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 Zombies '09 
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Joined: Thu May 15, 2008 11:40 am
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Post Re: Zombies '09
Geti wrote:
and the bloated has scarily aggressive AI.

That's all I needed to know to crave for the next update.


Wed Jul 22, 2009 8:31 am
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Post Re: Zombies '09
Foa wrote:
And are you going to fix the death of a five foot fall problem.

for the bloated? no, i wasnt intending on it, in fact, its become more like a glass bottle of nitro than a leathery bouncyball, but i might make them survive moar fall.
i'll also put in a different fall damage system, and see how you like it..


Wed Jul 22, 2009 8:43 am
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Post Re: Zombies '09
double post for bump. enjoy your update. i might clean up a few things and add a preview image, but i need some public feedback on everything.
try the bloated, the mine, anything with fire, and the reactor.
WARNING: REACTOR HEALS AND BUFFS ENEMY ZOMBIES TOO


Wed Jul 22, 2009 10:48 am
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Post Re: Zombies '09
Is it in any way different than yesterday's beta?
Edit: Yes it is, awesome job with the slug.

Edit 2: Put the zombies' AI script in a
Code:
if not self:IsPlayerControlled()
end

Block, they do all their AI stuff while I control them, ending up in some crazy Dwarf Fortress style suicide.


Wed Jul 22, 2009 10:51 am
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Post Re: Zombies '09
Nice update!

Now the bloated zombies are actor magnets, which is good. The slug is a really cool craft, though it's lift off can be more natural, now it's a bit awkward. And the zombie claws work now! Yay for that!

The crafts still do too much terrain rape though. Even the zombies' jet backs can dig. Zombies may need a major buff in endurance, excluding the engineers though.


Wed Jul 22, 2009 1:01 pm
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Post Re: Zombies '09
This is just screaming mission. anyway, great mod Geti. Nice update!


Wed Jul 22, 2009 1:07 pm
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Post Re: Zombies '09
How 'bout just a map? Or maybe maps? I've sprited a large amount modules to be included in future maps and stuff.


Wed Jul 22, 2009 1:17 pm
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Data Realms Elite
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Post Re: Zombies '09
Geti wrote:
Foa wrote:
And are you going to fix the death of a five foot fall problem.

for the bloated? no, i wasnt intending on it, in fact, its become more like a glass bottle of nitro than a leathery bouncyball, but i might make them survive moar fall.
i'll also put in a different fall damage system, and see how you like it..

No I meant how the other actors' are too prone to fall damage.

Now I'll just take the update, and enjoy it on the way out now.

EDIT-- Everything is better, now to test skirmish mode.


Wed Jul 22, 2009 8:04 pm
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Post Re: Zombies '09
Roon3 wrote:
Edit 2: Put the zombies' AI script in a
Code:
if not self:IsPlayerControlled()
end
Block, they do all their AI stuff while I control them, ending up in some crazy Dwarf Fortress style suicide.

i knew i forgot something <_<
will be in the next version.
any comments on the tweaked gore?

i'll keep trying to fix the terrain rape from the craft.


Wed Jul 22, 2009 8:52 pm
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Post Re: Zombies '09
the AI still spawn dummys ,ronin etc.
how do i get the activties work?


Wed Jul 22, 2009 8:56 pm
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Post Re: Zombies '09
Geti wrote:
Roon3 wrote:
Edit 2: Put the zombies' AI script in a
Code:
if not self:IsPlayerControlled()
end
Block, they do all their AI stuff while I control them, ending up in some crazy Dwarf Fortress style suicide.

i knew i forgot something <_<
will be in the next version.
any comments on the tweaked gore?

i'll keep trying to fix the terrain rape from the craft.

Use the height from ground function, and use it to keep it from hitting the floor.


Wed Jul 22, 2009 9:20 pm
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Post Re: Zombies '09
hotdog wrote:
the AI still spawn dummys ,ronin etc.
how do i get the activties work?

go to missions.rte and open index.ini. comment out (add // before) the line ending in SkirmishActivities.ini

@foa: i just might. i'll figure something out.


Thu Jul 23, 2009 5:51 am
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Post Re: Zombies '09
Oh I like these zombies a lot! There is only one thing I dont like and its the zombie which uses a gun, engineer something something. But hey, if I dont like it, I can remove it from the activities and let the rest people enjoy it, who like that kind of zombies.

I would take jetpacks too away from the zombies and make them use jumping. They never hit you with claws when using jetpacks, they just fly over you and zombie that jumps at you is more scary.


Thu Jul 23, 2009 2:15 pm
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Post Re: Zombies '09
They could all be coded with lau leaps, triggered when at proximity with an enemy actor, maybe randomized so they don't do it all the time. That might make regular zombies a better threat.


Thu Jul 23, 2009 2:23 pm
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Post Re: Zombies '09
That sounds damn good idea. I remember Evil Ponies CC zombie mod, where zombies were jumpy and they mostly killed me when they suddenly jumped at me and I could not run away fast enough from my fastly approaching death. But sometimes I could shoot them dead, before they reached me while jumping, but I was usually reloading my gun, while they jumped on me and that was so creepy : D


Thu Jul 23, 2009 2:42 pm
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