Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 645804 times)

I feel as if, in 1 week this will be released. Yet, i keep coming, and coming, and coming, and coming back.
I need to consult my bots on my server :?

lol, I know what you mean...  I actually wouldn't have to include the new worm model with v3, but I might as well, since poison is still not ready, and I still haven't gotten any help the recoloring problem. :c  although I might know how to fix that ;)

lol, I know what you mean...  I actually wouldn't have to include the new worm model with v3, but I might as well, since poison is still not ready, and I still haven't gotten any help the recoloring problem. :c  although I might know how to fix that ;)
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.

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?

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)

Zapt has no opportunity to do what you want to do unless you want to do extensive coding. Zapt is a plug in and play type of deal. You can't do RPs with it since it is all on a time limit. You cannot have bugs vs zombies vs national socialists like you can in rot's, it just does not work well with what this mod seems to be.

If you are looking for good ai and a working mod, I suggest coding your own zombie mod, since neither rot's or iban's are easy to sift through and find what you are looking for.

If you were to make your own zombie mod, I suggest using craftsmen_zombies as a base. It is easy to look through, it comes with zombies who do unique things (zombies that pick up mini zombies and throw them, zombies who explode when you touch them), and it should be very easy to modify.

-snip-
Didn't knew that spawning vehicles with director is impossible :P (I never used vehicles when having director on...)

If you think about making the nests with bricks, why not like in the creeper game mode? On that way every nest would be different, maybe even reqiures different cactics to destroy it. Of course, add some options, like max size (radius) for a single nest, max nest count and other stuff. If you want the player to be pulled "into" the nest, maybe just turn off collision on some of the bricks and let the player "stick" half inside the nest, maybe giving the possibility of rescuing caught players before they get eaten up completely :P

Zapt has no opportunity to do what you want to do unless you want to do extensive coding. Zapt is a plug in and play type of deal. You can't do RPs with it since it is all on a time limit. You cannot have bugs vs zombies vs national socialists like you can in rot's, it just does not work well with what this mod seems to be.

If you are looking for good ai and a working mod, I suggest coding your own zombie mod, since neither rot's or iban's are easy to sift through and find what you are looking for.

If you were to make your own zombie mod, I suggest using craftsmen_zombies as a base. It is easy to look through, it comes with zombies who do unique things (zombies that pick up mini zombies and throw them, zombies who explode when you touch them), and it should be very easy to modify.
Hmm, that's true, and eventually our idea is to create our own AI indeed.
It's all up to ArmyUnit to decide what to do and if we are going to do something. ;P
But thanks for your opinion and information nonetheless Heedicalking. :3
Didn't knew that spawning vehicles with director is impossible :P (I never used vehicles when having director on...)

If you think about making the nests with bricks, why not like in the creeper game mode? On that way every nest would be different, maybe even reqiures different cactics to destroy it. Of course, add some options, like max size (radius) for a single nest, max nest count and other stuff. If you want the player to be pulled "into" the nest, maybe just turn off collision on some of the bricks and let the player "stick" half inside the nest, maybe giving the possibility of rescuing caught players before they get eaten up completely :P
As far as i know, the nest gamemode/idea is just a rough idea at this moment.
We will consider your ideas.
« Last Edit: June 28, 2010, 09:06:58 AM by lordician »

So I justo pen files and look at the things? Or at least thats one way?
Eh, okay ill try and do that and see what i learn.

So I justo pen files and look at the things? Or at least thats one way?
Eh, okay ill try and do that and see what i learn.
That's one way.

Take a look at the coding help section.
There are some helpfull starters guides there.

There is so much to discuss when Army is online... :S

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.

One of the best ways to learn Blender, is to follow some of the tutorials on the Blender site.

O u.
And you complained about me being not so secure with keeping that secret.
lol, true.. >,>

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.

I agree. But using ZAPT for the base AI will be temporary (as you said). An AI mod for zombies just isn't going to work for bugs. >,>

Zapt has no opportunity to do what you want to do unless you want to do extensive coding. Zapt is a plug in and play type of deal. You can't do RPs with it since it is all on a time limit. You cannot have bugs vs zombies vs national socialists like you can in rot's, it just does not work well with what this mod seems to be.

If you are looking for good ai and a working mod, I suggest coding your own zombie mod, since neither rot's or iban's are easy to sift through and find what you are looking for.

If you were to make your own zombie mod, I suggest using craftsmen_zombies as a base. It is easy to look through, it comes with zombies who do unique things (zombies that pick up mini zombies and throw them, zombies who explode when you touch them), and it should be very easy to modify.

True. All the more reason to make a separate mod. :D
I've never used Craftsmen_zombies, but I suppose I will take a look at it.

As far as i know, the nest gamemode/idea is just a rough idea at this moment.

Actually, I have many solid plans for Hive Invasion. Almost more then anything else....

There is so much to discuss when Army is online... :S

Very funny.  :cookieMonster:

Also, I've been working more on the Worm.

OffTopic: Last week of school! Last week of school!  :D

Last week of school? I got out like a month ago or so.

edit: if you need anything thing from me Army just ask.

One of the best ways to learn Blender, is to follow some of the tutorials on the Blender site.
lol, true.. >,>

I agree. But using ZAPT for the base AI will be temporary (as you said). An AI mod for zombies just isn't going to work for bugs. >,>

True. All the more reason to make a separate mod. :D
I've never used Craftsmen_zombies, but I suppose I will take a look at it.

Actually, I have many solid plans for Hive Invasion. Almost more then anything else....

Very funny.  :cookieMonster:

Also, I've been working more on the Worm
OffTopic: Last week of school! Last week of school!  :D
Ill have to look at the tutorail with my dad, he once programed, but i tried Reading it.
I read 3 chapters and re-read it 4 times, each time i said: Wtf? Wtf does it mean?

Last week of school? i got out i think almost 2 months? nah 1 1/2 i think.

Last week of school? I got out like a month ago or so.

edit: if you need anything thing from me Army just ask.

yes, it's great, isn't it?

Also, I could use a Cicada model. :P

So, you want to switch to ZAPT for now?

If yes, where should i put my main focus on?
The conversion or the poison script?
(At least, i guess you let me do the conversion, though it would be usefull if you did it yourself so you can learn how ZAPT works so you can make the basic script for the new bugs. ;P)

Just let me know, sadly you weren't on when i came on on steam.