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> zombie for ArmA, model who can act as zombie, POW or anything else
dante
post Jan 15 2007, 18:42
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Hi all!

i have done a pbo with the zombie model from ArmA. They are not available in editor (private or protected class) so i made them public with fiferrent version:
unarmed for POW or other
armed for "zombie" with weapon and armor value (and low head armor)

actually they herit from civilian class, so they tend to splitt and hide!

So how i can send the addon and some picture?
 
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D@V£
post Jan 15 2007, 19:26
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Well, if you want to upload pictures, you'll need an account with either photobucket or imageshack. As for the file itself, either upload it to filefront or somewhere and link it here, or email it to one of the team.


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dante
post Jan 16 2007, 07:18
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Actually, i put 2 pictures on my blog... but there are on dynamic link... __yuk.gif

http://fr.blog.360.yahoo.com/blog-JYZntyo1...HoK7zXmpc-?cq=1
 
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King Homer
post Jan 17 2007, 07:21
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Please use http://www.imageshack.us to upload your pictures, easy and fast.


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dante
post Jan 17 2007, 12:23
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thks for imageshack, but still "error dynamic page"!!!!! with the links!
 
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dante
post Jan 17 2007, 12:39
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the four models:

IPB Image

another ppoint of view

IPB Image


 
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Nik
post Jan 17 2007, 20:33
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Those look reet, any chance of getting the Zombie scripts to work (as with the flashpoint zombies)?
 
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dante
post Jan 18 2007, 12:56
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as i a noob who can release a zip, i put the code for anyone who want use it:

there are the four model from ArmA:

in Civilian, with standard value : 4 model Unarmed, for POW...

in Independant: 4 model with improved armor except in the head and with different loadout:

Model1:
Undead 1, 5, 9

Model2:
Undead 2, 6, 10

Model3:
Undead 3, 7, 11

Model4:
Undead 4, 8, 12

loadout:
(if i remember well)

Undead 1-4: armed with Makarov

Undead 5-6: Ak74

Undead 7-8: M4

Undead 9-10: G36

Undead 11-12 : M16A2


i have try to simulate some rock for throwing, but it failed, i think!


Actually, there are not really useful, so any "zombiemod" fell free for any modification, specially if anyone can script them !!! Thanks !
So it more a realese for anyone who want to work on such model than a real addon...

hope you can have fun with them!


// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot 0// dummy weapons
#define WeaponSlotPrimary 1// primary weapons
#define WeaponSlotSecondary 16// secondary weapons
#define WeaponSlotItem 256// items
#define WeaponSlotBinocular 4096// binocular
#define WeaponHardMounted 65536

class CfgPatches
{
class FanMarian
{
units[] = {"FMV1", "FZ1", "FZ2", "FZ3", "FZ4", "FZU1", "FZU2", "FZU3", "FZU4"
, "FZU5", "FZU6", "FZU7", "FZU8", "FZU9", "FZU10", "FZU11", "FZU12"};
requiredAddons[] = {"CAData", "CAWeapons", "CACharacters"};
weapons[] = {"FWRock"};
requiredVersion = 1.00;
};
};
class CfgVehicleClasses
{
class FanCivMod
{
displayName = "Fan Civilian Mod";
};

class FanUndeadMod
{
displayName = "Fan Undead Mod";
};
};


class CfgAmmo {
class Default;
class Grenade: Default {};
class GrenadeHand: Grenade {};
class FRock: Grenade{
hit = 8;
indirectHit = 3;
indirectHitRange = 0.2;
typicalspeed = 20;
model = "\ca\Weapons\frag_rgd5";
visibleFire = 0.500000;
audibleFire = 0.050000;
visibleFireTime = 1;
//simulation = "shotSmoke";
//timeToLive = 3;
scope = public;
soundHit[] = {"", 0, 1};
//smokeColor[] = {1, 1, 1, 0};
/*class Smoke {
interval = 0.010000;
cloudletDuration = 4.000000;
cloudletAnimPeriod = 1.000000;
cloudletSize = 0.250000;
cloudletAlpha = 1.000000;
cloudletGrowUp = 1.500000;
cloudletFadeIn = 0.000000;
cloudletFadeOut = 5.000000;
cloudletAccY = -0.300000;
cloudletMinYSpeed = 0;
cloudletMaxYSpeed = 10;
cloudletShape = "\ca\data\cl_basic";
cloudletColor[] = {1, 1, 1, 0};
initT = 1000;
deltaT = -500;

class Table {

class T1 {
maxT = 0;
color[] = {0.700000, 0.700000, 0.700000, 1};
};

class T2 {
maxT = 1000;
color[] = {0.450000, 0.450000, 0.450000, 1};
};
};
density = 1.000000;
size = 1.500000;
initYSpeed = 1.000000;
timeToLive = 5;
in = 3.000000;
out = 2.000000;
};*/
};
};

class CfgMagazines {
class Default;
class CA_Magazine: Default {};
class HandGrenade: CA_Magazine {};
class SmokeShell: HandGrenade {};
class FMRock : HandGrenade {
displayName = "Rocks";
picture = "\CA\weapons\data\equip\m_ANM8_white_ca.paa";
value = 1;
ammo = "FRock";
nameSoundWeapon = "smokeshell";
count = 100;
scope = public;
};

};

class cfgWeapons {
class Default;
class GrenadeCore;
class GrenadeLauncher: Default {};
class HandGrenade: GrenadeLauncher {};
class FWRock: HandGrenade {
scope = public;
autoAimEnabled = 0;
ammo = "FRock";
displayName = "Rock & Stones";
nameSound = "smokeshell";
muzzles[] = {"FRockMuzzle"};
class ThrowMuzzle: GrenadeLauncher {
cursor = "\ca\Weapons\Data\t_select";
cursoraim = "\ca\Weapons\Data\clear_empty";
cursorSize = 1;
sound[] = {"", 0.000316, 1};
// reloadSound = {"", 0.000316, 1};
aiDispersionCoefX = 2.000000;
aiDispersionCoefY = 2.000000;
enableAttack = 1;
showEmpty = 0;
autoReload = 1;
modelOptics = "";
minRange = 3;
minRangeProbab = 0.500000;
midRange = 15;
midRangeProbab = 0.200000;
maxRange = 30;
maxRangeProbab = 0.030000;
};

class FRockMuzzle: ThrowMuzzle {
magazines[] = {"FMRock"};
};

};
};


class cfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class Man:Land {};
class CAManBase: Man {};
class Civilian: CAManBase {};
class MarianQuandt: Civilian {};
class Civil_Undead_1: Civilian {};
class SoldierWB: CAManBase {};
class FMV1: MarianQuandt
{
displayName="Marian 1";
vehicleClass = "FanCivMod";
model = "\ca\characters\MarianQuandt03";
woman = 1;
// faceType = "woman";
weapons[]={"Throw","Put"};
magazines[]={};
scope = public;

};

class FZ1: Civil_Undead_1
{
displayName="Prisoner1";
vehicleClass = "FanCivMod";
side = 3;
weapons[]={"Throw","Put"};
magazines[]={};
scope = public;
};

class FZ2: FZ1
{
displayName="Prisoner2";
model = "\ca\characters\Civil_Undead_2";
};

class FZ3: FZ1
{
displayName="Prisoner3";
model = "\ca\characters\Civil_Undead_3";
};

class FZ4: FZ1
{
displayName="Prisoner4";
model = "\ca\characters\Civil_Undead_4";
};

class FZU1: FZ1
{
displayName="Undead1";
model = "\ca\characters\Civil_Undead_1";
vehicleClass = "FanUndeadMod";
nameSound = target;
side = 2;
armor = 12;
armorHead = 0.1;
armorBody = 1.0;
armorHands = 0.8;
armorLegs = 0.8;
weapons[]={"Throw","Put","FWRock", "Makarov"};
magazines[]={"FMRock", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov", "8Rnd_9x18_Makarov"};

};

class FZU2: FZU1
{
displayName="Undead2";
model = "\ca\characters\Civil_Undead_2";
};

class FZU3: FZU1
{
displayName="Undead3";
model = "\ca\characters\Civil_Undead_3";
};

class FZU4: FZU1
{
displayName="Undead4";
model = "\ca\characters\Civil_Undead_4";
};

class FZU5: FZU1
{
displayName="Undead5";
weapons[]={"Throw","Put","FWRock", "AK74"};
magazines[]={"FMRock", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK"};
};

class FZU6: FZU5
{
displayName="Undead6";
model = "\ca\characters\Civil_Undead_2";
};

class FZU7: FZU1
{
displayName="Undead7";
model = "\ca\characters\Civil_Undead_3";
weapons[]={"Throw","Put","FWRock", "M4"};
magazines[]={"FMRock", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag"};
};

class FZU8: FZU7
{
displayName="Undead8";
model = "\ca\characters\Civil_Undead_4";
};

class FZU9: FZU1
{
displayName="Undead9";
model = "\ca\characters\Civil_Undead_1";
weapons[]={"Throw","Put","FWRock", "G36A"};
magazines[]={"FMRock", "30Rnd_556x45_G36", "30Rnd_556x45_G36", "30Rnd_556x45_G36"};
};

class FZU10: FZU9
{
displayName="Undead10";
model = "\ca\characters\Civil_Undead_2";
};

class FZU11: FZU1
{
displayName="Undead11";
model = "\ca\characters\Civil_Undead_3";
weapons[]={"Throw","Put","FWRock", "M16A2"};
magazines[]={"FMRock", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag"};
};

class FZU12: FZU11
{
displayName="Undead12";
model = "\ca\characters\Civil_Undead_4";
};



};
 
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