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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3369903095
Good luck with your game's performance!
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];
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.
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.
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.
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
Im trying to host on a dedicated server and it keeps giving me this error
- 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.
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.
GJ Cracks :)
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.
I like how the zombies spawn around you. You can't just choke point them, so you have to get a bit more creative!
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.
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!