Arma 3
Malden Overrun v0.3 - 2022 SPOOKI UPDATE
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Update: 27 Oct, 2022 @ 8:05pm

Update 0.3 Pseudo-Patch:

Fixed:
- Accidentally left a couple of brackets in the wrong spot, resulting in a ton of errors in the server .rpt files. Thanks to Illu in the Workshop Comments that brought my attention to this oversight

Update: 22 Oct, 2022 @ 10:14pm

Update 0.3 Bugfix 3:

FINALLY got to the bottom of both the "no leader movement" stuck zombie bug as well as the "spooked when they see you" stuck zombie bug. Only required a complete rewrite of the spawning code! Changelog below. NOTE: This update will NOT affect your saved game and can be applied at no risk.

Added:
- New DECON zone spawning script which separates zombie spawning and order giving from main zone script, enabling additional refinements and bugfixes at a later date.

Fixed:
- Zombie groups will now correctly move once spawned and will no longer "freeze" when they get near a player.

Changed:
- Zombie building placement has been improved, leading to more zombies in interesting locations. About 20% of zombies will now spawn indoors, though some will move outside to protect the entrances.
- Removed some old code and cleaned up some comments

This SHOULD be the final bugfix patch of Update 0.3!

Update: 13 Oct, 2022 @ 10:41pm

During MP Testing, found that the "stuck zombie" bug had gotten significantly worse. Eventually found the culprit was in a group renaming script. Zombies should no longer get stuck except in the rarest of circumstances. Other bugfixes are included. NOTE: This update will not reset your current progress!


Changed:
- Finale event is now correctly set to 8 minutes instead of the 3 for testing. Should make for a more enjoyable finale

Fixed:
- Stuck zombies bug fixed FOR REAL THIS TIME
- Zombies are now correctly placed inside buildings, meaning you gotta check the insides!
- Fixed the finale area getting Arma'd sometimes

Update: 10 Oct, 2022 @ 10:33am

During MP Testing, we noticed vehicles being driven by players weren't respawning correctly. This minor bugfix update solves that problem. NOTE: This update will not reset your current progress!

FIXED:
- deconTruck, littleBird, and techTruck all correctly respawn now, even when destroyed while being driven/flown

KNOWN BUGS:
- Sometimes the BRT patchs on the sides of the DECON truck don't delete when it gets destroyed. This is a minor bug that I'll fix at a later date

Update: 7 Oct, 2022 @ 10:28am

2022 SPOOKI SEASON UPDATE - Major Release 0.3 (FINALE AND REINFECTION UPDATE) and 0.2 (ALL ZONES UNLOCKED UPDATE)!

It's been a full year since releasing Malden Overrun and I've been overjoyed with the amount of positive feedback I've received. I haven't been sitting on my hands though! Here are the two major updates I've spent the last 12 months working on. Sorry for the long delay, but I wanted to make sure they were both complete and stable before pushing to live.

The major additions in this update are:
- ALL AREAS UNLOCKED: No more "closed off" zones. You can now DECON the entire island of Malden
- FINALE EVENT: Once all zones are cleared, you must head to the origin of the infection, an old abandoned military base, to active the secret DECON machine to rid the island of the infection once and for all. It won't be easy, however...
- REINFECTION SYSTEM: Once a zone gets to 100% infection rate (indicated by bright red on the map), it can spawn a "reinfection horde" that heads to a nearby DECON'd zone. Intercept and destroy this horde or they will turn your green zone back to red! (This can be turned off in the mission parameters)
- MISSION PARAMETERS: I've added the ability to change the % of zones required for victory, turn on or off specific zombie types, unlock NVGs/Supressors/etc, and more to the Mission Parameters. These must be changed every time you launch the mission, but I will add a "Parameter Save" function sometime in the future
- SIGNIFICANT PERFORMACE IMPROVEMENTS AND BUGFIXES: Seriously, so many bugs squashed. You can see down below, but there were over 80,000 lines of code changed during these fixes

I hope you all have an awesome Spooki Season and enjoy Decontaminating Malden with your friends. Making Malden Overrun has been one of my greatest joys as a content creator and seeing you all play it has been a huge part of that.

If this scenario gave you value, feel free to come support future developments at https://patreon.com/UselessFodder and get your name put on the map!

Please keep posting bugs and suggestions on the workshop or at discord.gg/UselessFodder! If you want to see the in-progress updates, check out the GitHub at https://github.com/UselessFodder/FS-Overrun. (NOTE: This update will not delete save files).

Special thanks to the folks who came out to do the first test of the Finale event. You've all earned your name in the credits: GameCam, Poly, Bacon Oreos, JJ Reaper, RAGIN_BACONN, STyx2909, HoodleDoodle, Constantine, Luc (Warrior), Flame, Havock (Meat)

Full Changelog:

Major Release to 0.2.1: ALL ZONES UNLOCKED

Update 0.2.1 finally unlocks all infected zones on Malden, adds an improved zombie spawning system which keeps the Zs within the target area, adds a zone resizing system based upon the current infection rate, fixes the DECON event jankiness, adds new mission params, and includes MANY bugfixes. An updated .pbo file is now bundled with each release on GitHub. Full changelog below:

Added:

- 8 new areas to DECON
- Infected Area Resizing System: As the infection rate of a point grows or shrinks, the spawnable area and visible marker on map grow or shrink in proportion down to a defined minimum. Should help focus spawns in larger areas that were previously very tedious to clear at low infection rate
- Mission Params to disable certain types of zombies (fast runners, crawlers, and spiders) as well as a system to generate the correct list of spawnable zombies

Changed:

- Completely redid zombie spawning areas to be randomized points within the area instead of predefined points. This leads to smoother spawning and will aid in porting the mission to new maps.
- Due to the changes above, also changed the DECON event to have random spawns between 50m and 75m away from the DECON Truck. Currently, red 'debug' dots are shown at these spawn points.
- All uses of randomized points are now passed as 3 axis locations instead of markers
- Lowered DECON event zombie count to 5 per player and a minimum of 10
- Victory check now includes all zones. Will refactor into simpler code at a later date

Fixed:

- Found and fixed a persistent bug that caused issues on the DECON event (too many zombies, too many men in truck, etc)
- Moved Time Change system into server init as it only needs to be run per server, not player
- Fixed the "DECON man" bait passenger (he's needed to get the zombies to attack the truck) being overruled by AI mods. If he gets out, script puts him back in the truck
- DECON truck no longer has to have a seizure warning during DECON event as AI can no longer turn on the lights (as funny/scary as that was)


Major Release to 0.3: FINALE AND REINFECTION UPDATE

REINFECTION: Created a new system where 100% infection rate zones will periodically send out "reinfection hordes" towards nearby DECON'd zones. If this horde reaches the DECON'd zone, it will reinfect the zone at 0.05% infection rate, so stop those hordes! Also added the first iteration of a "Secondary Mission System" to support those hordes as well as other future missions. Assorted bugfixes, as well.

FINALE: Now, once players DECON enough zones (per the mission parameter), a Finale event is unlocked. The players must go to the finale area, complete several missions, then defend the huge final decontamination machine in the largest attack of the mission. Should they be successful, Malden will finally be rid of the zombie menace, once and for all!

ADDED:

- Secondary mission spawn system that generates a secondary mission every 25 min + random 0-10 min timer. First secondary mission is the "reinfection horde".
- Reinfection horde system that finds all zones at 100% infection rate and randomly selects one with a DECONed zone as one of the nearest 3 zones. Spawns a single zombie to represent the "horde" that is sent towards the target zone. If a player approaches within 200m, the total horde spawns (this is to save on system resources). If the horde is destroyed, mission is ended successfully. If the horde reaches within 10m of zone center, however, it reinfects the zone at 5% infection rate and destroys the zombies. Code also checks if another source has reinfected the zone and ends the mission in that case.
- Finale zone to the old military base on the north of Malden with 4 phases to complete for a final victory. Failure will lead to a mission fail and a reload of the previous state so players can reattempt
- Trigger and script (slowDamage.sqf) to slowly damage players who enter finale zone before it is unlocked
- Parameter selection to disable Reinfection system
- All glasses/facewear to arsenal (BI, why are these separate from literally every other item??)
- System for Garbage Collection script to check if a zombie is part of a mission or not prior to deleting them. This fixes the issue with Reinfection hordes getting deleted
- System to exit Secondary Mission loop if there are no possible missions (i.e. someone has disabled them all in parameters)
- 'unstickZombies.sqf' script to delay order given to zombies in the Finale event and 'zOrders.sqf' to delay orders for the DECON event. These delays fix the HUGE bug of zombie AI getting stuck on spawning and refusing all waypoint orders.
- Finale event adjustment for groups smaller than 6 players to only spawn 75% of normal amount of zombies. Eventually will be turned into an "Auto difficulty" mission parameter.
- Credits for testers and Patrons as well as a Assault Team+ Patron thank you board <3

CHANGED:

- Added a "timerNotification.sqf" which I will move all uses of BIS_fnc_countdown over to.
- Removed debug markers for area decon script and changed spawn delays to 2 seconds for stability
- Separated victory into it's own script for later ease
- Reinfection script will not only check 3 random 100% infection zones for nearby DECON'd zones, instead of going through all of them. Significantly reduces the amount of reinfection hordes spawned
- Upped the zombie totals for the finale event to 60, 70, 8

Update: 30 Oct, 2021 @ 2:54pm

Alpha 0.1.1 update:
- Changed all hint to hintSilent to avoid audio spamming users who have those sounds enabled (thanks to Jones.S [48MI] in the comments for giving me a heads up!)
- Enabled garbage collection for zombie bodies to reduce lag

Please keep posting bugs and suggestions on the workshop or at discord.gg/UselessFodder! (NOTE: This update will not delete save files)

Update: 24 Oct, 2021 @ 9:26pm

Update: 24 Oct, 2021 @ 4:47pm