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I see. Was just an idea. And I'm almost positive I've seen a Zombie kill an AI, what's left to be completed on that front?
I know how to do this, send me a pm
??? since when are we hiding knowledge here ? Post and share so others can see your solution as well.
Sarge
Okay first get your mission.sqm file from your mission.pbo and place it in documents > arma 2 other profiles> your profile > (create a folder called MPMission)>(create a folder called whatever, I called mine Zombie Horde) > place your mission.sqm inside Then open up dayz, esc back to the main menu, click multiplayer > new > accept default settings> select your map > click the "new editor" text > load your mission file Then go to wherever you want to place a zombie > click units > civilian> select the zombie class > place a zombie ( make him rank - Colonel so the other zombies will follow him) > place up to 20 other zombies around him (they will have a blue line connecting to the colonel) Then select waypoints at the right, click on your zombie colonel, double click where you want him to go (straight line, use many waypoints if you want them to walk along a road or something), set combat mode to open fire, engage at will (causes them to attack any player they see, if for any reason this doesn't work I believe you fix it in your mission.sqm by changing their side to east), dont touch formation (its unnecessary if you want a horde), set speed to whatever you like (limited - walking, normal-run/walk, full - charge their asses off) I suggest full, set behavior to careless.
Now just save it as a user mission and go back into your MPMissions folder in your documents. It should have created something like ZombieHorde%20chernarus or something. Then just drag and drop that Mission.sqm into your mission pbo replacing the old one. Screw with the settings in this to your liking, you can do this to set military ai patrols such as tank patrols, heli patrols, hell you can just have static ai protecting a fort you made using this.
I know how to do this, send me a pm
Is there any way to mod this for Zombies? I'm thinking of a Zombie Horde that roams the map. I've found many threads where the concept is discussed, but no one seemed to ever make any progress.
Daambi,
Are they disappearing right when they get killed, or are they sinking in to the ground after you kill them? I added the body vanish into ground thing by request but it should be commented out in the OP version. If they are dying right when you kill them you may be using Sycosis's old files instead of mine.
Matt L,
I see you are changing them from being agents into being AI by doing this, it seems like a valid way to make a hoard, though even you may hit the Side # limits if you make this to large and have a lot of other AI.
Daambi,
Are they disappearing right when they get killed, or are they sinking in to the ground after you kill them? I added the body vanish into ground thing by request but it should be commented out in the OP version. If they are dying right when you kill them you may be using Sycosis's old files instead of mine.
Matt L,
I see you are changing them from being agents into being AI by doing this, it seems like a valid way to make a hoard, though even you may hit the Side # limits if you make this to large and have a lot of other AI.
Ok, so I have completed the very "ALPHA" version of a couple of the requests that I have had here on this board and others, as well as some minor bug fixes to the code. The newly added features are the following:
1. AI will as they enter towns and pass near buildings spawn their own Zombies.
2. Zombies will, on sight/hearing attack AI - not only run towards but actually damage and kill them.
3. Added a feature to create paths/waypoints in 2D Arma editor and convert it to my AI script, you can take an mission.sqm and convert it (only waypoints are used, [not tested with vehicles]), so if you want to define a bunch of custom paths for AI, mixed with random, this is now possible - Extreme Alpha....
I am debating opening a new thread for these changes - thoughts?, I should have them packaged and up within the next day, it is a lot of files that had to be modified and added to make this work, I think since the removal of file posting and the "length" restrictions of posts, I will work on a d/l pack and doc to explain as best as I can what I did to make this work. At the moment it is very tied in to my existing AI script, I have not looked into adding the (converter/ai attack/spawn) functionality to any other AI packs (Sarge's/Axeman's/even orig Sycosis).
If any one has any further requests or questions about this let me know, I hope to have a link up soon, and I would appreciate and assist anyone willing to alpha test this as I have not had the opportunity to do a whole lot.