Arma 3
WebKnight's Zombies and Creatures
867 Comments
Mrscribz Dec 10 @ 11:59pm 
please make them bite again
Mrscribz Dec 10 @ 11:58pm 
make them bite bruh they suck when they hit
That Knightly One Dec 5 @ 5:21pm 
I have run into a problem with spawning zombies in Zeus. In the Eden editor premade factions exist with spawnable zombies premade and I've seen use of these in videos but they won't appear to me for some reason. They seem to appear in Eden editor like normal however?
WebKnight  [author] Nov 30 @ 1:49pm 
@adnanheroes ill check it out, there were shooting during my op yesterday and i was spawning em via function
adnanheroes Nov 30 @ 1:38pm 
I tested it again and I don’t think other mods are causing it. When I spawn the Triggerman manually, they do shoot, but when I spawn them through a script, they won’t shoot. I checked the dead bodies and they definitely have ammo in their inventory. Both the manual spawn and scripted spawn use the same side, so I have no idea why the scripted ones refuse to shoot. Maybe it's just Arma sh*t.
WebKnight  [author] Nov 30 @ 1:25pm 
@adnanheroes you have any other mods that might alter AI? Lambs, Vcom?
adnanheroes Nov 30 @ 1:16pm 
Yes, they have ammo. I just tested it again and they still won’t shoot. I can record it if you want.
WebKnight  [author] Nov 30 @ 12:59pm 
@adnanheroes you gave them ammo right? They are just regular arma ai with custom animations, there is no scripting involved for the most part.
adnanheroes Nov 30 @ 12:58pm 
I love this mod, but the Triggermen are pretty buggy. They often refuse to shoot. At first they work fine, but in real scenarios with a lot of units, they just aim without firing. I even get right up to point-blank range, and they still won’t shoot.
WebKnight  [author] Nov 30 @ 2:24am 
@Mythic ill check whats happening
Mythic Nov 29 @ 3:37pm 
amazing mod however i recently noticed that if you throw a grenade at the zombies they will fall down and get up and their ai will break

no clue if the mod still gets updated but i cant use the mod anymore because of this
Cadet[Fr] Nov 22 @ 3:51am 
Reinstalling the infection on this mod was really cool! Thanks <3
tredavidson77 Nov 18 @ 4:45pm 
For weapons I meant something in the same vain as Mr X, Nemesis, the Tyrants in general, or the Hunters, again these are examples. Also for mutated animals maybe something like some of the various mutated animals in STALKER.
WebKnight  [author] Nov 18 @ 12:00pm 
@tredavidson77 you got smasher and goliath which kinda fit into that category of being like a bilogical weapon, and for dogs a 100% will make em, maybe even some boars or something
tredavidson77 Nov 17 @ 10:17pm 
Hey no clue if you ever plan to update or expand this but have you ever thought of adding mutated or zombified animals like dogs? Maybe even some deliberately designed weaponized creatures like some of Resident Evil's B.O.Ws (not asking you to add those just using them as an example.)
Mombi Nov 4 @ 9:30am 
Is there a way to turn off that Leaper Kill Insta with Ace Medical
寂夜HT Nov 1 @ 7:50pm 
Sincerely thank you
WebKnight  [author] Nov 1 @ 4:07am 
@寂夜HT yeah thats just how zeus and doMove command work, aint promising anything but i might do something bout it
寂夜HT Nov 1 @ 2:35am 
Mainly after the battle, there were no enemies on the map and they did not follow Zeus' orders
WebKnight  [author] Oct 31 @ 3:48pm 
@寂夜HT cause they pursue the target no matter what
寂夜HT Oct 31 @ 12:09pm 
The current version no longer executes Zeus' commands after zombie attacks, and the fist AI of the melee attack mod is the same
WebKnight  [author] Oct 31 @ 11:46am 
@Kiwi working on it
Kiwi Oct 31 @ 6:28am 
Having an issue where when using it in a mission file the zombies/creatures are invincible, however when we revert it to our original map on the server that uses the same mission file they are able to be damaged, not sure what could be causing it as both files are the same just different maps
Tiger131 Oct 29 @ 8:58am 
Sorry @WebKnight my bad. I did it wrong for first few times but now I know how to make it work
WebKnight  [author] Oct 29 @ 8:18am 
@Tiger131 just read the damn description man, its not that hard T_T
Tiger131 Oct 29 @ 6:49am 
It's possible to change outfit of each zombie? I mean I would like to change triggerman's equipment from vanilla for RHS.
Shido Oct 28 @ 2:01pm 
sweet thanks!
WebKnight  [author] Oct 28 @ 11:03am 
@Shido disable their simulation or attach them to something, that will disable all of the noises
Shido Oct 28 @ 10:22am 
is it possible to disable the ambient zombie noises? i need them to be silent until they see a player.
Bruce Lee Oct 24 @ 1:15pm 
Hi, WebKnight.
Is it alright if I can DM you a question?
Desert Fox Oct 20 @ 6:37am 
@WebKnight Thanks
Arkana :> Oct 20 @ 4:18am 
Heya, is there perhaps a setting to disable the instant kill when playing with ace? They correctly apply ace damage and put the player into the unconscious state but then they stomp the player's head, instantly killing them :D
Epsilon-5 Oct 19 @ 5:07pm 
Thanks
WebKnight  [author] Oct 19 @ 5:48am 
@Epsilon-5 @Desert Fox ill see what i can do
Epsilon-5 Oct 19 @ 4:29am 
If anybody is having invincible infected it seems like it only works when in an actual mission, so if your using many of them in the editor they just cant die.
Desert Fox Oct 18 @ 11:44am 
Also having invincible Smasher problems
Woozy_Body Oct 1 @ 1:01am 
Does anyone know why the goliath and smasher literally cannot die? I just spent a few minutes dropping 155 artillery on a smasher (around 50 rounds) and it gave 0 ♥♥♥♥♥. I've played with the smasher before in ops and it would die to a couple HEDP rockets.
NOT_zyro Sep 25 @ 5:50pm 
why do the zombies get bounced around from explosions (and why are they so resistant to them?)
Сэр ПТСР Sep 23 @ 7:56am 
For some reason tanks don't use main gun to attack goliath, only machine gun. Does anyone know why?
SVaughan Sep 14 @ 2:48pm 
@Nikki
That's an Arma AI problem. Not just a specific mod problem.
Haplogynae Sep 14 @ 12:45am 
At random, after a little bit in Zeus with friends, spawning a zombie will randomly give me DXGI_ERROR_DEVICE_REMOVED or something like that. It's an instant close of my game, even though everything is running fine and fast. It only happens when I spawn these zombies, and I dunno if it's from the game or somehow it's me despite it only being this mod.

Can you let me know what it might be? Is it the gear it's picking from for zombies?
DrinkYourKoolAid Sep 7 @ 7:38am 
Why zombies have no blood? They look very clean :(
Nikki Sep 5 @ 9:36pm 
Every time i spawn them, no matter the type, they phase through doors and walls to get to me, even when i disable simulation and disable to door's damage
Cmole Sep 4 @ 8:49am 
Pretty new to mission making and scripting, not so familiar yet with all the commands. Works now, cheers.
WebKnight  [author] Sep 4 @ 8:30am 
@Cmole no, use createUnit instead of createVehicle
Cmole Sep 4 @ 8:29am 
I try to spawn bosses for my dynamic mission but they just spawn "T-posed" and do nothing. Does these require some init or something to make them work when spawned via createVehicle? Does anyone have solution for this?
Willy Stroker Sep 3 @ 1:46pm 
Anyone have issues where some units don't detect these monsters?
Epsilon-5 Sep 2 @ 7:28am 
Took a look at it again and it appears there's an error "error Undefined variable in expression: wbk_zombies_leaperhp"
Epsilon-5 Sep 1 @ 10:35am 
i don't know if im missing something or there's a bug on my end but the leaper seems immortal, that or the AI is incapable of killing one XD
Assassin King Aug 31 @ 3:51am 
Is there any way to integrate this mod into Dynamic Recon OPS or similar missions? I noticed these units don't belong to any faction, so if I want to run a “zombie mission,” it seems I'd have to rely on the editor and Zeus.