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 Cyborg Zombie Missions - Correct file uploaded. 
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Mission: Cyborg Zombie Defense - Now standalone.
Really have not figured out why the game sometimes crashes on dropship loading up.
Must have been bad luck, as crashes are fairly rare.


Sat Jun 27, 2009 4:06 am
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Joined: Sun Apr 12, 2009 11:10 pm
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Post Re: Mission: Cyborg Zombie Defense - Now standalone.
for some reason mine does work and loads up, but when i go to missions i cant click and start it, any ideas?


Sat Jun 27, 2009 4:17 am
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Location: A little south and a lot west of Moscow
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Post Re: Mission: Cyborg Zombie Defense - Now standalone.
Very nice. I like how it plays. There are a few things that irk me though:
    The way the zombies infect you is a bit silly considering the cramped hallways. It makes it nearly impossible to escape because if you try to attack anything, it explodes, and if you try to avoid it, you get infected 10 times and explode yourself.
    The default landing zone is all the way on the left. Activity:SetLandingZone will fix that (examples are in all the vanilla missions)
    Game crashes when the brain dies or is sucked up most of the time. Chances are there is a line of code in the mission that checks one of the brain's variables without first checking that the brain still exists (which it doesn't if it is inside a ship or dead)
    Not sure if this is a problem with your stuff or Gotcha's bunker modules, but you can't switch away from the gold generator. Makes it hard to keep the base defended.
Other than that, I like it a lot.


Sat Jun 27, 2009 4:18 am
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Post Re: Mission: Cyborg Zombie Defense - Now standalone.
1. I'l consider setting up distance reduction and Scene rays to detect.
2. Will fix. Though I'm wondering how to set the size of the landing zone.
3. Found the offending code, and it will be fixed.
4. Eh, not sure why either. I have not encountered that problem yet.


Sat Jun 27, 2009 4:37 am
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Post Re: Mission: Cyborg Zombie Defense - Now standalone.
Oh, also, implement a check on the amount of MOIDs. They exceeded 255 for me pretty fast.


Sat Jun 27, 2009 4:42 am
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Post Re: Mission: Cyborg Zombie Defense - Now standalone.
Be sure to let me know if you need additional or new Cyborg Zombie sprites, in case you were looking to expand the invasion force's variety in future builds of this.


Sat Jun 27, 2009 4:44 am
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Post Re: Mission: Cyborg Zombie Defense - Several bugs dead. Really.
Update:
Infection distance reduced.
Landing zone has not been changed.
Less crashing.
MOID check added.

Anyway, the getting stuck in gold generator is due to it being made of four actors. Just hold or press swich four times.

@rjhw1
What resolution are you playing on?
My little brother had a problem when he had a low res, I think it might be CC acting up because the name is too big or the description is too big.


Sat Jun 27, 2009 7:30 am
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Post Re: Mission: Cyborg Zombie Defense - Several bugs dead. Really.
Really cool mod, I love the way everything looks and works. The base is well detailed, an so are zombies. Its a very, very fun mod. Great work.

mail2345 wrote:
@rjhw1
What resolution are you playing on?
My little brother had a problem when he had a low res, I think it might be CC acting up because the name is too big or the description is too big.

This happened to me too, I restarted CC and it worked.


Sat Jun 27, 2009 9:54 am
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Post Re: Mission: Cyborg Zombie Defense - Several bugs dead. Really.
Love this, has a good frantic feel. Grifs version was fun, but this is epic. Really good job mail2345.


Sat Jun 27, 2009 10:38 am
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Post Re: Mission: Cyborg Zombie Defense - AI improved again.
Little suprise added along improved walkpaths.
Highlight below.
The gold generator can get infected, and it turns into a zombie generator.


Sat Jun 27, 2009 11:08 pm
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Post Re: Mission: Cyborg Zombie Defense - AI improved again.
Okay, few more issues:
    Some actors are facing the wrong way.
    Add actor's weapons manually, as they don't always pick them up.
    Make the generator now count as an actor, as zombies infect it and strange things start happening.
These are all just nitpicks though. Good job on fixing the last stuff.


Sat Jun 27, 2009 11:22 pm
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Post Re: Mission: Cyborg Zombie Defense - AI improved again.
I forgot to cap MOIDs on the escape ship.

Fixed bugs 1 and 2, but bug three is a feature, in a Microsoft sort of way.


Sun Jun 28, 2009 12:32 am
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Post Re: Mission: Cyborg Zombie Defense - Special event tweaked!
Bumpdate:
I modified the gold generator to only get infected when the zombies reach the escape trigger point.

I plan to include the new sprites LFOW sent soon.


Sun Jun 28, 2009 6:28 am
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Post Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
The tension. This is one of the most intense mission if ever played.

A few things:
The buyable zombies increase health indefinitely. Dunno if that's a flaw or a design feature.

If the medpacks could cure infection, they would have been more useful.

The mission is laggy. Does anyone have the same problem?


Sun Jun 28, 2009 10:02 am
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Post Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
The infection cures itself when health is at or above 100.

Laggy is because I'm pushing the MOID limit to its max, and increasing health is a feature as the nanobots are reinforcing internal structures or something. Anyway, health gain slows down as health goes up, so it will stop after a while.


Sun Jun 28, 2009 10:11 am
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