Author Topic: Zombies are People, Too [v3]  (Read 36171 times)

Zombie's Can steal/Remove weapons

In a new class called "Stripper"
The Leaper, upon a hard landing on someone's face, will cause them to drop their weapon.

If the weapon is not recovered in time, someone will have to spare them a gun or they just have to do without.

A good feature would to maybe make it so you can have more zombies at one time without any extra lag.

And make an example save for the people who don't understand how-to use it if you haven't already.

A good feature would to maybe make it so you can have more zombies at one time without any extra lag.
I'll be sure to tell Badspot to improve the engine's networking.

And make an example save for the people who don't understand how-to use it if you haven't already.
Not only am I hosting one, I'm hosting four.

http://blog.ichverbot.com/2010/06/zapt-builds/
http://blog.ichverbot.com/2010/12/zapt-rooftop-finale-2/

I have an idea, dropped weapons don't disappear till after the round is over.

Iban i dont know what to tell you,

You make goodstuff.. you need to updates :$

Edit : Make Playermodels or new gametypes..ive got plenty of ideas if you need some..

I'm just going to bite the bullet here and make a survivor-bot system that is ace.

I'll use Phydeoux' dogs as a test, since it's pretty well made.

ZAPT is a massive project, currently at 13,650 lines of code. The only project I know of that is larger: Return to Blockland... and CityRPG v3.

ZAPT is complex. There are 6 ScriptObject overlords, including the ZombieDirector SO that is 1,000 lines of code just by itself. There are several massive systems stuffed into the mod, ranging from Minigame events, to a neural network that keeps the HUD synchronized for all players to the best of my ability.

ZAPT is simple. Despite how dense the underlying code is, it's remarkably easy to set up and add on to. I downloaded Phydeoux's Zombie Dogs mod and, timing myself, was able to get the zombie dog into ZAPT in just under 5 minutes. Most of that time was spent trying to figure out what the hell the "ZombieDefault::" parent calls were for, and getting 7zip to work in the Program Files directory.
The gamemode itself takes much less time. I don't understand how people can complain about it. Put spawns, select zombie, play game.

ZAPT is pretty. Smokers emit smoke, boomers puke and explode with a sort of unrivaled lego realism. The union with Striker150 was the best thing the mod could have hoped for. The HUD is one of the coolest features, and is one of the best looking GUI add-ins I've seen in Blockland. The Zombie augment nodes, while not as desirable as unique player models, add an appreciable touch.

ZAPT is unpopular. I don't know where I went wrong or what I did poorly, but ZAPT is statistically used less than Gamemode_zombies and add-on developers like Phydeoux choose to spend their time developing content for it.


TL;DR: What needs to be improved? If I were releasing a v3, what would you want to see added/fixed/changed?
I would like the health lock and ammo box of the rotonos zombie mod implemented, since I failed in doing it myself.
By suggesting this I hope you improve even the health lock and ammo box like you do with anything you touch.

I want a mode where zombies are spawned as they're set.
Say, you place a spawn outside a minigame and set a zombie and it spawns.
And if the Zombie mod is active the zombies even attack outside a minigame.

Now add a mode that is survivor humans versus zombie bots.
A sort of endless zombie rampaging where you never be a zombie even if you get eaten by them.

Last but maybe least, find a way to fix the console error that occurs when you touch a vehicle.

The things above are just all the reasons why I (and in my oppinion many) use rotonos zombie mod instead of your polished ZAPT.

Add some way to make it less TDM oriented? Rot's mod it outdated, and using improved zombies like these would be cool for builds like zombie's in the bluzone, but currently it doesn't really work for anything besides TDMs.

Survivor bot? Neat. Will it heal players with low health if it has a medkit? Also you should do something like the L4D/L4B downed system, that was a neat feature in L4B and seems like it would fit pretty well in ZAPT.

The things above are just all the reasons why I (and in my oppinion many) use rotonos zombie mod instead of your polished ZAPT.
Doesn't Rotondos mod give tons of console errors as you play? Compared to ZAPT its filled with errors.

Doesn't Rotondos mod give tons of console errors as you play? Compared to ZAPT its filled with errors.
Another reason why I would use ZAPT permanently if just his gamemode error got fixed.

ive never tried to use the addon - but based on what ive seen others post

suggestion --  seperate things out into 2 addons
   ZAPT_zombies
   ZAPT_ai

then people can use your AI code in their own projects/mods without having to include everything

I love Zapt.

Its by far in my experience better and more polished then Rotondos in every way.


I honestly dont see why people CLING to Rotondo's mod. If its the bots then its just the fact that there arent any for Zapt yet.

That or people dont want to change and want to keep their lower quality zombie mod.

I have a hard time seeing why people like rotondos.

I also think the AI "Problem" Is getting massively annoying.





I would like the health lock and ammo box of the rotonos zombie mod implemented, since I failed in doing it myself.
By suggesting this I hope you improve even the health lock and ammo box like you do with anything you touch.
First and foremost:
I am not adding an ammo mod. This is not up for discussion. Rotondo's ammo mod is a giant hackfest of stuff and I would be ashamed of myself if I made anything even close to it.

CityRPG has an ammo system for it and if I ever release those weapons it will be specific to it. In the mean time, Bushido's junk is the closest you'll get to a proper ammo system.

I want a mode where zombies are spawned as they're set.
Say, you place a spawn outside a minigame and set a zombie and it spawns.
And if the Zombie mod is active the zombies even attack outside a minigame.
Absolutely not.

Now add a mode that is survivor humans versus zombie bots.
A sort of endless zombie rampaging where you never be a zombie even if you get eaten by them.
Already is. Play infection without a rescue timer or player zombies enabled.

Last but maybe least, find a way to fix the console error that occurs when you touch a vehicle.
I would like more information on this error. I haven't experienced it.

The things above are just all the reasons why I (and in my oppinion many) use rotonos zombie mod instead of your polished ZAPT.
So, basically, you're complaining I didn't hack in an ammo system, I don't have something that can (essentially) be replaced with onPlayerTouch -> Player -> addHealth [5], zombies only work in a properly set-up minigame (???), that I should add a feature I already have in, and there's a single console error.

What.

A few things
  • Zombies are overpowered
  • A smasher can kill two survivors with a single charge if they line it up correctly.
  • Zombies could use some sound, growling, maybe a moan. All of these would have to be very soft sounding. I don't like that the witch and tank didn't have any sound.
  • No downing system; to easy to die
  • Needs more minigame settings for survivors


I myself would love if you got some sounds in with the items, zombies, the like.