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 Zombie mods come back!!! 
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Zombie mods come back!!!
Zombies in this new build are too weak. We do have the supposedly tougher fat zombie but, it only lasts a few milliseconds longer than regular zombies on the field.

I know, this is not Resident Evil, I can't expect too much from them. But what I want to say is:

Modders! Make your zombie mods NOW if you once thought it was a great idea but scrapped it because it was announced zombies will be in build 22 some time before!!! The zombies we get right now are only 3 new skeleton actors with green skin! Did we stopped making zombie mods to wait for THIS? YOU can do better than that! Vomiting blood, organs for bombs, claws, bites, boss zombies, zombie canines, I don't care! Anything you make now WILL be better than the zombies we have now!

Modders! Time to complete our(my) dream(s) of having a zombie survival skirmish game that we always dreamed to have!

In a nut shell, I just wanna say I want a zombie mod, thankyou :grin:


Tue Nov 11, 2008 11:09 am
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Joined: Mon Sep 29, 2008 3:28 pm
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Post Re: Zombie mods come back!!!
Their quite a challenge if you're trying to kill them with pistols.


Tue Nov 11, 2008 4:48 pm
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Joined: Sun Nov 11, 2007 1:49 pm
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Post Re: Zombie mods come back!!!
I just think it's sad that I can't drop them from Dropships without them dying on touch with the ground.


Tue Nov 11, 2008 5:52 pm
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Post Re: Zombie mods come back!!!
I hope someone makes slightly stronger zombies with claw and bite weapons. Maybe make them not give a crap when they're being shot at too.


Tue Nov 11, 2008 6:07 pm
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Joined: Wed Jan 24, 2007 11:53 pm
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Location: Silicon Valley, California
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Post Re: Zombie mods come back!!!
Morbo!!! wrote:
I hope someone makes slightly stronger zombies with claw and bite weapons. Maybe make them not give a crap when they're being shot at too.

I tweaked EvilPoni's zombie mod a lot, and it was actually pretty crazy on death mode. I guess all that needs to be done is make the zombies coalition-sized; everything else is good.


Tue Nov 11, 2008 8:54 pm
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Post Re: Zombie mods come back!!!
What we really need are zombie spawners that make them crawl out of the dirt. That would be epic. No worries about dropship trouble either.


Wed Nov 12, 2008 1:15 am
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Post Re: Zombie mods come back!!!
LowestFormOfWit wrote:
What we really need are zombie spawners that make them crawl out of the dirt. That would be epic. No worries about dropship trouble either.

Apparently you have never tried EvilPoni's mod; that is exactly what they do.


Wed Nov 12, 2008 3:30 am
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Joined: Mon Aug 18, 2008 5:29 pm
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Location: Ukraine,Odessa in the ASC bunker-base
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Post Re: Zombie mods come back!!!
I've made a zombie mod . It is still download able from my sig . The Zombied Coalition . They should work in b22 , just try them , and then if they lag PM me .


Wed Nov 12, 2008 12:46 pm
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Post Re: Zombie mods come back!!!
The Zom. Col. aren't the same thing. They have guns.


Thu Nov 13, 2008 4:04 am
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Post Re: Zombie mods come back!!!
Yeah, I want my zombies crawling, biting, and flailing through my makeshift barracades made of other zombie gibs and misc parts from my base.


Thu Nov 13, 2008 4:28 am
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Post Re: Zombie mods come back!!!
Jackzon47 wrote:
The Zom. Col. aren't the same thing. They have guns.


Thats why they are so powerful . Without a gun every zombie have 1% chance do kill you without a gun . My zombies can even kill AAL Marine , Tested !


Thu Nov 13, 2008 2:03 pm
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Post Re: Zombie mods come back!!!
Well, as we all said, we want zombies that can withstand a lot of shots, but are limited to close combat. That way, we can spray bullets at them merrily with autos while they still pose a threat when they get too close. If they have guns why not let the enemy spawn normal coalition soldiers? Same thing. And if they're too weak, they'd die too quickly then where's the spraying fun?

BTW, I've messed around with the activities.ini a bit. I found that drop crates make great zombie deployment units. But I still want a real zombie spawner, like a lump of decaying meat that drops from the sky, or a lightening bolt that makes zombies crawl out of where it stroke.
uberhen wrote:

LowestFormOfWit wrote:
What we really need are zombie spawners that make them crawl out of the dirt. That would be epic. No worries about dropship trouble either.

Apparently you have never tried EvilPoni's mod; that is exactly what they do.


EvilPoni's mod makes my CC crash at start(B21), and is it B22 competable? If you've corrected those flaws would you kindly upload it so I can download?


Thu Nov 13, 2008 2:36 pm
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Post Re: Zombie mods come back!!!
Unvisiable dropship is better . That makes zombies spawn from noithing + inside your bunker sometimes .


Thu Nov 13, 2008 2:42 pm
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Post Re: Zombie mods come back!!!
Okay, here's my heavily edited version of MrEvilPoni's zombie mod, converted for B22.
Features:

• 3-4 zombies per "reanimation."
• Zombies can now take much more damage, but are vulnerable to head shots.
• Removed poison zombie.
• "Death" mode is now a suitable title (not only for your processor).
• Multiple zombie configurations included.
• Zombies will crawl after you once their "weapon" is gone.
• Priorities: they will chase players once sighted, but will revert back to brain hunting once you evade them.
• Own Activities.ini, which is enabled by default.
• Yes, they're still green clone-sized (or fun-sized, whichever you prefer).

I've also included a readme for newer players, and a few tips on modifying the zombies' characteristics to your own preferences and playing styles.

EDIT: FIXED, thanks Geti.


Last edited by uberhen on Fri Nov 14, 2008 12:48 pm, edited 1 time in total.



Fri Nov 14, 2008 10:06 am
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Post Re: Zombie mods come back!!!
NEVER DO THAT WITH BASE.RTE/DEVICES/NULL.BMP EVER AGAIN
bloody hell. i need to make them spawn more, and faster. only 34 kills at the end of a 6min skirmish is not good enough for zombie panic. rawrawrawr. and i took them on with a deagle. needs more zombies!
and for ♥♥♥♥ sake fix the dependencies. night all :)


Fri Nov 14, 2008 11:43 am
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