[DEVELOPMENT] Outbreak (Arma 3 Mod) Post-Apocalyptic Survival

Quackster

a devbest user says what
Aug 22, 2010
1,765
1,245
Updates

- Added more loot spawns to houses and enterable buildings
- Added new "Firestation" loot tag
- Wild zombies will can spawn with civilian clothes along with their raggy clothes
- Pilot zombies will spawn around helicopter crash sites with their helmets and gear
- Zombies spawned around buildings will no longer wonder off into the forest (this was needed for the zombies to stay around the crash site).
- Zombies that don't have players within 200m of them will be deleted/cleaned up by server

All the commits:

etuZUYe.jpg


You probably won't finish this either.

I don't understand what you mean by "either"???

I finished the Minecraft version but I decided to do it in Arma instead, because of cars and more modding capabilities.
 

Quackster

a devbest user says what
Aug 22, 2010
1,765
1,245
Updates

I started the Outbreak Launcher, it's still unfinished, I'm going to polish it up later.

- Can change settings
- Can set Arma 3 path and launch parameters
- Can set Windowed mod and close launcher after chosen a server
- When opening the launcher it will check if you have two required mods, if not, will bring up a window saying where to download them and the launcher will check if they're installed.

Verify/Install files feature

- The program will check the integrity of your files and update them
- The form automatically updates with new files it sees when it requests a list from outbreakmod.com
- The verify files form will show if a file is out of date or needs installing

TODO:

- Show server list
- More settings customisation
- Save servers
- Double click server to join it

ckYR9OD.png

 
Welcome back!

Development has resumed.

Changelog:

- Rewrote fracture and leg breaking
- Optimsed user logging in (all just one big SQL query instead of many queries at once)
- Weapon caliber balancing when shooting other zombies and players
- Dynamic events now rotate around the map every x minutes
- Morphine now fixes broken bones
- Basic zombie AI (written from scratch by me)
- Zombie sounds depending if they're idle, throwing a punch, found a target etc
- Converting magazines with same caliber and keeping ammo count (eg double clicking DMR mag will turn it into a FN/FAL mag, and double clicking a stack of .45 ACP for revolver will turn it into a 1911 magazine)

Bug fixes

- Fixed a bug where logging in with 0 health will put you in a constant respawn loop
- Health updating/checking is instant now


I've now open sourced everything at:

How zombies work

If zombies have no target:

- they will wander around making noises
- once found a target, they will keep chasing that target (if they're within distance).

If a zombie is 2 metres or less from a target:

- they will attack and throw a punch
- if a player moves away since a punch was thrown there will be no damage taken.

If the target runs away from the zombie:

- the zombie will wander around where they last saw the target.

TODO: Gun shots attract zombies

Video demonstrating basic zombies coming soon
 

Ethereal

Neurotic Male
May 18, 2013
494
330
Updates

I started the Outbreak Launcher, it's still unfinished, I'm going to polish it up later.

- Can change settings
- Can set Arma 3 path and launch parameters
- Can set Windowed mod and close launcher after chosen a server
- When opening the launcher it will check if you have two required mods, if not, will bring up a window saying where to download them and the launcher will check if they're installed.

Verify/Install files feature

- The program will check the integrity of your files and update them
- The form automatically updates with new files it sees when it requests a list from outbreakmod.com
- The verify files form will show if a file is out of date or needs installing

TODO:

- Show server list
- More settings customisation
- Save servers
- Double click server to join it

ckYR9OD.png

 
Welcome back!

Development has resumed.

Changelog:

- Rewrote fracture and leg breaking
- Optimsed user logging in (all just one big SQL query instead of many queries at once)
- Weapon caliber balancing when shooting other zombies and players
- Dynamic events now rotate around the map every x minutes
- Morphine now fixes broken bones
- Basic zombie AI (written from scratch by me)
- Zombie sounds depending if they're idle, throwing a punch, found a target etc
- Converting magazines with same caliber and keeping ammo count (eg double clicking DMR mag will turn it into a FN/FAL mag, and double clicking a stack of .45 ACP for revolver will turn it into a 1911 magazine)

Bug fixes

- Fixed a bug where logging in with 0 health will put you in a constant respawn loop
- Health updating/checking is instant now


I've now open sourced everything at:

How zombies work

If zombies have no target:

- they will wander around making noises
- once found a target, they will keep chasing that target (if they're within distance).

If a zombie is 2 metres or less from a target:

- they will attack and throw a punch
- if a player moves away since a punch was thrown there will be no damage taken.

If the target runs away from the zombie:

- the zombie will wander around where they last saw the target.

TODO: Gun shots attract zombies

Video demonstrating basic zombies coming soon
Wow, the project is really coming along. Keep up the good work! :up:
 

Quackster

a devbest user says what
Aug 22, 2010
1,765
1,245
Changelog

Apr 4, 2016
- Increased the amount of items to use in crafting
- Added multi-lined texted for items with longer names in UI
- Moved recipes away from CfgMagazines
- Fixed GUI height
- GUI now shows green/red if you have (or don't have) enough items
- Searching ground for logs

Apr 3, 2016
- Crafting GUI by pressing U is now added
- Reading from configuration with different types of recipes is added.
- Removed deprecated ArmA 2 (getNumber, getArray, getText) calls and replaced with BIS_fnc_getCfgData

Apr 2, 2016
- Added wild zombie spawns
- Fixed wild zombie spawns
- Added more zombie sounds
- Variable refactor (login, min max wild z spawn)
- Delete magazine when it's empty
- Mute sound when logging in
- Zombies sprint after pursuit and not invincible

Commits on Apr 1, 2016
- Added extra military areas
- Only run tasks when logged in
- Zombie clothes and wandering fixes
- BUG FIX: FindNearby checks for alive units only
- BUG FIX: Zombies faced opposite way when attacking
- BUG FIX: Zombies spawned too close
- Zombie now faces player
- Fixed FPS drop when shooting zombies
- Dynamic zed spawning (instead of one area in city)
- Renamed and refactored functions
- Fixed persistent item placement (when placed, it would hover 2 feet)

March 29, 2016
- Removed ability to stand when logs are broken
- Fixed bug where dmg handlers were unregistered

Screenshots

Finally figured out how to create custom GUI's for Arma 3. I can now extend the amount of crafting that can happen within the game. :)

YBU0jjK.png


eD9Lp91.png
 

Quackster

a devbest user says what
Aug 22, 2010
1,765
1,245
So @Brad helped me test the mod, to make sure there's no bugs with multiple clients, unfortunately there's a huge bug which I've encountered! :D

- When a zombie hit a player, the effect is broadcasted to every player

can i set up a server and help to work on it ?

Unless you're a talented modeler with Oxygen 2 or a decent graphics artist I don't require any help, and setting up a server is currently a waste of time as both server and client mod are being constantly developed.
 

Hender

King Tinkerer
Mar 3, 2016
304
122
i read this yeaterday and never replied, i wish i hadnt sold my computer last year tbh, because this is totally something id want to play.

still got my steam account with 70 games on, i might just get another PC to start playing again, this mod looks great! ecspecially on arma 3.
 

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