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As far as your question goes ... No , not really. If one excludes arma3 , which in some ways is "superior" to Arma2 as a base , but in other ways it is not.
DayZ mod ... it's very hard to "top" as far as a PvP/survival scenario. ... which after it's "success" , spawned a slew of "survival genre" games , some copy cats/clones , some tried to make changes but play realatively the same but lacked elements everyone loved in Arma2 mods.
I think ... it's dying , not because it's "old" ...
Stalker CoP is WAY older ... and it has thousands playing it still.
Some people still play atari games or old 8bit nintendo after-all ...
I think it' s dying because :
"Zombies" are not appealing much anymore. Tow things there,
1- Everyone is "jaded" to the concept, it's not a very "original" concept ... and it's been over-done.
2- "Zombies, ZEDS, Infected ... whatever they were in DayZ were a joke. Not a threat, glitchy/buggy , odd moving , and exploitable spawns so PvP was easier.
The "survival aspects" , food , water, ammo, gear ... also a running Joke , and thats where the mod actually failed players. There wasn't ANYTHING so rare as to be coveted, and only so few that you were lucky to get it, or kill for it.
Mods like Epoch/Overpoch ... added traders , so items/gear/ect were even easier to get, and further put everything in "easy mode".
To be honest, if you are "following" what I said well ... it really made no sense to be a "bandit" in DayZ, as in no real incentive ... except for the thrill of PvP combat. No othe rreason, except MAYBE boredom kicking in.
everything easy to get/attain in a few hours of play ... make it to an airfield/mililatry spawn or two loot one major town, a few industrials ... you just pretty much reached your "end game".
Epoch/Overpoch pushes that a tad further , IF you want to build a base.
PART of the reason everyone KOS/Bandits ... it's easier for one thing, but there's no real challenge in regards to AI or Zombies. Once geared , what else is there to do? The only
Presentable "challenge" is basically Player vrs Player shootings, or avioding them.
Not much else.
BUT all the PvP/KOS that happened ... is just as immersion breaking the "survival" concept/expereince as when a "Infected/Zombie" glitch hits you from 50 meters away , or through a wall breaking your legs in one hit ...
With the mod devs leaving for standalone development , and player community shrinking from no direct arma2 online support/Arma3 release/replacement ... even community made "dayz-mods" shrunk and went extinct.
( Some could have been "saved" if content makers/devs weren't stingy and kept files to themselves for thier servers only. )
With-out a hard working community support ... it's gonna die off, well for anything "new" that will breathe life back into the game/mod anyways.
My theory has been ... smaller groups/smaller server missions and mods for Arma2, is the way to go now.
Instead of relying on 2-30 players on a epoch mod to make it fun ... start designing servers with lower populations in mind.
I myself ... th eonly "parts" of DAYZ mod I even like anymore:
- Health/blood/bleeding/medical system
- Flashlights, Chemlights, roadflares
- Backpacks with increased storage capcity, and ability to "put rifle on back"
- Nice food/water/drink system
- Vehicle parts/repair
- Epoch Base Building (if applicable).
Otherwise ... I'm not enthralled with it anymore. zeds ... boring, easily avioded.
PvP ... can PvP in regular non modded arma2 , or about nine billion other FPS type games ...
Not quit ethe "same expereince" , but doesn't make sense just to play to PvP in my mind.
In fact, I'm trying to learn scripting and Arma2 OA mission making , trying to do some "sandbox-open world play" , where "survival things" are logistics of play , not aggravating hinderances ... and NO Zombies/Infected.
Aimbotting Ai , and PvP ( because of Side/faction , not because Player A simply wishes to wreck player b's day.), but also leaning on Co-Op play too.
( Co-Op is the BEST way to expereince anything in Arma2 , mod or not ... even "bandits" form groups to biuld big bases, and attain vehicles , which is a form of Co-OP ... but it is difficult nowadays, to post on Steam, and ask for players to pick the server you play on, and join in your group ... the player base, just really isn't there ... and unless a server shuts down ... players do't like starting new somewhere they already do not play.
So , picking Bluefor ( WEST) , or OPFOR ( East) , forwning heavily on freindly fire and teamkilling ... SHOULD illicit some Co-OP by default , you do not even have to know they guy next to you , just know he's on your "side", for example. )
But , bringing the military play back into focus ... at least in the form of small groups, partial squads ...
Nothing designed with more than 16 players tops. Sometimes not even that many.
My other "project" which is on hold until I get better at modding/scripting ... is creating another STALKER "Mini_sandbox" , mutants, anomalies, raging deadly storms ... Lone Wolf it, team up with buddies , ( RP is desired or not) , or go Rogue/bandit other Stalkers.
Arma2 even though it's older , player base has dropped ... DayZ "mod" also declining ... is still a POWERFUL game, both in straight up playing a MilSIM videogame with somewhat realistic engine , to the editor to design custom missions on , and of course modding for those that know how to do that.
I don't think it'll ever completely "die" , for one thing it's usually cheap on Steam , that will always add handfuls to play it, that buy it. ( Assuming they do not treat it like CoD , and run off saying it SUX because it has a learning curve , and not easy mode to be auto-elite PvP champ.)
It just needs ... more things to do now.
More things ... different than DayZ or the stupid "life" servers.
It needs a community hell bent on it not dying , and modding/scripting to do these different things.
Thinking OUTSIDE the box, original ideas/concepts to bring interest back to the game.
Not a variation of the same old stuff ... like I said, it's ran it's course and is "drying up".
All that said ... I did have many hours ( most my logged hours) having fun on DayZ Mods.
Not so much "vanillia DayZ" , but Epoch , Epoch NAPF , Overpoch ( by the time I got Arma2 OA , Overpoch was already going and thats where I started out. Jay's Overpoch Server was my main goto home when I started out. )
Now ... I'm sick to death of Chernarus map. Hate it.
So much so ... I MIGHt even look into map making for Arma2 ... I made some SDK maps for Gmod long ago , I figure dthat out by google/youtube tutorials. Can't see why not Arma2 maps as well.)
The HARD part ... is simply sparking the interest and tapping into the IMAGINATION of other Arma2 players/participants to make new and exciting things to do.
The Second hard part ... is learning the stuff needed , if you don't already have a degree in scripting/coding/modding ( which I do not.) ... some information is outdated you can google.
A LOT of information, is old broken links, or web pages shut down ...
a goo dbit of DayZ related things , like say Aftermath mod ( totally blows Overpoch out of the water ) is "locked" behind closed doors ... even though it' s devs are focused on Arma3 developing ... they aren't going to "release" thier files/code to the public ... so no one "steals it" . ( Dumbest thing I ever heard of , but is what it is. )
Those people, scripters/modders that KNOW how to do stuff, moved on or simply aren't interested in giving a helping hand. Most have thier own projects going ( usually in Arma3 , or thier own "standalone games" now.)
They do not "get paid" to take time or work on things for arma2 ... so can't really blame them.
Most "forums" are dead ends too ... either people do not ever respond to questions ( because it's old they moved on or quit ) , or they say stupid thing slike " google is your friend" , or "try the WIKI " ... as if , one didn't check first and only asked because couldn't find what was needed, or knew what you were looking at and how to apply it in the first place ... if you get an answer at all remotely related ... poster assumes you know everything they know, and talk to you in script/code gibberish with no explination/elaboration.
So ... it's not easy ...
But giving up, or not doing anything ... gets everyone no where fast.
Standalone is a buggy mess that I personally think the "survival" aspact is more surviving the engine than enviornment.
Arma 3 has yet to provide me with a good mod. I have many hours on Exile and similar mods, but it still doesn't give anything close to what Arma 2 provided.
Then we have games like Miscreated that are just the same thing. There's no variety. It seems no matter what you add, it just doesn't always appeal. Sure, bases are cool, but they just get raided. Having gear be obtainable in 20 minutes turns it into a pvp fest, yet having gear take ages to obtain will drive impatient players away.
I just don't know what the survival genre needs to be rekindled. I have only recently played Stalker and I really enjoy it, I am not a fan of single player games, but the atmosphere and gameplay is just incredible. I almost wish that enviornment could be created into a multiplayer game, however I can already see that it would turn into safezone camping and there would be absolutely no reason to not be a bandit and kill random people.
Something new needs to be made, we just need to wait for somebody with a great idea to make something great. I'll never give up on the genre, I like creating your own story rather than playing within closed quarters playing a premade story. Only time can tell.
Ravage is a good mod for A3 ... so I hear. It allows ya to custom make your own survival missions, single player or multiplayer. Easy make em, you just open editor, make units , drop moodules in, configure each module by menus.
It also has Armstalker ( multiplayer stalker) not sure if it's public released though.
I play on an older laptop ... I can barely run Arma2 around 18-20 FPS on a decent map.
So ... Arma3 is out for me still.
I can re-create some of it via Arma2 , but it does lack alot of things Stalker has in it. Like no Snorks ... I'm trying to figure out how to port/make snorks by modding.
lacks a good stalker Hud , and I can't seem to figure out how to attach a minimap or tank radar to a playable unit ...yet.
As far as MP goes ... I can make several versions easily enough.
MY original idea was to make it Co-OP only ... other stalker fans rather "talked me into" adding in PvP/Bandit aspects.
Personally, stalker universe I think is hard enough , without adding in PvP or banditry in it. when I'm playing original S-CoP , I long to have abuddy or two playing with me, discovering things, covering angels ... watching your back lol.
I did however, manage to get many things from DAP-Stalker mods to work, and do well.
Medkits and antirads work.
Units are playable ... they ar enot super high resolution, a bit "poly looking" but thats just aestetics really.
Anomalies work, and I do think artefacts will "protect" from certain anomalies. Because I'm doing it by myself ... I hadn't gotten to test it all fully.
The only thing I had to remove and wouldn't work, was the Stalker Flashlight.
Lighting in arma2 is a bit difficult ...
I also wanted more of a "hit-point/bleeding system" , rathe rthan default two hits your dead ... and I'm not sure if body armor/exosuit can be a thing in Arma 2 ...
I hate Arma 2 bloodsucker ... it's super OP , can wipe out a squad in seconds , I shot it with m107 3 times, and it still kept comming. I can't find it's config file to edit it.
I'm dissapointed in blind dogs in arma2 , it uses the basic arma2 dogs as a base ... it works, just doesn't look the part.
Traders ... I hadn't figured out a good way to do those. I'd like a good menu Trader like Overpoch has , but ... with-out a need to be server side and SQL database driven.
everything else is simple, expoiltable , and buggy way to "trade" I found on Amraholic.
All that said ... Stalker on Arma2 isn't something most players are jumping trhough hoops to try and play.
Only a few stalker fans I found on here like the idea. Many started Stalker projects on here, an dnever completed it or ran servers for it.
Since most players we hav efor Amra2 were Youtube Frankie watchers, many do not know you can do things other than play DayZ on it lol.
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For a while, I "experimented" with AlienZ mod ... , it's ..interesting a bit. I think the Aliens in it are a bit OP for AI. Some of the ships and such don't work right ...
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For "survival genre" aspects ... I tried many, and all of them have the timed food/water, sometimes sickness/radiation stuff to constantly deal with ... I hate that.
I'd rather have more "realistic" Logistics applied myself.
Remember to eat onc ea day at least , some water a few times a day ... but I hate being spammed with constant need to eat and drink , just for the sak eof making you go find/buy food and water.
----------------------------------------------------
base Building ...
I liked MOST of epochs building system ... , I more enjoyed the "security" you could employ into it ... even thos enot protected godmode wise, lock boxes an dsafes at least kept some things out of raider hands.
Locking vehicles also nice.
I hated though, how extensive and time consuming gathering materials was though.
And how bases were also SQL databse on a server side only too.
I hav eyet to find anything close enough, and as modular though. and something like that is long beyond my ability to script/mod in at this time.
---------------------------------------------------
Still think Arma 2 has got the best base for the survival genre. I'd be a liar if I said I purchased Arma 2 for the military aspect (That's what I got A3 for) but it's just a great survival base. If you ever would like to play or test out anything, feel free to add me. It seems we have very similar tastes. Most of my current friends aren't as interested in survival games as I am.
https://www.youtube.com/watch?v=871o66KL1Kw
Some of the possessed NPCs have bad "acting" , played by admin players whom will neve rwin any grammys or oscars for sure, lol.
I'm pretty sure, the mission was created and made with Ravage Mod , zombies and demons attached, ( they use ACE , I hope is better in arma3 than arma2), and admins are running ZEUS to keep it dynamic and flowing right.
I watched the whole series , but all are pretty much like the first one here ...
This gives someome like me, Ideas and inspiration ... and this was actually the first Co-Op mission updated I watched , that I liked.
Since then... I've seen so much Arma3 content ... it'd be hard for me to decide on what "set" to use , or want to play all the time.
I'm not so much into the dayZ mods on A3 , as I am the other contents ...
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servers are easy if you rent one. Most have ways of adding mods , or have mods already avaliable for Arma2 DayZ mods.
The good content ... more along the lines of origins is "controlled" by the Origins team, but I think they allow folks to download server files to run one.
Other than that ... I'm not sure what else besides Epoch and Overpoch could be put on a server nowadays.
There's hundreds of them out there still , and they all mostly have the same content.
some have slight variations , but I see little difference in "weedfrming" and Mining gems ... you go to a location, harvest and sell it ...
The WORSTE aspect of DayZ servers is the databse ... Epoch/Overpoch is somewhat laggy by default , there's alot of content that gets read for each player online playing.
Sproadic AI missions run as long as they are timed , and do not clean up well, adding to lagg ... unless someone goes and kills the ai and completes the missions. Otherwise, even if "removed" because of time out ... it's got unseen "residue" left over the server doesn't know what to do with.
Zombies spawning due to player locations , also is lag inducing, as well as populating the ranged spawns of loots.
Then, there's player clients ...
database has to keep up with kills, murders , zombies killed...ect, character saves too.
Loads and reloads , runs blood/bleeding checks every few seconds for everyone online playing, as well as tracking hunger/thirst/infection ...
base Building and vehicles too ... everytime players spawn something, it's written by the database. Every computer online on the server, checks for it all, and renders it in when close enough.
The bigger the base, the more parts ... the more bases ... the more it all starts lagging.
And there's the logs too. Not sure if it adds to anything, but everything server side is logged ... from antihak measures, kicked players due to time outs, to who shot who, and who logged in and out at what time...ect ...
I found that out the hard way myself. I had an epoch server of my own on Napf for quite some time ... when it was "public open" , 40 players all the time everyday ...
It got to where I couldn't even play on my own server rented due to FPS drop and lagg/desync ... because it was over-populate dwith bases, base parts , and stored gear/loot ...
Players that worked a while for what they achieved in those, don't like server wipes and loose all they did. So, I lost players, lost population when I decided to wipe out everything, and start over from scratch.
I kept running the server under password/invite only for another few months, but even die-hard players playing and staying moved on ... because it had alot less "action" because lower player counts.
Eventually ... it wasn't worth paying the rent to upkeep it.
I moved too where I had no internet access ( recently moved back a month ago) , so for years I couldn't do anything but play SP DaiZy and SP missions for Arma2, no need to have a server at all.
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Arma2 is just not "optimized" enough for the capabilities of mods like Epoch/Overpoch to be honest. Some of it also needs good fast servers , which you kind of get what you pay for as far as server rental goes in that department.
Not everything FPS/lagg wise is related to the computer used on players side < much of it is ... but servers and ISP bandwidth also make a huge impact just as much.
________________________
Honestly, I wish more people had my "playstyle" , or similar taste ....
It' s not that I can't or don't enjoy some PvP , I just think PvP should have some structure/guidelines to it , so the game remains immersive. But honestly , unless in a WAR scenario ... Arma2 wasn't really designed with PvP in mind at it's core ... it was designed with Co-Op players, playing on the same team, in the same military faction.
which i swhy A2 an dA3 are huge big hits with the "real-Sim"/MilSIm units" crowd.
I was in the US Army as a soldier ... while I find some of that stuff a bit Nostalgic , and if not "too serious" kind of fun ... the last thing I really want to do is make my videogame life, as SUCK as what real mil life and real combat are or was.
That , and I don't like ACE or Acre ( Acre would be fine, I just HATE teamspeak ... it's a resource hog. ). A few MilSIM groups I tried ... went way overboard , I understand they wanted "immersion" , but some of it was too strict , and to have somone in charge treating you like Sh*t , because thats how they do in RL , but thi sis a ..videogame ... didn't fly well with me.
I got kicked form one group, because I refused to say "roger that" on the radio ... * rolls eyes* , which "Roger that" is a British term for "screw that, or screw that over" , it's not ACTUAL radio call procedures.
Confirmed, Say Again, Repeat, Over, Out, Send it, Good Copy ... thos ewere terms I used , I didn't know anyone nammed "roger" , ever.
--------------------------------------------------------
Now I do tend to like SOME military immersion ... I just hadn't had many cool Arma2 expereinces to do that myself. I playe dtoo much dayZ for one thing, lol.
I like ... the prospect of modern combat and futuristic stuff, or post appocy stuff mostly.
I'm not a ww2 fan , late cold war era I can deal with ( my service time all the way through Desert Storm Era ) , but I'd rather have modern stuff, or kind of the futuristic "unknown".
Discovery and figuring things out , while in a strange country or environment ... or surviving the dystopian and uncertain means of living after SHTF somehow ... that stuff appeals to me quite a bit.
There are times, I simply like to Lone Wolf it ... or try to. Sometimes playing with others ( or against them) isn't a fluid thing , or you have to do alot of comprimising while playing with others ...
Other times ... I really wish I had some Co-OP buddies along. It does suck, to discover something cool ... or survive an epic firefight, and no one around to share the expereince with.
Some things like Stalker ... thats why I simply do not play it nearly enough ... it's entirely SP ( unless you want to do LAN PvP , which sucks in original STALkER games ) ... I'm alone , every "mistake" I make I have no one to back me up , or save me , or help turn a bad situation favorable ... ect.
That isloation feeling is predominant ... when if Stalker Universe was Real Life ... I wouldn't willingly walk in it alone ... not into a Zone.
Taking down a Hive of Bloodsuckers is an accomplishment ... AI "help" is fine, but not the same thing as having a Co-Op buddy or two along. I survived the Bloodsuckers ... and while I got a decent "reward" in game ... the achievement felt "empty" and I was the only participant.
So I thought Arma2 had some mods for STALKER already, they are older ... most are not complete , still in Alpha or Beta stage at best ...
I can work with what I got ...
But that also means ... players wishing to play it too , have to download and get the same mods/addons I built the misson with ...
and unfortuantely in Arma2 ... other than dayZ mods , there's not just one all encompassing "system" complete and at the ready to plug and play as is.
----------------------------------------------
On that aspect ... like I said flashlights ...
WTF did Arma2 designers not include Chemlights and Flashlights for "dark:30 " times? NVGs are "ok" , but in some cases ... those just do not fit the scenario/mission very well.
Like for Stalker ...
Night time is supposed to be "worse" in some ways as far as Mutant activity goes.
( In Arma2 there's not a good way to script that by default. ), But NVGs in Stalker are rare finds, and late game buys ... , so you don't want every player to start out with "easy mode" tools, plus it ruins the immersion a bit.
However ... the only mobile light sources to be had, they coded on 3 rifles and one handgun ...
( besides headlights).
I did find a script , where basically a "search light" gets attached to a player invisible ... which acts more like a shoulder or head mounted lamp ...
BUT you can't "turn it off" , so AI alway ssee the light it alerts them ... it's not always "tactically sound" to sneak in the dark with a light shining everywhere.
I tried scripting to allow players to add/remove that light easily ... and best I could do was either have it on, or remove it and it wouldn't come back to use again. ( why the original coder/scripter did not consider a feature to turn it off ... mind boggles me.)
So to "compensate" for lack of decent lights/flashlights ... I grabbed a JWC addon that added tac lights to serveral rifles and handguns ...
Which means ... players also need that addon to. It requires CBA to run, so players gotta have it too ...
So at the end of the day ... players have to download more just to play my crazy idea missions anyways.
somethings ... in arma2 like that, are just a big "catch 22". You need the addons/mods to make things work as you need em ...
But at the same time ...
The more downloads and harder you mak ething sto get an dplay, the less are gonna even try it.
Basic Idea ... well, revisiting old idea , now I got a better grasp of mission making :
Alien Invasion/Occupation -
- Zetaborns Attacked, taking out most major means of Military Defences.
- The Aliens now patrol/Occupy almost all major towns/villages , and use areas like major Airports as thier Staging bases.
- Zetas have somewhat superior weaponry , and they have Ground troops , armored and air patrols. ( The Zetas I've found are kind of OP by default, they are not "easy" as Opfor. )
- Zetaborns seek the destruction of human resistance , and they eat human flesh as a food source, and us as meat. Dead or Alive.
- Players , are part of a Human Resistance , what's left of the survivors anyways.
- Some "limited" support is left ( occasional spots, can be used to "call in" for supply Drops?
- Sometimes there might be stashes of gear/supplies in places.
- Occasionally the Resistance can attain working vehicles, or fix them up to aid survival, fighting the Occupation.
- The Resistance seeks to fight and push back the Occupation, hopefully to do enough damage to force the Zetas off the Planet.
---------------------------
I can add in some "survival" mod/scripts ... it's not quite like DayZ "survival" , but works and isn't quite as intrusive ... I think.
This includes food/water resources, fire building, cooking/hunting, ect.
Such a Scenario I think , would "appeal" to many types:
1- It includes some "survival" aspects , with a "larger than Life Enemy, not easily dispatched."
2- Encourages the Co-Op play aspects.
3- Could enhance even the "MilSim" aspects of play if desired.
4- Things could be RP as well if desired.
( all those Optional, depending on players and groups desires. )
5- banditry/team killing makes no sense ... removal of PvP aids the scenario , if Humans prey'd on each other, the Zetas would win. ( I think removal of PvP is good, but might make players not want to play it like they do DayZ.)
6- I think I could use things like MCC ( Mission control Center) to "gamemaster" missions to be Dynamic ... or anyone with MCC could. ( I have yet to test MCC , or even figure out how it works to be honest.)
7- The "set-up/scenario" is supportive of a easier to do in the editor , loot spawn system. Also , allows for players to basically get to chose thie rfavorite weapons/load-outs to play and participate with mostly. No more "scavaging" for a nice weapon and then go find a few mags scattered around ...
8- Players can "steal/Loot" Zetaborn weaponry ... which some of is very OP ( if you survive them of course.) , even thier ground armor and airships can be taken. ( providing someone knows how to pilot those. ) ... the only "bad side" to that ... is ammo is limited in what can be scavanged for those. Not as readily accible or in bulk as standard human ammo would be.
9- Zetas , despite advanced technology ... and seeking meat ... do not really understand Humans , despite extensive abductions/experimentations. Some things , they simply "over-looked" or at the time of occupation, considered some things as non-threatening ... like Civilian vehicles that weren't "armed". slowly they are learning that was a big error on thier part, as Humans seem capable of weaponizing just about anything.
( So if it applies for large Maps , there could be an abundance of Civilain transportation avaliable. Most what can be found, isn't 'armed" or Armored ... but can get people from place to place usually. )
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what I kind of like about the "idea" , is the fact it's :
1- Not Zombies specifically ( though there are Zeta Zombie units , not sure how effective those are.) and
2- Is an Enemy that would realstically unite humanity , despite differences ... where as surviving SHTF or Infection/Zombies ... it's basically every man for himself scenario.
___________________________
I've had the AlienZ mod for years sitting there unused ... I played around with it via editor before, but really had no clue at the time how to implement it.
Zeta AI isn't exactly "easy" to CQB with ... and trying to play one, thier vision is a odd colored head-ache inducing thing ...
But, now I have amuch better grasp/direction to go in making content and missions ... I'm not the best in the world, but know alot more than way back then.
Plus, at the time I and everyone else was hell bent on DayZ or Wasteland play ...
AlienZ mod, never was real super "popular" , but EVERYTHING took a back seat to DayZ mods anyways.
-----------------------
After initial "set up" , I don't think it'd be all that hard to do as far as making a co-op mission is concerned.
alot easier than say Stalker , or modding DayZ lol.
If they are at full health armor, it takes a whole mag of 5.56 to the head to kill them.
Spooky though -
http://steamcommunity.com/sharedfiles/filedetails/?id=1231890207
Alienz mod has three types of "zombie" like Zetas ...
Bloodseeker
Bloodseeker2
and Spooker
I'm not sure what the intent of these were ... they will claw at you , if close enough ...
The bloodseekers seem to run around alot , even running away if you shoot them enough ...
The spookers just kind of stand there, unless you get close to them.
The tanks they have, can level a building in a shot ...
Not sure about the planes they fly , but I assume so.
Thier energy rifle is like a mini m2 , way OP ...
Mission is in the making , I got much of it completed ... I'm having trouble with my spawns for enemies though, and I'm not sure why ATM. Does not seem any of my custom triggerspawns, enemies, items, or vehicles are working ATM.
I've used the same spawn system in several missions ... but this one isn't working correctly.
It's possible the read me on the Aliens do not display the correct classnames.
I can get them if so, but a pain in the butt to do. I don't think thats it though.
addons needed: ( all found on Armaholic )
-AlienZ mod.
-Chenarus Winter ( runs better than original Chernarus )
- Real Survival Pack
-CBA OA
-JWC_weapons with flashlights pack.
Further test today.