Arma 3
WebKnight's Zombies and Creatures
852 Comments
寂夜HT 1 Nov @ 7:50pm 
Sincerely thank you
WebKnight  [author] 1 Nov @ 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 1 Nov @ 2:35am 
Mainly after the battle, there were no enemies on the map and they did not follow Zeus' orders
WebKnight  [author] 31 Oct @ 3:48pm 
@寂夜HT cause they pursue the target no matter what
寂夜HT 31 Oct @ 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] 31 Oct @ 11:46am 
@Kiwi working on it
Kiwi 31 Oct @ 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 29 Oct @ 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] 29 Oct @ 8:18am 
@Tiger131 just read the damn description man, its not that hard T_T
Tiger131 29 Oct @ 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 28 Oct @ 2:01pm 
sweet thanks!
WebKnight  [author] 28 Oct @ 11:03am 
@Shido disable their simulation or attach them to something, that will disable all of the noises
Shido 28 Oct @ 10:22am 
is it possible to disable the ambient zombie noises? i need them to be silent until they see a player.
Bruce Lee 24 Oct @ 1:15pm 
Hi, WebKnight.
Is it alright if I can DM you a question?
Desert Fox 20 Oct @ 6:37am 
@WebKnight Thanks
Arkana :> 20 Oct @ 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 19 Oct @ 5:07pm 
Thanks
WebKnight  [author] 19 Oct @ 5:48am 
@Epsilon-5 @Desert Fox ill see what i can do
Epsilon-5 19 Oct @ 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 18 Oct @ 11:44am 
Also having invincible Smasher problems
418Error 12 Oct @ 8:39pm 
Am I the only seeing an in-game pop-up error on File dev_mutant_common\functions.sqf..., lines 47 and 50? I started Arma with just this mod (and CBA) and it occurs on a vanilla mission with Infected, whenever they attack others.
For both lines it reports Error Foreign error: Unknown enum value: "".
Woozy_Body 1 Oct @ 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 fucks. I've played with the smasher before in ops and it would die to a couple HEDP rockets.
NOT_zyro 25 Sep @ 5:50pm 
why do the zombies get bounced around from explosions (and why are they so resistant to them?)
Сэр ПТСР 23 Sep @ 7:56am 
For some reason tanks don't use main gun to attack goliath, only machine gun. Does anyone know why?
SVaughan 14 Sep @ 2:48pm 
@Nikki
That's an Arma AI problem. Not just a specific mod problem.
Haplogynae 14 Sep @ 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 7 Sep @ 7:38am 
Why zombies have no blood? They look very clean :(
Nikki 5 Sep @ 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 4 Sep @ 8:49am 
Pretty new to mission making and scripting, not so familiar yet with all the commands. Works now, cheers.
WebKnight  [author] 4 Sep @ 8:30am 
@Cmole no, use createUnit instead of createVehicle
Cmole 4 Sep @ 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 3 Sep @ 1:46pm 
Anyone have issues where some units don't detect these monsters?
Epsilon-5 2 Sep @ 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 1 Sep @ 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 31 Aug @ 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.
yormany12092 25 Aug @ 6:57pm 
Please add a resurrection
system
neretropazanchic 18 Aug @ 11:01am 
will the animation when a zombie bites the victim's throat be returned?
Uthred son of Uthred 1 Aug @ 8:35am 
When i open the edit equipment in Eden Editor on a unit, it gets stuck forever, seems like its the mod because when i uninstall it , it opens perfectly. fix pls?
CitiesSkylinesGod 29 Jul @ 8:39am 
@webknight i made a mistake, sorry. i was using the ifa3 zombies when i did not have it installed. thank you for the help!
Arctica 28 Jul @ 12:54pm 
is there any chance of the infection system being brought back? itd be nice to have
Kolobok 26 Jul @ 8:34am 
fixed the deletion is working fine
Kolobok 26 Jul @ 8:08am 
-PatH- Federik I wrote a script to delete if there are no players nearby, but for some reason "WBK_specialzombie_corrupted_2",
"Zombie_special_blufor_leaper_1",
"Zombie_special_blufor_leaper_2" are not deleted
-PatH- Federik 23 Jul @ 9:23am 
Hello WebKnight, and thank you for the mod... I have just a question:
are you ever going to add something like a "spawner module" to the mod?
It would make mission making much easier.
Right now i'm using the Ryan Zombies and Demons spawner, that works with your zombies too, but it has a problem: since the deletion system desn't work with your units, once the zombies are spawned they can't "despawn" even if the player is far away. which means bad performance, especially if the mission is quite long.
Arctica 22 Jul @ 1:06pm 
why was it cut?
WebKnight  [author] 19 Jul @ 2:33am 
@CitiesSkylinesGod have you maybe tried launching the mission first after spawning em?
CitiesSkylinesGod 18 Jul @ 12:11pm 
the normal zombies dont have right outfit, they all have basic csat.
WebKnight  [author] 16 Jul @ 9:39pm 
@Arctica that system was cut
Arctica 16 Jul @ 10:53am 
is it just me or does the necroplague infection no longer work with this mod?
Point Man 10 Jul @ 4:53pm 
So apparently the regular zombies can damage you and ignores all armor protection the player has.
SpooNNNeedle 3 Jul @ 3:44am 
Reporting on Zombies/Imperial Knight compatibility

Smasher-type zombies don't seem to deal any kind of damage to Armigers/Imperial Knights when throwing boulders at them. Goliaths can still deal massive amounts of damage to the mechs. I know you're working on dreadnoughts and interactions between them and your other skeletons, so maybe this is something you could fix at the same time :)