Updated code will always be in NEW_CODE
09/10/2015 - Updated NEW_CODE with new Zombie spawner systems 3 types in .zip folders see readme in NEW_CODE
Modless code progress: 09/10/2015 We are working on updating takes time will be done soon
---- OLD INFO -----
Added Modless Zombie spawning script - 23/09/2015
UPDATE v3.1 For EXILE 0.9.20T - This version should work with upcoming patches Change notes:
- Removed need for custom mission.sqm to be added should be more map friendly now
- Removed damage.sqf due to move of damage code into generate_zone.sqf
- Removed repacked files form GitHub - Work is holding me up I cant keep this updated on patch days
- Settings in ZOM\init.sqf have been updated
- Handle Damage function added - kinda works is buggy on old mod versions - unused if using zRLogic
- Use Ryan's Mod logic added "zRLogic" to settings for when Ryan updates the mod script will then use zombie damage from Ryan's mod
- Added search setting for A2 buildings you can enable that in settings - used if zombies are not spawning for you on A2 Maps
- Added setting to make Mission AI attack Zombies again - can cause FPS issues if on
Install has had a slight change see Setup below: - TIP! Always update Zombies & Demons 1st
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Download the script - https://github.com/rscaptainjack/ZOMBIES_CODE
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unpack your mpmission of choice
-
Add folder ZOM to your mpmission of choice
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Add this to top of initPlayerLocal.sqf or custom init.sqf
[] execVM "ZOM\init.sqf";
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repack mpmission of choice
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unpack server exile_server_config.pbo
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add this to config.cpp to line 15
//edit requiredAddons[] = {}; //to requiredAddons[] = {"ryanzombies"}; //checks players to have mod before they join so they can see zombies
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save and repack exile_server_config.pbo
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Download/Update Zombies & Demons Mod + key to server folder Download Here: http://www.armaholic.com/page.php?id=28958
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Load server with parameters: -mod=@Exile;@Ryanzombies
Known issues:
- If zom_fuc_realDamagehandler is not working try setting zRLogic to 1 - the handler damages single body parts
- If zRLogic on setting 0 and getting FPS spikes change it to 1 and hope Ryan's Mod logic picks up on damage.
- Random FPS issues in new update of Ryan's Mod have been noticed
- Ryan's Mod check for clients can file if so they can be killed by invisible AI
BE Filters: scripts.txt add to execVM line !="ZOM\generate_zone.sqf" !="ZOM\init.sqf" !="ZOM\walk.sqf" !="zom_fuc_realDamagehandler"
createvehicle.txt !="C_man_polo" !="RyanZombieC_man_1" !="RyanZombieC_man_polo_1" !="RyanZombieC_man_polo_2" !="RyanZombieC_man_polo_4" !="RyanZombieC_man_polo_5" !="RyanZombieC_man_polo_6" !="RyanZombieC_man_p_fugitive" !="RyanZombieC_man_w_worker" !="RyanZombieC_scientist_"" !="RyanZombieC_man_hunter_1" !="RyanZombieC_man_pilot" !="RyanZombieC_journalist" !="RyanZombieC_Orestesslow" !="RyanZombieC_Nikosslow" !="RyanZombieB_Soldier_02" !="RyanZombieB_Soldier_02_f" !="RyanZombieB_Soldier_02" !="RyanZombieB_Soldier_03" !="RyanZombieB_Soldier_03" !="RyanZombieB_Soldier_03w" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_lite" !="RyanZombieB_Soldier_lite_F" !="RyanZombieboss1" !="RyanZombieB_RangeMaster_Fmedium" !="RyanZombieSpider1"
setpos.txt 1 "" !"Exile_" !="RyanZombieC_man_1" !="RyanZombieC_man_polo_1" !="RyanZombieC_man_polo_2" !="RyanZombieC_man_polo_4" !="RyanZombieC_man_polo_5" !="RyanZombieC_man_polo_6" !="RyanZombieC_man_p_fugitive" !="RyanZombieC_man_w_worker" !="RyanZombieC_scientist_"" !="RyanZombieC_man_hunter_1" !="RyanZombieC_man_pilot" !="RyanZombieC_journalist" !="RyanZombieC_Orestesslow" !="RyanZombieC_Nikosslow" !="RyanZombieB_Soldier_02" !="RyanZombieB_Soldier_02_f" !="RyanZombieB_Soldier_02" !="RyanZombieB_Soldier_03" !="RyanZombieB_Soldier_03" !="RyanZombieB_Soldier_03w" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_04" !="RyanZombieB_Soldier_lite" !="RyanZombieB_Soldier_lite_F" !="RyanZombieboss1" !="RyanZombieB_RangeMaster_Fmedium" !="RyanZombieSpider1"
------------- OLD INFO BELOW ---------------------
EXILE-Z Build v3.0 Remake
what's new
- Full replacement of AI spawn system
- Works on triggers only now
- Zombies have basic loot
- Zombies will enter/exit buildings it can be disabled in settings I know Arma path finding is not the best
- Headless Client support added (I know you love HC)
- Big city's will see hordes if using HC will be no FPS drop is some on client otherwise on 1st entry
- way less looping of code to help FPS
- Runs from mpmission calling in isserver checks so codes not over looping and laging clients now
- Fixed AI attacking each other adding setCaptive only boss zombies can attack others
- Zombies will now work as a pack to kill players near them
- Added instant clean up on leaving a trigger zone and on death
Few issues
- Zombies will hit players but damage handler is not picking it up - See Notice below
- Zombies hordes can be FPS issue! as it is now the size is counted by how many houses are in a city by a % amount in
- 1st player to load in will get some lag while scripts load after that should be smooth - HC will remove this
- Ryans's mod can add in lots errors that are not important however can make log big on full server to fix this add -noLogs to your server startup this will also help ram use.
NOTICE: damage handler issue I ran into this handle damage part in A2 was due to fact AI where running server side like they are now setup to do. Adding in a handle damage script was the fix for clients but it's not working for me this time round. I put all damage stuff is in file called damage.sqf and did a cleanup to make it easy for others to edit. I hope you guys in the community work it out the hard work is done just need this now ;) maybe I did a typo.. Beer and code do mix well.
How to install script:
- Download Here: https://github.com/rscaptainjack/ZOMBIES_CODE
- unpack mpmission .pbo
- remove old zombie folder if have one add new folder ZOM
- add this to init.sqf or top of initPlayerLocal.sqf [] execVM "ZOM\init.sqf";
- update and install Ryan's mod if dont have it here:
- Add mod keys to keys folder in A3 Server
- repack mpmission .pbo
- Download and add Zombies & Demons + key to server folder Download Here: http://www.armaholic.com/page.php?id=28958
- Load server wih parameters: -mod=@Exile;@Ryanzombies
Your all done!
How to install Repacked server:
- Download here: https://github.com/rscaptainjack/EXILE_Z
- Drop all files into a fresh A3 server folder
- edit passwors in configs
- load server with .bat See readme for more info on setup in downloaded file.
How to edit maps coods: add new coordinates to ZOM\init.sqf in ZOMaltistownpositions You can edit zombie loots in ZOM\init.sqf
Plans upcoming:
- Make zombies attracted to gun shots faster
- make zombies attracted to smoke/flairs
- Fix zombies attack damage to players
Battleye filters that I know of: !="ZOM\damage.sqf.sqf" !="ZOM\generate_zone.sqf" !="ZOM\init.sqf" !="ZOM\walk.sqf" The mod is tested without filters so I don't know them all sorry.
How to install:
-
Download the script from: https://github.com/rscaptainjack/ZOMBIES_CODE
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Add zombie folder into your mpmission folder
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Update mission.sqm with one in the download it's custom made to run Ryanzombies
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Add updated version of @Ryanzombies to server folder download at http://www.armaholic.com/page.php?id=28958
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Add @Ryanzombies RyanD.bikey to keys folder in server folder
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edit your custom init.sqf to be same as one in download or use the one supplied
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Edit zombie\init.sqf for custom loot and spawn rates
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Repack your mission .pbo
Start Server with command -mod=@Exile;@Ryanzombies if you uncertain see the .bat in the repackaged build
Battleye filters that I know of: !="ZOM\damage.sqf.sqf" !="ZOM\generate_zone.sqf" !="ZOM\init.sqf" !="ZOM\walk.sqf" The mod is tested without filters so I don't know them all sorry.
--- NEW INFO --- what's new
- Full replacement of AI spawn system
- Works on triggers only now
- Zombies have basic loot
- Zombies will enter/exit buildings it can be disabled in settings I know Arma path finding is not the best
- Headless Client support added (I know you love HC)
- Big city's will see hordes if using HC will be no FPS drop is some on client otherwise on 1st entry
- way less looping of code to help FPS
- Runs from mpmission calling in isserver checks so codes not over looping and laging clients now
- Fixed AI attacking each other adding setCaptive only boss zombies can attack others
- Zombies will now work as a pack to kill players near them
- Added instant clean up on leaving a trigger zone and on death
Few issues
- Zombies will hit players but damage handler is not picking it up - See Notice below
- Zombies hordes can be FPS issue! as it is now the size is counted by how many houses are in a city by a % amount in
- 1st player to load in will get some lag while scripts load after that should be smooth - HC will remove this
- Ryans's mod can add in lots errors that are not important however can make log big on full server to fix this add -noLogs to your server startup this will also help ram use.
NOTICE: damage handler issue I ran into this handle damage part in A2 was due to fact AI where running server side like they are now setup to do. Adding in a handle damage script was the fix for clients but it's not working for me this time round. I put all damage stuff is in file called damage.sqf and did a cleanup to make it easy for others to edit. I hope you guys in the community work it out the hard work is done just need this now ;) maybe I did a typo.. Beer and code do mix well.
More info at: https://github.com/rscaptainjack/ZOMBIES_CODE