Requirements: Arma 2
Playable options: N/A
Date: 2012-09-14 09:03
Dynamic Zombie Sandboxby
This mission was made to accomplish a couple things I wanted to see in zombie missions. The first being island independence. You can change the .chernarus on the pbo file to any other island and the mission will work. The only thing on the map is the playable characters. Everything else is generated via scripts.
Along with map independence I wanted as much randomness as possible. The player will be spawned at a random town or position on the map. Vehicles spawn next to buildings with random vehicle types with random weapons inside. Military vehicles spawn by military buildings, civilian with civilian. The players weapon, if he chooses to start with one, will be randomly chosen also. A lot of things are also choose-able in the parameters screen.
This comes in 3 versions:
Friendly fire damage
Debug Mode (shows position of zombies and vehicles)
Time of Day
Game Modes (Change the mission completely from default) - wip
Player Start Position
Player Start Weapons
Player Start Items
Ambient Animals Sheep don't go away when zombies come.
Super Zombies (horde variable)
Maximum Aggro distance
Zombie density per km
Minimum Spawn Distance
Type of weapons to be spawned in vehicles
Whether zombies spawn all over the map or just in towns
Vehicle types (civilian, trucks, all, military, dependent on building)
Amount of vehicles (want 40fps or 10?
Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\MPMissions folder.
Note about mapscreen:
Once you load (if you are server) a loadscreen will appear. Wait until that is done, then wait until the task appears in your list. The longer you wait in the mapscreen the less chance of anything getting messed up, but that chance is a lot less likely now. Fasttime was added so you can experience the whole day in a shorter time. Its a parameter if you don't like it.
As you know we don't get paid for this mod, I've put a lot of my free time into it. If you want to keep DZS going and promote future features feel free to donate as much as you wish. Also for any donation over 10 USD we will send a DZS wristband to you home. Just include your address when you donate.
Credits & Thanks:
Dethorath - Helped a lot with sounds and testing
Tonic - As usual, being great.
Everyone who hosts the mission
Celery for making the zombies!! (and ArmA 3 MP)
And a shoutout to all the people who make fan art and custom loading screens! They are great! Thank you!
Bug #38458: Zombies stop spawning.
Bug #38459: FPS drops for everyone
Bug #38461: Side missions and markers don't update on Jip
Bug #38466: Base sidemission spawn on already existing base
Bug #39635: Zombies with loot would stay on the map indefinately
Bug #39637: Players lost NVGs on respawn
Bug #39648: Disable "E" parameter was broken.
Bug #39649: Dead players clog up mission.
Bug #39783: Entering Searchlights Kill Nearby Zombies
Bug #40008: Markers wouldn't work if the sidemission was called twice.
Bug #40009: On zargabad, people spawn at bottom corner of map.
Bug #40028: Sidemission Marker Variable Error
Bug #40166: Vehicle damage at start is messed up
Bug #40167: With new zombie scripts, zombies attack too fast.
Bug #40216: Mission marker was not deleted for JIP
Bug #40738: Changing weapons spawning parameter didn't work.
Feature #41869: Added Helicopters
Feature #41870: Bandage Counter on the bottom of screen.
Feature #46235: New GameMode: Infected
Feature #46282: New GameMode: Clear out a town (Beta)
Feature #46338: Random Hordes
Feature #46717: Repair, Refuel and Ammunition vehicles
Task #39633: Convert Celery's zombie scripts to .FSM format
Task #39636: Create a new spawning system, and make it .FSM
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