Arma 3
Zombies and Demons ACE integration
84 Comments
Cocolache Feb 14 @ 1:30pm 
Stills works?
HBAOplus Oct 4, 2024 @ 7:24pm 
The recent ACE update has heavily modified the medic part. Now with this mod, players and other AI soldiers can still survive when been hit multiple times by a big crowed of zombies:steamfacepalm:
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Oct 24, 2021 @ 5:29am 
@Mattifine
The only thing that seems to be broken is the exploding heads of zombies. Unfortunatly never cheked in to that part of code. So I neither can tell if or when I'll get around to that issue, I'm sorry.
Mattifine Oct 22, 2021 @ 10:14am 
Hi will you update the mod for the new ace update?
[+| CL rautamiekka Sep 19, 2021 @ 2:55pm 
I know that. And I know you can skip subbing to any mod you want, so adding them as Workshop dependencies won't prevent using custom versions since the Workshop dependencies are external to the one's defined inside the mod, instead they work as reminders in case you don't use custom versions, which is likely more common.
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Sep 17, 2021 @ 2:51am 
@[+| CL rautamiekka
They are intentionally not added, because some communitys do use custom versions of these mods. Therefore it is just simpler to add them in your own modpack :)
[+| CL rautamiekka Sep 16, 2021 @ 6:29pm 
Please add the ACE3 and base mod dependencies like the CBA already is.
Redwan S. Jun 19, 2021 @ 10:19am 
Affirm
BiRD Jun 19, 2021 @ 10:11am 
Just wanna check. This fixes the ace medical problems right?
Redwan S. Apr 11, 2021 @ 2:50pm 
a bit of a weird request but would you consider doing ACE Compats for other mods that could really use it?
КАСТРЮЛЯ С МЯСОМ Mar 23, 2021 @ 7:53am 
Zombies cant make AI any damage. Only players. Tested in Zeus
Arideer Feb 17, 2021 @ 6:47pm 
Do you think you can take a look at the resurrection script, it breaks when ace is activated even with this mod
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Dec 3, 2020 @ 9:22am 
@NorX Aengell
Had that in the beginning. The problem is, some use a cutom version of Z&D. So they wouldn't be able to easily add this mod :/
NorX Aengell Dec 3, 2020 @ 8:54am 
you should add the orginal mod as elements required too :).
Siggyfreed Nov 8, 2020 @ 12:38pm 
fantastic work on this, i'm wondering if you know a way to fix zombies/demons dying when using their jump ability or if that isn't within the scope of this mod? i tried a few workarounds myself but i'm not able to find the actual jumping logic within the z&d code
Redwan S. Oct 30, 2020 @ 11:12pm 
@Mattin, just confirmed it works like magic, not sure how much of help I can be but feel free to message me on discord, Nomas#0001
Mannskas Oct 30, 2020 @ 4:39pm 
if it does work can you guys help us out then?
Redwan S. Oct 30, 2020 @ 4:37pm 
@Mattin Mod does work on dedicated server, we just tested 1 day ago, will recheck tho just in case.
Mannskas Oct 30, 2020 @ 4:30pm 
So apperantly this doesnt work on dedicated servers? the zombies dont do shit they just walk around and dont attack anyone and zeus spawner didnt spawn zombies, also all the modules failed to create ( missing item)
Bacon Oct 30, 2020 @ 9:32am 
Figured it out long story short I'm an idiot
Redwan S. Oct 21, 2020 @ 3:12pm 
Is there a chance somehow to allow Zombies to take ace damage as well while still not going unconscious?
some mods out there don't work on Vanilla damage when ACE is loaded such as Project H2H, so when you hit them no damage applies.
if it is possible to be added maybe as an option that would help A LOT.
RexDude Oct 21, 2020 @ 1:48pm 
Damn, that update happened fast. Thanks a ton!
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Oct 20, 2020 @ 7:12am 
@RexDude
Just checked the code. You are indeed completely correct about the pills, thank you very much for the report and testing <3. They are just supposed to make you immune for a set amount of time. This too is now the default behavior of this addon. However you are able to change it in the addon settings. This may or may not additionally is a test run to adapt all the option modules into new and shiny CBA-options, so please report any problems.

In regards to the stacking, according to the code they should not stack, just replanish the timer, as is the default behavior too.
RexDude Oct 18, 2020 @ 6:11pm 
If you look at the "Infection Settings" module in the editor, pills are listed there with a time limit. They basically stop the infection from spreading for a given amount of time(set in "Infection Settings" module) while the Injector cures the user of the infection. Currently, from what I have tested, the pills completely cure a user(checking for infection will give a "Unit is Healthy" message instead of "Unit is Infected"). If you eat the pills by double left clicking in your inventory(the default way) they will grant temporary immunity and checking for infection via ace will give "Unit is Infected". I still need to do some testing on how the normal pills work, like if the times for the pills stack if you eat multiple, but this is what I currently got.

Also, for the healing do you mean it lowers a unit's infection level(like from .5 to .2 or whatever)? From testing I can't tell if a unit's infection level lowers but I am certain it cures a user.

Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Oct 18, 2020 @ 11:05am 
Whait, so Pills are not supposed to cure you? I honestly thought they are supposed to make you immune and cure the infection.
But do the Pills only heal, or do they also give the immunity atm. Removing the healing wouldn't be a problem, if it is wished for ;)

@RexDude Also thanks for the kind words ;)
Redwan S. Oct 18, 2020 @ 8:13am 
Can confirm, pills are supposed to keep you immune for a limited time and injection should be the one to cure you, not that much of an issue but having it the other way around how it is supposed to work would be great help.
RexDude Oct 17, 2020 @ 3:56pm 
Thanks for the ace integration! I did notice something a little off however. When you use the ace menu to give an infected unit pills, the unit is completely cured rather than giving them temporary immunity to the infection. If you eat the pills directly from your inventory via double left click, this doesn't happen. Any chance of this getting fixed in the future?
Redwan S. Sep 8, 2020 @ 6:37am 
@Laserdrome & @Oͦrͬdͩoͦ273

Results of testing and 1 fixed:
=============================
~~~~~code~~~~~
_unit setVariable ["ryanzombiesinfected",0.01,true];
~~~~end code~~~~

Script above works like magic on both SP and MP on a dedicated server and local hosted.
=============================
~~~~~code~~~~~~~
[_unit, _side] execVM "\ryanzombies\infected.sqf";
~~~~end code~~~~

Script above works as well, on both SP and MP on a dedicated server and local hosted.
=============================
~~~~~code~~~~~
[] spawn {
_unit setVariable ["ryanzombiesinfected",0,true];
while {sleep 1;(alive _unit) && (_unit getvariable ["ryanzombiesinfected",0] == 0)} do {
[_unit, _side] execVM "\ryanzombies\infected.sqf";
};
};
//Thanks to Håkon for fixing it
~~~~end code~~~~

Script above will work [applied a little fix to it] on MP on a dedicated server and local hosted.
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Sep 7, 2020 @ 11:40am 
As a side note:
Both solutions in an init field would probably run whenever a player joins the mission (Even after the unit got already healed) so a reinfection or higher chance of infection (in the former one) would be a possible result. Combating this would require a bit more complex code though :O
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Sep 7, 2020 @ 11:30am 
@Laserdrome (@Redwan):
From what I could dig up running this code on the unit should work:
~~~~~code~~~~~~~
[_unit, _side] execVM "\ryanzombies\infected.sqf";
~~~~end code~~~~

Keep in mind this will behave just like a normal infection (i.E. only has the chance set in the options and death after set amount of time). If you want to be sure to get the infection you might try this:
~~~~~code~~~~~
_unit setVariable ["ryanzombiesinfected",0,true];
while {(alive _unit) && (_unit getvariable ["ryanzombiesinfected",0] == 0)} do {
[_unit, _side] execVM "\ryanzombies\infected.sqf";
};
~~~~end code~~~~

Keep in mind in both examples you need to set "_unit" to the variable name of the unit and "_side" to the correct side (BLUFOR, OPFOR, Independent) (only needed for resurrection).

Please let me know if it works (or not ;) )
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Sep 7, 2020 @ 11:29am 
Since steam only allows 1000char comments :lunar2019madpig::
However if you just want to have the inspection show them as "infected" (without the side effects, like dying or turning into a zombie) just use:
~~~~~code~~~~~
_unit setVariable ["ryanzombiesinfected",0.01,true];
~~~~end code~~~~
as this is what my addon actually checks for ;)
Redwan S. Sep 7, 2020 @ 4:32am 
This is prob possible but I believe the "infected" stats was created for players specifically, and if not you'll have to keep in mind it will result in death if you infect a unit, prob even if it was a zombie.
I will try to look around but will prob not find anything.
if you end up finding out, please let me know, I am interested.
Laserdrome Sep 6, 2020 @ 10:45pm 
Thank you very much for developing this! Would anyone be able to help me with a scenario I'm working on by tell me how to force a unit to be infected via scripts? It's no big deal, but when players use the check infection interaction on the unit the results show them as uninfected.
Nebmajin Sep 2, 2020 @ 2:29pm 
Turns out it wasnt this mod, just deactivated it one time and it fixed it, then the next time it was fine. Sorry for the incorrect info
Ftmch Sep 2, 2020 @ 8:52am 
I can confirm that the mod works on our server too, so it should work with the latest version of Ace.
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Sep 2, 2020 @ 5:29am 
@BenFromTTG Would it be possible to send me a rpt-log of the SERVER when the crash happens?

@Redwan Thanks for testing ;)
Redwan S. Sep 1, 2020 @ 7:54pm 
Tested it with multiple people, player zombies and zombies all do damage and take damage normally, might be an issue on your side @BenFromTTG
Redwan S. Sep 1, 2020 @ 7:33pm 
Just tested the mod on a dedicated server, still works like magic.
Nebmajin Sep 1, 2020 @ 3:13pm 
So this mod is causing a dedicated server to crash when it is running, specifically this line: ace_medical_selections = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"]; Could you check this line is still valid with the newest version of ACE?
Redwan S. Aug 25, 2020 @ 8:30pm 
Found a little problem, zombie players still do Vanilla damage, instead of ACE damage.
is it possible to fix it?
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Aug 16, 2020 @ 11:00am 
@"The Silent Protagonist" thanks for the really kind words. I'm very happy the plugin helps you. Unfortunatly Ravage is still activaly developed and I'm not allowed to use or modify their code without permission. In addition I would need to lern their code. Maybe in the future I'll find time for it.
The Silent Protagonist Aug 11, 2020 @ 11:03am 
Hey Ordo, you should be put in for arma modder sainthood for this glorious mod. I was wondering, if it would be possible for you to do a similar integration for Ravage as well?
Ftmch Jun 8, 2020 @ 1:36am 
Oͦrͬdͩoͦ273: No problem! Using the workaround is no problem anyway. I'm just glad you got the zombies to work at all!
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] Jun 8, 2020 @ 1:14am 
@Ftmch sorry for the late answere I'll look into it when I get the time. For now you may have to use the work-around to activate any pain effect. I'm sorry. But thank you very much for the testing and reporting.

@MrTG send you an invite for further discussion.
MrTG Jun 6, 2020 @ 5:09am 
Hi, can I get the module of your previous version? I don't like the current ace medical treatment very much, so I still use the version of the one before January. But now this module needs a new version of ACE medical:steamhappy:
Ftmch May 25, 2020 @ 10:43am 
Big thanks for making this by the way, can't live without zombies :)
Ftmch May 25, 2020 @ 5:30am 
Oͦrͬdͩoͦ273: Did a little check and figured it out, I had set the ace medical pain effect setting to "only high pain effect", with "blur", "chromatic abberation" and "white flashing" it worked fine. I guess the mod wants to "play" an effect but can't find it because it's not there to find when using "only high pain effect". Not sure if it needs looking into since most people play with some pain effect.
Ftmch May 25, 2020 @ 4:46am 
Oͦrͬdͩoͦ273: Could be something with my ACE-settings then, I'll test some things later if I have time and let you know! (tested in SP so no dedicated server or anything). Will test with bare-minimum of mods too!
Oͦrͬdͩoͦ𝟚𝟟𝟛𐦖𓅭  [author] May 25, 2020 @ 4:22am 
@Ftmch
I just tested it with the bare-minimum of mods and gotten no Error (on a local server) and it didn't have any problem.
Unfortunatly I do not have access to a dedi. server (might be the problem, but it would be really wierd)
So any other mod you have loaded, whick may cause the error?
Ftmch May 25, 2020 @ 2:37am 
Not sure if this is just my end but when I get hit I get an error message about "Error undefined variable in expression: "Ace_medical_feedback_pppain in File z\ace\addons\medical_feedback\functions\fnc_effectpain.sqf..., line 22"