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Description: In this version of Nem zombies doesn't have the scripts that caused the lag (included the antidote option and the time counter until the player is converted in zombie after a being attacked), also they are more resistant to the shots in the body but keeping the 1 head shot kill , and some reworked zombie sounds. Installation: Extract the file to your ArmA\Addons directory or as we always recommend use mod folders to keep your mods organized and prevent errors. Check our FAQ for a clear explanation. Included files: NEM_ZOMBIES.pbo Usage: You find the zombies under independent/NEM ZOMBIES in the editor. Set RACS to friendly to NOBODY, otherwise the zombies won't be attacked by soldiers. Stay away from using independent soldiers other than zombies/infected. They won't be categorized properly by the other units in the map. Media: Youtube video by william1: Known issues:Change log - The Zombies stack up all the sounds they are issued to say when attacking - The "strokefist" animation sometimes does not get played and still the zombie scores a hit - The whole movement of the zombies is still improvable Change log: lag free version - removed the antidote option - removed time counter until the player is converted in zombie after a being attacked - they are more resistant to the shots in the body but keeping the 1 head shot kill - some reworked zombie sounds V 0.61c TCP: - incorporated TCP animations thanks to Teacup V 0.61c: - Additional zombie type definitions are now recognized correctly by the main scripts V 0.61 - Medics now get identified as intended and will feature the right antidote count in their inventory - Dead infected humans now correctly resurrect as zombies - An attempt was made to eliminate the error that the zombies won't show up on some user systems V 0.6: - Added Antidote Container to Empty/NEM_objects which holds 20 syringes of the Antidote - The infection counter can be changed by the mission maker by putting (NEM_INFCOUNTER=Number of seconds) in his mission init file. - An Antidote against the zombie virus is added as a magazine called NEM_Antidote (eg this addmagazine "NEM_Antidote") - Once a human is infected with the virus a 5 minute counter is started within which he can be cured by a medic carrying the antidote. The player can cure himself if he carries the antidote action menu. - Variable NEM_WPENABLED=true to use waypoints for the zombies. They will not chase humans while in this mode!!! Switch back to NEM_WPENABLED=false to let them chase humans again. - Zombies that are in listed in an array called NEM_HALTLIST, will not move at all. Good for indoor scenarios where zombies lure in a house. They will however start to move and hunt any human that is in that array too. So if you use NEM_HALTLIST=thisList in a trigger you can achieve that. - Fixed: Objects (cars/tanks etc.) can't be infected anymore - Unknown killed humans will resurrect now as default zombies. Up to V0.5: - Fixed some typos - Additonal infected units definitions can be done now - Infected Units are now covered in blood - Zombies now feed off the slain humans with an animation. - New Zombie vehicle class "NeM Zombies Slow" that introduces "Dawn of the Dead"-style zombies that walk very slow, but have a higher armor. NEM_OLDSCHOOL tweak is therefore obsolete. - New zombie classes. Pretty much all units in the game can be used as default zombies/infected units in the editor including Marian Quandt, the reporter and the prime minister - Attack animations play now smoothly - Zombies won't react to a soldier that is way above them anymore as they could not reach him anyway. - Zombies face now the attacked human and it happens less frequently that they hit empty space. - Armor values tuned - New sounds added, more variety of attack sounds, the zombies will moan and breathe once in a while. - Fixed zombie movement and issues where many would just stand around - The zombies are now setposed "UP" - Infected humans will resurrect and become zombies now! Forums Topic: - BIS
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