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I have recently revisited this issue and I believe this does help. I've noticed that when zombies group together, all will stop (eventually) when the group leader stops.
I believe the root of this issue stems from the use of the doMove command in the mod's engageTarget function. This same issue of units not moving has been discussed in this thread on the Bohemia Forums: https://forums.bohemia.net/forums/topic/169852-issues-with-domove-commands/
If this bug is still present, it may be what's causing the zombies to stop moving. Now I'm not entirely sure why this bug would make zombies in their own group more reliable than multiple zombies in one big group. It may have to do with how doMove command on a squad leader tells the group to form up.
From my testing, you can help mitigate this bug by doing the fix described in that forum post. Here's a rough but concrete example assuming you have a zombie group named zAmbientGroup:
This will continually check every 10 seconds if the zombie group leader has moved less than 1 meter since the last check. If it hasn't moved and is seemingly stuck, we give the group leader a doStop command. Then, when the mod calls the engageTarget function again it will automatically issue another doMove command.
In short, the problem is that you have too many zombies placed down in a map, I found that with 6 large mobs of zombies the problem became more and more apparent, however with 1-2 there were literally no problems whatsoever.
You are still able to place modules down for roaming, feeding, etc however there is a limit to how many entities the game engine can run which means higher entity counts will make you game run like a cheese grater that has broken both of it's legs and is currently in a coma and will also break the zombies AI, thus the stopping.
And to be fair, a single large group of zombies has the same amount of units as 4 rifle/ assault squads which explains why the game gets so bogged down.
If you just stick to what your server/ pc can handle you should be OK
P.S. Spawners are really good at mitigating this problem as you can still get large amounts of zombies but since they are all spawned in at different times it runs better.
P.S.S. When zombies die it allows other units to become active.
Sadly I have missions which were working brilliantly now unplayable, with all fast zombies taken out before they get anywhere near a human!
I have tried just about everything suggested here to remedy it, with no success. I also tried removing additional mods one by one, creating new scenarios from scratch, and still with no success. It makes no sense, almost like the mod itself gets corrupted.
Perhaps it's relevant - I have noticed other behaviour changes that go alongside the standing still bug:
- They seem to struggle with targeting - even when they know where you are and are very close, you will see them slowly spinning round on the spot, looking in all directions - they didn't do this before the bug starts
- Even when directly attacking a single human, they tend to run straight past the victim before/after an attack, getting as far as 15-ish metres before they awkwardly turn around and come in for another 'fly by' attack...?
- With a handful of standing-still zombies trying to edge closer to you and your squad, I notice a significant performance drop, with chunky frame freezes every few seconds
Can anyone else verify that their issue has the same symptoms as this?
Next up I guess I will try reinstalling some files...
I have set the zombies to careless, set waypoints, setup the zombie setting module and they still just stand there.
have you all set the zombie horde spawn distance to 250m or greater?
have you all set zombies as independent went into general settings and turned independent hostile to blufor and opfor?
im only asking because thats what i do and i haven't experienced any issues with this mod at all. sorry if i stated obvious things there. hope that helps someone.
Sadly I have missions which were working brilliantly now unplayable, with all fast zombies taken out before they get anywhere near a human!
I have tried just about everything suggested here to remedy it, with no success. I also tried removing additional mods one by one, creating new scenarios from scratch, and still with no success. It makes no sense, almost like the mod itself gets corrupted.
Perhaps it's relevant - I have noticed other behaviour changes that go alongside the standing still bug:
- They seem to struggle with targeting - even when they know where you are and are very close, you will see them slowly spinning round on the spot, looking in all directions - they didn't do this before the bug starts
- Even when directly attacking a single human, they tend to run straight past the victim before/after an attack, getting as far as 15-ish metres before they awkwardly turn around and come in for another 'fly by' attack...?
- With a handful of standing-still zombies trying to edge closer to you and your squad, I notice a significant performance drop, with chunky frame freezes every few seconds
Can anyone else verify that their issue has the same symptoms as this?
Next up I guess I will try reinstalling some files..
yeah me too