Request: Need Zombies |
Request: Need Zombies |
Jul 16 2009, 11:07
Post
#1
|
|
Junior Member Group: Members Posts: 22 Joined: 4-December 07 From: Inside the burning house Member No.: 1,849 |
I hope that someone can make or import zombies mod into the arma 2. Or tell me how to do it. Thank you.
|
|
|
Jul 16 2009, 15:05
Post
#2
|
|
Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
They don't seem to work in ArmA2. Blame BIS for breaking the domove command.
In case you were wondering: CODE #moveloop ?!alive _zombie: goto "dead" ?!alive _human: goto "loop" _zombie reveal _human _zombie dowatch getpos _human _zombie domove getpos _human ?_zombie distance _human <= 2.5: goto "attack" ~((_zombie distance _human)/10) _newhuman = _zombie findNearestEnemy (position _zombie) ?_newhuman != _human AND !(isnull _newhuman): goto "loop" goto "moveloop" I'd post more, but Ryan would shoot me! This post has been edited by D@V£: Jul 16 2009, 15:12 -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
|
|
Jul 16 2009, 15:33
Post
#3
|
|
ArmA.info Sarcasm Society's Slightly Mad Scotsman Group: Former .info Serviceman Posts: 718 Joined: 28-September 07 From: Glasgow, UK Member No.: 1,331 |
Ah, thats unfortunate, you found an alternative to doMove yet?
-------------------- Never before in the history of man, was so much buggered up by so few.
|
|
|
Jul 16 2009, 17:57
Post
#4
|
|
Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Not short of simply pointing them in the direction of the player and using the switchmove command to get them walking... which doesn't really work well in environments.
Not any particular type of environment. Just environments in general. There's some... issues... with zombies walking through... well... everything. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
|
|
Jul 16 2009, 19:11
Post
#5
|
|
Junior Member Group: Members Posts: 22 Joined: 4-December 07 From: Inside the burning house Member No.: 1,849 |
How do I use this command. Put it to intializing field or something else. You know, Im complete noob these kind of things.
|
|
|
Jul 16 2009, 20:26
Post
#6
|
|
Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
It's part of a script. The part of the zombie scripts that make them move towards the enemy to be precise.
Like I said, it doesn't work. For some reason the AI when told to "domove" to a position will usually run the exact opposite direction or just stand around like a lemon. I've tested this outside the zombie scripts and get the same behaviour. I don't know if the bit of the AI that's telling them to do this can be disabled. I've had no luck so far... (doesn't seem to be tied to combat mode like it was in ArmA1...) I can't post the entire of the scripts here without Ryan's permission. Like I said, he'll shoot me. Literally! -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
|
|
Jul 16 2009, 21:08
Post
#7
|
|
Junior Member Group: Members Posts: 22 Joined: 4-December 07 From: Inside the burning house Member No.: 1,849 |
I understant. I hope someone can make this work someday. Probably yes. Thank you.
|
|
|
Jul 16 2009, 22:59
Post
#8
|
|
Senior Member Group: Members Posts: 261 Joined: 16-October 06 From: Leiden, The Netherlands Member No.: 7 |
They don't seem to work in ArmA2. Blame BIS for breaking the domove command. In case you were wondering: CODE #moveloop ?!alive _zombie: goto "dead" ?!alive _human: goto "loop" _zombie reveal _human _zombie dowatch getpos _human _zombie domove getpos _human ?_zombie distance _human <= 2.5: goto "attack" ~((_zombie distance _human)/10) _newhuman = _zombie findNearestEnemy (position _zombie) ?_newhuman != _human AND !(isnull _newhuman): goto "loop" goto "moveloop" I'd post more, but Ryan would shoot me! Who is Ryan? Isnt this a part of the old CZM? Anyway, have you tried the domove command individually? If you give a domove command while they are still calculating (Like in this part of the script without a wait) their pathfinding (Which i suspect is quite have in ArmA2 because of the 'microAI') from a previous domove command they will never get a path and thus will never move. Otherwise you may have to try waypoints or the dofollow command. -------------------- Homo sapiens non urinat in ventum.
[img]http://www.impossible-quiz.com/images/badges/95-3.gif[img] Impossible Quiz |
|
|
Jul 17 2009, 00:17
Post
#9
|
|
Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
No, it's from Ryan's zombie mod for ArmA. We've already been through this, remeber? Which reminds me, when are you going to send us the royalties for those sound effects you nicked from HP3?
Dofollow won't work because there's no way to define the distance which they follow the opposition (unless you want the zombies to attack at the ai's preferred following distance... which is around 20ft...) Waypoints could be used. But they'd be too restrictive. Like I said, I've tried the domove command outside the zombie scripts and can't produce the required behaviour in ArmA2, regardless of the frequency of the position update. The AI isn't having trouble calculating the path, it's just seems to think the fastest way to get somewhere is to head the exact opposite direction. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
|
|
Jul 17 2009, 06:26
Post
#10
|
|
Senior Member Group: Members Posts: 261 Joined: 16-October 06 From: Leiden, The Netherlands Member No.: 7 |
No, it's from Ryan's zombie mod for ArmA. We've already been through this, remeber? Which reminds me, when are you going to send us the royalties for those sound effects you nicked from HP3? Ive always credited Charonos for those, never asked him where he got them from. No but the only reason im asking is because people could also just unPBO CZM and see the rest of the script, unless ofcourse what you posted is an edited version in which case they would just see my old crappy script when unPBOing. About dofollow: A while back (In ArmA1) i used a combination of domove and playmove to get the zombies to their targets faster once they were within x meters because i always found it a bit slow if you just used domove. Maybe if we replace domove with dofollow something working could be achieved. This post has been edited by NeMeSiS: Jul 17 2009, 06:27 -------------------- Homo sapiens non urinat in ventum.
[img]http://www.impossible-quiz.com/images/badges/95-3.gif[img] Impossible Quiz |
|
|
Jul 18 2009, 16:08
Post
#11
|
|
Senior Member Group: Members Posts: 261 Joined: 16-October 06 From: Leiden, The Netherlands Member No.: 7 |
Update: Dofollow doesnt seem to do anything, using waypoints instead of domove gives the same effect as domove. (As expected, i think that a waypoint actually consists of a domove command + some other options)
Its the fleeing. Even with allowfleeing to 0 they still want to flee. I can actually get them to attack me but as they tend to run the other way most of the time it would take several minutes for a zombie to reach me. When i give them weapons (And ammo) they do not have this fleeing behaviour and they run to the nearest cover instead but they still dont want to charge me with a lust for brains. I came across some pretty nice AI behaviour, but not for zombies. Next step: Disabling/editing the .fsm's and hoping that this behaviour is not hardcoded, otherwise we are going to have to do it the setdirection+Playmove way. -------------------- Homo sapiens non urinat in ventum.
[img]http://www.impossible-quiz.com/images/badges/95-3.gif[img] Impossible Quiz |
|
|
Jul 18 2009, 17:08
Post
#12
|
|
Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
It's not fleeing. I'm pretty sure of this. They don't actually run off until given the domove command.
-------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
|
|
Oct 11 2009, 15:21
Post
#13
|
|
New Member Group: Members Posts: 4 Joined: 22-July 09 Member No.: 6,236 |
They don't seem to work in ArmA2. Blame BIS for breaking the domove command. In case you were wondering: CODE #moveloop ?!alive _zombie: goto "dead" ?!alive _human: goto "loop" _zombie reveal _human _zombie dowatch getpos _human _zombie domove getpos _human ?_zombie distance _human <= 2.5: goto "attack" ~((_zombie distance _human)/10) _newhuman = _zombie findNearestEnemy (position _zombie) ?_newhuman != _human AND !(isnull _newhuman): goto "loop" goto "moveloop" I'd post more, but Ryan would shoot me! What do you want me to do with this code? |
|
|
Oct 12 2009, 09:51
Post
#14
|
|
Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Convert it to an FSM? I tried to do it, but the compiler doesn't work on my PC
-------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
|
|
Lo-Fi Version | Time is now: 24th April 2024 - 18:57 |