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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Zombies '09
The tunnels are awesome but I thought of a way to do it so no mater were the tunnel is placed what if the FG is transparent like so? I know the rocks would have to be removed but wouldn't the work be easier that way and work better since the scenes have different mats the lower you go?
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Sun Aug 16, 2009 5:30 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Zombies '09
I need to redownload, and seriously, the 'YAY NO MORE INVENTORY ERRORS ANYMORE' thing is annoying, the reDL is because the medic doesn't randomize. After reDL, I can't unload medic from any craft. Fixed it, now it won't randomize, again, how can I spawn the exact same guys ( Base Male Head, Base Male Body ) three times... in a row. Here is what I did to MedicSpawn.lua Code: --if z:IsInGroup("Zombies") then --self.tospawn:AddInventoryItem(CreateTDExplosive(z.PresetName), "Zombies.rte") --else
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Sun Aug 16, 2009 6:12 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
what "yay no more inventory errors"? the weapon plastered to their inventory shouldnt show up in game, its Buyable = 0.. the medics also randomise pretty well for me, though it will work better with more heads, and i get no crashing.. you proably need to comment out the other end. gtaiiilc wrote: The tunnels are awesome but I thought of a way to do it so no mater were the tunnel is placed what if the FG is transparent like so? i thought of this too, but it looks better the way its done currently, the scene maker just needs to consider the terrain type for where they place the tunnels. i need to remove the outlines from the FG though, to improve seamlessness.
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Sun Aug 16, 2009 8:03 am |
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CommieCon
Joined: Mon Aug 10, 2009 5:55 pm Posts: 1
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Re: Zombies '09
Simply awesome. The only thing missing is a chainsaw. Then you could have a chainsaw-wielding zombie!
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Mon Aug 17, 2009 7:40 pm |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Zombies '09
i think something like that would be pretty cool. A rotating cutter of some kind, at least.
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Fri Aug 21, 2009 3:46 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Zombies '09
You should make barricade bunker modules and the whole bit, it'd be sick as effective.
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Fri Aug 21, 2009 5:25 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: Zombies '09
wutangfan1990 wrote: You should make barricade bunker modules and the whole bit, it'd be sick as effective. Totally agree. And also barbed wire, sandbags, spikes that can be used to decorate our bunkers, even if they don't do anything.
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Fri Aug 21, 2009 5:48 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
traps are planned, barricades are definitely coming, barbed wire will be on some trenches (though im not sure if i could bear the MOID rape of making it do proper damage). also, ive found a way to fix the crashing on the drop slug and engineer cannon, so i might update with those in a bit. we're also working on some more explosion effects and a million general tweaks, though the trenchmen are going to be the biggest thing in forseeable updates. the amount of randomisation is very fun, even just with half the heads applied to the medic, so with the total library of sprites happening it should be mint.
also im kinda eh at the chainsaw.. more interesting ways are available, but ill consider it. i need to get the current shitty melee weapons working agreeably first <_<
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Fri Aug 21, 2009 6:08 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: Zombies '09
Trenches aren't that protective in CC. Debris and rockets can land right on top of you.
A trench with a roofed structure behind it for taking cover might provide more cover.
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Fri Aug 21, 2009 6:20 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
defence structures are also planned, but will take longer. they will range from wooden and fragile (taking a lot of mass but few bullets to fall) to metal/concrete hybrids (which might come earlier than the wood stuff and be plain material). i dont like leaving my troops out in the open either, but trenches are very practical against zombies like these. i usually take a shovel with me and dig a few ditches if im planning on staying a while, so i can jump out of LOS with the zombies and lob grenades at them, not to mention get a bit of protection from engineer cannon flak. i sort of want zombies to be played more tactically.
EDIT: UGH THE CHANGE TO THE SCRIPT I THOUGHT WOULD WORK DIDNT WORK AT ALL >_< drop slugs are still as crashy as ever.. anyone who wants to have a go at fixing it, please, go ahead.
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Fri Aug 21, 2009 7:23 am |
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firecrystal
Joined: Thu Dec 28, 2006 12:47 am Posts: 40
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Re: Zombies '09
So I was playing around with this, and was pleasantly (not-so-pleasantly at the time) surprised to find that bloated zombies jump at you. Unfortunately, only that and the engineer has any kind of damage-dealing power whatsoever in single player.
Speaking of engineers, what part of their gibbing makes my game crash? Just a generic memory error every time they would explode.
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Sat Aug 22, 2009 12:37 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
it shouldnt, though i may have missed something. i can kill engineers through diggers, crushing, whatever without a crash, so it may pay to re-dl. ill make the zombies do a simmilar thing to the bloated zombies until mail gets some AI happening, basically just rushing the player. should make them more of a threat at least.
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Sat Aug 22, 2009 4:04 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: Zombies '09
Actually the ability to keep on walking, combined with random jumps and claws that can dig will already make them much more frightening. Just look at Evilpony's zombies.
Though a lua-guided charge would be even more threatening.
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Sat Aug 22, 2009 4:48 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
the former is what i had planned initially for the ai, but i got waylaid and it ended up being kinda botched. a full on AI director might happen eventually, but im hoping data does that for me and all i need to do is make the zombies a bit more aggressive. heck, he could even do that for me too but he wont.
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Sat Aug 22, 2009 6:31 am |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: Zombies '09
I like this mod, good fun times when your fresh recruit straight out of the tube ready t- oh he got mashed by a piece of space junk. Seriously that was ♥♥♥♥ funny. I don't think it's a problem with your mod, but the zombies just tend to crawl towards my base. Which means they never get there because they get stuck. Sad face.
Otherwise, the engineers kick ass if you don't have a weapon that can spot them before they spot you, cause goddamn unless you're playing with an superactor you're ♥♥♥♥. Good mod!
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Sat Aug 22, 2009 10:41 am |
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