Re: Zombies don't atack any survivor
Posted by
DayZ_SP on
Oct 18, 2012; 6:57am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Zombies-don-t-atack-any-survivor-tp404p415.html
What happens is, because BLUFOR units cannot fire at civilian classed units, they are set so that an automatic attack command is issued to each zombie until they are dead. For example, if you play ArmA 2, you can command your squad to attack a certain unit.
It randomly targets different zombies, only changing the attack order once the Zed is dead.
Civilian units, no matter what side they are placed on, are still classified civilians. Thus they do not attack the BLUFOR and vice versa. If this was overidden, BLUFOR/Survivors would shoot buildings, loot piles, and other ambient objects.
Zombies do not attack them as the coding only allows them to target actual player units. It will not attack AI units.
I am however coding some stuff for DaiZy and might look into a way to fix this.
One way around this might be to recode the Zombie faction (Class) to "East" instead of Civilian?
It's a quick and dirty fix, but it is the most efficient and guarantees AI Survivors (Blufor) attacking the Zombies and not letting up until they are dead, or the human survivor issues the cease fire order. It also allows for the human player to prioritize targets like in standard ArmA 2. I'm willing to put up with the Zombies attacking only the human player if I have better control over my AI fire squad that will hopefully keep the Zombies at bay.
As part of my on-going experiments, I tried using the "SideEnemy" string as well as different variations (side = SideEnemy; addSide = EAST) in the Editor while experimenting with just placing a Zombie and AI Survivor units on a map with myself to see what would happen with no triggers and no scripting of any kind.
What finally triggered the AI Survivor to engage the Zombie was after I
text edited the CLASS in the mission.sqm file of the test map. I changed the Zombie class (faction) from CIV to EAST.
Now, this was a very simple test... But it is a proof of concept of what I think may need to be done on a much deeper level that is beyond my capabilities.
This is also why I made the request on this forum to basically remove some of the MP features and give SP mission makers like myself a "DayZ" module (the random loot, AI Bandits and Zombies) so we could then create more dramatic and structured SP missions around it.
It's interesting, but researching all of this technical stuff, you can see the differences between an SP and MP game play experience even it is all part of the same game...