Author: Nemesis & Teacup & william1
Author Website:

Requirements: Extended eventhandlers (xeh) by Solus & Killswitch

Version: 0.61c TCP
Signed:

Short description:
Date: 2008-05-21 16:10
Submitted by: Foxhound


Comments: (12)
Rating:



 

3-czm55_55.jpg

CZM (Crappy Zombie Mod)
by
Nemesis & Teacup & william1


Description:
SQF conversion and sounds by Charon


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
- Headshots won't make a difference.
A bug introduced with patch 1.05 prevents body part class declarations!
- 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:
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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CZM (Crappy Zombie Mod)
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