Arma 3
Zombie Framework (Chernarus 2020)
48 Comments
lordjake737 8 Feb @ 2:04pm 
hey i the ai shopkeeper shows your points and i cant spend it idk why
Invalid 21 Dec, 2024 @ 4:34am 
how can I rearm my surviving AI after getting back from a mission? they tend to expend all their ammo
thegamecracks  [author] 21 Nov, 2024 @ 9:05pm 
If you all really want to try this gamemode with WebKnight's zombies, here you go:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3369903095
Good luck with your game's performance!
thegamecracks  [author] 7 Nov, 2024 @ 9:01am 
v0.13.8 has been published with new CBA settings to allow increasing the recruit limit and the number of main/side missions that spawn in! Also fixed a bug where turning on your flashlight would break ambient hordes >.<
Trex920 Raptor 30 Oct, 2024 @ 2:18pm 
nvm. just put "[player, allCurators # 0] remoteExec ["assignCurator", 2];" into local execution and zeus works
Trex920 Raptor 30 Oct, 2024 @ 2:10pm 
I can't find anything about spawning units with zeus
thegamecracks  [author] 30 Oct, 2024 @ 1:52pm 
Oh I probably should have added a CBA setting for that, it's hardcoded to 6 AI recruits max. The only alternatives are having someone else make their own squad of 6, or using zeus to spawn in units.
Trex920 Raptor 30 Oct, 2024 @ 1:43pm 
Any way to have more AI? current limit is 6
thegamecracks  [author] 30 Oct, 2024 @ 1:09pm 
Huh, never knew the Contact Platform DLC broke vanilla multiplayer features. Well in any case, have fun exploring the Arma 3 workshop! WebKnight makes some cool stuff and has his own zombie mod with detailed animations, plus a melee mod which, I don't think I've ever tried with RyanD Zombies weirdly enough 🤔
Trex920 Raptor 30 Oct, 2024 @ 12:25pm 
I have fixed it. Contact DLC was the issue. When enabled, there was no multiplayer option in-game, so I was loading a LAN server via the launcher.
Trex920 Raptor 30 Oct, 2024 @ 12:12pm 
When I load in, It seems as if I am already dead, theres a red skull on the map, and in the group maker thingy, in players it says dead.
Trex920 Raptor 30 Oct, 2024 @ 12:07pm 
I'm really happy you've responded. I really want to try this out. Originally I tried with a lot of other mods. but I just tried it with your mod, and its requirements, but still, didn't see any respawn button, all I could do is just move the map around, put markers, and select the areas. I'm honestly pretty new to arma 3 so idk what I am doing xD
thegamecracks  [author] 30 Oct, 2024 @ 11:58am 
Normally the vanilla respawn UI shows up in that map, but you don't see the button to respawn? Did you also load with other mods? If so, one of them might be breaking the interface.
Trex920 Raptor 30 Oct, 2024 @ 11:50am 
I load up a LAN server, and it just brings me to a map I can't exit out of.
Trex920 Raptor 30 Oct, 2024 @ 11:37am 
Doesn't even work, can't get out of the map
thegamecracks  [author] 22 Oct, 2024 @ 10:46am 
Actually, it does seem like the Zeus module might be unassigned from the admin randomly near the start of the game...
No idea what's causing this so I'm not sure how to fix it, but I guess as a workaround you can run this script in the Debug Console anytime you lose access to Zeus (click on Local Exec):
[player, allCurators # 0] remoteExec ["assignCurator", 2];
thegamecracks  [author] 22 Oct, 2024 @ 10:33am 
@s-man Hmm, if you're hosting the mission from the ingame server browser, [Y] should open the Zeus menu without any issues. If you're hosting from a dedicated server, make sure to #login as admin before opening Zeus. And of course, double check the keybind in your controls!
s-man 22 Oct, 2024 @ 7:17am 
hi i absolutely am enjoying this so far, but i was wondering how to get on zeus since im the admin of the server, playing solo btw
thegamecracks  [author] 18 Oct, 2024 @ 12:04pm 
@knivesseveren If you like having fewer zombies, you can load the CBA_A3 mod and change it there. Specifically near the bottom, "Loitering Minimum" and "Loitering Maximum", decreasing those numbers will lower the number of ambient zombies, including those that spawn in the main mission. Unfortunately, zombies in side missions cannot be adjusted.
knivesseveren 18 Oct, 2024 @ 3:19am 
слишком много спавна зомби.
CrazyKing321 9 Oct, 2024 @ 12:12pm 
Really good work, me and a group from the unit I play with tried this and had a great time. Keep it up :VBCOOL:
Oldwaffles 21 Sep, 2024 @ 10:45am 
Thanks! Yeah downloading the pbo and putting it straight into my mpmissions folder worked for me.
thegamecracks  [author] 21 Sep, 2024 @ 8:33am 
@Oldwaffles Accidentally pasted the wrong ID for that explanation, the mission file should be in workshop/107410/3329329231.

If it helps, I've reuploaded the mission files in the GitHub release [github.com]. Scroll down to Assets and you'll see the SHZombiesFramework.cup_chernarus_A3.pbo file that you can download to MPMissions on your server.
thegamecracks  [author] 21 Sep, 2024 @ 8:19am 
"Later today" meaning after one hour :)

Update has been pushed, and player hosters will have to follow the previous comment's instructions to migrate their save data. Other clients can optionally follow the same steps to preserve their last loadouts. Dedicated servers won't need to migrate.
thegamecracks  [author] 21 Sep, 2024 @ 7:02am 
Okay, later today I will be publishing an update with description.ext's missionGroup [community.bistudio.com] explicitly set to SHZombiesFramework. I expect this to break existing saves for anyone who has been player-hosting the mission. For dedicated server hosters that named the mission file SHZombiesFramework.cup_chernarus_A3.pbo, their saves should not be affected since the save file already has the new name.

If you're keen enough to do some file renaming, you can manually migrate your saves after the update:
1. Go to your profile directory, usually "Documents/Arma 3" or "Documents/Arma 3 - Other Profiles/<username>"
2. Look for the save file, "Zombie%%20Framework%%20(Chernaurus%%202020).vars"
3. Copy that file and rename it to "SHZombiesFramework.vars"

This should restore your blood points and stats after the update. This also means your stats can be shared across Tanoa and Chernarus 2020 if you've been playing both maps.
thegamecracks  [author] 21 Sep, 2024 @ 5:51am 
Wait it's worse, I've misunderstood how hosting missions work for those uploaded straight from Eden Editor. You'll likely have to do something similar to the instructions in Mike Force's descriptions, that being:
1. Go to your Steam's steamapps/workshop/content/107410/2477873447/ directory
2. Copy the (numbers)_legacy.bin file into your server's MPMissions/ directory
3. Rename it to SHZombiesFramework.cup_chernarus_A3
thegamecracks  [author] 21 Sep, 2024 @ 5:36am 
Ah fuck, I misspelled it in my description. Try SHZombiesFramework.cup_chernarus_A3 without the extra "u" in chernarus!
Oldwaffles 20 Sep, 2024 @ 8:57pm 
Can't find a mission collection / mission with template name: 'SHZombiesFramework.cup_chernaurus_A3', skipping to next mission.

Im trying to host on a dedicated server and it keeps giving me this error
thegamecracks  [author] 20 Sep, 2024 @ 10:31am 
Yup, Dynamic Groups [community.bistudio.com] is enabled so pressing U should let you create your own groups.
Potion Seller 20 Sep, 2024 @ 9:10am 
Is there a way to have multiple squad leaders? Im playing with a small group of friends so we would each like to have our own ai teams
F18SUPERHORNET 19 Sep, 2024 @ 11:25am 
Cool will check it out
thegamecracks  [author] 19 Sep, 2024 @ 9:12am 
CBA settings added for Ryan's zombies including Damage, Health, Movement Speed, and some esoteric ones like Headshots Only. Need to put out a hotfix for the infection chance since I accidentally reduced that to 1% 😐
thegamecracks  [author] 19 Sep, 2024 @ 7:23am 
Some useful settings from the update:
- Loadouts > Save On Death (disable to restore your last arsenal loadout on death)
- Self Revive > Incapacitation Delay (decrease this to allow self-reviving sooner)
- Zombies > Loitering Minimum (increase to allow more zombies to spawn in)
- Zombies > Min Chance (allow zombies to spawn up to the threshold more quickly)

No settings available for zombies stats yet. There's 69 values that can be tweaked (nice) so I'd most likely pick a few important ones.
thegamecracks  [author] 18 Sep, 2024 @ 9:55pm 
@F18SUPERHORNET The fight never stops...

Just like Apex Framework, once the main mission is completed there's a grace period before a new town is selected for the main mission. For side missions, they spawn in batches and will replenish once half of them are completed. You can see the min/max numbers in initServer.sqf and the mission loop [github.com] scripts.
James 18 Sep, 2024 @ 7:07pm 
Thanks for the help! Thats exactly what i was hoping for!:er_heart::lunar2019piginablanket::steamhappy:
F18SUPERHORNET 18 Sep, 2024 @ 6:04pm 
How does the mission end successfully like mission accomplished? completion of all Main missions or both Main and Side missions?
EloSpartan 18 Sep, 2024 @ 12:48pm 
Now look what you did , you made me follow you
GJ Cracks :)
thegamecracks  [author] 18 Sep, 2024 @ 7:15am 
Tanoa used to have a proper decon area where you drove through and got yourself showered, but the base got a complete makeover and the decon wasn't recreated. Funnily enough, I forgot to remove the unused voice lines from the mission file... If anyone's keen on seeing that, I believe v0.12.6 [github.com] was the last version that still had that system.

Besides that, zombies can drop pills that give temporary relief, but the only permanent cure, that being the antivirus injectors, don't spawn naturally and need to be taken from the arsenal.
Empy 18 Sep, 2024 @ 6:04am 
I've been enjoying this! Although, I think I'm being blind but where is the decontamination place? My guy has got a bad shade of green....

I like how the zombies spawn around you. You can't just choke point them, so you have to get a bit more creative!
thegamecracks  [author] 17 Sep, 2024 @ 7:55pm 
@James Yup, the mod only provides settings via Editor modules. There isn't any human-friendly way to change the zombie stats outside of that, but I did figure out variables that could be changed programmatically from reading Ryan's source code, and documented all of them in a script [github.com] for the gamemode. If you have access to the debug console, you can Server Exec to overwrite some of the settings for a single session. For example, to decrease the delay between attacks to 1 second and increase fast zombies speed from 70% to 100%:

Ryanzombiesattackspeed = 1;
ryanzombiesmovementspeedfast = 1;

As for gamemode-specific values like the zombie spawn rate, I didn't parameterize all of them so those would require re-exporting the mission file. Probably worth having CBA settings to make it more customizable, but I hadn't tried implementing that.
akashki 17 Sep, 2024 @ 6:05pm 
awesome zombies
James 17 Sep, 2024 @ 5:06pm 
Is there a way to modify the zombies stats? It says you can in the zombies and demons mod but im assuming it means more in the editor, the mods super fun but it feels kinda easy :)
Silence 17 Sep, 2024 @ 3:18pm 
Seems interesting, I do like the concept
Spuds 17 Sep, 2024 @ 2:19pm 
id consider that a genuine reason. fair enough lol. ive not messed around with both versions enough to tell which was more performant. but if youve actually tried both and the old version seemed more performant and had all the features you wanted/needed i see that as a good reason to use that mod.
thegamecracks  [author] 17 Sep, 2024 @ 1:02pm 
We did try WebKnight's zombies some time ago, and it's definitely great, but doesn't perform well at scale. If you'd like to try that version, the repo has a webknights branch [github.com] based off the main Tanoa branch. You will have to copy the source code, SHZombiesFramework.Tanoa, into your profile's (MP)Missions folder.

Also I should have expressed this in the description, but development has winded down and I don't expect to be adding new objectives or mechanics anytime soon. If you're familiar with SQF scripting or know someone that is, our project is MIT-licensed and completely free to fork and develop independently (like Antistasi Ultimate). Have a look at the source code and READMEs to gauge whether you think you can improve the gamemode!
Curiosity Rover 17 Sep, 2024 @ 11:37am 
Good mission man
Spuds 17 Sep, 2024 @ 8:18am 
Unless you have a genuine reason to, use Webknights version of zombies and demons as it is more updated, has more features and is still actively maintained.
Disco 17 Sep, 2024 @ 5:42am 
Webknight made a remake of the Zombies mod called Zombies and Creatures. can you use that instead?