Arma 3
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Half-Life Zombies and Headcrabs Mod (Based on Max_Zombies and Max_Alien by Maxjoiner)
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Data Type: Mod
File Size
Posted
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75.411 MB
25 Apr, 2020 @ 3:11pm
15 May, 2020 @ 11:36am
4 Change Notes ( view )

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Half-Life Zombies and Headcrabs Mod (Based on Max_Zombies and Max_Alien by Maxjoiner)

Description
Description
This mod adds zombies from Half-Life universe. Based on the zombie mod and the alien mod made by Maxjoiner (details in the Credit section). Designed to be played with Half-Life 2 : Echoes of the Resonance Cascade. I recommend you to play Half - Life 2: Unforgotten scenario from The Paramedic which uses the zombie mod and works great as a showcase for this mod.

Features
  • Half-Life 2 zombies units (zeus and editor compatible), the zombies can be found under the independent category but they are hostile to everyone.
  • Custom sounds for the zombies and for each type of zombies. For example, the zombines have their own sounds.
  • Some skins for the zombies that are not in the original game in order to add some variety to the enemies. (Zombine Elite or Citizen Zombie for example).
  • Classic Headcrab as NPC with his custom sounds and custom animations. This headcrab and the future headcrab are based on the facehugger from Max_Alien mod. The headcrab can be found in the same category as the zombies and he is hostile to everyone too (except the zombies of course).
  • Resurrection script with the headcrab. If a unit get "headcrabed", you have 30 seconds to flee until the "headcrabed" unit turns into a zombie. You'll have better result if you use Half-Life 2 : Echoes of the Resonance Cascade with this mod because the resurrected unit will fit with the "headcrabed" units but the resurrection script also work with vanilla units don't worry.
  • Headcrab hats
Known Problems / Conflicts with other mods
  • Zombie sounds and the headcrab sounds can't be heard in Zeus even if you remote control a unit. Temporary fix : Use Achilles mod and control a unit as player instead of simply remote control a unit.
  • This mod is not compatible with Max_Zombies and Max_Alien (Scripts errors)
  • This mod is not compatible with Ravage and Universal Uniforms (Class inheritance errors). This zombies will be dressed as civilians.
  • This mod is not compatible with ACE3 medical module (included in ace). Temporary fix : Disable the ACE3 medical modules in your options.
Requirements
No requirements. Enjoy it as a standalone.

Future of the mod
  • Headcrab hat "prop" model. For now, if you drop a headcrab hat on the ground, you'll see an ammobox.
  • Fast Headcrab as NPC.
Credits
  • Maxjoiner for his amazing zombie mod and his alien mod. He gave me the authorization to modify his mods and make it fit to the Half-Life universe so go check his youtube channel and his other mods.
  • My friend Castial who helped me during the creation of the mod to choose some parameters in order to make the mod the closest to the Half-Life universe, for the playtesting, some advice for the skins, for providing me his audio files from Half-Life 2 for the zombines (My audio files are in french) and some screenshots.
  • Sabre-aN for his garry's mod addon Headcrab Zombie Mod, the extra skins come from this addon.
  • Valve for Half-Life 2 and the episodes, the models come from those games.
Popular Discussions View All (1)
0
24 Jul, 2022 @ 6:11pm
Civilian cloths on zombies
Vermo098
170 Comments
Nekavandre  [author] 17 Jul @ 3:47am 
@I'mGoingBerserk Hello! Are you potentially using an extra gear mods? I've noticed that some mods like CBRN (forgot the exact name but it essentially gives all NPC's Gasmask regardless of Mods installed) will hard override any clothing from any mod. Do you have anything like that potentially running?

As for not dying would you happen to be using ACE? Or any A.I. mods like VCOM?
Nekavandre  [author] 17 Jul @ 3:44am 
@x50squidx Sorry to just reply now. I've been away from Steam due to IRL Life for almost a year now. But if you're still interested in getting this mod to work months later I can see if I can help.

Are you using any A.I. altering mods? As well as A.I. Voice sounds such as additional ambient/combat dialogue? I've noticed when I last played that some A.I. mods like VCOM seem to override the Headcrab A.I. 50% of the time or straight up turn them off. While some mods like Death Screams override the Headcrabs sounds?
I'mGoingBerserk 16 Jul @ 6:10pm 
Headcrabs work but zombies look like civilians, and I'm not using Ravage and Universal Uniforms. Also they cannot die and do not react to players.
x50squidx 30 Jun, 2024 @ 11:35am 
hi there so how do they work? ive placed head crabs down but they just ignore the ai and even myself completely they just scurry away and whenever I kill them they do a typical arma 3 death sound. ive also looked at mods that conflict with this mod and dont have those at all so any help or information would be great :)
Nekavandre  [author] 7 Apr, 2024 @ 7:10pm 
@RudyRedTop This is an issue with the underlying code which is Max's Zombies Mod we used for this Mod. That Mod that is a known issue that isn't hardcoded into how he made his mod. It is not a bug from what Max says just something that you have to deal with. It is suggested to not place hostile units near Max/This Mods units near eachother or their A.I. will activate.

Sometimes in EDEN even though they show damage or move around they'll work just fine once in play but other times those units that took damage did indeed take damage.

As for the sliding issue that is also a Max's Zombies mod code issue. It seems to be active when running other A.I. mods like VCOM. But Ima be honest with you I have to pin down any one issue at all after months of trouble shooting with various mods.

Sorry for late reply. Military life doesn't give me much time anymore.
RudyRedTop 3 Apr, 2024 @ 9:25pm 
Also it seems as though the zombies and such will react to things even in 3den editor. Like they'll turn to face enemies, cause the enemies to appear to take damage (bloody uniforms and such), and otherwise just act very weird in 3den.
RudyRedTop 3 Apr, 2024 @ 9:08pm 
With both "Path" and "Move" turned off the zombies will just slowly slide away still for some reason
RudyRedTop 3 Apr, 2024 @ 9:05pm 
I wanted to pre-place some of these units in a mission with movement turned off so they could be activated by a trigger, but they seem to still move even with move or path turned off. Anyway to get around this?
REVER!E 14 Aug, 2023 @ 5:26pm 
only in the workshop
Nekavandre  [author] 27 May, 2023 @ 2:27pm 
@Pitchus Have you read the information provided above telling you what is incompat and would cause that known issue?