since poison is still not ready,
O u.
And you complained about me being not so secure with keeping that secret.
But indeed, i am still working on the poison script, i have to rewrite most of it since the last alpha test ArmyUnit did.
Luckily, i have some free days, just hope i won't wake up everytime around 3 in the afternoon. >_>
Also, i am thinking we should convert the bug mods to ZAPT as Gamemode_Zombie is practically dead.
Iban's ZAPT has a more flexible script and better features.
You should compare ZAPT V2 with the current Gamemode_Zombie.
I have to say that it works better.
We should convert our zombie works to ZAPT, in my opinion, that's a good short term alternative.
Ah.
Hm, i would like to help scirpt and stuff, but im only 11, so as you can see coding looks like latin to me, and blender is like college :/
Do you know what i could help you with? Maybe show me a place to learn to script? Or PM me a tutoral on how to model? Im pretty good drawing.
Haha Efmu, scripting something can be learned on many ways.
Most of the people even learn from other people's add-ons.
That's what i love about this game, it's so open.
So, try to open a add-on (It's a ZIP file, so be sure to have a program that can open that) and play a bit with it.
I learned most of the scripting by looking at other people's code and of course, coding help is a scripter's friend.
Weee :3
Ever thought about an extra spawnbrick for the zombiemod? I never took a look at the scripts, but I think it might be possible to get the director to work with the bugs. But the player should be able to choose what will be spawned by the director.
And will the nests be able to grow?
An extra spawnbrick for the zombiemod...
Well Gravity Cat, i would like to tell you something about the zombiemod.
The current version of the zombiemod has a pretty odd director thing.
The dirrector controls every vehiclespawn brick, so it won't only spawn zombies on zombie spawn bricks, but it will also spawn zombies on normal vehicle spawn bricks.
This is not really a good thing as you can't spawn a vehicle with a vehicle spawn when having the director enabled.
However with ZAPT, it isn't that case.
The ZAPT director is much more improved and i belive you caqn control a bit which zombies it will spawn.
However, what i would like to see is some GUI integrated which allows more control over the director.
Like, you can control which zombies will be the 'normal' zombies, which will be the fast and slow zombies.
Which to spawn when they are coming and which are the special zombies (and the chance of them spawning).
I am going to suggest this as this has to be included in the main zombiemod (ZAPT) and isn't really addable via aqnother add-on.
At least, it's not efficient to do via an other add-on.
Talking about the nests, i don't really know how Army wants to do that, so i cannot tell you how we are going to do that.
Sorry i talked so much about ZAPT, but i really think the conversion will be worth the trouble.
While ZAPT's main script for the zombies may look difficult, it isn't much more difficult.
And it also depends on what you want it to do.
If you want it to do some special things, of course it becomes harder to script, but we will be able to work everything out. :3
ZAPT is now really the best way to go and of course it will cost us some time, but it will be worth it at the end.
So far, my long message.
(If anyone is going to quote this, i advise to quote either the pieces you are going to respond to or replace everything by -text snip- or something similiar to that)