Crash124 0 Report post Posted March 25, 2014 has anyone came across the walking zombies script? im struggling to find any information and i know its out there as there are multiple servers already running it Quote Share this post Link to post Share on other sites More sharing options...
Crash124 0 Report post Posted March 25, 2014 has anyone came across the walking zombies script? im struggling to find any information and i know its out there as there are multiple servers already running it Quote Share this post Link to post Share on other sites More sharing options...
Crash124 0 Report post Posted March 26, 2014 Well i'm still new to scripting but I have figured it out, for anyone else trying to work out this headache to get server side walking zombies, here it is........... Requires: notepad PBO Manager Patience 1. Find your dayz_code.pbo and extract the 4 files (from compiles folder) control_zombieAgent.sqf zombie_generate.sqf wild_spawnZombies.sqf (from system folder) zombie_agent.fsm Create a folder in your mission.pbo folder called "Scripts" , and place the 4 files in there 2. open your "control_zombieAgent.sqf" and look for "forcespeed" under Chase Target area and make sure it is set at 2 (default 10) //CHASE TARGET //Leader cries out [_agent,"attack",0,false] call dayz_zombieSpeak; //Start Movement loop while {!isNull _target and _isAlive and _isSomeone} do { _target = _agent call zombie_findTargetAgent; _isAlive = alive _agent; _targetPos = getPosATL _target; //Move to target _agent moveTo _targetPos; _agent forceSpeed 2; sleep 1; }; //LOOP _agent setVariable ["targets",[],true]; _isAlive = alive _agent; sleep 1; }; 3. next go to your "zombie_generate.sqf" and at the bottom you should see //Start behavior _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; change it to //Start behavior _id = [_position,_agent] execFSM "Scripts\zombie_agent.fsm"; 4. Next open your "wild_spawnZombies.sqf" and search for //Start behavior _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; change to //Start behavior _id = [_position,_agent] execFSM "Scripts\zombie_agent.fsm"; 5. Open your "zombie_agent.fsm" and look for class Chase { name = "Chase"; init = /*%FSM*/"_timeN = time;" \n "" \n "if (speed _agent < 0.1) then {_countr = _countr + 1} else {_countr = 0};" \n "_target = _agent call zombie_findTargetAgent;" \n "_isAlive = alive _agent;" \n "_targetPos = getPosATL _target;" \n "" \n "" \n "//Move to target" \n "_agent moveTo _targetPos;" \n "_agent forceSpeed 10;" \n "" \n "if (_losCheck == 2) then {" \n " _losCheck = 0;" \n " _cantSee = [_agent,_target] call dayz_losCheck;" \n and change "_agent forcespeed 10;" to 2 6. In your "mission.pbo" go to the "init" folder and open "compiles" then look for the following // control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf"; change to // control_zombieAgent = compile preprocessFileLineNumbers "Scripts\control_zombieAgent.sqf"; zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour change to zombie_generate = compile preprocessFileLineNumbers "Scripts\zombie_generate.sqf"; wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour change to wild_spawnZombies = compile preprocessFileLineNumbers "Scripts\wild_spawnZombies.sqf"; 7. Repack your mission.pbo and give it a try Remember to change the command lines in the scripts if your running them in a custom script folder and remember to double check the command line text or you will load up and start swearing like I did Quote Share this post Link to post Share on other sites More sharing options...
Crash124 0 Report post Posted March 26, 2014 Well i'm still new to scripting but I have figured it out, for anyone else trying to work out this headache to get server side walking zombies, here it is........... Requires: notepad PBO Manager Patience 1. Find your dayz_code.pbo and extract the 4 files (from compiles folder) control_zombieAgent.sqf zombie_generate.sqf wild_spawnZombies.sqf (from system folder) zombie_agent.fsm Create a folder in your mission.pbo folder called "Scripts" , and place the 4 files in there 2. open your "control_zombieAgent.sqf" and look for "forcespeed" under Chase Target area and make sure it is set at 2 (default 10) //CHASE TARGET //Leader cries out [_agent,"attack",0,false] call dayz_zombieSpeak; //Start Movement loop while {!isNull _target and _isAlive and _isSomeone} do { _target = _agent call zombie_findTargetAgent; _isAlive = alive _agent; _targetPos = getPosATL _target; //Move to target _agent moveTo _targetPos; _agent forceSpeed 2; sleep 1; }; //LOOP _agent setVariable ["targets",[],true]; _isAlive = alive _agent; sleep 1; }; 3. next go to your "zombie_generate.sqf" and at the bottom you should see //Start behavior _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; change it to //Start behavior _id = [_position,_agent] execFSM "Scripts\zombie_agent.fsm"; 4. Next open your "wild_spawnZombies.sqf" and search for //Start behavior _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; change to //Start behavior _id = [_position,_agent] execFSM "Scripts\zombie_agent.fsm"; 5. Open your "zombie_agent.fsm" and look for class Chase { name = "Chase"; init = /*%FSM*/"_timeN = time;" \n "" \n "if (speed _agent < 0.1) then {_countr = _countr + 1} else {_countr = 0};" \n "_target = _agent call zombie_findTargetAgent;" \n "_isAlive = alive _agent;" \n "_targetPos = getPosATL _target;" \n "" \n "" \n "//Move to target" \n "_agent moveTo _targetPos;" \n "_agent forceSpeed 10;" \n "" \n "if (_losCheck == 2) then {" \n " _losCheck = 0;" \n " _cantSee = [_agent,_target] call dayz_losCheck;" \n and change "_agent forcespeed 10;" to 2 6. In your "mission.pbo" go to the "init" folder and open "compiles" then look for the following // control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf"; change to // control_zombieAgent = compile preprocessFileLineNumbers "Scripts\control_zombieAgent.sqf"; zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour change to zombie_generate = compile preprocessFileLineNumbers "Scripts\zombie_generate.sqf"; wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour change to wild_spawnZombies = compile preprocessFileLineNumbers "Scripts\wild_spawnZombies.sqf"; 7. Repack your mission.pbo and give it a try Remember to change the command lines in the scripts if your running them in a custom script folder and remember to double check the command line text or you will load up and start swearing like I did Quote Share this post Link to post Share on other sites More sharing options...
Zombiegirl 0 Report post Posted April 11, 2014 Worked perfect! Thanks a lot!!!!1 Quote Share this post Link to post Share on other sites More sharing options...
Zombiegirl 0 Report post Posted April 11, 2014 Worked perfect! Thanks a lot!!!!1 Quote Share this post Link to post Share on other sites More sharing options...
capt1an 0 Report post Posted May 5, 2014 Added Script as show and the zombies did stop running.... but now they seem to not move at all they just stand in one spot as if concreted to the ground. any clues or suggestions? Quote Share this post Link to post Share on other sites More sharing options...
capt1an 0 Report post Posted May 5, 2014 Added Script as show and the zombies did stop running.... but now they seem to not move at all they just stand in one spot as if concreted to the ground. any clues or suggestions? Quote Share this post Link to post Share on other sites More sharing options...
GatorBodine 0 Report post Posted July 31, 2014 I dont have a "control_zombieAgent.sqf" in my DayZ_code.pbo... I have the other ones listed that it tells me to find but not Control_zombieAgent.sqf. I do also have zombie_findtarget.sqf and zombie_findtargetAgent.sqf but nothing with control in it.. any ideas??? Quote Share this post Link to post Share on other sites More sharing options...
GatorBodine 0 Report post Posted July 31, 2014 I dont have a "control_zombieAgent.sqf" in my DayZ_code.pbo... I have the other ones listed that it tells me to find but not Control_zombieAgent.sqf. I do also have zombie_findtarget.sqf and zombie_findtargetAgent.sqf but nothing with control in it.. any ideas??? Quote Share this post Link to post Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.