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 Zombies '09 
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Joined: Sat May 02, 2009 4:52 am
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Post Re: Zombies '09
yungtoc1 wrote:
ok, i commented out what you said, so how do i play the mod? Can I play it on any map??


After you comment out the standard skirmish activities, play skirmish mode, and you should be fighting zombie hordes. If you are fighting anything else than zombies (or different zombies than the ones mentioned here), try to find that mod's .rte, go to index.ini, and comment out the activities.ini there. Keep repeating until you are fighting zombies. Depending on how many mods you have, this step might take quite a while.

Oh, and, as long as you play a map via skirmish mode, then you will always fight them, just not in mission mode. To switch between fighting different factions, just comment/uncomment the appropriate activities.ini.


Fri Aug 28, 2009 12:50 am
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Post Re: Zombies '09
Benpasko wrote:
This mod is amazing. I think you should try to make a mission for campaign, so us noobs(read:me) can use it without messing up our cc 80 trillion times
Geti wrote:
oh yeah, next possible version ill probably include a version of zombie cave using these zombies. hopefully we get new AI happening before then, so you can have zombies flooding out of the cave at you.
closest you're going to get before we have enough time/content to work on a decent mission.
Foa wrote:
Geti, I would like to request a feature for the engineers.
That rocket that flies out of the backpack when the engineer is gibbed should try to attack the nearest enemy, or try to convert another zombie.
explain italics? also, due to the spinning around scarily nature of the rocket, that may or may not be impossible, but we'll see.

in other news, i might be able to get the zombie cave conversion happening on this laptop. :D
maybe


Fri Aug 28, 2009 5:00 am
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Data Realms Elite
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Post Re: Zombies '09
The rocket is like a fallback strategy, either it can reach the enemy, and blow it the hell up, or it goes for another zombie if it is closer, it acts like the Queen's parasites ( Amorphous+ ) , and the zombie turns into a copy of the deceased zomborg.


Fri Aug 28, 2009 5:33 am
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Post Re: Zombies '09
that will work better once we have an "in between" class of zombies, sort of pre-engineers, just mechanised rage buckets. i can see that working with a parasitic rocket grabbing one of the zombies quite well, so maybe.


Fri Aug 28, 2009 6:06 am
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Post Re: Zombies '09
i have returned from an unannounced hiatus, bearing too little art. Anyway, here's a sketch for a bombardier of some kind. Maybe an ammo-resupply guy for gun emplacements. He'd like to remind you not to repeat his mistakes by smoking cigarettes. Filthy habit. but do-rags are cool.

Image


Mon Aug 31, 2009 11:05 pm
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Post Woa...
Like always, Nice art!


Tue Sep 01, 2009 12:53 am
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Post Re: Zombies '09
Love the "style' of the art work you do Allen.

On a completely different note
How the mod coming along, and what are your ideas about various things i.e barricades, vehicles for the resistance , zombie ai(if you even plan on it), maybe even some kind of giant rust mech for the resistance/a giant zombie hulk monster, etc.


Tue Sep 01, 2009 12:59 am
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Post Re: Zombies '09
The sketchy, shadow heavy style leaves much for imagination, and it's cool :grin:

Anyway, gun emplacements?! Woohoo, we're getting something new here.


Tue Sep 01, 2009 4:53 am
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Post Re: Zombies '09
currently all i can do is script and get some average spriting going on in paint (though most of that is for my TC entry), so im getting some stuff done. so yes, gun emplacements and incapacitation. :)


Tue Sep 01, 2009 10:02 am
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Post Re: Zombies '09
The Decaying Soldat wrote:
The sketchy, shadow heavy style leaves much for imagination, and it's cool :grin:

Anyway, gun emplacements?! Woohoo, we're getting something new here.


Thanks, and i'm pretty sure i posted some sketches for static defenses someplace earlier in the thread.


Tue Sep 01, 2009 11:17 pm
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Post Re: Zombies '09
Would mounted guns be bunker modules (a tunnel A/B with a gun and sandbags) or bunker bits (a gun with sandbags)? Mounted guns could be either heavy machine guns, or a 6-tube missile launcher. Maybe even an AA-cannon...


Wed Sep 02, 2009 12:44 am
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Post Re: Zombies '09
Point.blank wrote:
ounted guns could be either heavy machine guns, or a 6-tube missile launcher. Maybe even an AA-cannon...
Err... actually, I'm pretty sure they can be whatever Geti wants them to be, y'know, not completely dictated by you...


Wed Sep 02, 2009 8:12 am
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Post Re: Zombies '09
well said, allstone, however he's onto something with a few of those arbitary spammings ;)

in other news, incapacitation is working well, however it currently isnt that much of a noticable feature considering the actor usually dies within 2 seconds of being incapacitated. so, i've decided to put this out to a quick poll. how would you like the incapacitation to work?
  • the actor becomes invincible for X seconds to prevent instantly getting killed by a barage of claws, and after that time period becomes hittable again.
  • when incap'd, the actor gets a temporary health boost to 50, and doesnt get un-incapped until its health hits 100 (at which point it drops back to 60) (i like this one better)
i'll probably nerf the claws a little when this happens, to make getting mauled take a little longer and make incapacitation more common.

currently, getting incapped locks up your controls and forces your actor to prone, effectively flooring them while retaining the ability to shoot. currently it only applies to AITF soldiers, but i'll be applying it to all of the resistance once its more concrete.


Wed Sep 02, 2009 8:48 am
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Post Re: Zombies '09
Bottom one sounds good.
Idea: Would it be possible to add slight velocity to the actor left or right with the keypresses? That way you could get some really slow crawling action going...


Wed Sep 02, 2009 9:16 am
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Post Re: Zombies '09
it might be. ill see if my overriding allows me to get keypresses in a generic way.
im off now, but ive implemented a sort of a mix. it works well enough, though i need a better mode of indication.
anyway, more input overall is good. will release a new version once we get the trenchies working (finally) and once incaps are working well.


Wed Sep 02, 2009 10:05 am
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