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 Zombie Defense -fixtastic- 
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Joined: Sat May 02, 2009 4:52 am
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Post Re: Zombie Defense -fixtastic-
Done stage one of the custom stuff, modified the vanilla stuff that I need into one .rte. Included is the:
Uzi, Assault rifle (M16), Shotgun (spas 12), Flamer, Gatling and revolver.
Modified things like reload, firing rate and stuff, but costs still need balancing.
Next stage: Chainsaw and others.


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File comment: Stage 1: vanilla stuff.
ZD stuff.rte.rar [387.54 KiB]
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Mon Jun 22, 2009 1:34 am
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Post Re: Zombie Defense -fixtastic-
To me it seems like 3 different people are doing chainsaws and all different weapons.

I think we should all comunicate and find out whos doing what.

If it comes to it, we could even just use the chainsaw and a few other weapons from Numgum's Undead Apocylpse.


Mon Jun 22, 2009 5:01 am
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Post Re: Zombie Defense -fixtastic-
Phew, with this two-player stuff you're going way out of my realm of understanding now, lol.


Mon Jun 22, 2009 5:24 am
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Post Re: Zombie Defense -fixtastic-
Last I checked Contrary was the only one in the thread with a chainsaw, and the post said something about not being happy with some of them, then help.

So I helped. I put up a chainsaw.


Mon Jun 22, 2009 5:25 am
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Post Re: Zombie Defense -fixtastic-
Point Blank, these weapons doesn't feel too different actually. Though a machine gun that functions like your 50-ammo M16 would be nice.

And I think we can use Contrary's sprites, well, they're the only ones around. The working chainsaw looks nice. Just need some extra smoke while spinning and it'll be done.


Mon Jun 22, 2009 8:02 am
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Post Re: Zombie Defense -fixtastic-
Yeah, the guns still need modifications for performance, but aren't intended to be too different than their current relatives. It is modified performance for a different price.

Also used contrary's sprite for the chainsaw, and it looks great. Is it possible to have it emit smoke from the engine when you press the trigger, or even better, when it is in your hands, as well as an Idle sound, and have it spew out more smoke when you press the trigger?


Mon Jun 22, 2009 2:11 pm
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Post Re: Zombie Defense -fixtastic-
All of these are completely doable and doesn't even need lua. Sadly I don't mod, if I do I would've helped too. I really like zombie defense.


Mon Jun 22, 2009 2:29 pm
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Post Re: Zombie Defense -fixtastic-
numgun wrote:
Image



Image

Image


Numgun Likes? :)

I made it to put in my CombatModules Mod but thanks for the idea and please feel free to use it in this mod. I'd consider it an honour. :P

If not... Private use... YAY!

Attachment:
File comment: .rar for you Winrar people.
ZombieDefenceBunker.rte.rar [67.95 KiB]
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Attachment:
File comment: .zip for the rest. :P
ZombieDefenceBunker.rte.zip [70.29 KiB]
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Mon Jun 22, 2009 5:24 pm
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Post Re: Zombie Defense -fixtastic-
So that could be where the rocket lands? And you have to defend both windows :D


Mon Jun 22, 2009 5:31 pm
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Post Re: Zombie Defense -fixtastic-
Looks great, now those pesky zombies can't get in! But that might detract from the sense of panic when you have 10 zombies from all sides... The bunker seems almost impregnable from the outside against ground-type zombies. Maybe zombie variants based on he original 3:

Thin: High-jump, rather weak to bullets.
Normal: normal zombies.
Fat: Good against bullets, but can't jump high.

Of course, these are just suggestions. Might also want to have 2-4 survivors for multiplayer campaign.

@ Flammablezombie: yes, it also seems to double as a roof entry point so you can swap between surviving on the roof or in the bunker, but where would a/the storage crate go?


Mon Jun 22, 2009 5:33 pm
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Post Re: Zombie Defense -fixtastic-
You could make i so you can go in but not out, and you're in a drop pod dropped from the sky, so you have to get into the bunker before the zombies smell you and swarm-wait, too late :evil:


Mon Jun 22, 2009 6:29 pm
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Post Re: Zombie Defense -fixtastic-
So, dropped on the far-right of the screen, and once you go into the bunker, you can't go past the left and right walls, and the zombies start spawning? Sounds good to me.

To achieve the one-way door, you could seal the area similar to how they did it in Body Ladder (viewtopic.php?f=24&t=12857). In the .Lua file, I think it uses something like add velocity in one direction that only affects the controlled actor, so zombies aren't affected.


Mon Jun 22, 2009 7:24 pm
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Post Re: Zombie Defense -fixtastic-
I have the exact same code in the original scene.

When an actor is inside the area "boundaries" multiply their velocity by negative one.


Mon Jun 22, 2009 7:39 pm
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Post Re: Zombie Defense -fixtastic-
I would suggest this:
For the right wall:
Code:
playerActor.Vel.X = -math.abs(playerActor.Vel.X)

For the left:
Code:
playerActor.Vel.X = math.abs(playerActor.Vel.X)


Mon Jun 22, 2009 7:44 pm
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Post Re: Zombie Defense -fixtastic-
Having a rocket drop in to give you supplies provides a bit of a plothole in the story, though. I mean if you're dropping off supplies, what's stopping you from escaping via the delivery rocket? Now it's just transformed from Zombie Defense to Teasing Zombies, lol.


Mon Jun 22, 2009 8:51 pm
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