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 Cyborg Zombie Missions - Correct file uploaded. 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Mission: Cyborg Zombie Defense - Less skrimish crashes.
ProjektTHOR wrote:
Nobody cares, man.

Nobody.


The creator does however. You'd be surprised.


Fri Jul 03, 2009 5:56 pm
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Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
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Post Re: Mission: Cyborg Zombie Defense - New zombie!
Oh, I purposefully know that the tower is weak against the attack unless you ration out the medipacks well.

Anyway, new zombies. They have a very high GWL, and regenerate twice as fast.

Skrimish is also much more stable.


Mon Jul 06, 2009 8:41 pm
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Location: In heaven, everything is fine.
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Post Re: Mission: Cyborg Zombie Defense - New zombie!
Hmmm, the game crashed after I got a direct rocket hit on a zombie, in campaign mod.


Tue Jul 07, 2009 4:14 am
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Post Re: Mission: Cyborg Zombie Defense - New zombie!
I do not understand why, as I have no Destroy() code.

Where did the rocket hit?
The torso, the head, ect.


Tue Jul 07, 2009 4:16 am
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Post Re: Mission: Cyborg Zombie Defense - New zombie!
I was using a UniTec 4-tube rocket launcher, one rocket hit a zombie(forgot which variant, only for sure not the heavy type) in the torso, I believe. And then it crashed.


Tue Jul 07, 2009 5:31 am
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Post Re: Mission: Cyborg Zombie Defense - New zombie!
I have added more checks. Soon to upload.


Tue Jul 07, 2009 8:14 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: Mission: Cyborg Zombie Defense - New zombie!
The Decaying Soldat wrote:
And then it crashed.


I don't think the zombies are to blame. :) I get crashes too sometimes. For me they mostly occur when any type of actor gibs to smithereens.


Tue Jul 07, 2009 9:30 am
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Post Re: Mission: Cyborg Zombie Defense - More anti-crash checks.
I could stuff a nuke into the face of other actors without crashing. However these zombies crashes my game.

I'm cool with that though, if you can't fix it, no need to. Crashing is a tradition of CC so I don't really care.


Tue Jul 07, 2009 9:35 am
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Post Re: Mission: Cyborg Zombie Defense - More anti-crash checks.
I actually have a lack of destroy() code, which causes most death related crashes, so I assume the engine is doing something retarded with lua.
Such as keeping destroyed actors on MovableMan's list.
EDIT:
Wait, looking at the DarkStorm regen code, I noticed it checks if the actor is dead before healing.


Tue Jul 07, 2009 9:37 am
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Joined: Thu Jun 11, 2009 2:34 pm
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Post Re: Mission: Cyborg Zombie Defense - More anti-crash checks.
mail2345 wrote:
I actually have a lack of destroy() code, which causes most death related crashes, so I assume the engine is doing something retarded with lua.
Such as keeping destroyed actors on MovableMan's list.
EDIT:
Wait, looking at the DarkStorm regen code, I noticed it checks if the actor is dead before healing.


I quess thet checking if an actor is still alive before doing something nasty with him is essential. Especially if you do something using variables. I had constant crashes in Stratosphere with kamikadze rocklets, commanders and brains until I added MovableMan:IsActor everywhere I could :)

Oh, and I finally managed to escape from this zombie hell. Luckily they dug enough holes in my bunker. These cans with flesh are pretty tough.


Thu Jul 09, 2009 2:36 pm
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Joined: Thu Jun 12, 2008 10:06 pm
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Post Re: Mission: Cyborg Zombie Defense - Much less crashing!
The zombies generate hp past 100, but I thought of something: Maybe you could have them after a certain amount of hp growth (200-300) transform into a bigger zomborg cyborg zombie actor?


Fri Jul 10, 2009 2:14 am
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Post Re: Mission: Cyborg Zombie Defense - Much less crashing!
Shapeshifters wrote:
The zombies generate hp past 100, but I thought of something: Maybe you could have them after a certain amount of hp growth (200-300) transform into a bigger zomborg cyborg zombie actor?


Going pass 100hp is a feature, but transforming zombies is definitely going to an awesome feature. I'll add this to my wishlist too :smile:


Fri Jul 10, 2009 4:51 am
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Joined: Mon Mar 16, 2009 10:50 pm
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Post Re: Mission: Cyborg Zombie Defense - Much less crashing!
Hey it's me, the retard!

The stand-alone file worked without a hitch.

I'd just like to say... This is a hella fun mission.
The trickle of gold was a nice touch.


Sun Jul 12, 2009 4:47 am
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Post Re: Mission: Cyborg Zombie Defense - Much less crashing!
Glad to see it worked!


Thu Jul 23, 2009 6:21 am
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Joined: Thu Feb 12, 2009 8:14 am
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Post Re: Mission: Cyborg Zombie Defense - Much less crashing!
Can we maybe never upload as 7zips again? It's useless for already miniscule mods.


Thu Jul 30, 2009 6:36 am
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