



Chernarus Apocalypse - Part One by

Celery byCelery

Description:

Story:

Chernarus Apocalypse series:

Features:

Addon-free but convincing zombies

Several zombie behavior types

Player characters have unique equipment and diaries

Custom healing script with shareable bandages

Zombies may drop bandages and magazines

Pistols are accurate

Selectable friendly fire damage rate

JIP players start close to the group

Character gear, bandages and damage are saved in case a player disconnects

Spectator mode after death

You can continue the game after dying by picking a new unit slot

Pacifist or partial stealth run is very hard but possible

Installation:

Mod compatibility:

Changelog:

Renovated the scripts

Optimized bandwidth and CPU usage

Added line of sight condition to zombie attack when either party is inside a building

Improved HUD

Improved loot sparkle

Fixed visible respawn marker

Fixed outro

Changed hit reaction sounds

Fixed absent fog

Fixed buggy healing script

Added a countermeasure for a certain DayZ-related behavior in players

Slightly improved the spectator script

Added camera shake as a hit effect

Simplified the incredibly difficult terrain detail selection feature

Rebalanced .45 magazine counts

Partially fixed the problem of zombies sinking inside the floor in Krasnostav

Radio and ammo box relocate if tower is destroyed

v1.4

Updated scripts to match part 3 v1.4 Zombies have slightly less aggro range in urban areas Added window lights Improved loot sparkle functionality Made mission end before the last player enters spectating mode Improved addWeapon script compatibility with vanilla Arma 2 Explicitly specified all magazines for crate and addweapon scripts to avoid unexpected bugs with mods

v1.3

Fixed wrong crate loadouts Fixed accuracy script Added hint for the doctor and reporter

v1.2

Updated script base Added more zombie models - server needs to run at least 1.59 beta Added spoken lines Added possibility to ignore objectives 1 and 3 Added new objective for clarity Added new weapon and more magazines to geocache Fixed radio conversation triggering twice Fixed JIP issues Fixed spectating issues Removed ability to take a bandage from a live zombie Removed unused sound file Removed some exploitable positions Compressed sound files Made tower horde a little smaller Changed weapon holder to ammo crate in tower to prevent it from disappearing Tweaked crate loadouts Changed M60 to PKM Moved some units Made zombies more resistant to leg damage Take bandage action now stays indefinitely on players' bodies You are notified when you receive a bandage or a friend heals you Zombies may now drop ammunition (separate from their bodies)

v1.1a

Fixed players being removed from zombie victim list when player joins in progress Fixed player intendedly going straight to spectating mode when joining in progress Switched heal action priorities

v1.1

Added 4 extra player slots Added new zombie type Added new zombie classes Added rare instances of zombies carrying bandages (action instead of gear pops up) Added damage feedback to spectator mode Improved network performance by decreasing setVehicleInit commands Improved zombie generator script Improved CLY Heal script Improved JIP friendliness Improved trigger conditions Improved task clarity Improved Krasnostav store Improved attack groans by making them instantaneous Fixed spectating bugs Fixed zombie behavior bug when switching to target in vehicle Fixed random instances of non-reporters getting GPS at start Fixed zombies firing shots before their weapons are removed Fixed nil spawn handle Fixed typos Made last battle bigger Disabled ACE stamina Tweaked various things

Credits & thanks:

Forum topic:





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This is a zombie coop mission with specific objectives and one life per character. Equipment and munitions are scarce and the enemy is dangerous and numerous, which promotes tactics, teamwork and good shooting. The zombies are resistant to bullets, and only a headshot is a reliable way to kill them. This part requires you to focus on tactics and fire discipline.Most of Chernarus has been overrun by zombies. Shortly after the outbreak began, the world was alerted with an emergency transmission and a quarantine was attempted by the CDF, Russia, NATO and hired professionals. The quarantine failed after 22 hours and all surviving units retreated to protect the capital region except for the Russians who have a long border with Chernarus to the north.You are one of the few survivors left in South Zagoria, the ground zero of the outbreak, and have been waiting for a passing ship or other form of help on the eastern shore in vain. Just a moment ago, you picked up a plea for help over the radio requesting assistance at the Olsha hill radio tower. You must go northwest and investigate.Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\MPMissions folder.- The mission has been designed to run without mods but should work fine with most mods- ACE is accommodated with the removal of its stamina feature- WARNING: DayZ makes you spawn as a bird because it erases classes used by the rest of the game!v1.5Mission and scripts: CeleryApocalypse series concept: Celery and Zipper5Voice acting: Rejenorst (www.rejenorst.com)Music: Thief: Deadly Shadows soundtrack composed by Eric BrosiusNoises and screams: Thief II: The Metal Age and Operation Flashpoint: Cold War CrisisFog script: Rockhount (original by Yac)- Arma 2- Arma 2: Army of the Czech Republic