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Cerevox
Joined: Fri Oct 05, 2012 5:06 am Posts: 48
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Re: Braindead (Light WIP)
Actually, right now this is painfully easy. The zombies tend to get stuck in tiny pits and then dig those pits by walking in them straight out the bottom of the map. I just dug a little switch back bunker, stuck a couple shotgun guys in it, covered the floor in concrete and went afk. The zombies dug 7 different holes from surface to bottom and they just kept falling out of the map. Pretty sure the only way I could of lost would be if they actually wore away the tiny bit of concrete covering my tiny bunker, although since they only took 3-4 steps on it before flinging themselves off the edge, it would probably take days. And I could always crash a cargo craft on top to recover the roof.
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Mon Oct 29, 2012 10:59 pm |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: Braindead (Light WIP)
!CTLV128 wrote: Is Zombies '09 even compatible with 1.0? Huh. But yeah, that shouldn't be too hard. Look in the lua files for the "self.factionAActorList" and add the preset names of whatever actors you please. You might also have to modify "self.factionA" to be Zombies 09'.rte or whatever.
Now, on the subject of Fog of War; I like exploration. Plain and simple. I think Blood Drive could benefit from having it because it's a gamemode on a much smaller scale. This'll just reinforce that feeling. It'll be optional, though. So don't worry. I'm pretty sure Zombies 09' is compatible with the latest version, although I don't have any experience in modding whatsoever, so would you be able to tell me what to do regarding the "self.factionA" or whatever? As for fog of war, if it's optional, then that's fine, I just hate how it looks. I love exploration too, but big black squares aren't exactly what I would want from an exploration type gamemode. It'd be alright if they blended in with the surrounding area or whatever, but they don't, so it's not.
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Tue Oct 30, 2012 2:22 pm |
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!CTLV128
Joined: Sat Sep 08, 2012 2:57 pm Posts: 28
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Re: Braindead (Light WIP)
Attachment:
'09.rar [4.16 KiB]
Downloaded 263 times
Last edited by !CTLV128 on Tue Dec 11, 2018 12:50 pm, edited 1 time in total.
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Wed Oct 31, 2012 12:41 am |
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Cerevox
Joined: Fri Oct 05, 2012 5:06 am Posts: 48
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Re: Braindead (Light WIP)
Tried it. Depending on the map, it is either impossible or still very easy. Pretty much any map with terrain obstacles of any sort allow you to easily dig the 2 needed pits, then go for gold. Once you get gold, building a completely zombie proof bunker is easy. The only other case is if you can't dig fast enough, at which point you just die on the surface without any hope of winning. It is fun for the first terrifying 15 minutes, but once you get under ground you win. Zombies can not defeat a 4 foot deep hole.
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Wed Oct 31, 2012 5:43 am |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: Braindead (Light WIP)
!CTLV128 wrote: Zombies '09 makes my game lag to the point of unplayability. Should work, though.
I feel your pain. Just tested it, thinking "Oh wow zombies 09' skirmish defense! Awesome!" and just as soon as the zombies arrived, my FPS dropped from 62 to 4 in about a second. Does anyone else have this problem? Does anyone know how to fix it?
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Wed Oct 31, 2012 11:13 am |
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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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Re: Braindead (Light WIP)
The only real lua change between now and then is the addition of a team argument to rays. For example, in MORays ( http://wiki.datarealms.com/LuaDocs/Scen ... #CastMORay) argument 4 was not there. To get them to work you'd have to add in something for that. If the script is just attached to an actor, self.Team would probably work fine. Keep in mind that you can't change the order of the arguments, this has to be added in the right place or it won't work.
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Wed Oct 31, 2012 12:06 pm |
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Bison
Joined: Sun Dec 26, 2010 12:12 pm Posts: 13
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Re: Braindead (Light WIP)
It'd be nice if it recognized your evacuating via shuttle isn't the same as dying after a half an hour of tossing grenades into trenches?
OR AM I COMPLETELY MISSING THE POINT?
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Thu Nov 01, 2012 7:30 am |
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!CTLV128
Joined: Sat Sep 08, 2012 2:57 pm Posts: 28
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Re: Braindead (Light WIP)
Bison wrote: It'd be nice if it recognized your evacuating via shuttle isn't the same as dying after a half an hour of tossing grenades into trenches?
OR AM I COMPLETELY MISSING THE POINT? I'm kind of opposed to just spawning, calling in a shuttle, flying away and having the words "WINNAR" flash in front of your face. There needs to be a goal. There needs to be some sort of win-condition. I'm working on making it harder, in the mean time try Body Harvest, which actually has a goal.
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Fri Nov 02, 2012 5:48 am |
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walid0303
Joined: Fri Jul 30, 2010 12:11 am Posts: 66
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Re: Braindead (Light WIP)
I just got an Ausome idea for this mod: While i was playing OMA diggers only, i thought about your mod. it will be nice to have the zombies armed with diggers instead of smgs and shotguns,plus i wloud really appreciate you to make a version of zombies armed with unitec bats/katanas. Thanks in advance!
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Sun Nov 04, 2012 5:31 pm |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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Re: Braindead (Light WIP)
This is exactly like gotcha's game mode for unitec. It would be more fun if you put it more special zombies instead of having them use guns.
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Sun Nov 04, 2012 7:16 pm |
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!CTLV128
Joined: Sat Sep 08, 2012 2:57 pm Posts: 28
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Re: Braindead (Light WIP)
Last edited by !CTLV128 on Tue Dec 11, 2018 12:50 pm, edited 1 time in total.
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Mon Nov 05, 2012 12:24 am |
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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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Re: Braindead (Light WIP)
If I'm not mistaken the version asklar posted here should work without problems: viewtopic.php?f=61&t=15684&start=643
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Mon Nov 05, 2012 12:42 am |
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Demonicidiot666
Joined: Mon Oct 22, 2012 12:09 am Posts: 23
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Re: Braindead (Light WIP)
This deserves THE PLANET! Why didn't the developers put this into the game? Awesome... Just... Awesome. Keep up the good work. BTW you should make a new scenario, the Evacuation. like there is a landing zone where a dropship will land in 5 min maybe? Would be EVEN MORE AWESOME!
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Sat Nov 10, 2012 11:47 am |
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Demonicidiot666
Joined: Mon Oct 22, 2012 12:09 am Posts: 23
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Re: Braindead (Light WIP)
walid0303 wrote: I just got an Ausome idea for this mod: While i was playing OMA diggers only, i thought about your mod. it will be nice to have the zombies armed with diggers instead of smgs and shotguns,plus i wloud really appreciate you to make a version of zombies armed with unitec bats/katanas. Thanks in advance! It's not a BAD idea, but they would be WAY too easy to kill. Maybe if it would be changeable with difficulty.
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Sat Nov 10, 2012 11:51 am |
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Chaos
Joined: Tue Jun 26, 2012 7:50 pm Posts: 41 Location: The land of Failures
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Re: Braindead (Light WIP)
This mod is very interesting and fun. Although it is quite easy. With a bit of fiddling around with the mod though, i managed to make it a bit more enjoyable and harder by adding mods to it. A good example of what i did, was that i changed all of the guns to Shadow Echelon guns so that i had the task of running around and looting corpses for ammo. So this meant i could not camp inside a hole or a building etc. forever. This here would be some of my adventure in terms of surviving the zombie onslaught. ( In terms of surviving, i didnt do exactly good. x/ ) I would like it if the zombies didnt spawn in the same place as im standing since it can be annoying. x3 Would it be possible to spawn them of screen perhaps? Anyway, im loving the mod and in which i look forward to future updates to come. x)
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Sun Nov 11, 2012 12:22 am |
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