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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
Well, then try redownloading my map. EDIT: Time to add the latest as part of the text.
*resits urge to /facepalm*
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Sat Jun 27, 2009 12:05 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
I get error.
Attachments:
i am eroor.bmp [ 371.9 KiB | Viewed 26895 times ]
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Sat Jun 27, 2009 12:20 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
Get Map Pack 3. Now.
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Sat Jun 27, 2009 12:24 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
mail2345 wrote: Get Map Pack 3. Now. I did. reDLed both, too.
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Sat Jun 27, 2009 12:27 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
Haha I spoke too soon. These comment so closely mimick the first pages of my Facing worlds thread.
Just do what I did mail, include all dependencies in one rte file, regardless of them being in the map pack or not. It'll make everything so much better.
I think people would rather have 2 copies of the same sprites than have to work at making the rte work, no matter how simple the instructions. One and done is the way to go.
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Sat Jun 27, 2009 12:35 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
Gotcha's Readme wrote: Before you can use these maps, be sure to add the following line to your base.rte/scenes.ini file:
IncludeFile = Maps - Objects/Index.ini
The logical place to put it is underneath the “// Bunker Modules!” bit, but anywhere else will do
fine as well. Be sure NOT to rename the folder "Maps - Objects" to “Maps - Objects.rte”! Did this already? Eh, I though that the average IQ of the DRLFF user was higher.
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Sat Jun 27, 2009 12:36 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
It has nothing to do with the IQ, but rather the LQ, or Laziness Quotient.
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Sat Jun 27, 2009 12:40 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
mail2345 wrote: Did this already?
Eh, I though that the average IQ of the DRLFF user was higher. MY STUPIDITY IS MORE VAST THAN YOU CAN COMPREHEND, MORTAL. Did it and...
Attachments:
am erorr2.bmp [ 157.89 KiB | Viewed 26883 times ]
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Sat Jun 27, 2009 12:42 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
Good mission, to hard to survive, and I was the first to make no collide AI... look into the Official AAL thread, or my mediafire.
Any who, I hate the infection rate, make it dormant, and when you die, then the corpse explodes to become a zomborg!
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Sat Jun 27, 2009 1:00 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
There is some challenge in rationing medipacks. The key line in GCM.lua: Code: self.Health = self.Health - 1
Contrary, I have no vents in my map. I seriously have no idea what is going on now.
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Sat Jun 27, 2009 1:16 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
mail2345 wrote: There is some challenge in rationing medipacks. The key line in GCM.lua: Code: self.Health = self.Health - 1
Contrary, I have no vents in my map. I seriously have no idea what is going on now. ... Dude I suck. I'm gonna go play on a console, kthxbye.
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Sat Jun 27, 2009 1:43 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
Just comment out scenes and activties in index.
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Sat Jun 27, 2009 1:44 am |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: Mission: Cyborg Zombie Defense - Some AI Improvements
Mail this is an absolute fantastic scene. I loved every second of it.
Right off the get-go i love how the zombie have no fear and your first tower quickly succumbs to the monsters. My first two sniper were killed so fast I though i was going to get wiped. This is what made the scene for me. The tension you get when you know your done for. The next few guys i took control of i fared a bit better. When i got to my Revolver cannon guy, I decided i didnt want to loose. I held off 10, no 20, zomborgs before i became infected. i raveged through my bunker killing as many as i could before dieing. This is when i had only one troop left: my Browncoat. The gatling works wonders on mowing through the hordes that pile up. I didnt make it out but boy was that a experience.
As i said, i truly fantastic scene. Thanks mail.
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Sat Jun 27, 2009 2:58 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: Cyborg Zombie Defense - Now standalone.
Your welcome.
That's the kind of feeling the scene was made to give.
Anyway, I just made it standalone, so no more messing with map pack.
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Sat Jun 27, 2009 3:46 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Mission: Cyborg Zombie Defense - Now standalone.
I just got to playtest it. It was very well done mail. You chose some cool combos out of my sprites, was awesome to see them rampaging across the field, devouring the base defenses. For fun I got enough gold to order myself my Dr.Killinger Actor with Kyred's Particle Accelerator and started ripping up zombies and killing them with their own blood and body parts. I fought through the hordes and Killinger eventually succumbed to the infection, but my Browncoat was free. I unburied the base with his gatling gun, got past the last door and was about to get loaded into the escape hatch when all of a sudden.... .....it crashed! LOL. You're cruel mail.
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Sat Jun 27, 2009 3:52 am |
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