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Cyborg Zombie Missions - Correct file uploaded.
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Author:  mail2345 [ Fri Jun 26, 2009 9:33 pm ]
Post subject:  Cyborg Zombie Missions - Correct file uploaded.

Three missions and a skirmish based off a "Cyborg Zombies" faction.
Attachment:
File comment: +1.9K downloads
CyborgZombies.rte(2).zip [343.47 KiB]
Downloaded 4147 times

MISSION 1: CYBORG ZOMBIE DEFENSE

Quote:
You are the commanding brain of Nanobot Shelter #15, an outpost designed to hold against an escape of self replicating nanobots. You have just been awakened from cryo due to the escape of Generation 5 self replicating organic/metallic hybrids, or as more commonly known, Cyborg Zombies. A nearby laboratory engineered a self replicating model, however an unknown faction released a virus that corrupted the control systems, causing them to go rogue. Unfortunately, we have are unable to spare resources, due to recent Ronin attacks.. Oh, and due to the rapid awakening, your body will be paralyzed for a short amount of time.

Your base's inventory:
5 Coalition Heavies armed with Heavy Sniper Rifles
3 Med pack dispensers
1 Weapon dispenser
1 Grenade dispenser
1 Coalition Heavy armed with a Mauler Shotgun
1 Coalition Heavy armed with a Revolver Cannon
1 Coalition Attack drone
1 Heavily armored Browncoat brain.
1 AlchemTec brand gold generator.
Image

Known zombie classes:
Image
Light Cyborg Zombie, very fast but with weaker armor.
Image
Medium Cyborg Zombie, fast, decent armor.
Image
Heavy Cyborg Zombie, not as fast, however has excellent armor.
Image
Regenerative Cyborg Zombie, with the armor of a Light, and the speed of a Heavy, however repairs much more efficiently.


IMPORTANT MULTIPLAYER NOTE
This is a very hackishly setup multiplayer system.
You will be using the same brain as your teammates. To swap to this same brain, push both swap buttons at the same time. Only one person can actually be doing things with this brain, the others just have pie menu access.
If things don't work, try switching to other actors, and having one guy control.

MISSION 2: ESCAPE!

You wake up in an underground bunker with a clone.
The only two things you know:
Your memory has and will fail.
You must escape.

Note: This mission is VERY hard.

MISSION 3: SABOTAGE!

Destroy the defence control system for the Coalition's teleportation research outpost as the Cyborg Zombies, to prevent work on their teletrooper unit.
This mission isn't as hard as the others, but still is fairly hard.

SKIRMISH MISSIONS: CYBORG ZOMBIE DEFENSE, TELETROOPER ASSAULT!

First one is pretty much like the mission, but without the scene specific AI hacks.
The second one has the Coalition's teletrooper unit sent against your base.

Less important note for both.
If you want to change the zombie's spawn team, just type in the following code in the console. Oh, self replicating zombies can be bought in the buy menu:
Code:
globalczteam = x

Replace x with the team number.

Credits:
LowestFormOfWit - For the awesome sprites.
cadw - Maps of Escape! and Sabatoge
weegee - CCRPG and skeleton mission code for Escape!
Gotcha - For his map pack objects.
firecrystal - For the Safepacks
TLB - I remember using scraps of his code out of laziness.
Foa - For the original idea of HitsMOs = 0

Finally, the mod:
Attachment:
File comment: +1.9K downloads
CyborgZombies.rte(2).zip [343.47 KiB]
Downloaded 4147 times

Increasingly obsolete B23 edition:
Attachment:
File comment: +503 downloads
CyborgZombies.rte.7z [68.07 KiB]
Downloaded 7199 times

Author:  Allarcan [ Fri Jun 26, 2009 10:09 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense

Testing now sir! usually your missions are amazing so you got my dl!

Author:  Grif [ Fri Jun 26, 2009 10:11 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense

Allarcan wrote:
Testing now sir! usually your missions are amazing so you got my dl!


search.php?keywords=&terms=all&author=mail2345&fid%5B%5D=24&sc=1&sf=firstpost&sk=t&sd=d&sr=topics&st=0&ch=300&t=0&submit=Search

Wat?

Author:  mail2345 [ Fri Jun 26, 2009 10:13 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Bug fixed.

I think he meant mods.
Oh, and 5 mins ago I had the file uploaded without a dependency it had.
Don't worry, Lua Tech has the dependency too, so if you have that, no need to re dl.

Author:  Allarcan [ Fri Jun 26, 2009 10:28 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense

Grif wrote:
Allarcan wrote:
Testing now sir! usually your missions are amazing so you got my dl!


search.php?keywords=&terms=all&author=mail2345&fid%5B%5D=24&sc=1&sf=firstpost&sk=t&sd=d&sr=topics&st=0&ch=300&t=0&submit=Search

Wat?



Whoops! I was thinking of yours grif. haha!

Author:  Foa [ Fri Jun 26, 2009 10:30 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense

Hmmm, attack of the zomborgs... finally.
We love your prowess!

Author:  LowestFormOfWit [ Fri Jun 26, 2009 11:46 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense

Yay. I can't wait to see what you ended up doing with the scrap zombies.

Also, props on positive feedback on a map release that required Gotcha!'s pack modules.

I caught hell for it when I tried to do this with the original facing worlds.

Author:  cya1 [ Fri Jun 26, 2009 11:51 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense

somthing about a Goo bunker hasent been defined what should i do?

Author:  Grif [ Fri Jun 26, 2009 11:51 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Some AI Improvements

Quote:
This map requires Gotcha's Map Pack 3 Objects to be installed.

Author:  mail2345 [ Fri Jun 26, 2009 11:54 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Some AI Improvements

Good idea Grif, I think I should make my text larger.

Anyway, I have just uploaded an edition where I optimized the map a bit so the AI does not stand there as much.

Author:  cya1 [ Fri Jun 26, 2009 11:55 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Some AI Improvements

i did...

Author:  mail2345 [ Fri Jun 26, 2009 11:55 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Some AI Improvements

And you added the line to your base.rte?
EDIT:
If so, try redownload, I had an earlier edition that had a missing file.

Author:  cya1 [ Sat Jun 27, 2009 12:01 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Some AI Improvements

what line ?

Author:  mail2345 [ Sat Jun 27, 2009 12:03 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Some AI Improvements

Gotcha's Readme wrote:
Before you can use these maps, be sure to add the following line to your base.rte/scenes.ini file:



IncludeFile = Maps - Objects/Index.ini



The logical place to put it is underneath the “// Bunker Modules!” bit, but anywhere else will do

fine as well. Be sure NOT to rename the folder "Maps - Objects" to “Maps - Objects.rte”!

Oh, and Gotcha's finger biting raccoons say hi.

Author:  cya1 [ Sat Jun 27, 2009 12:04 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Some AI Improvements

lol i did that 2
Edit: i reinstalled the map pack and it worked fine must be a old version thx

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