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  Zombie Mod (with TCP anims) (v 0.61c TCP)  
Picture of Zombie Mod (with TCP anims) Author : william1
Version : 0.61c TCP Era : Sci-Fi Type : Units
Size : 940 KB Demo mission : No
Downloads : 21848 Rating : 4.3 / 5 (rated 7 times)

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Included *.pbo files : Needed addons :
  • NEM_ZOMBIES.pbo
 
Description :
Crappy Zombie Mod by Nemesis
V0.61c

SQF conversion and sounds by Charon


Usage: Just put the addon in your addons folder.
You find the zombies under independent/NEM ZOMBIES in the editor.
Set RACS to friendly to NOBODY, otherwise the zombies won't be
attacked by soldiers.
Stay away from using independent soldiers other than zombies/infected.
They won't be categorized properly by the other units in the map.

Version history:

V 0.61c TCP:

- incorporated TCP animations thanks to Teacup

V 0.61c:

- Additional zombie type definitions are
now recognized correctly by the main scripts


V 0.61

- Medics now get identified as intended and will feature the
right antidote count in their inventory

- Dead infected humans now correctly resurrect as zombies

- An attempt was made to eliminate the error that the zombies
won't show up on some user systems

V 0.6:

- Added Antidote Container to Empty/NEM_objects
which holds 20 syringes of the Antidote

- The infection counter can be changed by the mission maker
by putting (NEM_INFCOUNTER=Number of seconds) in his mission init file.

- An Antidote against the zombie virus is added as a magazine
called NEM_Antidote (eg this addmagazine "NEM_Antidote")

- Once a human is infected with the virus a 5 minute counter
is started within which he can be cured by a medic carrying the antidote
The player can cure himself if he carries the antidote action menu.

- Variable NEM_WPENABLED=true to use waypoints for the zombies.
They will not chase humans while in this mode!!!
Switch back to NEM_WPENABLED=false to let them chase humans again.

- Zombies that are in listed in an array called NEM_HALTLIST, will not move at all.
Good for indoor scenarios where zombies lure in a house.
They will however start to move and hunt any human that is in that array too.
So if you use NEM_HALTLIST=thisList in a trigger you can achieve that.

- Fixed: Objects (cars/tanks etc.) can't be infected anymore

- Unknown killed humans will resurrect now as default zombies.

Up to V0.5:

- Fixed some typos

- Additonal infected units definitions can be done now

- Infected Units are now covered in blood

- Zombies now feed off the slain humans with an animation.

- New Zombie vehicle class "NeM Zombies Slow" that introduces
"Dawn of the Dead"-style zombies that walk very slow, but have a higher
armor. NEM_OLDSCHOOL tweak is therefore obsolete.

- New zombie classes. Pretty much all units in the game
can be used as default zombies/infected units in the editor
including Marian Quandt, the reporter and the prime minister

- Attack animations play now smoothly

- Zombies won't react to a soldier that is way above them anymore
as they could not reach him anyway.

- Zombies face now the attacked human and it happens less
frequently that they hit empty space.

- Armor values tuned

- New sounds added, more variety of attack sounds,
the zombies will moan and breathe once in a while.

- Fixed zombie movement and issues where many would just stand around

- The zombies are now setposed "UP"

- Infected humans will resurrect and become zombies now!

Known Issues:

- Headshots won't make a difference.
A bug introduced with patch 1.05 prevents body part
class declarations!

- The Zombies stack up all the sounds they are issued to say
when attacking

- The "strokefist" animation sometimes does not get played
and still the zombie scores a hit

- The whole movement of the zombies is still improvable

DISCLAIMER: Use this addon at your own risk

Demo Video with the new animations :



Don't play this mod in the dark! :D

 
Picture of Zombie Mod (with TCP anims)
Size : 940 KB
  May 21st, 2008 - 15:46   Comments (2)  

 
 
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