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 Zombie Defense -fixtastic- 
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Post Re: Zombie Defense -fixtastic-
Don't add the biggest, only the last weapon can beat it. Instead add the second biggest.


Thu Jun 18, 2009 6:26 pm
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Post Re: Zombie Defense -fixtastic-
Flammablezombie wrote:
Don't add the biggest, only the last weapon can beat it. Instead add the second biggest.

You mean second biggest zombie boss from undead apoclypse?


Thu Jun 18, 2009 6:28 pm
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Post Re: Zombie Defense -fixtastic-
Yup. The overlord is just OP.


Thu Jun 18, 2009 6:30 pm
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Post Re: Zombie Defense -fixtastic-
I think I remember someone saying that Test material has some collision issues once before, but I never quite understood what they meant. If you want to test something like mega metal, just go into the Materials.ini and where it says CopyOf = Test, just change it to CopyOf = Mega Metal.

And yeah, I believe numgun is letting people add what they want to Undead Apocalypse, but I say it never hurts to ask anyway, just in case.

And if we have permission, there's nothing stopping us from modifying the Undead Apocalypse actors to be a little more killable. I know enough about toughening actors that I could do that.


Thu Jun 18, 2009 7:01 pm
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Post Re: Zombie Defense -fixtastic-
AgentBaron wrote:
I think I remember someone saying that Test material has some collision issues once before, but I never quite understood what they meant. If you want to test something like mega metal, just go into the Materials.ini and where it says CopyOf = Test, just change it to CopyOf = Mega Metal.

And yeah, I believe numgun is letting people add what they want to Undead Apocalypse, but I say it never hurts to ask anyway, just in case.

And if we have permission, there's nothing stopping us from modifying the Undead Apocalypse actors to be a little more killable. I know enough about toughening actors that I could do that.

I think I fixed the exploding zombies glitch, but it doesnt hurt to try to make it even better. Ill see how mega metal fairs.

As for the bosses, Numgum gave us permission to do whatever we want with his mod lol, so lets see what we can cook up :grin:


Thu Jun 18, 2009 8:07 pm
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Post Re: Zombie Defense -fixtastic-
Adding the bosses would require these steps:
1. Copy the files, set the paths, blah.
2. Remove these lines(replace x with 1 -6 )
Code:
         zombie3:AddInventoryItem(CreateHDFirearm(wlist[math.random(#wlist)]));
         zombie3:AddInventoryItem(CreateTDExplosive(blist[math.random(#blist)]));

3. Add these lines to all the spewer zombies:
Code:
   AddInventory = HDFirearm
      CopyOf = Vomit Gun
   AddInventory = TDExplosive
      CopyOf = Blue Bomb

4. Add the boss to zlist, duplicate all entries.
5. Finally, add the below line to the boss.
Code:
   ScriptPath = Zombie Defense.rte/Actors/Counter.lua


Thu Jun 18, 2009 8:23 pm
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Post Re: Zombie Defense -fixtastic-
Great work, but 2 things that I think might want to be improved:

1) The difficulty curve is too high, or the weapons that come with each level are not too effective. I suggest in order: Coalition Pistol (starting weapon), Auto Pistol, Auto Shot Pistol, Long rifle, pumpgun, auto shotgun, assault rifle, something along the lines of that.

2) Bullet casings tend to make holes in the floor, so try to make it out of a stronger material, like steel.

Otherwise it was a great mission. Are you planning to give it a definite way to win? something like: Help has arrived! get in the rocket!


Thu Jun 18, 2009 8:35 pm
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Post Re: Zombie Defense -fixtastic-
Point.blank wrote:
Great work, but 2 things that I think might want to be improved:

1) The difficulty curve is too high, or the weapons that come with each level are not too effective. I suggest in order: Coalition Pistol (starting weapon), Auto Pistol, Auto Shot Pistol, Long rifle, pumpgun, auto shotgun, assault rifle, something along the lines of that.

2) Bullet casings tend to make holes in the floor, so try to make it out of a stronger material, like steel.

Otherwise it was a great mission. Are you planning to give it a definite way to win? something like: Help has arrived! get in the rocket!

Thanks for the imput, Ill definately work on those. :)

And yes, Im planning on making the way to beat the mission still killing 1000 zombies, but the 1000th will be a super hard boss zombie. What Im hoping to do is make the bunker blast apart as the last boss appears and let you free roam for the battle. Details are still in the air, I might make the last boss invincible, and you have to escape via rocket, OR just make him really hard to kill.

Guys, tell me what you would like to see :grin:


Thu Jun 18, 2009 9:04 pm
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Post Re: Zombie Defense -fixtastic-
Personally, I'd rather see a boss that is so overpowered that you can't kill it in a minute. After a minute of combat, a rocket comes down, and you can either escape, or you can get the ultimate weapon from it, and destroy the boss.

Also just noticed another bug: after you unlock the tommygun, you seem to lose health, and subsequently die.

Another suggestion: Every level you get some kind of bomb (frag, moltov, etc.), that you can either use in tight situations, or against the final boss.


Thu Jun 18, 2009 9:18 pm
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Post Re: Zombie Defense -fixtastic-
Point.blank wrote:
Personally, I'd rather see a boss that is so overpowered that you can't kill it in a minute. After a minute of combat, a rocket comes down, and you can either escape, or you can get the ultimate weapon from it, and destroy the boss.

Also just noticed another bug: after you unlock the tommygun, you seem to lose health, and subsequently die.

Another suggestion: Every level you get some kind of bomb (frag, moltov, etc.), that you can either use in tight situations, or against the final boss.

Hmm interesting idea. I might use that :)
Thats a weird glitch :0 Im on it.

EDIT:
I have a error I cant figure out how to fix :roll:
I put the boss folders and files from UndeadApoc.rte into the Actors folder of Zombie Defense and changed all the file links to zombie defense, added the .ini files to the Index.ini to include them, but I keep getting an error about MJetpack Blast 1 everytime I try to start CC.

Here, try yourself and see what Im talking about:
Attachment:
File comment: Error-ed file version
Zombie Defense.rte.zip [466.67 KiB]
Downloaded 290 times


Help anyone? :(


Thu Jun 18, 2009 9:35 pm
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Post Re: Zombie Defense -fixtastic-
There's probably a jetpack file in UndeadApoc you missed. Try going through it for that with the search function.


Thu Jun 18, 2009 11:01 pm
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Post Re: Zombie Defense -fixtastic-
Point.blank wrote:
2) Bullet casings tend to make holes in the floor, so try to make it out of a stronger material, like steel.


Yea, you should try making the bunker stronger, just to see how it works out. Though acidic bullet casings is CC's own problem, and I sincerely hate it.

Aside from that, GJ. You did a great job on improving this mission. For the ending, maybe combine the two choices: Fight your way through the boss to get to the escape zone.

EDIT: Oh yea, a 2 player co-op version wouldn't hurt too.


Last edited by The Decaying Soldat on Fri Jun 19, 2009 6:14 am, edited 1 time in total.



Fri Jun 19, 2009 6:08 am
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Post Re: Zombie Defense -fixtastic-
I am officially done with this (as well as all my other currently released) scene(s).

FauxMask, whenever you want, I'd be happy to put your version into the first post. Or you could make a new topic, but I'm not sure what mods would think about that.


Fri Jun 19, 2009 6:12 am
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Post Re: Zombie Defense -fixtastic-
Fixy fixy.

It's not optimized, but the Massive Clone's MJetpackBlast 1 was being called before it was actually defined in CC's loading process. I just went and defined it in the Brobdingnagian Clone's .ini, but it's not exactly what I'd call optimization since it's essentially being defined twice. It works fine right now, but for aesthetic reasons probably should be fixed eventually.

Also a suggestion, I hear bad things about CC mods and .zip files. I hear they don't get along sometimes, but .rars are pretty much a very safe bet to use.


Attachments:
Zombie Defense.rte.rar [412.17 KiB]
Downloaded 297 times
Fri Jun 19, 2009 7:52 am
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Post Re: Zombie Defense -fixtastic-
Nice! Now you don't die when you get the tommy gun. But it's still really hard and it crashes when you die.

EDIT: No, wait. I'm not sure. Maybe it's still there.


Fri Jun 19, 2009 8:53 am
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