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 Zombots 
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Joined: Tue Jul 21, 2009 4:36 am
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Location: The place where asses go to be bad
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Post Re: Zombots
Ooh, this works deviously well.

I made a 360 degree full automatic version of shook's Sausage, so when the zombots engage in CQC, I just hold down the left mouse button and send them gibbing and flying.

Also: Whitty. Atomizer. 'nuff said. (no respawn, no gibs. It just turns them white and flings them away)


Fri Jun 25, 2010 8:20 am
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Post Re: Zombots
Particle accelerator. You just need to gib and fling the parts into the sky.


Fri Jun 25, 2010 8:33 am
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Joined: Tue Jun 22, 2010 7:42 pm
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Post Re: Zombots
Ok, I just had a brilliant/devious idea.

FIGHT FIRE WITH FIRE!

Use the instant phoenix potion on your troops...fight respawning endless troops with respawning endless troops :-P


Fri Jun 25, 2010 4:32 pm
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Joined: Sat Feb 13, 2010 5:27 am
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Post Re: Zombots
Zombots vs Tiberium Trial 1 Report

Though requiring some luck it appears that after enough deaths that Tiberium can destroy a Zombot( by growing over it's gibs usually). Now all I need is a brain that can survive direct contact with Tiberium....


Fri Jun 25, 2010 10:57 pm
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Data Realms Elite
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Joined: Sun Nov 01, 2009 3:00 pm
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Post Re: Zombots
Hey, is there a Tartarus thing with the Zombots on it?
I want to play the Coalition VS Zombots, the big dummy guy whould probebly be a big let down though at the end.


Sat Jun 26, 2010 1:38 am
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Post Re: Zombots
Well you can edit Tatarus with Zombots. If you download the rte folder, there should be a read me.

Read that and it should tell you what to do but I'll give it here just in case.

Open the Tartarus folder
Go to the Scenes folder
Go to the Scripts folder
Open the file in wordpad

and then

1.Add your new faction ID and number here.

[code]self.Factions = {CLONE = 1, DUMMY = 2 , RONIN = 3 , BEARS = 4 , BLAME = 5 , MYFCT = 6};


2.Add your faction module to the list.

self.Modules[self.Factions.MYFCT] = "Undead.rte";


3.Define weapon, explosive and actor sets for your faction.

self.LightWeaponSets[self.Factions.MYFCT] = {"Blunderpop"}
self.HeavyWeaponSets[self.Factions.MYFCT] = {"Blunderpop" , "Blunderbuzz"}
self.ExplosiveSets[self.Factions.MYFCT] = {""};
self.ActorSets[self.Factions.MYFCT] = {"Skeleton" , "Zombie Medium"};


4.Define probabilities for the weapon selection. These are:
Probability to get a heavy weapon , probability to get a secondary weapon, probability to get an explosive , and probability to a second explosive.

self.Probabilities[self.Factions.MYFCT] = {0.55 , 0.30 , -1 , -1};


5.Select the factions for the current round.

self.AttackFaction = self.Factions.CLONE;
self.DefendFaction = self.Factions.MYFCT;


6. Double check weapon, actor and module spelling. It's recommended not to use over-sized actors for this mission. [Note:You don't need to reload CC after editing this script, just restart the mission.]


Sat Jun 26, 2010 4:01 am
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Loose Canon
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Joined: Sun Mar 29, 2009 11:07 pm
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Post Re: Zombots
Premade Zombots code, for those too cripplingly lazy:
Code:
ZMBOT = 10

self.Modules[self.Factions.ZMBOT] = "ZombBot.rte";

self.LightWeaponSets[self.Factions.ZMBOT] = {"Rivet Gun"};
self.HeavyWeaponSets[self.Factions.ZMBOT] = {"RPG-2"};
self.ExplosiveSets[self.Factions.ZMBOT] = {""};
self.ActorSets[self.Factions.ZMBOT] = {"ZombieBot"};
self.Probabilities[self.Factions.ZMBOT] = {0.30 , 0.65 , 0.00 , 0.00};

I'll assume you can handle the tabbing and figure out where everything goes on your own.
Be warned, these ♥♥♥♥ are tough. You'll need either immense strategy or something overpowering like the Crobotech Beta 2, plus plenty of luck, to take these things on.


Sat Jun 26, 2010 4:06 am
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Post Re: Zombots
See the thing I find is that when everyone talks about strategy, its all assuming a one on one encounter. But in reality, while your strategies might work, sometimes it doesn't take in the fact that there is actually 2-5 zombots coming at you.


Sat Jun 26, 2010 2:32 pm
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Post Re: Zombots
The Disintegrator Gravity Gun multiplies them... But the copies are on your team.


Sat Jun 26, 2010 6:47 pm
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Post Re: Zombots
Also the Microwave from the District 9 mod completely disintegrates them in one shot.

Crobo shotgun: 5 shots to gib, 1 to finish.


Sun Jun 27, 2010 7:07 pm
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Data Realms Elite
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Post Re: Zombots
Just tried the Coalition VS Zombots tartarus. I dare say its quite un-winnable.


Mon Jun 28, 2010 3:51 pm
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Post Re: Zombots
So wait, Zombots never die?


Mon Jun 28, 2010 6:33 pm
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Joined: Mon Jul 13, 2009 4:24 am
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Post Re: Zombots
I like to use the old Crobo's grenade lawnchair. Just keep spamming the grenades into a zombot pit. It kills them rather effectively. Also old crobie shotgun if things get tough.


Mon Jun 28, 2010 6:38 pm
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Post Re: Zombots
Sakiskid wrote:
So wait, Zombots never die?

They gib into pieces and if you don't destroy one particular piece after gibbing them they respawn.


Mon Jun 28, 2010 6:59 pm
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Post Re: Zombots
Contrary wrote:
Pssssh YOU'RE doing it wrong. I can use anything for hours and get away with it. One time I lasted for six hours with nothing more than Mia and a Luger. One time I defended my brain against zombots with nothing but a legless skeleton and a stone. One time I overflowed the kill meter with a quadriplegic crab. And I was fighting Data armed with instagib rifles. And I was controlling it with a Guitar Hero controller.

Edit: And I was on fire.


That made.. me laugh.. uncontrollably... Last time I had a laugh as good when mom tried to take down the Xmas lights.


Mon Jun 28, 2010 7:07 pm
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