Mizzle420420 3 Report post Posted January 20, 2018 (edited) Hey guys hows it goin, I was hunting around for a working zombie shield the other day and only found broken stuff from arma 2 so I figured I'd make one and release it. This works by deleting any zombies that come near you (I get tired of being swarmed when I tab out). Add this to your infistar or whatever anticheat you use. By default the radius is set to 20m this can be changed by editing the number 20 in the code to whatever range you want: _EntitiesArray1 = _Pos1 nearEntities ["all",20]; By default there are notifcations whenever a zombie is deleted, if this gets annoying just removed these lines: systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; Love, Miz sqf code: if (isNil ("MiZ_Zombie_Toggle1")) then { MiZ_Zombie_Toggle1 = 0; }; if (MiZ_Zombie_Toggle1 == 0) then { systemchat "MiZ Zombie Shield: Activated"; MiZ_Zombie_Toggle1 = 1; } else { systemchat "MiZ Zombie Shield: Deactivated"; MiZ_Zombie_Toggle1 = 0; }; []spawn { while {MiZ_Zombie_Toggle1 == 1} do { _Pos1 = getPos player; _EntitiesArray1 = _Pos1 nearEntities ["all",20]; { _Zombie1 = _x; if (_Zombie1 getVariable "RZ_isZombie") then { deleteVehicle _Zombie1; systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; sleep 1; }; if (_Zombie1 getVariable "RZ_isDemon") then { deleteVehicle _Zombie1; systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; sleep 1; }; }foreach _EntitiesArray1; sleep 1; }; }; titleText ["MiZ Zombie Shield: Loaded","PLAIN DOWN"]; titleFadeOut 4; Edited January 20, 2018 by Mizzle420420 2 Share this post Link to post Share on other sites
_Unit 2 Report post Posted January 29, 2018 On 1/20/2018 at 1:01 PM, Mizzle420420 said: Hey guys hows it goin, I was hunting around for a working zombie shield the other day and only found broken stuff from arma 2 so I figured I'd make one and release it. This works by deleting any zombies that come near you (I get tired of being swarmed when I tab out). Add this to your infistar or whatever anticheat you use. By default the radius is set to 20m this can be changed by editing the number 20 in the code to whatever range you want: _EntitiesArray1 = _Pos1 nearEntities ["all",20]; By default there are notifcations whenever a zombie is deleted, if this gets annoying just removed these lines: systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; Love, Miz sqf code: if (isNil ("MiZ_Zombie_Toggle1")) then { MiZ_Zombie_Toggle1 = 0; }; if (MiZ_Zombie_Toggle1 == 0) then { systemchat "MiZ Zombie Shield: Activated"; MiZ_Zombie_Toggle1 = 1; } else { systemchat "MiZ Zombie Shield: Deactivated"; MiZ_Zombie_Toggle1 = 0; }; []spawn { while {MiZ_Zombie_Toggle1 == 1} do { _Pos1 = getPos player; _EntitiesArray1 = _Pos1 nearEntities ["all",20]; { _Zombie1 = _x; if (_Zombie1 getVariable "RZ_isZombie") then { deleteVehicle _Zombie1; systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; sleep 1; }; if (_Zombie1 getVariable "RZ_isDemon") then { deleteVehicle _Zombie1; systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; sleep 1; }; }foreach _EntitiesArray1; sleep 1; }; }; titleText ["MiZ Zombie Shield: Loaded","PLAIN DOWN"]; titleFadeOut 4; can you explain how to add this to infistar? Share this post Link to post Share on other sites
AllenK 4 Report post Posted February 11, 2018 (edited) Thanks for this code, I recently purchased infiSTAR for my test server and you can integrate the above code as a custom function as follows: Depending on the number of zombies you have on the server, I recommend either setting the radius larger or the sleep timer smaller to keep up with the fast zombies. *Note: you can probably integrate it right into the main code, but not recommended especially if you plan to update infiSTAR at some point in the future. The most recent version of infiSTAR includes a file called: CUSTOM_FUNCTIONS.hpp where you can create 3 types of custom commands (toggle being one of them) class custom1 { type = 1; // toggle on/off name = "Zombie Shield"; code = "if(isNil'zombieShieldToggle')then{MiZ_Zombie_Toggle1 = 1; zombieShieldToggle=true;}else{MiZ_Zombie_Toggle1 = 0;zombieShieldToggle=nil;}; \ []spawn \ { \ while {MiZ_Zombie_Toggle1 == 1} do \ { \ _Pos1 = getPos player; \ _EntitiesArray1 = _Pos1 nearEntities ['all',20]; \ { \ _Zombie1 = _x; \ if (_Zombie1 getVariable 'RZ_isZombie') then \ { \ deleteVehicle _Zombie1; \ sleep 1; \ }; \ if (_Zombie1 getVariable 'RZ_isDemon') then \ { \ deleteVehicle _Zombie1; \ sleep 1; \ }; \ }foreach _EntitiesArray1; \ sleep 1; \ }; \ };"; }; Edited February 11, 2018 by AllenK 4 Share this post Link to post Share on other sites
geekm0nkey 144 Report post Posted February 22, 2018 (edited) On 1/20/2018 at 0:01 PM, Mizzle420420 said: Hey guys hows it goin, I was hunting around for a working zombie shield the other day and only found broken stuff from arma 2 so I figured I'd make one and release it. This works by deleting any zombies that come near you (I get tired of being swarmed when I tab out). Add this to your infistar or whatever anticheat you use. By default the radius is set to 20m this can be changed by editing the number 20 in the code to whatever range you want: _EntitiesArray1 = _Pos1 nearEntities ["all",20]; By default there are notifcations whenever a zombie is deleted, if this gets annoying just removed these lines: systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; Love, Miz sqf code: if (isNil ("MiZ_Zombie_Toggle1")) then { MiZ_Zombie_Toggle1 = 0; }; if (MiZ_Zombie_Toggle1 == 0) then { systemchat "MiZ Zombie Shield: Activated"; MiZ_Zombie_Toggle1 = 1; } else { systemchat "MiZ Zombie Shield: Deactivated"; MiZ_Zombie_Toggle1 = 0; }; []spawn { while {MiZ_Zombie_Toggle1 == 1} do { _Pos1 = getPos player; _EntitiesArray1 = _Pos1 nearEntities ["all",20]; { _Zombie1 = _x; if (_Zombie1 getVariable "RZ_isZombie") then { deleteVehicle _Zombie1; systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; sleep 1; }; if (_Zombie1 getVariable "RZ_isDemon") then { deleteVehicle _Zombie1; systemchat format ["MiZ Zombie Shield: Deleted - %1", Name _Zombie1]; sleep 1; }; }foreach _EntitiesArray1; sleep 1; }; }; titleText ["MiZ Zombie Shield: Loaded","PLAIN DOWN"]; titleFadeOut 4; Hey, awesome idea, however I don't need it for myself as admin, but really could use this for bambi's. how hard would it be to modify this for bamb's, so they don't get discouraged? Edited February 22, 2018 by geekm0nkey 1 Share this post Link to post Share on other sites
Bob_the_K 105 Report post Posted February 22, 2018 Reminds me of zombie guts that some A2 servers had. You could harvest zombies for guts. When you smear them on yourself, the zombies ignore you for some period of time. Of course rain washed it off regardless of time passage. 1 Share this post Link to post Share on other sites
wilderness 91 Report post Posted February 22, 2018 Quote Reminds me of zombie guts that some A2 servers had. You could harvest zombies for guts. When you smear them on yourself, the zombies ignore you for some period of time. Of course rain washed it off regardless of time passage. oh yes I always had a couple of bags of zombie guts in my backpack back in the day ;-) 1 Share this post Link to post Share on other sites
Mizzle420420 3 Report post Posted February 22, 2018 17 hours ago, geekm0nkey said: Hey, awesome idea, however I don't need it for myself as admin, but really could use this for bambi's. how hard would it be to modify this for bamb's, so they don't get discouraged? It would not be hard all you need to do is find your bambi variable or define one if you dont already have one and put this code in an "if" statement. if (BambiVar) then {code}; Share this post Link to post Share on other sites
geekm0nkey 144 Report post Posted February 22, 2018 Yes actually, after I posted that went and looked over Exilez's code and did just that. Where the zombies are set to spawn, there was already check for savezone and what not.. So just added one to check for bambi.. So.. Safe... until they pick up a gun... lol 1 Share this post Link to post Share on other sites
Mizzle420420 3 Report post Posted February 23, 2018 (edited) 2 hours ago, geekm0nkey said: Yes actually, after I posted that went and looked over Exilez's code and did just that. Where the zombies are set to spawn, there was already check for savezone and what not.. So just added one to check for bambi.. So.. Safe... until they pick up a gun... lol Nice, glad you got it goin. I never really thought of using it in that way but if your doing that you might also want to change the effect that it has like instead of deleting the zombies you could just teleport them out of sight or something, or better yet use setvelocity and push them around. Edited February 23, 2018 by Mizzle420420 Share this post Link to post Share on other sites
Mizzle420420 3 Report post Posted February 23, 2018 On 2/10/2018 at 10:46 PM, AllenK said: Thanks for this code, I recently purchased infiSTAR for my test server and you can integrate the above code as a custom function as follows: Depending on the number of zombies you have on the server, I recommend either setting the radius larger or the sleep timer smaller to keep up with the fast zombies. *Note: you can probably integrate it right into the main code, but not recommended especially if you plan to update infiSTAR at some point in the future. The most recent version of infiSTAR includes a file called: CUSTOM_FUNCTIONS.hpp where you can create 3 types of custom commands (toggle being one of them) class custom1 { type = 1; // toggle on/off name = "Zombie Shield"; code = "if(isNil'zombieShieldToggle')then{MiZ_Zombie_Toggle1 = 1; zombieShieldToggle=true;}else{MiZ_Zombie_Toggle1 = 0;zombieShieldToggle=nil;}; \ []spawn \ { \ while {MiZ_Zombie_Toggle1 == 1} do \ { \ _Pos1 = getPos player; \ _EntitiesArray1 = _Pos1 nearEntities ['all',20]; \ { \ _Zombie1 = _x; \ if (_Zombie1 getVariable 'RZ_isZombie') then \ { \ deleteVehicle _Zombie1; \ sleep 1; \ }; \ if (_Zombie1 getVariable 'RZ_isDemon') then \ { \ deleteVehicle _Zombie1; \ sleep 1; \ }; \ }foreach _EntitiesArray1; \ sleep 1; \ }; \ };"; }; Thank you for writing that, I was gonna include it but put it off planning on making a separate post about it later and then unfortunately had no internet for awhile. good shit my dude Share this post Link to post Share on other sites