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 Cyborg Zombie Missions - Correct file uploaded. 
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Joined: Thu May 15, 2008 11:40 am
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Post 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.


Last edited by The Decaying Soldat on Sun Jun 28, 2009 2:36 pm, edited 1 time in total.



Sun Jun 28, 2009 10:39 am
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Post Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
Get enough gold to send you a nurse! Image


Sun Jun 28, 2009 10:48 am
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Post 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.


Sun Jun 28, 2009 2:36 pm
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Post 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.


Sun Jun 28, 2009 5:51 pm
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Post 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.


Sun Jun 28, 2009 5:53 pm
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Post 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?


Sun Jun 28, 2009 6:02 pm
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Post Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
MOID cap is hard coded.
Ask the maker to include a MOID cap check to prevent weirdness.


Sun Jun 28, 2009 9:49 pm
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Post Re: Mission: Cyborg Zombie Defense - Walkpaths changed!
Or you could include one yourself :grin:
Dummy assault has that already. Just copy the code.


Sun Jun 28, 2009 9:58 pm
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Post 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.


Sun Jun 28, 2009 11:20 pm
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Post 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).


Sun Jun 28, 2009 11:29 pm
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Post 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


Mon Jun 29, 2009 12:48 am
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Post 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.


Mon Jun 29, 2009 3:55 am
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Post 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.


Mon Jun 29, 2009 4:36 pm
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Post 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.


Mon Jun 29, 2009 6:48 pm
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Post 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.


Tue Jun 30, 2009 3:28 am
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