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Shadoww

Bort and Run

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OK i dont know if this has been mentioned yet but just recently i figured out a major flaw with the games zombie spawing mechanic.

Ive been playing this mod since a little before 1.7.1 and i have always died in ridiculous ways to zombies for what ever reason i died for.

Recently one of my friends bought Arma 2:CO and downloaded the mod so he can play with me and his other friends that had it. Well while playing with his friends they tryed to show me a bug where when you abort it despawns all zombies that were spawned by you in a certain area. I tried to attemp this and succeded but because i have kind of a crappy connection it always takes like 5+ mins to reconnect and load my character into the server so ultimately i gave up on this cheap tactic and had to continue protecting myself while they despawned the zombies that spawned off of them.

So i would like to suggest a system that could potentially counter this problem.

I think that when a player aborts, the zombies that they spawned should remain in the server for 5-10 mins after the player aborted or w/e so that if they try and abort to lose large hordes when they reconnect the zombies will still be there and aggro on them again or on anyone else nearby.

or a system should be implemented so that all cities and majorly contested areas should just have a set number of zombies that spawn there even when no one is around. So basicly there will always be non-player generated zombies in these locations so that even if a person aborted none of the zombies would despawn.

i dont know if this is the best solution but if you guys have other suggestions leave a reply below.

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Bad idea, could be used to stress the server in to crashing.

Also Aggro infomation is stored localy not on the server.

Edited by Shy Guy Sterlok

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Also Aggro infomation is stored localy not on the server.

Yea, when one aggroes a Zed.

Your computer takes the responsibility of controlling the NPC and relay that info back to server.

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But this still have to be worked on, even if only one or two Zeds stay and the player reconnects they still have a 20 second window to rip the player apart if he is stupid enough to DC in a dangerous area.

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