Arma 3
OPENZONE REDUX [SP OPEN WORLD EXPERIENCE]
10 Comments
Kicsi Dope  [author] 31 Oct, 2024 @ 2:20pm 
So long as it does not cause bugs I don't see why not.
honger 28 Oct, 2024 @ 12:30pm 
I hope the mission author doesn't mind this kinda-self-promotion – I uploaded a few retexture mods of the Chornobyl Zone map to the Workshop (created by the terrain author, who for some reason never posted them on Steam Workshop), and they work with the scenario just fine. You can easily change the atmosphere from summer to autumn, winter, or a more "dark" environment.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3356355823 - Autumn
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3356359567 - Winter
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3356357716 - Dark
ye_mao 18 Oct, 2024 @ 2:49am 
so good ,epic:steamthumbsup:
ACKIZ 4 Apr, 2023 @ 12:15am 
Hello,

I liked that scenario very much. Action and adventure mixed and some mystery to it. Very well done! I had no problems, only the typical ArmA buggs.
Thanks a lot!!! :steamthumbsup:

https://youtu.be/5ChyC3btack
honger 14 Dec, 2022 @ 10:40am 
Cool, glad to see the mission running smoothly now btw, way better experience.

I noticed that upon loading save/continuing, zombies do some weird stuff when killed, their ragdoll doesn't work as it should. You would have to see it yourself. Kinda immersive-breaking when dead bodies are jumping around but fortunately there aren't any dynamically spawned hordes so there's almost 0 chance to waste ammo on these bodies. Perhaps it's the zombie mod, perhaps it's because of the map as other manually placed "physx" objects like backpacks sometimes jump, too.
Kicsi Dope  [author] 14 Dec, 2022 @ 9:18am 
I nevertheless made most friendly NPC-s invulnerable, just so one can't break the game by running over a later questgiver or something.
Kicsi Dope  [author] 14 Dec, 2022 @ 9:16am 
Alright, thanks for the help man. Seems isMutant does not change the AI at all, it is just a "DO NOT ATTACK" flag for the unit, which seems to work just fine for this purpose.

The infection can now be fought against with enzymes, found in the various crates scattered throughout the map, or bought from vendors at 850$ a pop.
honger 13 Dec, 2022 @ 8:51am 
From what I have noticed there's only one armed guard there, if you could add one or two guys outside or place one per each room, perhaps it could help. I remember Ravage having a safezone/blacklist module that caused zombies and/or enemy units to flee away or despawn. If Necroplague has something similar, it could work as a safety measure. I'm not sure if making them invulnerable will help because AI is prone to infection too, and it has it's custom "damage" thingy.

_unit setVariable ["infected", -1, true]; - is to "cure" the infected but will be overwritten as soon as units is hit by zombie again.

_unit setVariable ["isMutant", true, true]; - is to prevent friendly fire for zombies, it might work as long as it doesn't make the affected unit enemy to everybody else.
Kicsi Dope  [author] 13 Dec, 2022 @ 8:27am 
Yep, I'll make it so it is not too hard to get some medicine.

As for the clipping, honestly don't really know what to do, buildings are quite iffy in this map :/
Will make the guys invulnerable just to be sure.
honger 13 Dec, 2022 @ 5:06am 
Zombies clipped through the Bookstore building and killed the doctor that gave me a quest. :/

Also is the infection thingy from Necroplague enabled? I'm getting damage from the zombies that cannot be healed.