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UNIFIED ZOMBIE ADDON BETA 3 SERVICE PACK 1A RELEASE (C) OCTOBER 3RD 2004. This supercedes the service pack 1 release on October 2nd 2004. Please check your zombie mod's readme file. Thank you! Models: Prototype 001 (Headless and Legless .P3D) and Scott Tunstall (Dr Tongue, Zombie Woman, Zombie Pilot) Scripting: Scott Tunstall Animations: Peter Lustig (HUNT 666) - not used in this release, but feel free to adapt them Collectively referred to as the ZOMBIE MOD TEAM. MANY THANKS TO ALL THE PEOPLE WHO CONTACTED ME REGARDING THE UNIFIED ZOMBIE MOD! WITHOUT YOU, THIS MOD WOULD BE NOTHING!! KEEP THE ZOMBIE SCENE ALIVE - LETS KICK SOME UNDEAD ASS! SYNOPSIS: Operation Flashpoint is the perfect game engine for recreating George Romero's DEAD universe. With the unified zombie pack, you now have your chance to make your own zombie worlds! This addon features 37 different types of zombie. DISCLAIMER: ALL MODELS, SCRIPTS AND ANIMATIONS (the "ADDON") ARE THE COPYRIGHT OF THE RESPECTIVE OWNERS. YOU MAY DERIVE NEW CLASSES FROM THE EXISTING ZOMBIE CLASSES, AND USE THE SCRIPTS IN YOUR OWN ADDONS, BUT PLEASE MAKE SURE YOU GET PERMISSION FROM PROTOTYPE 001 AND SCOTT TUNSTALL IF YOU WISH TO EDIT THE .P3D MODELS OR USE THE TEXTURES. THIS WORK IS BETA AND THEREFORE IS TO BE CONSIDERED A WORK IN PROGRESS. USE THIS ADDON AT YOUR OWN RISK. WE IN THE ZOMBIE MOD TEAM TAKE NO RESPONSIBILITY FOR ANY DAMAGE THIS ADDON MAY CAUSE TO YOUR FLASHPOINT INSTALLATION, OR INDEED YOUR PC. YOU AGREE TO USING THE BETA THAT YOU REPORT ANY BUGS YOU FIND TO firstname.lastname@example.org FOR PROMPT ATTENTION. IF YOU DO NOT AGREE, PLEASE REMOVE THIS ADDON FROM YOUR SYSTEM. PLEASE CREDIT THE ZOMBIE MOD TEAM IF YOU USE THESE ADDONS (even a wee mention in the readme would be nice.) WEBMASTERS: FEEL FREE TO PUT THE ADDON FOR DOWNLOAD ON YOUR WEB PAGE. PLEASE MAKE SURE SCOTT TUNSTALL IS CREDITED. THANK YOU. TECHNICAL INFORMATION You need OFP: Resistance version 1.96 or later in order to use the zombie pack. Copy all .pbo files into the Res\Addons directory. The zombie pack was developed with version 1.96 BETA of Resistance, using the -nomap command line parameter. It will NOT work with any previous version. WHAT'S FIXED IN SERVICE PACK 1: When zombies are killed and then resurrect, shooting them will NOT cause your team to fire on you. Smarter group usage Variable names are shorter Crawler has a face Texture changes to various models USAGE: ***** SECTION 1: BEGINNING YOUR ZOMBIE MISSION ***** STEP 1: SET THE INITIAL DIFFICULTY LEVEL. Load up the mission editor and select your favourite island. I quite like using Skye :) Place a "difficulty level" game logic (all difficulty level game logics are name-prefixed with "Zombie Mod -") on the map and name it "SERVER" (no quotes). This is very important - especially for multiplayer games. Scripts automating zombie movement WILL NOT RUN unless a game logic called SERVER exists. You should use only one "difficulty level" game logic per mission. OK, so what's the difference between each difficulty level? EASY GAME game logic: ===================== Zombies are not indestructible. Dead humans will not resurrect when killed by zombies. Damage done to humans by zombie attacks is light. Zombies hardly damage vehicles. MEDIUM GAME game logic: ======================= Zombies are not indestructible. Humans may or may not resurrect when killed by zombies. It's a 50% chance they will though. Damage done to humans by zombie attacks is moderate. Zombies mildly damage vehicles. HARD GAME game logic: ===================== Zombies are indestructible. Humans always resurrect when killed by zombies. Damage done to humans by zombie attacks is immediate. Zombies significantly damage all vehicles except APCs/ Tanks. If you don't want to use the game logic difficulty level presets, you can customise the game to your liking by setting global game settings yourself. MAKE SURE THOUGH THAT YOU HAVE AT LEAST ONE GAME LOGIC NAMED "SERVER" THOUGH, ZOMBIE MOD LOGIC OR NOT!!! ******* SECTION 2: VARIABLES USED ******** OK, this should only be attempted by intermediate to advanced editors. The following *global* (denoted by the gbl prefix) variables are used to tailor the game to your liking. If you don't know what the hell a variable is, I recommend you stop here and get reading a programming book. GLOBAL VARIABLES ================ gblInitDone = 0 if the zombie subsystem is not initialised, 1 if it is. The zombie initialisation resets the contents of arrays, and performs other "one-time" initialisation. You MUST wait for this value to be set to 1 before tweaking ANY of the other global variables or arrays. Placing/ CreateUnit'ing a zombie on a map, and having a game logic named SERVER will automatically initialise the zombie engine- how long it takes depends on how fast your computer is though :) gblIndestructibleZombies = (0 or 1, 1 means "yes") gblZombieResrWait = (0.. infinite) - real number determining how long, in seconds, an indestructible zombie should lay on the ground after being "killed", before getting up again? You can have fun with this... gblHumanResProbability = (0 .. 1) - real number. The probability of a human coming back as a zombie from 0 to 1. Fractional values allowed. 0 means "human stays dead forever", 1 means "human always comes back as a zombie". .50 means "50/50 chance" etc etc. gblHumanResrWait= (0..infinite) - real number determining how long (in seconds) should a human stay dead before he/she comes back as a zombie? gblZombieDamage = real number from 0..1 (zombie damage to humans: 0 = none, .5 = half damage, 1 = 1 hit one kill ) gblHealthDrain = THIS VARIABLE IS OBSOLETE. DO NOT USE!!! gblZombieCarDamage = real number from 0..1 (how much damage a zombie can inflict on a car, per hit. . 0 = none, 1 = 1 hit one kill .5 = 2 hits etc, .2 = 5 hits yawn yawn) gblZombieAPCDamage = real number from 0..1 (for APCs.) gblZombieTankDamage = real number from 0..1 (for Tanks.) gblZombieDelPause = x (how many seconds before zombies are deleted from map when they are killed. 0 = deleted the moment they are killed again. Set to long value if you want them to never be deleted. REMEMBER: OFP has a finite limit of units & groups (12 x 64) that can be created at one time - it is recommended that zombies are deleted to reduce lag and allow other units to be created!) ARRAYS THAT YOU CAN PEEK gblZombieList  - all ACTIVE zombies. You don't need to add anything to this arr Whenever a zombie is killed, it is removed from this array. Whenever a human resurrects and becomes a zombie, it is added to this array. If you want to program any custom AI for the zombies, set gblAllTargets to empty  and use the array to move the zombies yourself. gblAllTargets  - all ALIVE targets (men, tanks, apcs etc). Whenever a target is destroyed/ killed, it is removed from this array. For speed reasons, try to keep the number of units in this array down to a minimum. Zombies evaluate the nearest unit to attack from this array. The larger the array, the more time it takes them to choose the closest food source!! NOTE: Even though the zombies are EAST side, you can still make them attack other EAST units by adding those units to the gblAllTargets array - but the zombies won't be shot at (East never targets East). gblBitList  - people who have been bit by zombies. Whenever a target is killed or resurrected as a zombie, it is removed from this array. gblHealthList  - THIS ARRAY IS OBSOLETE. gblHuman2ZombieMap  - string pairs specifying a human unit type and it's zombie equivalent, e.g. ["SoldierWB", "ZombieExSoldierWB"] . When a human is to be resurrected, this array is looked up by the resurrection subsystem. When a human is bit, and subsequently dies, the following code executes: x = TypeOf (dead player) Look up X in gblHuman2ZombieMap if a mapping exists, zombie = Zombie Equivalent of X. Create unit zombie and attack remaining humans! NEW FOR SERVICE PACK 1: gblGroupList  - A list of groups that zombies can be added to. If you wish to have lots of carnage, with those bitten getting up and attacking their former allies, you should append to this list some empty "groups". Basically, create a group with one east soldier who is off the map (on another island offshore, perhaps) and use his free "group". e.g. GroupOfSoldierNeverUsed = group this Create a game logic which must execute AFTER you create the first zombie (just wait for gblInitDone to be set to 1) and put in the initialisation: gblGroupList = gblGroupList + [GroupOfSoldierNeverUsed] The zombie mod will use this "free" group to assign resurrected zombies.
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