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#1 Posted at 2010-09-30 15:48        
     

CUSTMOZABLE ZOMBIE SIMULATION


by Haroon1992

version

1.1


Credits :

Haroon1992

Thanks To :

Mandoble
Evil_Echo
Dead3yez
Mathias_Eichinger
and some other people that I don't remember.


Mods or admins please close this OLD thread :

Haroon1992's Zombie Script
http://www.armaholic.com/forums.php?m=posts&q=9690

About this project and version explanation :

This has been taking very long as I am the only one working on it.
I started this in 2009, and ended up facing a dead - end with version 1.85.
(The more lines you had in your script the more chance that A2 debugger will avoid reporting a semicolon errors.
Imagine finding a missing semicolon over 800 lines of the script! )

I stated over the whole core script and have completely rewritten it.That's why the version is 1.1.
I lost my perfect eyesight due to many sleepless nights doing this project.
Now i'm wearing a -150 P glasses. Whoop!... =-O
Another reason for this project's development to slow down is that I live in Burma(now called Myanmar) where electricity in summer is limited.That has been a major issue too.

Now the only thing I need is to make this MP COMPATIBLE.
I've been learning MP Scripting and is able to make some tiny MP scripts but I have no idea how to convert this. %)
Especially making the sounds and animations to play on all clients. *WALL*

If someone could join me in this project and help convert it to MP, it would be great!!! :-)

(And I am planning to keep two versions, SP and MP so that the simulation don't get flooded with MP codes while used in SP
Just my though)


DOWNLOAD



OFPEC Page :

OFPEC Download Page

Direct Downloads :

Customizable Zombie Simulation v1.1

Example Mission - CZS_Example.utes



Okay, here's the features and changelog.
This verions has several new features such as :

Advanced Victim Fleeing
(they'll flee to the most comfortable position,where there is least zombies.Thanks to Mandoble for his excellent snippet!)
Advanced Victim Shooting
(gunners of vehicles now fully engage zombies! including choppers! )

Scoring System
(zombies are ranked! and you get more score by killing higher ranked zombies.The zombie boss is the highest.The zombie which can kill you in one scracth will be ranked as zombie boss.)

Multiple Zombie Homes to flee(now flees to nearest home!)

Simplified Arguments Array (you no longer have to struggle with the arguments array, as it now only have 7 arguments!) ;-)
Performance Improvements

Please look further below for changeLog!

Features that are cut off :

Hunting Mode 1 : The zombies will now hunt the nearest victims only.The hunt one by one feature is kinda unrealistic so I cut it off.
(But I can still implement it into this one :) )

First Victim : In the previous versions you can specify the first victim to hunt.But it becomes overwritten if Hunt Mode 2 is used (Mode 2 = hunt nearest victim). So I removed this useless argument.

Sounds Array - The sounds array looked too big so I cut it off too.Animations array is the same too!.
(Maybe I might make so that you can give individual zombies different sounds using setVariable command)



Hope you guys test my countless hours of effort.............. :-)

Haroon1992 at OFPEC:
This is the completely rewritten version.
With many improvements and bug fixes.

(It's still NOT mp compatible!
and I need assistant on converting this into MP,especially making sounds play on all clients is a real hard thing for me now.)

All the infos are inside the readme and the scripts themselves.

You just need to download.

ATTACHMENT NOTES :

Customizable Zombie Simulation.zip
contains the simulation.(Read CZS_ReadMe.txt inside CZS_Documents to get started!)
CZS_Example.utes.zip
is the example mission.(Download and play!)


Here's the features section of the read me and the change Log :

----------------------------------------------------------------------------------------------------------
N E W F E A T U R E S
----------------------------------------------------------------------------------------------------------

z The zombies hunt intelligently and responds fast to victims.
z You can't fool them by running into water!

z They will not chase helicopters and aircrafts!
z And they will flee from tanks too!

z Unlike other z-mods,
you will not get harmed by zombies that you've just run past quick enough to reach 5m away from him before he attack.
z They'll attack vehicles from realistic positions!
(Though this still has some minor issues!)

z They can damage small vehicles and make you get out!
z They are ranked! Which means the more powerful the zombie is, the more score you'll get by killing it!

z They'll flee from objects that you can put in the arguments, the fear objects!
z They'll flee to objects that you can also put in the arguments, the zombie homes!

z The fleeing mode can be specified!

z The victim shoots the zombie if he has weapon.
Gunners will also engage them.

z The vitims flee from the zombies in the realistic way(thanks for mandoble for this!).
z And vehicles flee too!

z Plus there are many other options to customize the simulation to meet your needs


In fact , there are other things which are not described here, cause they will make the text too long!

(A completely deep features section will be provided in the next version!)


Change Log :

Code:

v1.1 (This version)

Major Changes :
- The whole simulation only weights about 344kb!!!
- Performance Issues from previous versions resolved.
- CZS now runs faster and smoother.
- "Hz" is changed to "CZS" for ALL global variables.
- Names of the vars are a bit changed.
(eg. Hz_Shoot is now CZS_Enable_Shooting)

New :

- Multiple Zombie Homes are now available.
(A zombie will flee to the nearest zombie home.But if another home becomes
nearer to him than the first one, he'll switch to that one and will flee to it instead of first one.)

- Actions Debugger
(Shows how many zombies are doing a specific action.
Shows : Zombies Now Hunting/Fleeing/Attacking/Eating and Victims Now Shooting/Fleeing)



Advantages Over Older Versions :

- Zombies are more brutal.
(Unlike previous versions, you will now only have a success rate of 2 out of 10 attempts to run across a herd of zombies, even with the fastest speed!)
- Victims now intelligently flee from the zombies.
(The faster the zombie is, the further the victim will flee from it.)
- More globally customizable options.
(This also means : more any-time customizable options)

Disadvantages Over Older Versions :

- Lesser individually customizable options.
(This also means : lesser customizables via Editor)


v1.0


Fixed :

- Animals are also becoming zombies due to wrong classname check.
- Zombies getting stuck when near a dead victim who is inside a vehicle.
- Replaced nil with _nul/_dump for executing the scripts.
(Thanks to OFPEC thread for the correct usage of nil)


v0.9
Fixed :

- Zombies become idle after eating a victim.
- Vehicle gunners not engaging zombies.
- Sound was not played when a zombie dies.(Zombies were dying silently.)
- Sound was not played when a zombie is hit.
- Performance issues and possible looping problems.

Improvements :

- Victim Fleeing Script
(now have seperate fleeing distances, for infantry and for vehicles)
- Victim Shooting Script
(a victim at the gunner position of an armed light vehicle will fully engage the zombies)
- Global Variables concerning about "animations and sounds of victims and zombies" are now in the "h_init.sqf",so one can simply edit them in one place instead of going through multiple scripts to edit
- Brief info about what a script does, at the start of that script, as comments.

New :

- Scoring System
(The score depends on the type of zombie and there are five types of zombies)
- Variable for Scoring System : hz_ShowScore
(When TRUE, will show:
type of zombie killed,score gained and current score of player victims as HINT
when a zombie is killed by a player victim.)

This post was edited by Foxhound (2011-04-12 17:03, ago)


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#2 Posted at 2010-09-30 18:01        
     
Thanks for posting the updated release on our forums :-)
News on the frontpage and you can find our downloadpage here:




PS:
Old topic locked as requested.

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#3 Posted at 2010-10-01 07:04        
     
Hey Fox, please remove the old change log and comments from the download page.
(The comments are written by myself for the old version,so they're no longer necessary)
(Just because I don't want to confuse the people)

Also thanks for your efforts.

Regards,
Haroon1992


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#4 Posted at 2010-10-01 11:45        
     
# haroon1992 : Please remove the old change log and comments from the download page.


Done as requested :-)

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#5 Posted at 2010-10-09 19:27        
     
This looks really cool. Can't wait to try it.

R/ArmA

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#6 Posted at 2010-10-09 21:41        
     
hey harron1992, love the scripts but i'm trying to make a mission (just for myself) and the hint in the top right corner is getting in the way, how do i remove it?

CoDhAtEr

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#7 Posted at 2010-10-10 10:08        
     
Hi CoDhAtEr,

The problem might be due to one of the following :

1 You've forgot to initilialize the script. Put : _nul=[] execVM "CZS_Scripts\CZS_init.sqf"; in your init.sqf.
2 You've provided a wrong value in the arguments array of the script.
3 You've turn the debugging variable to TRUE.

If, you are sure that you are not doing 1 and 2, then put this in init.sqf :
CZS_GlobalVariable_Debugger = FALSE;


IMPORTANT NOTES :

- Add -showscripterrors at the end of the target line of the shortcut of ArmA 2, to enable ArmA 2 script error messages, which is very useful.

- Never use "nil" when calling a script! Use "_nul" or "_dump" instead!

- DO NOT USE "call" to call the main script from the editor! Use "spawn" instead!

Correct : _nul = [arguments] spawn CZS_Main_Script;
Wrong : nil = [arguments] call CZS_Main_Script;

- Please read the "CZS_ReadMe.txt" under "CZS_Documents" folder, as it covers everything about CZS.

- Please read the comments in "CZS_Init.sqf" under "CZS_Scripts" folder, it contains several information about the variables, and in it, you can also make modifications to suit your taste.
Such as , you can define your own sounds for the zombies, your own animations, etc.


FUTURE PLANS :

I will be adding an FAQ or TroubleShooter in the .pdf format in the next version.
Right now, I can't tell when the next version will be up because my PC is under service.

But it's best if you could wait for the next version, because it will be much better and reliable than this one.
Though I am not saying that this version is incomplete, you can still make great missions with this.... go with this if you can't wait any longer!


EDIT :

Guys , you can post suggestions, additional possible ideas/features(but nothing like "How about making so that the zombies break into pieces when shot?"), bug reports here on this thread.
Remember that this is an addon-free project.

Regards,
Haroon1992

This post was edited by haroon1992 (2010-10-10 10:17, ago)


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#8 Posted at 2012-11-16 11:24        
     
Hey Haroon Can you help me because im still a beginner this is my first time with mods. My problem is what and where is script? Can you send me a picture and point that where is the script... please...


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#9 Posted at 2012-11-16 11:40        
     
The archive comes with documents included explaining how to use this, have you even read them?

Also, you do realise this thread is over 2 years old right? No idea wether the author is still around.

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#10 Posted at 2013-07-20 19:05        
     
hey make a video of how to install and do tbhis script