Quick update, a couple fixes from .06 and a couple new things.
Zombies not working on clients
New Game Type: No spawns (for developers)
The list that said “Don’t spawn things on coral” was not pushed to clients
Want to build off of DZS platform? Just take this parameter off and change the map how you wish. Players will not be relocated and vehicles/weapons will not spawn. Zombies will spawn as usual, however.
After a brief hiatus I have nice new version of DZS to be released. Many things have been fixed and improved, which lays the groundwork for much more revolutionary features to be added and re-added into the Arma 3 edition of Dynamic Zombie Sandbox. Enter smoother gameplay and hopefully not massive lag after 5 minutes (a result of faulty vehicle spawning). Have fun and report any bugs you encounter! Where to report? On this web page or email me at email@example.com
Zombies no longer spawn in water
Vehicles no longer spawn in water
Vehicle spawning redone
Building destruction parameter fixed
Medic packs in vehicles removed
Dead zombies may have bandages
All spawning parameters work correctly now
Decreased .rpt spam
Debug mode fixed
Parameters cleaned up further
Grass settings now longer crash game
other minor fixes and improvements
For some reason BIS defined coral as a house, so that was the reason for these issues. Why BIS? Why?
Vehicles spawn as the player roams the island. This should work fine in MP as the variables are synced across the network
Yep, turn this parameter on and all houses (including coral, sorry) will be destroyed, for a post apocalyptic feel to things
6 medic packs per vehicle? Too easy IMHO.
A class issue left over from A2, now this works again
“Everywhere, more in towns” caused a figurative train wreck, has been resolved.
Mainly removed conflicts from Arma 2, less spam makes everyone happy.
Dots wouldn’t appear on map. Quick Legend (Brown dots = zombies Red dots = spawning triggers Blue dots = Vehicles)
Weird issue indeed, I’m not even sure how I solved it, but it has been solved
?Σ= .06 Bug fixes. No spawn in water. Smoother. Enjoy.
For the third day in a row I have a release for DZS Arma 3. The changelog will be a little more fleshed out this time, compared to the relatively short one for .03, therefore I have deemed this version to be .05.
Added weapon and other loot spawns in buildings
Headshots will kill
Split up player groups
Removed jittery zombie spawning
Cleaned up parameters
Zombies not attacking
Players starting without weapons
Boxes being empty
DZS now uses the same loot spawn system included in Wasteland. Tonic and I have exchanged scripts before and this is another example.
Previously headshots were not guaranteed kills. Now they almost always are. They will still take a decent amount of FMJ to the rest of their bodies, however.
The radio chatter was annoying and gave the split up players’ positions away
The problem has been in place since DZS 1.0 Combined Operations. It’s gone now.
Many old parameters that no longer work in A3 were in the list, I removed them. As DZS A3 gets developed more, they will be returned.
Not sure where this problem came from, but it was seen in V.03. Last night I threw out a hotfix that changed some code, and the problem disappeared.
Name says it all, also fixed in hotfix
Boxes spawned by clients were seen as empty, server now spawns all boxes. Fixed in hotfix.
Note: The hotfix was .035, no official release post was made for this. If anyone can confirm that the hotfix did not fix the above issues, please inform me.
Good day ladies and gentlemen. Here I have, as promised, another version of Dynamic Zombie Sandbox. It includes a major addition, vehicles. I created a new spawning system that will be more efficient. To summarize, it spawns vehicles as you explore the map, instead of right in the beginning. Making a smooth load for the host. Also, I added civilian zombies, a difference between A3 and A2 was causing them not to be included.
New vehicle spawn system
Adjusted some parameters
Included Civilian skins
Note: This is an alpha version of a mission on an alpha version of a game. Don’t expect perfection, play at your own risk. Please don’t rate down an unfinished product.
Hello! Sorry for the delay, the last few days have been hectic for me in real life. Now, however, I have updated DZS A3 to version .02.
Included plentiful ammobox spawns near where the player starts. NOTE: You may have to search for them!
Made steps to counteract the “Swimming on respawn” issues.
Zombies no longer stop spawning permanently, they will begin again over time.
Did a lot of testing regarding vehicles
Vehicles are still out as of now. After you load in after the mission spawns vehicles, there is massive lag for a long time. Disabling simulation helps a little, but isn’t a final solution. I’m currently writing a more efficient method of vehicle spawning, which will be released tomorrow (March 9)
Hello. After over a year of development over multiple platforms, DZS is ready to be released for ArmA 3. This new engine brings plenty of new features to spice up the zombie experience. First and foremost is rag doll. Now mundane things like hitting zombies with your vehicle become far more satisfying. Physics also brings the potential for excellent new gameplay possibilites.
DZS has mostly remained the same for this version, but some features may not work since this is a whole new iteration of the game. The ArmA 3 version of DZS was taken directly from the latest beta of ArmA 2 CO DZS.
Obviously this is an alpha version of the game, but this is also an alpha version of the mission. Version .01. Expect tons of bugs. This is a stripped down version of DZS, more to come. But this is the best I could do in one day.
Some things that do not work:
Vehicles do not spawn
No weapons found on map
Images on the bottom.
Before you download I would love if you shared your opinion about DZS with this simple survey on Google Docs:
The installation of DZS is simpler than other zombie mods for one main reason, DZS isn’t a mod. Therefore the instalation is incredibly easy, which is why there were no formal install instructions before this.
There are two primary methods to downloading the mission.
1. Download directly from the Internet
I’ve posted the download multiple places across the Internet, however they are not all always up to date, and some sites have the official testing/beta version.
Once you have downloaded the file, extract the folder. Then proceed to place the .pbo file in your MPmissions folder. You can then start the game and create or join a server.This folder can be found at the following locations:
BIS store download or DVD – Program Files/Bohemia interactive/ArmA 2 Steam download – Program Files\Steam\steamapps\common\arma 2
NOTE: If the folder doesn’t exist, create it.
2. Download in-game
Dynamic Zombie Sandbox can be downloaded directly when you join a server. Some servers host modified versions of the mission, so you won’t have the official version, and you will have any extra issues included with those modifications.
You can access these downloaded files in a folder titled “MPmissionscache”. it can be found at the following location:
Today’s dev blog will just be a quick update on progress and I’ll throw out the next beta version.
I’ve successfully added in a new set of zombie scripts, courtesy of everyone’s favorite Celery. Zombies should respond better all around. Food/water is still broken, so you might as well turn that off. Enjoy the new zombies! I’ll continue the fixes this weekend. Also, as a side note, I’ll be getting new art for all the DZS pages soon.
Nick Bashore’s overview of the beta version I’m about to give you:
@craig_vg After a few hours in it: 1. Cannot cook food via any fire | 2. Water is still unobtainable | 3. Zombies handle MUCH better.