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 Zombie Defense -fixtastic- 
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Joined: Mon May 18, 2009 11:48 pm
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Post Re: Zombie Defense -fixtastic-
Sure thing. It's ugly as sin, but here it is. I cared more about stopping the hole than it looking pretty anyway, heh.


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Wed Jun 17, 2009 11:50 am
Profile YIM
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Joined: Mon Feb 02, 2009 9:18 pm
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Post Re: Zombie Defense -fixtastic-
AgentBaron wrote:
Sure thing. It's ugly as sin, but here it is. I cared more about stopping the hole than it looking pretty anyway, heh.

Tested, I've scared when I've seen a bloodbath around the map but, WORKS!
at least zombies no more keeps themselves digging a tunnel to china :)
Good work baron, I think it just need a good textured now...


Wed Jun 17, 2009 3:38 pm
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Post Re: Zombie Defense -fixtastic-
Well if someone wanted, they could create a custom material within the mod and give it an existing texture such as the red rock.


Wed Jun 17, 2009 4:58 pm
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Post Re: Zombie Defense -fixtastic-
AgentBaron wrote:
Well if someone wanted, they could create a custom material within the mod and give it an existing texture such as the red rock.

Im guessing one would make a swatch of a material in MS paint and then save in CC and use it there somehow..?

On a somewhat different note, Im going to attempt to edit this template, noobness or not lol.
Here are my goals:
-Get rid of the cliff on the right side and make the zombies come from both sides (not all at first, think Maginot Mission, after a certain ammount of time they start comming from both directions)
-Expand on the weapon power-ups
-Make variation between weak and strong zombies (maybe with even a boss or two in there) along with making them come progressively faster
-Making AgentBaron's test material version look pretty lol


Wed Jun 17, 2009 10:55 pm
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Post Re: Zombie Defense -fixtastic-
Try one where you 'find' survivors, and if you can protect them long enough for them to reach the house, you can use them to defend a porthole.


Wed Jun 17, 2009 11:05 pm
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Post Re: Zombie Defense -fixtastic-
Flammablezombie wrote:
Try one where you 'find' survivors, and if you can protect them long enough for them to reach the house, you can use them to defend a porthole.

Hmm maybe :) Could be a separate mission. If I can/have time, maybe I could make a whole branch of zombie survival missions lol


Wed Jun 17, 2009 11:19 pm
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Post Re: Zombie Defense -fixtastic-
Okay, after an afternoon's work, I am happy to present.... what I have changed so far xD
P.s. Dont hate me if the bunker isnt 100% perfect. I tried by very best to edit it and keep the same style and etc. as the original, and I do say it looks pretty good considering.

Story:

Responding to an unknown distress beacon, a coalition scout ship fell victim to a sinister poison in the air, eroding the mechanics in the navigation system and leading to the ship's inevitable crash landing on the foreign planet. The lone survivor of the crash finds shelter in a small bunker, but not for long. As a sudden chill in the air alerts him of an ambush of hordes of zombie-like beings on the horizon, the lone surivior must prepare to defend himself, or die trying.

EDIT:
Okay so this version includes:
-An actual story to the mission
-A ground zombies can walk on without digging to China
-Zombies attacking from both sides after 100 kills (and a base thats more symetrical)
-Addition of the Gatling Gun as an unlockable weapon
-Changed the upgrades to come from levels rather than saying how many zombies have been killed, which the game already has a counter for.
-Spread out zombie spawners
-Various fixes

Things I still need to work on:
-Making the aesthetic attributes of the level more appealing (maybe even make it night time :0 )
-Creating zombies bosses to appear after a certain number of kills
-Figuring out the last boss and/or way of escape
-Preventing zombies from spontaneously combusting when they jump on the ground Fixed for now.
-Making their barf attack not progressively kill the player over time
-Improving the weapon upgrades Done for now.
-Making the base material out of test
-Getting rid of the blue bombs so zombies dont blow themselves up instead of attacking you
-Fixing the error you get on the screen when you die
-Placing another 2 invisable barriers on the openings to the right Done.
-Fixing the annoying "Start Game... just kidding!" glitch on the select mission menu Fixed.

Only problem is I cant get the zombies to attack from the other side. Fixed.
Anyway, any help or pointers would be appriciated :)

DOWNLOAD NEW UPDATED VERSION HERE!!!
Attachment:
File comment: WIP
Zombie Defense.rte.zip [73.37 KiB]
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Last edited by FauxMask on Fri Jun 19, 2009 6:43 pm, edited 10 times in total.



Thu Jun 18, 2009 2:21 am
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Post Re: Zombie Defense -fixtastic-
Toss these in start activtiy:
Code:
   self.zspawn4 = Timer();
   self.zspawn5 = Timer();
   self.zspawn6 = Timer();


Thu Jun 18, 2009 2:36 am
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Post Re: Zombie Defense -fixtastic-
mail2345 wrote:
Toss these in start activtiy:
Code:
   self.zspawn4 = Timer();
   self.zspawn5 = Timer();
   self.zspawn6 = Timer();

Haha just realized that that might have something to do with that and tried putting that in a moment ago, but it still didnt work :( It still only spawns 3 zombies and only to the left of the base


Thu Jun 18, 2009 2:46 am
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Post Re: Zombie Defense -fixtastic-
Oh, and fix your
Code:
MovableMan:AddActor(zombie1);

Along with
Code:
self.zspawn1:Reset();


Fixed code looks like this:
Code:
      if -self.zspawn4:LeftTillSimMS(0) > self.ztime then
         local zombie4 = CreateAHuman(zlist[math.random(#zlist)]);
         zombie4:AddAISceneWaypoint(Vector(3000,playerActor.Pos.Y));
         zombie4.Pos = Vector(5200,850);
         zombie4.Team = 1;
         zombie4.AIMode = Actor.AIMODE_GOTO;
         zombie4:AddInventoryItem(CreateHDFirearm(wlist[math.random(#wlist)]));
         zombie4:AddInventoryItem(CreateTDExplosive(blist[math.random(#blist)]));
         MovableMan:AddActor(zombie4);
         self.zspawn4:Reset();
         zombiecount = zombiecount + 1;
      end
      if -self.zspawn5:LeftTillSimMS(0) > self.ztime then
         local zombie5 = CreateAHuman(zlist[math.random(#zlist)]);
         zombie5:AddAISceneWaypoint(Vector(3000,playerActor.Pos.Y));
         zombie5.Pos = Vector(5400,850);
         zombie5.Team = 1;
         zombie5.AIMode = Actor.AIMODE_GOTO;
         zombie5:AddInventoryItem(CreateHDFirearm(wlist[math.random(#wlist)]));
         zombie5:AddInventoryItem(CreateTDExplosive(blist[math.random(#blist)]));
         MovableMan:AddActor(zombie5);
         self.zspawn5:Reset();
         zombiecount = zombiecount + 1;
      end
      if -self.zspawn6:LeftTillSimMS(0) > self.ztime then
         local zombie6 = CreateAHuman(zlist[math.random(#zlist)]);
         zombie6:AddAISceneWaypoint(Vector(3000,playerActor.Pos.Y));
         zombie6.Pos = Vector(5200,850);
         zombie6.Team = 1;
         zombie6.AIMode = Actor.AIMODE_GOTO;
         zombie6:AddInventoryItem(CreateHDFirearm(wlist[math.random(#wlist)]));
         zombie6:AddInventoryItem(CreateTDExplosive(blist[math.random(#blist)]));
         MovableMan:AddActor(zombie6);
         self.zspawn6:Reset();
         zombiecount = zombiecount + 1;
      end


Thu Jun 18, 2009 2:55 am
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Post Re: Zombie Defense -fixtastic-
Oh! Wow, thanks for catching that. It works great now. I just need to tweak the values a bit and I'll have it up and working in a minute :grin:

EDIT:
Working now, see previous post at middle of page


Thu Jun 18, 2009 3:04 am
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Post Re: Zombie Defense -fixtastic-
I'll bite. Testing it now.


Thu Jun 18, 2009 6:05 am
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Post Re: Zombie Defense -fixtastic-
LowestFormOfWit wrote:
I'll bite. Testing it now.

Great :) Let me know what you think/suggestions etc.


Thu Jun 18, 2009 6:44 am
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Post Re: Zombie Defense -fixtastic-
Here, I redid the map so that it's a copy of test material, but with a red rock texture. If you ever want to give ti a different texture, you can just update Materials.ini.

I couldn't help but notice that the zombies oddly enjoy waddling around the spawn point and killing each other before they have a chance to reach me. I got my first zombie kill after 27 had died.

And as a suggestion... zombie bosses? Sounds like someone should import some Zombie Apocalypse actors into the mission. :evil:


Attachments:
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Thu Jun 18, 2009 9:59 am
Profile YIM
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Post Re: Zombie Defense -fixtastic-
AgentBaron wrote:
Here, I redid the map so that it's a copy of test material, but with a red rock texture. If you ever want to give ti a different texture, you can just update Materials.ini.

I couldn't help but notice that the zombies oddly enjoy waddling around the spawn point and killing each other before they have a chance to reach me. I got my first zombie kill after 27 had died.

And as a suggestion... zombie bosses? Sounds like someone should import some Zombie Apocalypse actors into the mission. :evil:


Thanks for that update, the ground looks great now :) Im still thinking about changing the background image and maybe making it night time tho :evil:

As for them randomly poping, it seems that when they hop on the test material, they somehow explode randomly :0 I thought before that it was the blue bombs so I took those out, and that did help a little bit, but you still get like 20 kills before you even shoot one due to there random combustions on the test material :( Unfortunately, I don't really know how I could fix that..
Hm... Maybe I could make the zombies a lot tougher, since it only takes like 2 shots to kill them anyway.. Yeah, I might do that. But, how would I do that?
EDIT:
I beefed up their ImpulseDamageThreshold and JumpTime, and set their GibWoundLimit and GibImpulseLimit to -1. I also spread out their spawners more.

Im still testing it, but it seems they arent randomly poping anymore, and are still killable, but they can accidently barf on eachother, landing you unwanted extra kills.

As for zombie bosses, I suppose I could use some from undead apocalypse, but Im pretty sure I need to ask permission first, right? Or, since numgum said it was a public "add what you want on to it" mod, maybe I dont need to? :0


Last edited by FauxMask on Thu Jun 18, 2009 6:50 pm, edited 1 time in total.



Thu Jun 18, 2009 5:43 pm
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