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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: They hunger/FD's Guns
findude wrote: another class... Ohhhhh, I get it, I'll gladly keep in touch with this thread
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Sat Jan 30, 2010 3:27 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: They hunger/FD's Guns
Leaping. As badass as it gets. Even simple trekking is amazingly satisfying to do with this guy. The only thing I hate about it are some sounds (jumping I think) that get annoying when fighting against them.
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Sat Jan 30, 2010 4:28 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: They hunger/FD's Guns
I don't know. I find the jumping sound menacing when you hear a whole bunch of them jumping towards you.
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Sat Jan 30, 2010 5:04 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: They hunger/FD's Guns
The jumping sounds are kinda scary now that you associate it with YOUR DOOM!!!!
There should be a map specific to the zombots. A mission perhaps?
Also, I tried this: after I set up my base, I got a bunch of money and started dropping MY zombots and having them fight against each other. Epic.
This reminds me of the zergs and how the Confederacy used the zerg as bio weapons.
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Sat Jan 30, 2010 5:39 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: They hunger/FD's Guns
I'm putting these suckers on Tarterus, versus the Crobos. Question is, who should defend?
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Sat Jan 30, 2010 6:46 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: They hunger/FD's Guns
Have the zombots defend. It would be like an expedition into an underground base with zombots coming online and wiping your entire force out.
Try using UniTec against these guys. If you can win Tartarus with Unitec attacking, then your good. If you can use Vanilla then your really good.
So far only DSTec is the only one that can actually survive but barely.
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Sat Jan 30, 2010 8:16 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: They hunger/FD's Guns
Oh god. Oh god. Oh my god. It was horrible. I could barely gain any ground, thank GOD those generators were destroyable. My god, that was intense.
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Sat Jan 30, 2010 8:24 pm |
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Zeranual
Joined: Tue Dec 22, 2009 5:36 pm Posts: 20
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Re: They hunger/FD's Guns
I'm willing to bet that nobody here knows what game this was originally from.
I tested the mod and it was amazing, however I did have one of them default to AI (team 3?) after reviving following a dropship crash that killed it on impact.
Last edited by Zeranual on Sun Jan 31, 2010 3:26 am, edited 1 time in total.
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Sun Jan 31, 2010 1:21 am |
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edthefirst
Joined: Fri Aug 31, 2007 2:24 am Posts: 13
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Re: They hunger/FD's Guns
I'm having trouble enabling them to spawn. I followed what the OP said but just the regular units spawn anyway. How do I go about making it so that only these guys spawn?
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Sun Jan 31, 2010 2:58 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: They hunger/FD's Guns
Following the first post's instructions correctly should work fine. Post the contents of your Missions.rte/Index.ini file please.
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Sun Jan 31, 2010 11:17 am |
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Funeral
Joined: Sun Jan 31, 2010 10:06 am Posts: 1
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Re: They hunger/FD's Guns
Its not work. . .
DataModule ModuleName = Missions IncludeFile = Missions.rte/Items.ini IncludeFile = Missions.rte/Scenes.ini IncludeFile = Missions.rte/Mission Activities.ini // IncludeFile = Missions.rte/Skirmish Activities.ini
I followed first post's instructions
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Sun Jan 31, 2010 12:05 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: They hunger/FD's Guns
Are you using any other mods? If so, check their Index.ini files for lines with Activities.ini or similar and do to them what you did with Missions.rte.
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Sun Jan 31, 2010 12:47 pm |
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Slayer0019
Joined: Sun May 24, 2009 1:16 pm Posts: 11
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Re: They hunger/FD's Guns
Hot damn, nice use of Lua. These guys are tons of fun to fight and play as. Good to see that Metal Arms has affected people other than just me! Speaking of which, would it be possible to make the Rivet Gun arrows stick into their target and explode? I know you could have them gib into an explosion, but how would you make them stick?
Tip for those who struggle to kill these: the Mauler Shotgun works wonders. The spike balls throw the zombie back enough to keep him busy while you take another shot. Combine with a grenade launcher to kill the head while it's down, and the zombies become much more manageable.
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Sun Jan 31, 2010 8:46 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: They hunger/FD's Guns
The only thing i really think doesn't make sense is the Shields Armory.. There isn't even a shield there, more like, Off hand Weapons.
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Sun Jan 31, 2010 8:57 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: They hunger/FD's Guns
You know what this needs? A brain actor. Just make it a massive scrapheap pinned in place in a bunker module which is basically a cave made of a hollowed-out pile of scrap, which would be the ZombBot's one weakness: Their brain.
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Sun Jan 31, 2010 10:23 pm |
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