Cyborg Zombie Missions - Correct file uploaded.
Author |
Message |
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
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 |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
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 |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
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 |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
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 |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
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 |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: Mission: Cyborg Zombie Defense - New zombie!
I have added more checks. Soon to upload.
|
Tue Jul 07, 2009 8:14 am |
|
|
Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
|
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 |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
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 |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
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 |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
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 |
|
|
Shapeshifters
Joined: Thu Jun 12, 2008 10:06 pm Posts: 68 Location: Texas
|
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 |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
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
|
Fri Jul 10, 2009 4:51 am |
|
|
Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
|
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 |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: Mission: Cyborg Zombie Defense - Much less crashing!
Glad to see it worked!
|
Thu Jul 23, 2009 6:21 am |
|
|
mbbird
Joined: Thu Feb 12, 2009 8:14 am Posts: 110
|
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 |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|