by Frontliner

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to get them to not kill each other and to go for players you need to change some things.

configurations.sqf

SideZMB = createCenter east;
groupZMB = createGroup east;

fnc_Zcontact.sqf

[_zombie] joinSilent groupZMB;
		_zombie disableAI "FSM";
		_zombie disableAI "AUTOTARGET";
		_zombie disableAI "TARGET";
		_zombie setBehaviour "CARELESS";
		_zombie disableConversation true;
		zarray=zarray+[_zombie];
		if (zombierun < 1) then {_zombie setdamage 0.5;};
if (((group _x) !=groupZMB) && ((side _x) != SideZMB) && ((side _x) == resistance)) then {
			_targets = _targets +[_x];

Note that this is not a good way to spawn zombies as it is going to spawn the same amount of zombies for each person that joins the server.

If you have zombielimit=6;  it will spawn 6 zombies for each person on the server if you have 100 people on the server that is 600 zombies.  a way to fix that is to make the HC run them but that is broke atm. 

I have spent the last 2 days making some code to spawn zombies about 80% done once i have shit working sweet i will be posting it on the forums here as well as on my GitHub. 

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We need to add into zombiescript a new setting. 

totalzombies=75 // max number of zombies allowed on server. 

I have tried some but not done with the editing. 

Kind of tricky for the script to count all zombies alive and then compare to the setting. After stop spawning i limit is reached. This is needed for server/client performance. 

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I gues its possible yes,, but with the configuration we have, we could 'kinda' adjust the amount to:

zombielimit=3;
respawntime = 40;

So there's a little break for the player(40 sec) when they kill zombies, but there's Always 3 around him.

Edited by Frontliner

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