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 Zombie Defense -fixtastic- 
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Zombie Defense -bugfixes-
*well zombie walkpaths are obviously RETARDED


Wed Jun 10, 2009 5:00 am
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Post Re: Zombie Defense -bugfixes-
Make the ground out of test strength material colored like terrain.


Wed Jun 10, 2009 5:04 am
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Post Re: Zombie Defense -bugfixes-
He's tried that, but what he really needs to do is make the zombies have Jetpacks.

In the name of science.


Wed Jun 10, 2009 5:57 am
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Post Re: Zombie Defense -bugfixes-
You could make zombies that are more suitable to your purpose. :???:
It's not like you would have to remake them from scratch, just make copies of the vanilla ones that function decently on this mission.

To be honest this is really boring as it currently is. The zombies are no threat, there is no challenge. It's just a matter of constant spamming into the line of their ranks. If you limit yourself to using vanilla zombies with this kind of attack, the zombie defense idea can't really succeed.


Wed Jun 10, 2009 9:40 am
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Post Re: Zombie Defense -bugfixes-
Grif wrote:
Did you not notice that the majority of the ground is the hardest material?

Try shooting it with the lady pistol.

Make a harder material.


Wed Jun 10, 2009 11:16 am
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Post Re: Zombie Defense -bugfixes-
robot defance ? ooo yeah ! but in robot defence we have somle freind to fight robot ^^ ?


Wed Jun 10, 2009 12:00 pm
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Joined: Wed May 20, 2009 10:06 am
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Post Re: Zombie Defense -bugfixes-
exproz wrote:
robot defance ? ooo yeah ! but in robot defence we have somle freind to fight robot ^^ ?

Where's the Grammar Nazis when you need them?

Anyways, nice scene, but as people have already stated before, the vanilla zombies ruin it all, still fun to mow them down before they inevitably get stuck in a hole outside of my view tough.


Wed Jun 10, 2009 3:08 pm
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Post Re: Zombie Defense -bugfixes-
Yeah, that zombie pit thing happens to me too. Except when I played the first time, they drove themselves straight to hell and I didn't get any zombies to shoot.

Anyways, I think this problems is because you're making two spawns that drop directly onto the zombies that already spawned. If you could make one spawn with enough time for the last zombie to walk forward there'd be less pit-age.


Wed Jun 10, 2009 3:34 pm
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Post Re: Zombie Defense -bugfixes-
Just tried it out. Very disappointing. Not on the mission, on the vanilla zombies. Sure, the mission is just standing there and shoot, but it wouldn't be so bad if the zombie weren't that pathetic.

The map shouldn't be changed until the zombies get a buff. The zombies have to be way stronger, at least takes you a few pistol mags to kill. The vomit can be a bit more damaging. Also, they have to be mindlessly charging, instead of trying to stand and figure out who shot them. Some of them should know how to jump and do melee attack.

The zombies need fix badly. If they don't get fixed, theres no point talking about the mission itself.

I've always been disappointed with the official zombies. They are PATHETIC. But thank you Grif for the mod, I'm looking forward to future versions.


Wed Jun 10, 2009 3:58 pm
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Post Re: Zombie Defense -bugfixes-
1nfernal wrote:
exproz wrote:
robot defance ? ooo yeah ! but in robot defence we have somle freind to fight robot ^^ ?

Where's the Grammar Nazis when you need them?

Anyways, nice scene, but as people have already stated before, the vanilla zombies ruin it all, still fun to mow them down before they inevitably get stuck in a hole outside of my view tough.


sorry guiz im french my english suck :(


Wed Jun 10, 2009 5:02 pm
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Post Re: Zombie Defense -bugfixes-
exproz wrote:
1nfernal wrote:
exproz wrote:
robot defance ? ooo yeah ! but in robot defence we have somle freind to fight robot ^^ ?

Where's the Grammar Nazis when you need them?

Anyways, nice scene, but as people have already stated before, the vanilla zombies ruin it all, still fun to mow them down before they inevitably get stuck in a hole outside of my view tough.


sorry guiz im french my english suck :(

Use an online translator.
We can still get the gist of what you're saying.


Wed Jun 10, 2009 5:07 pm
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Post Re: Zombie Defense -bugfixes-
This can't be too good...

EDIT: Also, I got an error when I died.


Attachments:
File comment: yeah, I dug that hole with the pistol
ScreenDump002.bmp
ScreenDump002.bmp [ 1.37 MiB | Viewed 9919 times ]


Last edited by TeeKoo on Wed Jun 10, 2009 5:23 pm, edited 1 time in total.

Wed Jun 10, 2009 5:12 pm
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Post Re: Zombie Defense -bugfixes-
Well guys, found a quick fix I suppose.
The L4D mod got fixed for B23 but wasn't bumped. The infecteds are pretty good for this because they're light and don't sink into the ground and make up for the nerfing (I'm guessing you bumped the spewing zombie's strength up) by their sheer speed. I disabled the acid so I could get a gif without exploding.

Image
Braainz

Image
Them smacking themselves against my house. Of course, one of them died and their bomb blew up my lady pistol. Not good times.


Wed Jun 10, 2009 5:17 pm
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Post Re: Zombie Defense -bugfixes-
TeeKoo wrote:
This can't be too good...

EDIT: Also, I got an error when I died.

I see you utilized the infamous super-heavy casings thingy with B23.
you do know that it can be easily fixed by going into base.rte/ammo.ini and changing to mass of the three different casings to like 0.2-1 or something?

Also, nice that someone fixed the zombies digging holes with their weight :smile:


Wed Jun 10, 2009 5:27 pm
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Post Re: Zombie Defense -bugfixes-
Are there any more weapons after 200? I got up to 500 and there was nothing so i quit. Also where are the shotguns?


Wed Jun 10, 2009 7:08 pm
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