Arma 3
WarfareThai EX
 This topic has been pinned, so it's probably important
Filthy Peasant  [developer] 12 Jan, 2018 @ 8:55pm
Basic instruction to spawn WFT Ryan 's Zombies & Demons
  • Checking for the mods: WarfareThai EX and Ryan's Zombies & Demons are both installed.
  • Go to 3DEN editor.
  • Switch to modules.
  • Find WarfareThai Modules.
  • Placing either WarfareThai Ryan Zeds Ambient Spawner, or WarfareThai Ryan Zeds Spawner Wave (or both). Customize them for your suite.
  • Placing WarfareThai Ryan Zeds Convert to Normal Zeds, if you would like to convert all WFT Lamprey Zombies (default) into normal human zombies.
  • Placing WarfareThai Ryan Zeds Customize Global for hooking the events.


WarfareThai Ryan Zeds Customize Global
(COREV_Logic_RyanZedHook)
Hook the events for all WFT Ryan zeds.
  • Init Code: Execute this code when unit spawned. Argument is _this :
    _this setFace ["AsianHead_A3_01"];
  • Killed Code: Execute this code when unit killed. Argument is [(_this select 0),(_this select 1)] which can be translated as [_zombie, _killer]:
    (_this select 0) setFace ["AsianHead_A3_01"];(_this select 1) addScore 10;
  • Zed's Uniform List: Put the array of uniforms in here (use [] for default uniforms list) :
    ["U_B_CombatUniform_mcam","U_C_Poloshirt_stripped","U_Rangemaster"]


WarfareThai Ryan Zeds Ambient Spawner
(COREV_Logic_RyanZedHookSpawner)
Randomly spawn a small number of zombies near each players.
  • Condition: Condition to continue spawn zeds:
    {true}
    or
    {time < (60*30)}
    the code MUST BE inside { }
  • Killed Code: Put the array of any marker area which zeds won't be allowed to spawn near player (marker should be an Area not a Icon):
    ["marker_1","marker_5","respawn_west"]
  • Zombie Types: Put the array of zombie classname which will be spawned:
    ["COREV_Z_RyanZedHookMedium","COREV_Z_RyanZedHookSlow","COREV_Z_RyanZedHookWalker"]
    or using [] for all classes.
  • Side: Side of the zeds which were spawned: west, east , resistance, or civilian.
  • Trigger Range: The distance from source position and player to trigger the spawning. Source position is the place where the zeds will be spawned, not the position of a module itself.
  • Wave Delay: How long to spawn next wave, the delay between each waves.


WarfareThai Ryan Zeds Spawner Wave
(COREV_Logic_RyanZedHookSpawnerWave)
Spawn waves of zombies from the module position.
  • Amount of Zeds: Number of the zombies that will be spawned at once. The total number for each waves.
  • Number Wave: Number of the zombies wave that will be repeatly spawned. How many waves which you like to be spawned. Use -1 for infinity.
  • Wave Delay: The time interval for each waves to be spawned after the previous wave had been wiped out.
  • Zombie Types: Put the array of zombie classname which will be spawned:
    ["COREV_Z_RyanZedHookMedium","COREV_Z_RyanZedHookSlow","COREV_Z_RyanZedHookWalker"]
    or using [] for all classes.
  • Side: Side of the zeds which were spawned: west, east , resistance, or civilian.
  • Loiter: Zombie will move randomly after spawned. At this moment (0.1.5.7), this parameter value is swapped. Disable Loiter = enable / Enable Loiter = disable.
  • Trigger Range: The distance from source position (the module itself) and player to trigger the spawning.
  • Delete Trigger Range: When no player inside this radius from each individual zombies, it will delete that zombie.
  • Delete Trigger Interval: When no player inside the radius from above for this period of time, it will delete that zombie.
  • Stop Condition: Condition to force stop spawning the zeds:
    {false}
    for never stop,
    or
    {time < (60*30)}
    or
    {!alive varname of an object}
    Argument is _this for this module entity.
    {(!isNull _this) && time < (60*30}
    the code MUST BE inside { }
  • Suspend Condition: Temporary pause the spawning process until the condition are met:
    {true}
    for never pause,
    or
    {!(["respawn_west",_this] call BIS_fnc_inTrigger)}
    or
    {alive varname of an object}
    Argument is _this for this module entity.
    the code MUST BE inside { }
  • Wave Started Code: Execute this code when units spawned in each waves. Argument is (_this select 0) for the zeds group which just been spawned, (_this select 1) for the serial order of this wave, and (_this select 2) is the current module entity. [_group, _wavenum,_logic]:
    if (!isNull (_this select 2)) then {hint str({alive _x}count (units (_this select 0)));player sideChat (str(_this select 1));};
  • Wave Ended Code: Execute this code when units been wiped out in each waves. Argument is (_this select 0) for the serial order of this wave, (_this select 1) for the remaining waves, and (_this select 2) is the current module entity [_wavenum,_waveleft,_logic]:
    if (alive (_this select 2)) then {player groupChat (str(_this select 0));player sideChat (str(_this select 1));};


WarfareThai Ryan Zeds Convert to Normal Zeds
(COREV_Logic_RyanZedHookForceNormal)
Convert all WFT Lamprey zombies into normal zombies.
  • Stronger Zombies: Normal zombie will be a little bit stronger (can take some more damage).

https://www.youtube.com/watch?v=-1_oIdSFwww

https://www.youtube.com/watch?v=SGnZpQCJJ8I
Last edited by Filthy Peasant; 19 Jan, 2018 @ 12:17pm