Version 1.0 Released! (3 comments)

Added by Craig_VG about 5 years ago

Dynamic Zombie Sandbox V1.0

Note, 1.0 doesn't and will never mean final version for this mission.


After quite a long time, I finally have 1.0 ready for release. This is the most complete, stable version of the mission that I have. It also most fulfills what I wanted to put into this mission back in Version .75. Many new features have been added and many, many fixes have been made. Also, I have already started work on 1.05

Making the mission more stable was one of the largest goals of 1.0. It still won't last forever on dedi, but it will last longer. Further improvements are in my head and will be added in 1.05.

What's Added?

This is definately the longest changelog to date, and the amount of work I've put into it has been quite staggering. I live quite a busy life, school, work, sports, friends, (pretty active in the party scene too, but don't tell my parents ) so I can only work on this in what spare time I have.

I have fairly detailed descriptions on dev-heaven of each of the bugs and features if you want to click the links.


Fixed lag issues from .95
Weapons in buildings, a little like DayZ
Local hosts couldn't use the logistic features
GPS would put markers on other players
Sidemissions never end
Weather can be completely random
Sidemission markers no longer give the exact location, if chosen


Roadmap found at Devheaven
Bug #30290: Ammobox Sidemission
Bug #30291: Time doesn't sync to JIP
Bug #30292: Markers do not update to JIP
Bug #30293: Helicopter crash is still bugged
Bug #30307: Refresher.sqf kills off all units that are not players
Bug #30313: Picking up objects (To put in cars)
Bug #30352: Sometimes players spawned in a mob of zombies
Bug #30359: Long trains of cars can be made!
Bug #30362: Car/object list doesn't get updated on dedicated sometimes.
Bug #30374: Massive Lag
Bug #32855: Objects get placed floating
Bug #35643: Start with no map and no weapons parameter sometimes doesn't work.
Feature #30314: Parameter to choose how many weapons will spawn in side missions. (Ammo cache's)
Feature #30364: Apocalypse Siren on siren poles
Feature #32590: Weapons in buildings
Feature #32628: Parameter to get rid of sidemission markers
Feature #32725: Random Weather Option
Feature #32805: Sidemissions loop
Feature #32806: Increase Respawn timer
Feature #32808: More robust player position finder script
Feature #32809: Make weapon finding script more efficient and with more features.
Feature #36039: Spawn just outside of towns
Task #30353: Remove GPS -- Allows cheating
Task #35603: Expand the "Players start together" parameter


CO version (Flagship version):
Requires patch 1.60 of ArmA 2 Combined Operations. No other mods/addons required, works with ACE to a degree, full ACE integration is on the way (@stk2008)

OA version:
Requires patch 1.60 of ArmA 2 Operation Arrowhead . No other mods/addons required

A2 version:
Requires patch 1.10 of ArmA 2 or ArmA 2 Free. No other mods/addons required

All 3 Versions in one Goodie Bag:

Thanks to:

SRU team, thanks for the ideas and the testing -
Dethorath - Helped a lot with sounds and testing
Tonic - Told me to abandon construction, and made the new Loading screen, he also made the time sync correctly!
VVC team
Loyal players
Everyone who hosts the mission
Celery for making the zombies!! (and ArmA 3 MP)


1. A2 version hasn't changed much, but I did add make it so weapons would spawn in vehicles, and a few bugfixes. The CO version is the main one I work on, and A2 lacks a lot of the scripting features of OA and CO, which makes it much harder to port the latest version over to it.

2. If you spawn with a weapon but cannot shoot, just press F.

I'm back and 1.0 (5 comments)

Added by Craig_VG over 5 years ago

Hey guys.

I stopped updating dev heaven because I wasn't actually working on anything. RL has been interfering lately, and that needs to take precedence. However I'm back now.

I want the 1.0 version of this mission to be as bug free as possible. If you have any bugs to report please put them in my issues on dev heaven and I'll do my best to get rid of them.

After 1.0 I want to start adding features again!

Version .85 Released!!

Added by Craig_VG over 5 years ago

Dynamic Zombie Sandbox .85 Release

Third beta release of my mission. Focus was on gameplay, but all known bugs were fixed. The past 2 releases have been lacking in this important element. Put it this way: I got scared playing this new version a few times.

What's fixed?
Focus on gameplay. With the right weather and fog settings, along with view distance this can be quite scary now.
I added some tasks, but the sidemissions are still planned for next version, which will focus on goals. This version redid a lot from a weapon an vehicle perspective also, they are a lot more customizable. I tweaked the default parameters also.

Once you load (if you are server) a loadscreen will appear. Wait until that is done, then wait until the task appears in your list. The longer you wait in the mapscreen the less chance of anything getting messed up, but that chance is a lot less likely now. Fasttime was added so you can experience the whole day in a shorter time. Its a parameter if you don't like it.


Bug #27532: Weapons were not selected at mission start
Bug #27534: The helicopter's location was not clarified
Bug #27538: Players were not spawning in the right town
Bug #27540: JIP players spawned right next to players already ingame
Feature #27530: Weather Options
Feature #27531: View distance options
Feature #27533: Fastime option
Feature #27535: Option to remove task location
Feature #27536: A task that provides no escape, open ended
Feature #27539: Redid weapon spawning
Feature #27559: Added amount of weapons paramter
Feature #27560: Create a condition of vehicles paramter
Feature #27565: Weapons based on type
Task #27537: Added more shotguns
Task #27541: OA weapons added
Default Island is now takistan, but that can be changed by just changing the .takistan to another mapname

Requires patch 1.60 of ArmA 2 Combined Operations. No other mods/addons required
Dynamic Zombie Sandbox V.85

Thanks to:

All beta testers
Celery - Excellent Zombies
VVC team - Constant support and help

Got bugs???


Version .80 Relased

Added by Craig_VG over 5 years ago

Dynamic Zombie Sandbox .80

Second beta release of my mission. Multiple bugs have been brought to my attention, and fixed.

What's fixed?

I see this as a detailed changelog.
After dropping into a few servers that were playing this I received some quality feedback, and some of that made it into this version, and more to come.
As stated in the BI forums there was some issues with the loading screen, this has been fixed, along with the tasks. Zombie behavior has also been improved. When a large number of players were connected zombies tended to stop spawning, or to become very rare, this has also been improved.


[Fixed] Tasks did not show up for clients or JIP
[Improved] Zombie Behavior with large number of clients
[Fixed] The base did not spawn for clients
[Fixed] Loading Screen would fail to complete
[Removed] Loading Screen for tasks
[Added] Parameters for less vehicles
[Improved] Strain of server for tasks
[Improved] Removed chance of a launcher being given to a player on start
[Improved] Reduced download size
[Improved] Optimized many scripts
[Improved] Scripts are fully commented
[Fixed] Time wasn't synchronized ththroughout the server
[Fixed] Chopper task wasn't ending
[Fixed] Random position wasn't working
[fixed] Base task ending was broken
Plus many more (That I forgot)

Requires patch 1.60 of ArmA 2 Combined Operations. No other mods/addons required

Thanks to:

All beta testers
Celery - Excellent Zombies
VVC team - Constant support and help


Some more problems were brought to my attention and the issues have been fixed. Version is now .80

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