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> Outbreak Mod, Multinational Corp vs Mercs & Zombies...
Toadball
post Jan 7 2008, 02:03
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ArmA.info Sarcasm Society's Slightly Mad Scotsman
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I would like to announce the formal start of my latest project probably my last big attempt at a mod for OFP before i just give up on it so give us a bit of help tongue.gif.

Outbreak Mod
Aims: Create a zombie survival multiplayer mod for operation flashpoint
that can be easilly ported into Armed assault.

Story:
A prototype viral weapon has been leaked resulting in an outbreak on a small island near that is the location
for the research facility developing it owned by Paradigm Inudstrial,
a multinational biomedical research and development organisation.
Contact has been lost with all security and research staff on the island.
Paradigm Outbreak Control Unit (POCU) has deployed to investigate.
None found alive, comms with HQ broken extraction unavailable until further notice.
Infected only active at night, cannot be found during the day.

Situation Report: Team has been setup. Potential opfor presence on the island, could be cause of viral release.
Infected: all research and security staff most of surface inhabitants of the island also
Infected only active at night, cannot be found during the day.
POCU Primary Mission Objective: Survive.

Game modes:
Survival: Individuals must work alone to survive in competition with other survivors, can be played as civilian, POCU or Mercenary

Team Survival:
Biggest project, take and hold areas on the island against zombie attacks. Certain things can be obtained by taking different facilities making the task easier but what you can get depends on your level (level is Dependant on number of kills you have made) Facilities may be used only if the teams coms truck is near the facility. If the truck isn't at the facility to use the facility you must have a radio with you and the truck near a transmitting tower to use the facility.
note: deaths and friendly kills will subtract from your overall level

TVT Survival: same as above but 2 teams competing against each other for survival respawn available Winning team is the one with most points at the end, points gained by taking and holding facilities (can be fought over ala Mini Battle Field 1985 style) and kills.

Story mode: will be 2 campaigns, a single player one and multiplayer coop one.

Will produce a basic Base ofp version and will start to add addons from various sources until work can be done to make ones for the mod.
Will appreciate anyone willing to help joining me to create addons, scripts, missions or to port work to ArmA.

Scripting work is in progress for the Team Survival mode as it is the core project of the mod.
I will accept help from ALL LEVELS OF ABILITY i think the best way to learn and improve is to do, and a mod project is a good way to do so, varying levels of ability can help each other and will the more people the more ideas for solutions to problems that are there to be used. As said my last project for OFP and there are only a few other projects out there in relation to modders and new scripters and the like so would be nice to see newer editors to join up smile.gif


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Never before in the history of man, was so much buggered up by so few.
 
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Bence
post Jan 7 2008, 18:23
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Hmm sounds great! Care to show some pictures? smile.gif


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HUNS
NOT
DEAD
 
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Toadball
post Jan 8 2008, 00:55
Post #3


ArmA.info Sarcasm Society's Slightly Mad Scotsman
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purely exists as scripts at the moment but once i have something with pics I will be posting some, only default OFP (no addons) so far so won't be anything "kor blimey" like. Also looking for anyone who knows how to make dialogues or a tutorial regarding them, downloaded the dialogue maker but its not that easy to use. got 2 people who will be helping on and off: a little bit of help may be provided by Bobcat666 of BI forums and NeoArmagedon who has emailed me today offering help with the zombie side of things


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Never before in the history of man, was so much buggered up by so few.
 
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Daniel Von Rommel
post Jan 8 2008, 14:25
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QUOTE
zombie survival multiplayer mod


Multyplayer? sad.gif
 
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Bence
post Jan 8 2008, 18:49
Post #5


huns not dead
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What's wrong Rommel? Have you ever played Nogova virus? smile.gif all 4 missions?
zombie survival multiplay 10/10 biggrin.gif


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HUNS
NOT
DEAD
 
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Daniel Von Rommel
post Jan 8 2008, 20:31
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I like SP more thumbsup.gif

MP has always been superbuggy for me glare.gif
 
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Bence
post Jan 8 2008, 21:31
Post #7


huns not dead
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I've spent 80% of my (OFP)time with MP! smile.gif
With my old fav clan and with some good european friends... ah I cry back those days!


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HUNS
NOT
DEAD
 
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TheVipersFang
post Jan 9 2008, 07:58
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Super funky!
About time someone made some new good Zombie action for ArmA.
thumbsup.gif

I loved Nogova Virus and always wished there was more then just for 4 missions.

Ok I am going to watch another Zombie movie tonight...


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- .B.O.H.I.C.A. - .D.I.L.L.I.G.A.F. -
 
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Toadball
post Jan 9 2008, 12:50
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Thanks for the comments tongue.gif I've got most of the very beta stuff sorted (no bugs found) but untill I get dialogues nailed there wont be much in the way of weapon choice, more class choice. I'm looking at some templates right now to solve this however.

Sorting some issues i'm having with marker colour changing and the respawn which is being a right pain in the proverbial. Once these minor things are done i'll be releasing an alpha build including an alpha demo mission for multiplayer as well as the scripts with read me/tutorial for use in new versions.


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Never before in the history of man, was so much buggered up by so few.
 
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Daniel Von Rommel
post Jan 9 2008, 14:44
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There is a mission called "Saharani Virus" But the maker is a true ---------- and seems he want it only on his server and never released it (and never will for what I know)
 
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Toadball
post Jan 9 2008, 15:43
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yeah i found that mission and heard about the maker dont see the point in doing that anyway, at the moment for OFP i am using the nogova virus single player scripts as they seem to work fairly well. however it relies on the zombie units being present and cant offer the time dependant spawning that i'm trying to implement, if it does prove to hard to do i will put the night time spawning of zombies on hold for a later version.


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Never before in the history of man, was so much buggered up by so few.
 
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Toadball
post Jan 25 2008, 13:16
Post #12


ArmA.info Sarcasm Society's Slightly Mad Scotsman
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quick update:

finally got some dialogue stuff on the go so weapon/vehicle select/spawn should be completed soon (will be a manipulation of the dialogues used in CTF corridor, sorry won't be much choice in what kit you get other than a "class" set up).

Work on the template has slowed as i'm bogged down with uni work (3 essays + a group assignment and thats only in my biology course)
I will release various pre-alphas as, although I may not be happy with them, i'd like to see people mess around with them and see what they can produce from the various concepts i toyed with before the one im using now.

finally think I may have a fairly efficient zombie system working now, again trial and error on this, gonna try it on a dedicated server on the residency lan to see how well it preforms as with the other scripts, should have it tested before next week (sunday to be precise tongue.gif) so will post some screens from that for you to have a gander at.

any questions and comments appreciated, tend to get me working faster and on new things for it.


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Never before in the history of man, was so much buggered up by so few.
 
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Beretta
post Feb 8 2008, 20:21
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Seems like a good idea smile.gif

By the way anyone remmber me from ofp.info?


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"An army without a leader is a body without a spirit"
 
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Toadball
post Feb 8 2008, 21:08
Post #14


ArmA.info Sarcasm Society's Slightly Mad Scotsman
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oh aye, think i've still to finish a swat van for you tongue.gif


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Never before in the history of man, was so much buggered up by so few.
 
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Beretta
post Feb 8 2008, 23:38
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Yeah you do rolleyes.gif

smile.gif


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"An army without a leader is a body without a spirit"
 
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Toadball
post Feb 9 2008, 03:48
Post #16


ArmA.info Sarcasm Society's Slightly Mad Scotsman
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Shouldnae have to much problem finishing it tongue.gif but back on topic tongue.gif

Just about sorted a temporary weapons choice system it's still kinda limited but less so than the alternative tongue.gif
also started work on some weapons, really basic models, once i've got them to alpha level i'll post some screens.


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Never before in the history of man, was so much buggered up by so few.
 
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Beretta
post Feb 9 2008, 13:59
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May i suggest a fancy beretta? tongue.gif


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"An army without a leader is a body without a spirit"
 
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Daniel Von Rommel
post Feb 9 2008, 22:27
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I suggest a Benelli Shotgun wink.gif

And a Beretta 92FS would own happy.gif
 
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Beretta
post Feb 10 2008, 00:03
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only MP or can this be played in SP?


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"An army without a leader is a body without a spirit"
 
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Blackscorpion
post Feb 11 2008, 04:38
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Errr... Beretta nowadays is quite a wide definition since they own about dozen firearm companies... many of which are some of the finest in their business. wink.gif

As he noted I'm giving him ideas. tongue.gif


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Hakkaa päälle Pohjan poika!

Words were coming out of my fingertips faster than my thoughts could process them in my brains... My plead is for temporary insanity that was caused by permanent insanity of very, very twisted nerve cluster that's called brain matter, that's supposed to be grey but isn't, it's black and has a somewhat sarcastic and dark sense of humor, or lacks it totally.

The self-appointed God of Scor Nango. Not an emperor, just... God.
 
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