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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Zombies '09
Hand extending from ground, dirt flies, zombie flies out of hole.
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Tue Mar 16, 2010 9:08 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Zombies '09
Lizard wrote: Hand extending from ground, dirt flies, zombie flies out of hole. I'm agreed with that, include terrain on necromancy acts adds coolness
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Tue Mar 16, 2010 10:47 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Zombies '09
Oh and the occational gold nugget.
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Tue Mar 16, 2010 11:59 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
There's going to be a lot of this. Duh102 wrote: Could always go the route of invisible ships, or lua'd spawns. Yeah, I was thinking this, but as allstone said, I'll need an animation (and for me that means 3 or 4 animations) of the zombie getting out of the ground. I have no idea weather contrary would want to do that, though I have an idea for a workaround for both the resurrection and the spawns that could work.
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Tue Mar 16, 2010 8:26 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Zombies '09
Dirt explosions. Super zombies don't crawl, they burst! Instead of having an animation, just throw a bunch of dirt clods and particles out, that'll cover any animation laziness and also look really cool.
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Tue Mar 16, 2010 9:42 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Zombies '09
Just getting back from Spring Break so I'm pretty busy, but probably after this week I'll have tonnes of free time; I won't mind being your sprite slave.
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Wed Mar 17, 2010 12:31 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 said stage of development, not that you are teaching them how to shoot lasers out of their belly buttons, and how they can lactate necromancing juice, and how life e/affects it.
But great heads up, but you answered the other possible question, but I'm looking for what I was asking for.
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Wed Mar 17, 2010 12:36 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
Apologies, I though you were talking about the unit tiers. Currently, pre-alpha.
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Wed Mar 17, 2010 12:41 am |
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Zeranual
Joined: Tue Dec 22, 2009 5:36 pm Posts: 20
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Re: Zombies '09
How does the corpse rocket determine which way to go, it sometimes appears to randomly do a violent U-turn on spawning and head to the left. Is this intentional?
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Fri Mar 19, 2010 2:41 pm |
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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
unfortunately, the way the game handles spawned MOSRs with OrientToVel on mean that the way I did the direction decision makes it whirl around in like 5 frames to the angle it's meant to be going. At the time, I couldn't think of a way to fix it so just left it, but I should have also altered the angle of the MOSR rather than letting orienttovel take care of it. I'm a better scripter now, so weird things like that wont be happening in '10
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Fri Mar 19, 2010 11:50 pm |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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Re: Zombies '09
It crashes my game whenever i have attackers in skirmish mode deactived(deleted). Can i fix that?
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Sat Mar 20, 2010 3:44 am |
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Zeranual
Joined: Tue Dec 22, 2009 5:36 pm Posts: 20
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Re: Zombies '09
Geti wrote: unfortunately, the way the game handles spawned MOSRs with OrientToVel on mean that the way I did the direction decision makes it whirl around in like 5 frames to the angle it's meant to be going. At the time, I couldn't think of a way to fix it so just left it, but I should have also altered the angle of the MOSR rather than letting orienttovel take care of it. I'm a better scripter now, so weird things like that wont be happening in '10 Have you seen the spawning mechanism in the UAV mod? I don't recall whose mod that was, but it displayed a ghost image of the spawned craft that can be aimed left and right before the actual craft is sent.
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Sat Mar 20, 2010 3:53 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
pandastar994 wrote: It crashes my game whenever i have attackers in skirmish mode deactived(deleted). Can i fix that? depends what you're actually doing. If you dont want skirmish actors, you have to comment out the activities file in Zombies.rte/index.ini, by adding // to the line. if you just delete the activities file without deactivating it the game searches for it and cant find it, causing a crash. If this isnt what you're doing, more info would help.
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Sat Mar 20, 2010 4:02 am |
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MidnightMuffin
Joined: Tue Aug 26, 2008 2:21 am Posts: 36
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Re: Zombies '09
Maybe he means that actor death can sometimes crash the game. Sometimes destroying a drop slug before it hits the ground crashes.
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Sat Mar 20, 2010 11:36 pm |
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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
That's an engine crash bug. Unsolvable.
Besides this guy said he deleted the activities without commenting it out.
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Sat Mar 20, 2010 11:57 pm |
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