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 Body Ladder 
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Joined: Thu Jan 01, 2009 5:35 am
Posts: 11
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Post Re: Body Ladder
Farthest I have gone without modding or cheating is 420.
half of that was with no arms though.


Mon Jun 01, 2009 3:19 am
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Joined: Thu May 28, 2009 8:08 pm
Posts: 31
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Post Re: Body Ladder
TheLastBanana wrote:
Haha, their materials are a little stronger (slightly surpassing metal in the game) so that you can walk on their corpses without them disintegrating. Seeing as how the fire in the game is designed to hardly hurt metal, the zombies do effectively become fireproof.

This is exactly how scene editor is fun, skeptics.


Mon Jun 01, 2009 10:51 am
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Joined: Tue May 19, 2009 11:21 pm
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Location: Ostrava, Czech Republic
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You can add a complete med-pack, can't you? You know all weapons, so there's no problem (except when you lose a baseball bat -> you'll get it back when healed).


Mon Jun 01, 2009 12:30 pm
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Joined: Thu May 28, 2009 8:08 pm
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Post Re: Body Ladder
Update: The Flamer may not work, but the mauler shotgun works amazingly.


Wed Jun 03, 2009 12:10 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Body Ladder
Try using Darlos' darkstorm flamer instead, it does direct health damage and sets them on fire regardless of material.


Wed Jun 03, 2009 2:11 am
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Joined: Thu May 28, 2009 8:08 pm
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Post Re: Body Ladder
I would, but it's not default code... so I can't place them in scene editor and it takes too long to order them.


Wed Jun 03, 2009 9:01 pm
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Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
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Post Re: Body Ladder
This is one of my favorite maps, so I updated this to work with 1.0. I included a second script to allow coop mode for two players; read the included readme inside the mod to enable.

To play, select Body Ladder from the scenario menu, and find the Body Ladder scene on the planet (it's in the middle, a little below the equator). This will not work on any other map, but I don't know how to exclude the other maps once you've selected the Body Ladder mode. Here's a short video:


Download: http://www.gamefront.com/files/22400678/Body+Ladder+1.0+w+2P+Mode.rar


Sun Oct 07, 2012 12:38 am
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Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
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Post Re: Body Ladder
I find this annoying as hell to use with the Smarter AI mod XD. They actually try to dodge my bullets and duck for cover, then I get killed by one of them ducking for cover ON me. Also, the bat doesn't hit 70% of the time -.-. Thanks for the update.


Sun Oct 07, 2012 5:40 am
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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: Body Ladder
Someone64 wrote:
...the bat doesn't hit 70% of the time -.-. Thanks for the update.

It does seem to be randomized, but I think that was intended for balance. If you're having trouble, aim the direction of the bat slightly higher than the head (~ 5 degrees), and find the right distance to swing from there. Swing right before the zombie would touch the bat by walking into it. If you use the bat on the ground or look at the "swoosh" graphics when you swing the bat, it seems like there are two possible directions that the hit particles can travel in, and it alternates.

You're welcome. :)


Sun Oct 07, 2012 9:55 pm
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Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
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Post Re: Body Ladder
Hey, thanks for updating the scene! Glad to see there are still people playing it. :)

For future reference, if you want to restrict the activity to a single level, you need to do two things.
  • Add an area to the scene (call it "Body Ladder Area" or something along those lines).
  • In the activity's Lua script, add this in the mission's StartActivity function:
    Code:
    SceneMan.Scene:GetArea("Body Ladder Area")

EDIT: I've updated the first post with a 1.0-compatible version, including this activity trick.


Mon Oct 08, 2012 7:54 pm
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