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Messages - Spartan224

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16
Suggestions & Requests / Re: onBotKill
« on: December 10, 2019, 12:18:06 AM »
Alright, I'll see what I can do.

Edit: Goth and I made some progress on two separate versions. Mine uses a hacky workaround so it might be better to use Goth's.

Double Edit: Okay, it's finished. It should work with the targets you suggested, but I also took the liberty of adding killed bot targets as well. I'll release this on BLG too. I got help from Goth as well and some support.

Event_onBotKill (Hostr link)
Event_onBotKill (Blockland Glass link when it's available)

17
Suggestions & Requests / Re: onBotKill
« on: December 09, 2019, 11:56:33 PM »
Seems easy to do, just having to modify the onBotDamaged event that Visolator made to check if %obj is dead. I'll try doing it.

18
Add-Ons / Re: Spartan224's Add-Ons
« on: December 08, 2019, 02:32:01 AM »
New event just added to the list: BotGoToBrick. This event is basically the same thing as the default GoToBrick event, but it applies to "Self" and "Named Brick" targets. This could be used for making multiple bots move to a location at once instead of having to use the "Bot" target and a random input event that has "Bot" targets allowed.

I don't know if anyone else made this before, but I needed this for my gamemode and I didn't want to reserve this for myself. I'm also running out of space in my main thread topic so I'll have to start using the 2nd post soon.

EDIT: Yet another event just added to the list: On Bot Kill. This input is what it's described for, checking when the bot kills something.

Suggested by maxymax13 on THIS topic.

19
Add-Ons / Re: Event - doTeleport v2
« on: November 26, 2019, 10:29:30 PM »
Thanks a ton, man.

20
Add-Ons / Re: Spartan224's Add-Ons
« on: November 25, 2019, 09:38:14 AM »
Wow you actually did it. Pretty much every L4D2 zombie is converted to bot form now. Amazing!
There are still a few zombie types from the game that I haven't added yet. But yeah, pretty much most of the crew is here. I've introduced lots of new bug fixes and abilities for the bots so playing with these AI should feel somewhat close to L4D2 albeit no pathfinding. Glad you like it though.

Edit: I should've done this last update, but another upcoming addition for the zombie bots will be the ability to rescue victims by touching them. It only applies if you're getting incapacitated by a smoker, hunter, or jockey. To rescue a victim from being smashed by a charger, you'll have to kill it. There's also going to be a few more zombie types added to the bot extension pack.

I'll also have an upcoming update for the survivor player soon once more.

21
Add-Ons / Re: Spartan224's Add-Ons
« on: November 24, 2019, 10:52:37 PM »
Now to make an ice cream employee zombie

22
Add-Ons / Re: Spartan224's Add-Ons
« on: November 24, 2019, 09:46:20 PM »
The update for the zombie bots and the bot event are waiting for approval, but I updated the main topic just now to include the new information for the bot stuff and the new bot event.

All the stuff are approved now, go ahead and check it out.

23
Add-Ons / Re: Spartan224's Add-Ons
« on: November 24, 2019, 07:00:39 PM »
Just one issue though. I think I mentioned this in swollow's melee post, but in your next update, could you make it possible for bots to use the melee weapons? Or tell me what tiny bit of code to edit or add-in?
I'm honestly not sure how I'd be able to fix this problem with her weapons myself. Sorry, that'd be an issue you'd have to talk to her about. My melee weapons are basically an extension and just rely on the same code from her main melee weapon pack.

But anyway, I added a custom event for custom bot loot. This could be utilized for any bot. It will be the default for the fallen survivor though.

24
Add-Ons / Re: Spartan224's Add-Ons
« on: November 24, 2019, 02:19:58 PM »
Yeah, maybe adding support for choosing what loot it can drop is better instead. The loot they dropped can't be picked up in mini-games so I'll have to fix that too.

25
Add-Ons / Re: Spartan224's Add-Ons
« on: November 24, 2019, 01:54:26 PM »
The update for the Left 4 Block zombies pack is coming, I'll update the main topic to discuss each of the new changes/fixes/additions I've made for them. For now, the extension pack will include 3 new zombies. The main pack will include the spitter. With this new update, the requirements for the flashbang and gas mask item are removed. Feel free to remove those items after this update is rolled out. I'll update this reply when the update's available.

L4B Main Pack

Spitter

Basically the same zombie from Left 4 Dead 2, this one's ability is to spit and has a cooldown of 8 seconds. If it dies, it will spawn a few acid projectiles to harm the player from the grave.

L4B Extension Pack

Construction Zombie

A generic zombie type, but this one's ability is to ignore pipe bombs and bile bombs distractions.


CEDA Zombie

If SWeps Extended pack is enabled, any projectile having to do with fire (Molotov, Flamer, Flaregun) will render no damage to this zombie type, you'll have to take it down via other means. When it dies, the zombie has a 25% chance of spawning a bile jar.


Fallen Survivor Zombie

This is a recently infected zombie, one that has fallen to the infection. However, if this zombie spots an enemy, he will flee. Killing him will result in a variety of lootable items. These loots will vary depending on what add-ons you've enabled besides the default pipe bomb. These add-ons are:

-Item_Score_Pickups
-Weapon_SWeps
-Item_Healing

26
Add-Ons / Re: Mr.Annoying's Knife
« on: November 19, 2019, 03:10:07 PM »
I like the model, although I just noticed you're duplicating datablocks. Looks like you're using some similar datablocks from the sword with no changes, you could force require the sword add-on in order to avoid duplicating data blocks.

Using forceRequiredAddon to avoid duplicating datablocks

27
Add-Ons / Re: Spartan224's Add-Ons
« on: November 18, 2019, 02:20:38 AM »
I added a server status image to the topic, but here's this one.

Whenever this turns green, I'm hosting. I can't guarantee I'll be hosting publically all the time since I'll also be working on add-ons. My name on Blockland in-game is Davow.

EDIT: Update for the SWeps ammo crate.

-The amount of ammo needed for your weapon will now be the number of supplies taken from the crate.
-Updated centerprint to include how much supplies you took.
-Fixed some console spam with scheduling.
-New ammo acquire sound.
-The crate no longer oversupplies your weapon with additional ammo, it works like the ammo box items.
-Acquire delay preference increased to 750 max.
-Supply amount preference increased to 2500 max.

28
Add-Ons / Re: Spartan224's Add-Ons
« on: November 17, 2019, 09:17:57 PM »
Those maps had some issues, but glad you liked them. Once I'm done with the bot update I'll fix the current levels and create some new levels to play.

29
Add-Ons / Re: Spartan224's Add-Ons
« on: November 17, 2019, 12:39:50 AM »
Yeah, once I finish the update for the L4B zombies I'll add one. I can't add in custom animations since I'm not sure how so it'll just be an awkward swinging motion.

30
Add-Ons / Re: Spartan224's Add-Ons
« on: November 16, 2019, 10:47:00 PM »
Thanks, dude. I appreciate the comment. I'll be making more add-ons and perhaps take requests soon!

Anyways, I'm almost done with the left 4 block zombies. Lot's of new features and changes were implemented in them, and I'm finally adding the spitter for the update.

For the L4B extension pack, I'll add in the Molotov and Gaskmask package into the add-on. There's also going to be a ton of new bot types and bug fixes for the extension pack and default.

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