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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Zombied Coalition
You could mess around with that mod to find out how stuff works. As long as you don't release it it'll be fine. Great for learning too.
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Thu Aug 28, 2008 12:34 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Zombied Coalition
Quote: No not the height,because original char height is 90 The way poni did it was team = -1.
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Thu Aug 28, 2008 2:53 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
Plz,Foa, i cant find "team" in that soldier .ini ,how it calls there AtomGroup or what ?
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Fri Aug 29, 2008 6:54 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
WTF? There is team in zombies.ini and it 1,but there is no team in soldier .ini ???
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Fri Aug 29, 2008 7:00 am |
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The Pope Man
Joined: Fri Dec 22, 2006 10:14 am Posts: 29 Location: California, USA, Earth, Sol System
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Re: Zombied Coalition
grenade wrote: WTF? There is team in zombies.ini and it 1,but there is no team in soldier .ini ??? Sometimes every single applicable variable is not needed in a code, for example; the shotgun magazine code has the variable Discardable = 0, meaning there is no magazine that is dropped when reloaded, where as in the SMG magazine code it lacks the variable Discardable = 1, because CC's engine will do that by default. Even more on-topic, I'm making a Zombie Coalition with Alternate Walkpaths, speed, Broken Jetpack, blood emitters, and good sprites (bloodied, bone exposed (sprites borrowed from the skeletons), chunks of flesh missing, and a backwards foot (as if it had been broken and twisted)). I will release it here in this thread when I'm done (it will be going into a pack of items I'm making (most of which would belong in the 'Minor Mod Compendium'))
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Fri Aug 29, 2008 7:26 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
Yeah ok thx.But could any body help i am totaly confused.I tryed work with my zombies,they arent "dead alive" they are virused like resident evil's.And i will try to realise as soon as possible.But i need your help.Again activities.How can i make zombies old + my to use cpu,because ... i just added // to activities.ini in index.ini and i dont added zombies ini in index ini.
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Fri Aug 29, 2008 7:32 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
Ok,some of work is ready.But Cortex dont want to read my soldiers.I made only alpha version without any invisible dropships , and other .But cortex dont want to read my activities.ini.I called my zombied soldiers like soldier a and b.For the alpha version.But it laggs and not load the soldier b.What did i missed."Refering to an instence (soldier b) to copy that hasnt been defined in CoalitionZombied.rte/activities.ini at line 47! " Thats the error .
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Fri Aug 29, 2008 1:24 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Zombied Coalition
If you want us to help you will have too post your mod
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Fri Aug 29, 2008 2:16 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
Ok the pre-alpha is here
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Fri Aug 29, 2008 2:51 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
Any help
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Fri Aug 29, 2008 6:33 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombied Coalition
i am so sick of seeing that grenade twice. i cant test the actual mod.. however! the sprites are sufficiently bloody, but the blood looks orangy, it should be a lot darker. it also should splatter a lot more on everything. if you want it to look like a zombie, and not just another coalition resprite with extra scribbly lines (look at the legs for what im talking about) then your going to have to recolour everything a lot more. what i would do? make the limbs thinner, maybe remove some flesh from them aswell (make bone show, attach some modified wounds) and completely redo the head. zombies do generally have eyes, thats how they see. its possible to make something zombie without making it all gibby. i didnt listen to the sounds, as i play CC soundless anyway. also, make CPUTeam = -1 in the activities. on the error. you tried to copy soldier b. not soldier a. Code: CopyOf = Soldier a InstanceName = Soldier b make sure you put soldier b's code behind soldier a's good luck, keep trying.
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Sat Aug 30, 2008 10:53 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
As i said my zombies are not alive dead , they are virused like rezident evils .And for the error , i not understand what you mean with soldier a\b and where in soldier.ini or in activities ?
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Sat Aug 30, 2008 12:55 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Zombied Coalition
Also most of the zombies in Resident Evil are already dead. The virus kills, and reanimates.
Just had to point that out.
So yeah, these are more like 28 days later zombies, without the coolness and running?
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Sat Aug 30, 2008 8:54 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
Kallemort wrote: Also most of the zombies in Resident Evil are already dead. The virus kills, and reanimates. Ok i know that but they arent 100\200 years old dead. So couldnt you help with lagg plzzzzzzzzzzzzzzzzz
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Sun Aug 31, 2008 2:07 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Zombied Coalition
Ok fixed error with actvities (Thanks to Roon3).But there is one more.With the sounds.ini at line 6
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Sun Aug 31, 2008 6:12 pm |
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