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#1 Posted at 2010-01-18 15:26        
     




THE UNDEAD MOD by Charon Productions:

This mod is doing the impossible of simulating zombies in a military simulation
that does not support melee attacks, indoor scenarios and many other things
that had to be artificially created with this mod.

Most attention was put onto atmosphere, sounds and the infection spread
and its dynamics unseen before in any zombie mod.
All 100+ civilians have textured zombie models and most BLUFOR units also.
Plus there is an infected "hound".
The units can be found under the resistance side in the editor.

Whole islands can be infected with the new virtual infection and migration systems.

If you have a problem with minor bugs in a mod, better purchase one of the
console-type zed mods and smile.

Due to the nature and complexity of this it will probably remain in beta status with no big guarantee
for enormous future updates due to lack of development time.
I will try to fix any significant issues.

Known Issues:
READ before posting or PMing !

- No MP (Multiplayer) compatibility of all the features
- Undead can pass through walls, so can vanilla arma units !
- Undead can warp some distance when shot or bumping at a certain speed into something
- It can also rarely occur, that a whole undead group does nothing and just stand around
even though it has correct waypoints (Arma2-pathfinding hang-up problem)
- The player does not take falling damage when friendlyfire is disabled
- Some towns are not correctly declared infection-free on the map
once all zeds are killed.

The demo missions are not perfect. I rather concentrated on the actual module itself,
than perfectionizing the missions.

Rule of thumb for creating your own zed missions:

Keep the amount of zeds as low as possible.
Use the global variables for zedcount to manage your zed spawns.
About 60-80 zeds spawned at a time should be okay.
Missions with low lag won`t exhibit too bad collision problems etc.

For slow zombie missions it is disadvised to use the ACM, because
its spawns female civilians which can`t be turned into slow zombies.

Download links for moderators:

Part 1: UNDEAD MOD Part 1
Part 2: UNDEAD MOD Part 2
Part 3: UNDEAD MOD Part 3

This post was edited by Foxhound (2010-01-18 22:25, ago)


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#2 Posted at 2010-01-18 16:33        
     
wait are the animations in this?


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#3 Posted at 2010-01-18 16:58        
     
pvt kilbur : wait are the animations in this?

??? what animations exactly are you talking about?


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#4 Posted at 2010-01-18 17:09        
     
Great job on the zombies! Downloading now, can't wait to try and survive agasint the growing numbers of zombies! :D


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#5 Posted at 2010-01-18 17:38        
     
the hit animations for zombies (melee?)


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#6 Posted at 2010-01-19 03:03        
     
I cant find the undead module lol never mind its f7

This post was edited by SovietSoldat (2010-01-19 17:20, ago)


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#7 Posted at 2010-01-19 03:12        
     
It's pretty good, though very slow fps.


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#8 Posted at 2010-01-20 07:28        
     
ScoutTheBoss : Its a great mod, but there are still little bugs.

- Zombies can walk through walls
- Zombies suddenly disappear if u shoot them

I just wanted to say that these bugs which ive written down, that they arent annoying!

Great work with ur mod! 10/10 Points

Known Issues:
READ before posting or PMing !

- No MP (Multiplayer) compatibility of all the features
- Undead can pass through walls, so can vanilla arma units !
- Undead can warp some distance when shot or bumping at a certain speed into something
- It can also rarely occur, that a whole undead group does nothing and just stand around
even though it has correct waypoints (Arma2-pathfinding hang-up problem)
- The player does not take falling damage when friendlyfire is disabled
- Some towns are not correctly declared infection-free on the map
once all zeds are killed.


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#9 Posted at 2010-01-20 12:56        
     
Fun mod, cant wait for the next update.

I got a question though, with the variable CHN_UNDEAD_FRIENDLYFIR im having trouble getting it to turn "true", any advice,


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#10 Posted at 2010-01-20 23:21        
     
Theo Hardmeier : Fun mod, cant wait for the next update.

I got a question though, with the variable CHN_UNDEAD_FRIENDLYFIR im having trouble getting it to turn "true", any advice,

It`s fixed in this update: http://www.sendspace.com/file/kkcw6e


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#11 Posted at 2010-01-21 05:33        
     
Allright nice, the main problem wasent the friendly fire, its that enemy fire was also blocked.


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#12 Posted at 2010-01-21 15:16        
     
Thanks, I have created it a patch so people do not have to download the full version again as that one is much bigger.



I think I will update the main release as well so new people only need to download the full version (would again save bandwidth), but that has to wait till I have some more time.

Visit my family webshop desteigerhoutshop.nl.

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#13 Posted at 2010-01-22 03:53        
     
Great stuff Charon! Thanks for working so hard and letting others like me get loads of enjoyment from your efforts. Bravo!

I'm fairly new to all this editor stuff, and trying to find info can be difficult as most folk on these forums seem to be fairly advanced in their use of it. I have a few very basic usage questions if anyone has the time...sorry
-I'm presuming the zombie module and the infected module are pretty much the same apart from the speed of the creatures produced?
-If I just place these on a map in the editor will they will spawn undead indefinately, or do I need to place enough civilians for them to infect? Is the zombie count dependent on the food count?
-Do non infected characters only become zombies after having been killed by a zombie/infected character, or is it like an airbourne virus?
-What would be a simple starting point in the editor for a clueless person like me to have fun with this?

I have downloaded the new version of the missions without the addon requirement, so I can have a look at those this weekend which should help me a bit. Cheers,


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#14 Posted at 2010-01-22 10:26        
     
Guide to killing zombies found on the site a few too many
http://i157.photobucket.com/albums/t41/h290master/Zombie20Main.jpg


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#15 Posted at 2010-01-22 10:37        
     
Hmm..i was thinking about the "Vanilla ArmA" collision issues..
Maybe the guyz in Dev-heaven (issue/bug-tracker) can do something about that?
This "issue" always was a pain in the.. $$ :con