Arma 3
Half-Life Zombies and Headcrabs Mod (Based on Max_Zombies and Max_Alien by Maxjoiner)
170 Comments
Nekavandre  [author] 17 Jul @ 3:47am 
@I'mGoingBerserk Hello! Are you potentially using an extra gear mods? I've noticed that some mods like CBRN (forgot the exact name but it essentially gives all NPC's Gasmask regardless of Mods installed) will hard override any clothing from any mod. Do you have anything like that potentially running?

As for not dying would you happen to be using ACE? Or any A.I. mods like VCOM?
Nekavandre  [author] 17 Jul @ 3:44am 
@x50squidx Sorry to just reply now. I've been away from Steam due to IRL Life for almost a year now. But if you're still interested in getting this mod to work months later I can see if I can help.

Are you using any A.I. altering mods? As well as A.I. Voice sounds such as additional ambient/combat dialogue? I've noticed when I last played that some A.I. mods like VCOM seem to override the Headcrab A.I. 50% of the time or straight up turn them off. While some mods like Death Screams override the Headcrabs sounds?
I'mGoingBerserk 16 Jul @ 6:10pm 
Headcrabs work but zombies look like civilians, and I'm not using Ravage and Universal Uniforms. Also they cannot die and do not react to players.
x50squidx 30 Jun, 2024 @ 11:35am 
hi there so how do they work? ive placed head crabs down but they just ignore the ai and even myself completely they just scurry away and whenever I kill them they do a typical arma 3 death sound. ive also looked at mods that conflict with this mod and dont have those at all so any help or information would be great :)
Nekavandre  [author] 7 Apr, 2024 @ 7:10pm 
@RudyRedTop This is an issue with the underlying code which is Max's Zombies Mod we used for this Mod. That Mod that is a known issue that isn't hardcoded into how he made his mod. It is not a bug from what Max says just something that you have to deal with. It is suggested to not place hostile units near Max/This Mods units near eachother or their A.I. will activate.

Sometimes in EDEN even though they show damage or move around they'll work just fine once in play but other times those units that took damage did indeed take damage.

As for the sliding issue that is also a Max's Zombies mod code issue. It seems to be active when running other A.I. mods like VCOM. But Ima be honest with you I have to pin down any one issue at all after months of trouble shooting with various mods.

Sorry for late reply. Military life doesn't give me much time anymore.
RudyRedTop 3 Apr, 2024 @ 9:25pm 
Also it seems as though the zombies and such will react to things even in 3den editor. Like they'll turn to face enemies, cause the enemies to appear to take damage (bloody uniforms and such), and otherwise just act very weird in 3den.
RudyRedTop 3 Apr, 2024 @ 9:08pm 
With both "Path" and "Move" turned off the zombies will just slowly slide away still for some reason
RudyRedTop 3 Apr, 2024 @ 9:05pm 
I wanted to pre-place some of these units in a mission with movement turned off so they could be activated by a trigger, but they seem to still move even with move or path turned off. Anyway to get around this?
REVER!E 14 Aug, 2023 @ 5:26pm 
only in the workshop
Nekavandre  [author] 27 May, 2023 @ 2:27pm 
@Pitchus Have you read the information provided above telling you what is incompat and would cause that known issue?
Nekavandre  [author] 27 May, 2023 @ 2:26pm 
@Avibird Sorry for replying 20 days later. Been busy with IRL stuff. But unfortunately due to the way this mod and those like it are coded in how they do damage it's not possible nor fully compat only partial with various medical systems like ACE or in your case First Avibird.

I honestly wouldn't know how I could change that. You could ask Maxjoiner whom a lot of the code is from his Zombie and Aliens mods is based on. But I've seen your question asked on his mods and like me it doesn't seem to be an option.

I'll take a look again but don't expect anything. I'm sorry, I couldn't be more help friend.
PitchaMucqMucq 25 May, 2023 @ 8:51am 
I have problem with models, they have normal civilian clothes of arma 3
Avibird 7 May, 2023 @ 5:44am 
Nekavandre love your mod but is there a way to not have them kill playable units allow make them incapacitated so my playable units can get revive. it seems mods like this alien zombies and some of the units from predator kills the unit right away and the units skip the how incapacitated state. is thee any way to not have the units die without the incapacitated first Avibird
Nekavandre  [author] 12 Apr, 2023 @ 3:57pm 
@Devil of the Rhine Thank you for informing me of that mod. I will investigate and try to replicate your issue. My current guess is ARMA 3 updated or the mod actually just is broke atm. Stay tuned. Sorry I can't provide an immediate fix.
Lex Ferenda 12 Apr, 2023 @ 7:26am 
@Nekavendre MCC is a mission-generator mod. It adds a few unique mechanics identical to mods like Alive, but nothing too substantial as you can just disable it. I literally have no other mods loaded, and have not tried other mods apart from MCC, Improved Melee System, and this mod. I assume there are no incompatibilities associated with those mods as these aren't mentioned in the description. Which brings me to the conclusion, that this mod has a problem as all zombies wear the same civilian attire.
Nekavandre  [author] 11 Apr, 2023 @ 10:47pm 
@Devil of the Rhine Please read description for incompat. Also be sure that your mod files are actually gone. ARMA 3 is well known even when you "remove mods" to have left over files hanging around.

That aside what is MCC? And could you give me more details?
Lex Ferenda 11 Apr, 2023 @ 10:13pm 
Mod doesn't work. I have no other mods loaded apart from this and MCC, yet all of the zombies spawn with civilian commoner clothes.
Nekavandre  [author] 25 Jul, 2022 @ 12:02am 
@danieladolfstocker These short sentences aren't telling me anything so I can't help you. I need details. What mods are running? What version of the game are running?Are you using DLC? Did you read the Mod description and look at the incompatible mods and issues with the mod? Did you edit the game yourself in the Ini. files? Are you using weapons from other mods? Details pleae.
Nekavandre  [author] 24 Jul, 2022 @ 9:23pm 
@ʀᴀɴɢᴇʀ ᴀᴜɢ Often certain clothing mods will take priority over other clothes when NPC's spawn. A good example would be "JHSK Contamination Gear" which will often force it's gas mask/CBRN equipment to be equip on any NPC's spawned no matter what mod they're from requiring you to manually edit and remove the gas mask. Often these settings are baked in and can't be edited so you just have to either deal with it or stop using said mod so NPC's no longer spawn with that equipment/clothes/armor. If you want to send me your mod list and a pic you can. I can look into for you.
Nekavandre  [author] 24 Jul, 2022 @ 9:19pm 
@danieladolfstocker Just saying it doesn't work doesn't tell me anything. Details please.
Nekavandre  [author] 24 Jul, 2022 @ 9:19pm 
@Saul Goodman I would suggest you re validate files, clear out the workshop mods folder for any residue mod files, and unsubscribe from all other mods if simply re subbing doesn't work.
Vermo098 24 Jul, 2022 @ 5:12pm 
I dont have ACE or any mods that would conflict with the zombies outfit but they are still dressed like civves I can send you a pic of my mod list if that would help.
Grumman 21 Jul, 2022 @ 6:27am 
The mod seems to not be appearing in my workshop library?
Nekavandre  [author] 26 May, 2022 @ 6:13am 
@GARRYPHOD Unlikely with life being as busy as it on my end. For Domy not sure I'll have to talk to him. But I highly doubt anymore will be done. But ya never know could have a random spark of inspiration, the want to make more mods, and the universe gives me time. Hope you enjoy the mod though.
GARRYPHOD 26 May, 2022 @ 4:08am 
can you make more mods like this? pls
Nekavandre  [author] 24 Mar, 2022 @ 5:18pm 
@Spran1 Please read the details in the mod section for incompat mods. If none of those issues please provide details on what you're running mod wise.

Often certain clothing mods will take priority over other clothes when NPC's spawn. A good example would be "JHSK Contamination Gear" which will often force it's gas mask/CBRN equipment to be equip on any NPC's spawned no matter what mod they're from requiring you to manually edit and remove the gas mask. Often these settings are baked in and can't be edited so you just have to either deal with it or stop using said mod so NPC's no longer spawn with that equipment/clothes/armor.
Spran1 24 Mar, 2022 @ 1:57pm 
Why are my zombies spawning with "Commoner" outfits?
Nekavandre  [author] 1 Mar, 2022 @ 5:22pm 
@IPDarby I'm sure there is some way to make this mod and ACE Medical work together or someone out there that can do it but that is outside our scope of work and knowledge at the moment. As stated before a few times in the comment section this mod is done and as is unless Domy and me feel the need to update it further, even want to in the first place, and get the knowledge to update it so it is compat.

At the moment all we can do is just look into bug fixes and reproducing mod incompat issues to provide work arounds possibly.

In the meantime your only choice is to delete the ACE Medical PBOs yourself and rock that or just tough it out. That's what I do as I'm to lazy to delete the PBOs, require ACE Med to enjoy the game to my liking, and as I play with A.I. and PvE only it's not a huge issue for me being incompat.
Nekavandre  [author] 1 Mar, 2022 @ 5:22pm 
@IPDarby Due to the fact the mod it uses as a base that being Maxs Zombies and Aliens/Xenomorph mods have there own settings and files mostly relating to damage values that override and conflict with ACE Medical settings it just doesn't work.

You'd need to talk to Max to figure out maybe how to edit his mods files. But knowing Max he doesn't have much care for ACE Medical and no interest in making them compat with it. On top of the fact with his mods the way they are coded they are hard overrides meaning even when you do change stuff in the files it'll usually revert to the original coding anyway.
IPDarby 1 Mar, 2022 @ 4:56pm 
Explain how its not compatible with ACE medical?
Nekavandre  [author] 4 Sep, 2021 @ 10:29am 
@Boogereater I was happy to respond. Good chat :D
Nekavandre  [author] 4 Sep, 2021 @ 10:28am 
@[AQM] Vediano Thank you but sadly I'm sorry to say we will not be updating to work with specific kinds of mods and game modes. The mod is as it is unless something changes between me and Domy that would change our minds for some reason. At this point in its life we just fix things that we can otherwise this mod is done. I do apologize for any frustration and annoyance that may cause you.
Nekavandre  [author] 4 Sep, 2021 @ 10:24am 
@Predator14 and @Czarekowski These are based off of Maxjoiner Zombie Mod linked above under "Credits". His zombie mod the zombies are awesome and well animated. But in the danger department they are lacking. The only real danger being if they are spawned indoors giving them an advantage against players and teammate A.I. .The "Lack of aggression and being slow" is them functioning as they are supposed to be as designed by Maxjoniner. If you have any gripes, complaints, or suggestions you're better off voicing them on his page so that maybe they could be changed to be "more aggressive". Yes we've played Gmod and Half-Life. Probs wouldn't have made this mod if we weren't fans. But we tried to get the Half-Life Zombie feel down best we could but we are limited by the coding of the original mod. Only so much we could and can do.
Juliusz Cezar 4 Sep, 2021 @ 9:11am 
>They don't seem aggressive and they are slow ...

have you played or seen a zombie in gmod or Half Life 2 they are slow and not agressive from far ranges.
Vediano 18 Aug, 2021 @ 2:47pm 
Pretty cool. But can you fix errors when you try to use it with warlords?
Predator14 5 Aug, 2021 @ 2:45am 
They don't seem aggressive and they are slow ...
Dicknose 30 Jul, 2021 @ 8:41pm 
Yeah Iv been playing operation trebuchet its awesome Im glad they added the tanks the covenant eeded some ground vehicles. Iv been using krogans and turians from mass effect as place holders for grunts and jackals. Iv heard of final dawn which was an arma 3 mod that added flood and other covenant but it was taken down because it was stolen or something and I cant find it anywhere and people dont seem to like people asking about it understandably. I also heard there was a MAX_Flood mod that I found a link to on youtube but it seems it was taken down too. Sorry for the kind of off topic stuff. I appreciate the response
Nekavandre  [author] 30 Jul, 2021 @ 5:26pm 
@@Boogereater You're welcome mate. Good luck! If you're looking for more Halo Stuff def try out the ARMA 3 Halo Overhaul mod Operation Trebuchet and it's expansion First Contact for Covanent stuff. They just added a Wraith recently. It's really amazing what they've managed to with the wonky asf ARMA 3 engine. I would also suggest the game "Call to Arms" and get the Halo Overhaul mod for that. Think Halo Wars but book accurate and being able to partake in the giant battles you only ever hear about. It's unique in that the game lets you not only play like an RTS but you can take control of individual units and play in 3rd or 1st person. This goes for vehicles as well. Mod is still being worked on. But so far UNSC, Covenant, and Insurectionest forces are present. You can also play with Halo CE units, Halo 3, Halo 2 Anniversary, and Halo Reach units if you're wanting a certain art style.
Dicknose 30 Jul, 2021 @ 4:26pm 
Thanks for the info. I'll keep looking around. I know there was a flood mod up for a while but it was taken down for some behind the scenes reasons I guess. I might try again eventually it just takes so much time to learn this stuff
Nekavandre  [author] 30 Jul, 2021 @ 4:01pm 
@Boogereater If I had the knowledge I'd def do Flood. That said the team over at the ARMA 3 Halo Mod Operation Trebuchet did have Flood Models at one point. The creator of them left the team though and took his mods with him. I'm sure if you look around online you can find a copy of the mod. They weren't very well implemented though as they were in there early creation phase. But he had infection forms and human combat forms. No lore friendly sounds or animations as they were essentially just suits for the default model but they could melee attack you. The textures of the models weren't finished either but you could tell they were Flood. The smart one working on this mod is my buddy Domy. I just bug test, fix what I can, and help Domy out haha!
Dicknose 30 Jul, 2021 @ 3:17pm 
It would be cool if someone could do this but with the flood from halo. I literally just gave up trying after to make flood body suits for zombies to wear for a couple weeks. I'm glad theres smart people doing stuff like this lol
Nekavandre  [author] 10 Jun, 2021 @ 8:07am 
@FRijj Thank you for the kind words. As for ACE Med fix that is more than likely not going to happen. Not a matter of we don't want to, it's not the goal of the mod, shut up stop asking, or whatever else you can think of that a lot of mod authors often say when it comes to ACE fixes and Compat. But more just that we don't know how to. Only thing I can say is just disable the medical modules if ACE Med is interfering with your gameplay. That's the only resolution we've been able to come up with. Terribly sorry mate.
Rinzler 10 Jun, 2021 @ 6:27am 
Great mod! will the ACE Medical issue be fixed in future updates?
Nekavandre  [author] 26 May, 2021 @ 4:58am 
@MiniBiggi Thank you for the kinds words and support. Glad that you enjoy the mod. We know it's not perfect but not like anyone else has done a Half-Life Headcrab Zombie Mod yet for ARMA 3 and the Half-Life Echos of the Resonance Cascade haven't done it yet either. But we did what we could. Most of the thanks should go to @Domy L'Ours Brun as he did the heavy work such as the modeling and coding. Me I just provided some ideas, gave lore oversite, helped with health values so it would go well with Half-Life Echos of the Resonance Cascade and sorta feel like you're playing Half-Life 2, and provided some material to assist Domy in the modding process. I'm often busy with whatever Uncle Sam wants me to do but when I'm not and have the time I try to keep up with this mod and respond to everyone as well as fix what I can. I believe creators should be actively engaged and talk to there community. So I try to do just that. Anyway! Thanks again! Glad you enjoy it. Stay safe out there friend.
MiniBiggi 26 May, 2021 @ 1:44am 
Been a while but still use this mod when I play, but have been without PC for 6 months. Because I sold my old one haha. Thank you on behalf of everyone for continuing to help people with your mod and keeping us updated. It honestly feels more alive than most of the front page materials.
Nekavandre  [author] 21 May, 2021 @ 12:05pm 
@HR] Nils Sorry for the late reply busy with Military duties. Anyway what mods are you loading alongside it? Are any of the mod incompats mentioned above in the description being used? Any additional details would be nice so I can look into the issue and possibly try to recreate the issue. I haven' had any server problems so I'd like to see what's going on with you so I can update the description.
Cassius 19 Apr, 2021 @ 11:27am 
Hey! So this mod just doesn't want to load on our Dedicated Server. No matter our attempts to bypass any errors. The server just doesn't recognize the zombies/headcrabs, and therefore deletes them. Please help us!
Nekavandre  [author] 24 Mar, 2021 @ 3:28am 
@accordion Not sure how it's abandoned if I've been sitting here actively replying to every single persons comment and looking into issues. If they don't reply there is nothing I can do about that. As for the headcrab canister that is beyond my scope. If I were you I'd talk to the Devs over on the Half-Life total conversion mod "Echoes of the Resonance Cascade". This mod is done. The goal was accomplished. All there is to do is reply to comments and look into bug reports that can hopefully be fixed. But "Echoes of the Resonance Cascade" that mod is actively being worked on and updated. So again I would talk to them. Maybe they can do what you'd like.
Loopymoomoo 23 Mar, 2021 @ 7:24pm 
I see the mod is a bit abandoned but i wanna know if anyone is considering making a headcrab canister support option for zeus or something
i'd love to be able to drop headcrabs mid op
Nekavandre  [author] 22 Mar, 2021 @ 10:04am 
@blablabla You're welcome :D