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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
Well, it's hard to get an actor's health above 100, even with medipacks. And they get infected very easily. So there is practically no cure. However, that doesn't matter too much. This mission is still awesome.
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Sun Jun 28, 2009 10:39 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
Get enough gold to send you a nurse!
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Sun Jun 28, 2009 10:48 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
That's one pretty cure! I nearly forgot about them!
EDIT: Oh yea. The cyborg zombies are exactly what should be in the undead faction, they have regeneration and infection adventages over the living, despite armed with low-tech weapons. I think dev team should consider this concept.
Right now, the undead faction is described as 'they'll work in large numbers', well they don't.
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Sun Jun 28, 2009 2:36 pm |
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ironraven24
Joined: Sun Mar 29, 2009 11:17 pm Posts: 31
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
Great map, I love the infection concept, very fun, good job. How exactly does the infection spread? if one of my guys shot one of the zombies and their gibs fell on them, would they get infected? my revolver cannon guy exploded, but no zombies came out of him, unlike my other infected men.
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Sun Jun 28, 2009 5:51 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
Gibs don't infect. Being near when they are alive, or near when they die causes infection.
If a guy does die and not create zombies, you have hit CC's MOID cap.
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Sun Jun 28, 2009 5:53 pm |
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ironraven24
Joined: Sun Mar 29, 2009 11:17 pm Posts: 31
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
mail2345 wrote: Gibs don't infect. Being near when they are alive, or near when they die causes infection.
If a guy does die and not create zombies, you have hit CC's MOID cap. Ah.. thats why my guys in that other zombie mod were randomly dieing. could I change the MOID cap?
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Sun Jun 28, 2009 6:02 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
MOID cap is hard coded. Ask the maker to include a MOID cap check to prevent weirdness.
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Sun Jun 28, 2009 9:49 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
Or you could include one yourself Dummy assault has that already. Just copy the code.
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Sun Jun 28, 2009 9:58 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
there is one allready. i like the horde of them that came out of my money making machine. it was awesome. i appreciated my gatling gun at that point.
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Sun Jun 28, 2009 11:20 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
Ah. Didn't notice that he added one in. Last time I played my people kept exploding (and not due to infections either).
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Sun Jun 28, 2009 11:29 pm |
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Franchan
Joined: Sat Jun 27, 2009 7:28 pm Posts: 67
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
whats wrong? i tested it and there were robots flying everywhere but none were killing me [lots of them didnt have weapons] it took me five minutes of standing in the bottom window for me to die
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Mon Jun 29, 2009 12:48 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
The AI must for some reason be working odd on your computer.
Then again, the AI is always screwed.
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Mon Jun 29, 2009 3:55 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
This mission seriously needs a sequel. Infectious cyborg pirate zombie ninja will never get old, at least never for me.
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Mon Jun 29, 2009 4:36 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
I'll consider it, but in the meantime, I'm working on a proper activties so you can defend your base against the zombies and including the new sprites LFOW sent.
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Mon Jun 29, 2009 6:48 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - New weapons, new sprites!
Update: New weapons added, Zombie SMG, Zombie Shotgun, Zombie Shovel(can't get the AI to kill with the shovel right). New animated heads.
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Tue Jun 30, 2009 3:28 am |
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