Adding zombie skins

Zeehond23

Valued Member!
So I have found some zombie skins not being used on dayz in the dayz code. I was wondering how to add them to the zombie classes.
Anybody got an idea?
 
Got the skins to spawn at least. Now to get them to attack. As you can see some just stand there and do nothing, others walk around but ultimately ignore you.

(Crappy videocapture quit on me mid recording)
 
What is the classname of these unuzed zombies? Probably Namalsk code not dayz code but they look like they are from some other zombie mod as they don't have the same movement.
cool though.
 
they are native to namalsk crisis. NS_zombie1, 2 and 3

Only problem I'm having is that they keep respawning, even when set to respawn=false, this resulted in 106 of these walkers. Never despawning, following people around the map in hordes. It was awesome, but server fps takes a huuuuuge hit.

Gonna tinker with it some more and talk to sumrak (namalsk creator) for his advice and hopefully blessing to use it.
 
I have never played the Arma2 Namalsk crisis (as opposed to the Dayz mod) but thats what they are most likely, the original zombies from the mod. Thats why they things you do don't work on them, they are not part of the dayz code (guessing)
http://www.armaholic.com/page.php?id=14194

They do die, and they can kill. They just attack everything in sight.
The respawn problem is related to dzai, I have the same problem with regular skins.
 
Understood now. The respawn is in dzai and it doesn't matter what skin you are using, they keep respawning. I assumed you were referring to some other type of code that referred to dayz only. I guess that wouldn't matter anyways since a skin is just a skin..
I have never used DZAI as I find the configurability of sarges ai to be the cats ass.
 
yes, Sarge is superior in some things, UPSOM for instance. DZAI I use because of the static spawning method (i.e. with a trigger, despawning when no-one is around) but that function is broken atm it seems
 
Sarge does that easily. Just redefine the grids. Its setup by default for a 6x6 grid which gives grids 2000m square. Change the grid defintion so you have 24x24 grids and you can have about 500m square grids (size of a city). Start sarge with debug enabled and you will get a grid overlay on your map. figure out which grid numbers you want to spawn the AI in dynamically (so they despawn) and then setup your grps file. You can easily use the coordinates of a city to figure out what the grid numbers should be. 4500,10500 for NWAB would be grid 9,21 (4500 / 500) and (10500/500).
We would subtract 1 from each grid because the grids actually start at 0,0 instead of 1,1 ..

Grid definitions
Code:
// x coordinate of the first, bottom left grid center point
_startx=0000;

// y coordinate of the first, bottom left grid center point
_starty=0000;

// gridsize x (how many single squares in the grid) for the x-axis
_gridsize_x=24;

// gridsize y (how many single squares in the grid) for the y-axis
_gridsize_y=24;

// distance from the center of one square of the grid to the border of that square. so overall size of a square in the grid is 2x gridwidth / 2x gridwidth
_gridwidth = 250;

Dynamic spawning (only when a player is in that grid)
Code:
    [["max_grps","rnd_grps","max_p_grp"],[[2,1,2],[100,100,100],[4,4,4]],"SAR_area_8_20"] call SAR_AI_mon_upd;
 
Sarge does that easily. Just redefine the grids. Its setup by default for a 6x6 grid which gives grids 2000m square. Change the grid defintion so you have 24x24 grids and you can have about 500m square grids (size of a city). Start sarge with debug enabled and you will get a grid overlay on your map. figure out which grid numbers you want to spawn the AI in dynamically (so they despawn) and then setup your grps file. You can easily use the coordinates of a city to figure out what the grid numbers should be. 4500,10500 for NWAB would be grid 9,21 (4500 / 500) and (10500/500).
We would subtract 1 from each grid because the grids actually start at 0,0 instead of 1,1 ..

Grid definitions
Code:
// x coordinate of the first, bottom left grid center point
_startx=0000;
 
// y coordinate of the first, bottom left grid center point
_starty=0000;
 
// gridsize x (how many single squares in the grid) for the x-axis
_gridsize_x=24;
 
// gridsize y (how many single squares in the grid) for the y-axis
_gridsize_y=24;
 
// distance from the center of one square of the grid to the border of that square. so overall size of a square in the grid is 2x gridwidth / 2x gridwidth
_gridwidth = 250;

Dynamic spawning (only when a player is in that grid)
Code:
    [["max_grps","rnd_grps","max_p_grp"],[[2,1,2],[100,100,100],[4,4,4]],"SAR_area_8_20"] call SAR_AI_mon_upd;

Oh my... Oh my....... That's awesome! Thanks dude!
 
Eager to see if you get this working so it can be released!

Well, I got it working this way:

Remove all weapons from DZAI, and force them to use zombie skins. Rest is pretty straight forward. It's just the permanent respawn I havent fixed yet, nor have looked into. So any help would be appreciated.
 
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