Author Topic: Zombies are People, Too [v3]  (Read 35969 times)

More Zombie and enemy types. Not just human-zombies, but even more original AI like zombie dogs, vampires, archers, knights on horses, raptors, enemy soldiers that can pilot tanks, etc. The more variety and custom AI you have, the more likely people are to download your mod or make AI that relies on it.

Rot-mod like tank model (this is seriously the only reason I use his instead of yours, other than the fact that bug mods need it)
Tank Bot. I really want a challenging fight, 1 v 1 with a tank, on single player.

Could you make it so that if the server had T+T2 the fallen survivors and generic solider would drop ammo too?(not like a ton, just one or two types of ammo).

Maybe some more fallen survivors.(l4d2 and generic.)

does Bushido's stuff even have ammo?

I'm scared of trying to integrate anything made by Bushido into my code.

does Bushido's stuff even have ammo?

I'm scared of trying to integrate anything made by Bushido into my code.

It does have ammo.

does Bushido's stuff even have ammo?

I'm scared of trying to integrate anything made by Bushido into my code.

Ya, you have a base ammo supply when picking up the weapons, and you have ammo piles for each item to add more.

Are you scared to try them out or anything?

My brown townysis of Bushido's Tier + Tactical set can be read here.

Although the mod is pretty bad, I see no reason not to include this ammo pile idea.

Let me pull this out for ya.
More Zombie and enemy types. Not just human-zombies,
Yeah well, that is the task for AI developers.
To fill that gap.
zombie dogs Allright.
,vampires Errr. Aren't zombies vampires allready? (Francis)
,archers Archers are there as AI for Gamemode_zombie! :C
,knights on horses True this, i still haven't looked into that. I believe, bots on playertype vehicles work better then bots on vehicles)
,raptorsehhhh
,enemy soldiers that can pilot tanksneed it Unless you want heavy lagg (ZAPT takes quite some memory allready ehhh?) No.
Bots driving vehicles can't really aim.
That's one of the things.

Hmm what about a zombie that I guess would relate to(in a way) the zombine?

What it would do is have a grenade in hand, it will then scream (of course not ear rape, just enough to warn players it's there) and explode into a gas cloud.

So essentially the player would find a place to ambush people, run out screaming and explode into a big gas cloud that damages players.

(While grenade is active the zombie will run twice as fast)

Iban, the zombies hit you to fast and at to much of a long range. The damage two of them do is equal to a hoard in Left 4 Dead.

Iban, the zombies hit you to fast and at to much of a long range. The damage two of them do is equal to a hoard in Left 4 Dead.
This is unintentional and intentional at the same time...

The damage range is a consequence of lag if you're playing on a remote client. The server does have a bit of trouble updating all the bots all the time and sometimes they quantum leap up your ass, but even before that the server reports damage because the bots are actually standing right there next to you before you even know it. The actual range is only about 3 bricks.

Furthermore, the damage is rather high to make up for the fact that you can get mobbed in Left 4 Dead by dozens of zombies at once. In Blockland, you're limited to about a dozen zombies in all. So, yes, the zombies do have very high damage in relation to Left 4 Dead, but this is just a compensation mechanism for numeration.

Ok, what about how its very hard to kill very few zombies?
12 is pure hell and most players don't get through it.

I wouldn't mind if you didn't have to check "enable player zombies" for the timer to show up.

Ok, what about how its very hard to kill very few zombies?
12 is pure hell and most players don't get through it.
Pipebombs are devastating to the mob and are flawless attention getters.
As are molotovs, because they not only ensure a kill, but they disable the zombie until they die. Even though they do not draw zombies to them, as the pipebomb does, they can also be used against the tank.

I'll see what I can do about damage, but for the most part I think they're relatively balanced. Damage is actually chipped off per consecutive hit.

I wouldn't mind if you didn't have to check "enable player zombies" for the timer to show up.


Dat bug.

Okay, upon further inspection the lack of a timer is not due to a bug. This is intentionally left out.

Iban from 2010 said this about the subject in comments:
Quote from: Iban from 2010
// We cant really lose if there's no way to die
// And there's no point in winning, either, if we cant lose.

So, uh, if I'm going to change the way that no player zombies works I'll have to fung sheu a bunch of things -- which i'll probably end up doing.

I don't know if this is a good idea, but might just be fun to mess with: Steak.
You fling it in the air and it attracts zombies to it, but the zombies it eventually eat it up. There could be a grilled steak that would attracted even more zombies to it. Also, the zombies would run faster to it than to a pipebomb.