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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: Cemetery *Beta Uploaded*
This is going to need a double barrelled shotgun and a chainsaw. Right now im looking forward on this, looks amazing and im pretty sure this is going to be one helluva map.
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Sun Mar 01, 2009 8:23 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Cemetery *Beta Uploaded*
Make a few custom actors, like the player could be some kind of cigar-chomping vet and the recruit could have blond hair and all that gas.
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Sun Mar 01, 2009 9:25 pm |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Cemetery *Beta Uploaded*
would you like zombie designs? i can do zombie designs (unless you want to work with Data's zombies).
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Mon Mar 09, 2009 1:10 am |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Cemetery *Beta Uploaded*
Allen, even if he didn't, someone would. You are too epic to pass up anything you make.
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Mon Mar 09, 2009 6:26 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Cemetery *Beta Uploaded*
Very true bladecat. Actually, Allen PM'd me about this a while ago. I just haven't had the time to log on recently. We're thinking about working together with some other modders on this scene, so some progress might be made soon...ish. Also, I've uploaded the latest beta. You should check it out: there's some new stuff in the "Cemetery Items" menu. I recommend putting a "crypt" bunker module near the right end of the map, so the zombies spawn inside of it. Disable any activities you might have; there is a placed zombie spawner.
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Sat Mar 14, 2009 1:58 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Cemetery - B22 Beta - 3/13/09
You forgot to tell everyone how effective flamethrowers are on this map.
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Sat Mar 14, 2009 9:07 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Cemetery - B22 Beta - 3/13/09
I found that the zombies erode the terrain really quickly if you don't put the crypt in... On just soil the zombies got stuck in a pit quite quickly. And then I went past and the zombies stopped spawning somehow....
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Sat Mar 14, 2009 9:18 am |
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shadow
Joined: Mon Jan 12, 2009 10:16 pm Posts: 310 Location: England
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Re: Cemetery - B22 Beta - 3/13/09
uberhen wrote: Very true bladecat. Also, I've uploaded the latest beta. You should check it out: there's some new stuff in the "Cemetery Items" menu. I recommend putting a "crypt" bunker module near the right end of the map, so the zombies spawn inside of it. Disable any activities you might have; there is a placed zombie spawner. unfortunately it crashes my game when i do this. So I left the default activities on. that actually adds something to gameplay, as you have to fight enemy troops, and zombies, who also fight each other.
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Sat Mar 14, 2009 9:19 am |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Cemetery - B22 Beta - 3/13/09
The zombies just walk off the cliff... Make them walk the other way.
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Sat Mar 14, 2009 2:02 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Cemetery - B22 Beta - 3/13/09
-_-" Try placing a brain...
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Sat Mar 14, 2009 2:17 pm |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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Re: Cemetery - B22 Beta - 3/13/09
damn i can't play the mission - it's not viewable on the campaign world map and i can only play it from the skirmish menu... Edit: i must be missing something - this isnt playable from the campaign menu, is it.
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Sat Mar 14, 2009 4:20 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Cemetery - B22 Beta - 3/13/09
You can make it so, but no one has a good lua script ready.
Without a lua script, you get nothing.
Maybe a modified Fort Maglar spawn script could do the job, sending in zombies if you pass a certain area.
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Sat Mar 14, 2009 6:45 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Cemetery - B22 Beta - 3/13/09
You need an activites that spawns nothing. Add this to whatever .rte you like, and add into the index: Code: Includefile = (rte name here)/Activities NONE.ini
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Sat Mar 14, 2009 6:57 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Cemetery - B22 Beta - 3/13/09
Thanks Bladecat. I meant to disable the spawns inside the activities file, not the actual file itself.
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Sat Mar 14, 2009 10:01 pm |
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chilichickenionator
Joined: Thu May 17, 2007 5:40 pm Posts: 33 Location: finland
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Re: Cemetery - B22 Beta - 3/13/09
I like this map... Can you LUA? i'd like to see mission like this
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Sat Mar 14, 2009 10:14 pm |
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