| Blockland Forums > Modification Help |
| Zombies are People, Too [v3] |
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| Legodude77:
--- Quote from: Iban on March 12, 2011, 10:52:39 PM ---no. just no. slowing down and speeding up players like that just does not work because of the datablock system and the entire idea is unfittingly cartoonish. --- End quote --- Ok, forget the slowing down idea. But it would still attract zombies. And the player could eat it for health too. |
| Iban:
... I don't understand why you want this. |
| Khain:
Make a zombie that can infect players, like after he damages you, there's a chance of him being infected, but he doesn't know it and then after some time he turns in to a zombie. |
| Kevin:
I do like the idea of a wave mode though. Take the # of players currently playing and mabye have the directer organize a wave based on their status? I would very much look forward to that. Also eagerly awaiting the Zombie example. I vaguely understand how to get it into the system, but Ill have to spend more time to figure out some specifics before I can slap a basic Bug into Zapt. Hopefully a new mutation system will be easy to mod. If the conversion works out itd be nice to have a Bugs only mutation in infection style. Hope its released swiftly, and that the example Zombie AI and Survivor/Follower AI are as well. --- Quote from: Iban on March 12, 2011, 10:58:28 PM ---... I don't understand why you want this. --- End quote --- I wouldnt bother with the steak, dumb idea and it can be easily modded. |
| Iban:
--- Quote from: Kevin on March 12, 2011, 11:01:24 PM --- --- End quote --- The Mutation system changes are hard to explain. I'm going to be stripping a lot of the minigame options out in favor of just.. gamemodes. Instead of having to flip switches X, Y, and Z to get desired effect A, just turn it to "Mutation A" and it'll do what you want. This reduces a bit of customizable freedom in exchange for a much easier game setup. Furthermore, when it's released, I'll show how to set up a mutation while I'm doing examples. |
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