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#1 Posted at 2015-06-28 17:51        
     
UPDATE v1.3


UPDATE v1.3 UPDATE

V1.3
*** download updated version here ***
* NEW walkers: BOOMERS will explode when close (distance is random)
* NEW module: PlayerCenteredSpawn MODULE (PnP):
-- place module once and ALL players will spawn walkers around them -- select interval (+ randomize option)-- select maximum number of walkers at once (up to 20) -- walkers will only spawn if close to settlements -- number of walkers limited by density of settlement -> a lot more walkers will spawn within towns than at a single farm house -- walkers will despawn if players far away
* NEW Function: equip walkers with custom loot (of your choice)
- set probability and kind of loot in walkers pockets
* changed: option to spawn module : spawn 0 walkers
* fixed: minimum spawn distance to players (no spawn next to you anymore)
* added: Module icons
* tweaks & fixes
* future plans: barking dead.. better performance
V1.2
* ZEUS compatibility on dedicated servers (finally!§!$)
* added: while using ACE3 damage should be local to one body part
* added: stinkers /sliders /walkers as editor placeable units
* added: group of walkers (placeable in ZEUS on dedi)
* added: optional ability for walkers to push you around in case they hit you
* minor changes (init dir aso.)
* working on v1.3 :)


v1.1
* NEW: Sliders - can be stinkers or not, but they will speed up
run and slide for your ass with up to 60km/h
They really tend to hurt themselves at that speed, falling or smashing
what´s left of their brains on different obstacles but still a great and surprising
threat
* NEW: optional respawn mode added to walker_spawn_module:
non silenced shots within 70m of the spawn module will very likely
attract more walkers (up to 10 at a time)
* NEW: walkers can be distracted with all kinds of smoke grenades/shells
they somehow like the sound and looks of smoke. maybe it reminds them
of the gas that made them what they are ^^
* NEW: victim making hurt sounds when hit by walker
* ADDED: adjustable maximum damage inflicted by walker hits
* ADDED: action to hide dead walker bodies before they despawn
* minor fixes to eventhandlers
* FIXED: walkers won´t spawn next to players anymore (at least 30m away)
* FIXED: killed units will be resurrected where they died
* minor bug fixes
* known issue: error shows when first smokeshell is detected by walkers
it doesn´t make sense, but scripts work nevertheless. already on BIS bug tracker

* still working on more stuff... let´s just do this step by step

v1.03
* NEW: break legs - walkers will be forced to crawl if legs take too much damage
* NEW: bisign & bikey files
* NEW: headshot option (on/off) - default is on, so headshots are most effective way to
kill walkers
* FIXED: double weapon drop while resurrection (no doubling anymore)
* FIXED: walkers won´t grab and drop weapons from AI anymore (only players)
* REMOVED: "push walker" action (for now)
* minor script changes..
* known issues: * ZEUS will recognize the mod without the zeus addon manager.
sadly it doesn´t work on a dedicated server - walkers will just
stand still. tho hosted games have full ZEUS compatibility
(working on this)
* got reports about sounds not playing properly

v1.02

* NEW: walkers react to shots fired without silencer (personal weapons as well as statics and vehicles or guns and rifles from vehicles)
* NEW: this update introduces "stinkers". actually they are walkers that emit a green and deadly gas cloud when players are close to prevent receiving damage you have to wear on of cunico´s beautiful gasmasks (M50,M40 and M40OD) (included in his hidden identities pack V2).
* NEW: adjustable despawn time for walkers: 0s to never.
* added option walkers react to gunshots etc (on/off)
* added option walkers grabbing current weapon from target (on/off)
* added selection of ridiculous aggro distances on user request (100m / 250m /500m /1000m)
* added option wether walkers go after animals or not (on/off) - snakes always disabled
* tweaked some functions..

v1.01
chANGELog:
* NEW: walkers_config module (replacing former resurrection_module) that controls:
- resurrection function on / off
- integration of rds A2 civs mod on / off (the mod must be installed of course)
- walker aggro radius selection
* NEW: ZEUS support (use Zeus Addon module to integrate the walker mod)
* NEW: Scientist and Doctor have a 50% chance of carrying a FirstAidKit
* FIXED: resurrected stop throwing grenades - instead drop currentweapon and grenades
* minor bug fixes

future plans:
* add more controls to config module
* distract walkers with flares, smoke grenades etc.
* still doing some research on a player based spawn system
* what would you like? pm me or post what features you have in mind

________________________________________________________________________
features:
adds a new faction : walkers
walkers are enemy to everyone, so every AI will attack them and vice versa
custom walker skins
different stances
custom sounds
walkers can grab your weapons
editor modules to spawn walkers and activate resurrection for dead player and AI units

I. How to use Walkers w/o Modules
- just place a walker in the editor via UNITS -> CIVILIAN -> faction: WALKERS -> WALKER
-> the walker will wander around until he senses something alive within between 60-80m
-> it will track it´s victim as long as there isn´t any closer victim -> it will attack an kill it´s victim
-> they take a lot of ammo if you don´t aim at their brains
-> they are kind of grabby and able to get grip of your current weapon, so don´t let them get too close (adjustable)


II. How to use Modules (walker spawn & walker config)
a. "rickb_walkers" (place one for every spawn area / position marks center of loot area)
- spawns walkers whenever a player is close enough
- despawns walkers no players around (spawn trigger distance + 500)
- customize the following values in each location you want walkers to spawn:
- spawn range
- number of walkers
- spawn trigger distance (any player closer to center will spawn walkers -> in case there is
more than one player entering the area it will still only trigger spawn once
- spawn walkers in buildings YES/NO

b. "rickb_walkers_config" (only needed once on the map / position doesn´t matter )
- Options: - activate (ON/OFF) the resurrection function which will kick in as soon as any unit dies:
- dead unit will be resurrected as walker after a random amount of time
- the walker will have all the equipment that it had when it was a human
- unit will drop its currentweapon and grenades while turning into a walker
- attack animals (yes/no) - select if ambient animals should be attacked (snakes will never be attacked)
- walkers grab for weapons (yes/no) - makes walkers grab for their victims weapon -> dropping them on the floor
- select walker aggro trigger radius from 10m to 1000m
- select despawn time from 0 seconds to never
- activate rds_a2civs support:
- all uniforms from rds_a2civ mod (if installed) supported



click to download rickb_walkerS v1.1!!

This post was edited by RickB (2015-09-02 00:02, ago)


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#2 Posted at 2015-06-29 17:17        
     
Thanks for posting the release here :-)
News is up on the frontpage and you can find our mirror here:




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#3 Posted at 2015-06-29 17:36        
     
Nice Work!

I am really interested in what licence your work got :)

It would be a nice addition to the survival mod I am working on.
Its only loot and survive right now, but all the persistence is done so far, that's why I want to add game content now :)
(kinda DayZ like to be honest, but if you are interested, you can PM me :) )

Greetz,

Senfo

This post was edited by Senfo (2015-06-29 17:45, ago)


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#4 Posted at 2015-06-29 17:56        
     
Have you tried to get this faction and system working with Alive? It might make for an interesting combo.


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#5 Posted at 2015-06-29 19:12        
     
some of the resurrected ones use grenades on me or other units. anyway awsome mod :)


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#6 Posted at 2015-06-29 20:29        
     
Hello and thanks for an awesome looking mod...was the mod developed using an AI mod like bcombat/ASR_AI etc. I use ASR_AI at the moment and i'm curious how an AI mod may affect your mod. Thanks.


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#7 Posted at 2015-06-30 17:57        
     
is there a way to change their "aggro" radio from 60-80 meters via editor or something?


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#8 Posted at 2015-06-30 20:10        
     
# Blakeman : Have you tried to get this faction and system working with Alive? It might make for an interesting combo.

to be honest..i never tried alive in 6 years of arma experience..should have a look at that

Added 2 minutes later:

# evil organ : Hello and thanks for an awesome looking mod...was the mod developed using an AI mod like bcombat/ASR_AI etc. I use ASR_AI at the moment and i'm curious how an AI mod may affect your mod. Thanks.

nope..the walker script was made from scratch..not based on anything..try and tell me what effects it has

Added 1 minute later:

# asierus24 : is there a way to change their "aggro" radio from 60-80 meters via editor or something?

not yet, but that would be a rather minor change..could add that to a module for use in the editor..i put it on the list for my next update..but right now time is rare due to real life stuff..


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#9 Posted at 2015-07-01 22:44        
     
RickB,

Sadly, my schedule is keeping me too busy to try out this superb (and BADLY needed!) mod. %)

I'm hoping that, even though I haven't tried it yet, you wouldn't mind considering the following...

(1) Have the AI be attracted to certain strong environmental triggers. The purpose of this is so that they can be exploited tactically.

What would be the strong environmental triggers? BIG things, as the perceptual capacity of most of them is reduced. Billowing smoke clouds, loud explosions (grenades), burning wreckage, and flares will gain their attention before anything else.

How would this be cool? Imagine coming across an enemy encampment, and then firing a flare so that it gently arcs into the midst of it. The hungry zombies will track that flare wherever it landed, and then, happily, find lunch. :-D

No flare? Then fire 40 mm grenades into the encampment! Whatever the shrapnel doesn't hit, the zombies' claws and teeth will! *ROFL*

(2) The exploitation can backfire on the user, if he isn't careful. Units that come under suppressing fire, and then throw smoke for concealment, are sending out a nice large flag that advertises to the diseased locals "Fresh meat here!" Imagine making one's way through a smoke cloud and in its midst Walkers appear. =-O

I'm happy to have read a player's feedback that your Walkers' appearance have variety. This is a very smart thing to do. I've seen some of the other zombie mods where they're wearing shorts and hats, and those articles of clothing just look weird to me on a zombie. Hats would slide off pretty easily, so to see a zombie constantly wearing one always pulls me out of the game. I'm also tempted to hand a cold refreshment to those zombies wearing summertime shorts...

Maybe you'd consider creating a range of zombies based off of TRYK's stupendously good mod of uniforms and clothing? Perhaps cover them with caked on blood and dirt...
Enter text for the link here...

However you decide to upgrade this, I look forward to trying it out. Hopefully soon!

Thank you for all of your hard work on our behalf! *YAHOO*

The two largest tank producers in Hitler's Germany were Opel, a wholly owned subsidiary of General Motors (controlled by the J.P. Morgan firm), and the Ford A. G. subsidiary of the Ford Motor Company of Detroit.

~From Antony Sutton's magnum opus Wall Street and the Rise of Hitler

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#10 Posted at 2015-07-02 02:13        
     
This so sooo good, our Zeus loves your walkers! The only thing he would love even more if he could place them with as Zeus with ARES or ALIVE. It would be awesome!

Thanks so for that.

regards
NemesisRE


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RickB  



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#11 Posted at 2015-07-03 17:14        
     
# NemesisRE : This so sooo good, our Zeus loves your walkers! The only thing he would love even more if he could place them with as Zeus with ARES or ALIVE. It would be awesome!

Thanks so for that.

regards
NemesisRE

-> tell me if it works with the v1.01
kk.. well it´s damn hot here right now and I have to go into the woods this weekend..but i will look into the ZEUS problem...in fact ..never used ALIVE or ZEUS..^^ but anything is possible ..i guess

Added 3 minutes later:

# Kyle_K_ski : RickB,

Sadly, my schedule is keeping me too busy to try out this superb (and BADLY needed!) mod. %)

I'm hoping that, even though I haven't tried it yet, you wouldn't mind considering the following...

(1) Have the AI be attracted to certain strong environmental triggers. The purpose of this is so that they can be exploited tactically.

What would be the strong environmental triggers? BIG things, as the perceptual capacity of most of them is reduced. Billowing smoke clouds, loud explosions (grenades), burning wreckage, and flares will gain their attention before anything else.

How would this be cool? Imagine coming across an enemy encampment, and then firing a flare so that it gently arcs into the midst of it. The hungry zombies will track that flare wherever it landed, and then, happily, find lunch. :-D

No flare? Then fire 40 mm grenades into the encampment! Whatever the shrapnel doesn't hit, the zombies' claws and teeth will! *ROFL*

(2) The exploitation can backfire on the user, if he isn't careful. Units that come under suppressing fire, and then throw smoke for concealment, are sending out a nice large flag that advertises to the diseased locals "Fresh meat here!" Imagine making one's way through a smoke cloud and in its midst Walkers appear. =-O

I'm happy to have read a player's feedback that your Walkers' appearance have variety. This is a very smart thing to do. I've seen some of the other zombie mods where they're wearing shorts and hats, and those articles of clothing just look weird to me on a zombie. Hats would slide off pretty easily, so to see a zombie constantly wearing one always pulls me out of the game. I'm also tempted to hand a cold refreshment to those zombies wearing summertime shorts...

Maybe you'd consider creating a range of zombies based off of TRYK's stupendously good mod of uniforms and clothing? Perhaps cover them with caked on blood and dirt...
Enter text for the link here...

However you decide to upgrade this, I look forward to trying it out. Hopefully soon!

Thank you for all of your hard work on our behalf! *YAHOO*

yes, I thought of the smoke thing myself but didn´t get my hands on that by now.. will look into that

This post was edited by RickB (2015-07-08 23:49, ago)


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#12 Posted at 2015-07-09 17:38        
     
# Foxhound : Thanks for posting the release here :-)
News is up on the frontpage and you can find our mirror here:



updated version v1.01

here: http://we.tl/PeryaXoAeP


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#13 Posted at 2015-07-10 10:12        
     
Thanks for the update and sorry for the delay but I was on a trip abroad :-)
News is up on the frontpage and you can find our mirror here:




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#14 Posted at 2015-07-10 18:17        
     
thanks for the update :) keep up the good work.

just a thing, maybe more distance options like 100 200 300 500 and 1000 meters?, this can help to do a spreading infection on missions :=)


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#15 Posted at 2015-07-18 11:36        
     
# Foxhound : Thanks for the update and sorry for the delay but I was on a trip abroad :-)
News is up on the frontpage and you can find our mirror here:



updated v1.02.. Thanks