Pogoman's Fast Zombies Scriptby
Zombies will sprint after the player, and use custom made pathfinding to navigate around objects.
Installation / Usage:
Make sure the mission has a BI functions module. To any unit you want to be a zombie add this line to it's init:
nul = this execFSM "zombieLogic.fsm";and make sure the zombieLogic.fsm file is in the root directory of the mission folder. Note zombies will only attack sides that are set as their enemies.
Pathfinding calculations are done on the fly, and are not always completed in time. You can tell if a zombie is looking for a path if he slows from a sprint to a walk, and while walking he may travel through objects (i could've made the zombie halt and wait but it looks awful and i chose BI's method (you'll notice standard ai occasionally walk through objects when they are calculating a route)).
The method used for object detection is the command findEmptyPosition, which doesn't always detect correctly if a position is empty (usually occurs with various parts of fences), thus sometimes the zombie treats the position as empty and runs through it.
There are no zombie sounds or eating animations etc as they are the lowest priority and the pathfinding was the main purpose of this project.
Note all visual effects used in the video are not included in this script.
The hit effects i currently use are:
"ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [1.0, 1.0, 0.0, [1, 0, 0, 0.6], [0.0, 1.0, 1.0, 1.0], [0.199, 0.587, 0.114, 1.0]]; "ColorCorrections" ppEffectCommit 0; "ColorCorrections" ppEffectAdjust [1.0, 1.0, 0.0, [1, 0, 0, 0], [0.0, 1.0, 1.0, 1.0], [0.199, 0.587, 0.114, 1.0]]; "ColorCorrections" ppEffectCommit 1; enableCamShake true; addCamShake [50,1,5];and are not as ridiculously orange and blinding as in the video.
- BI forums
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