Author Topic: Zombies are People, Too [v3]  (Read 36050 times)

Bump
How about a zombie thats has more health than normal, slower, but can infect people.
Like  60-70% of being infected.

Idear.
Have 5 custom types of zombies. From a GUI, you can edit the different properties of each. So, I can make Zombie - Custom 1 have lots of health but move uber slow, and be spawned less by the director. On the other hand, Zombie - Custom 2 is super fast, very low on health, and is spawned most by the director.

Idear.
Have 5 custom types of zombies. From a GUI, you can edit the different properties of each. So, I can make Zombie - Custom 1 have lots of health but move uber slow, and be spawned less by the director. On the other hand, Zombie - Custom 2 is super fast, very low on health, and is spawned most by the director.
I like.


Idear.
Have 5 custom types of zombies. From a GUI, you can edit the different properties of each. So, I can make Zombie - Custom 1 have lots of health but move uber slow, and be spawned less by the director. On the other hand, Zombie - Custom 2 is super fast, very low on health, and is spawned most by the director.

how about rtb prefs for a custom zombie (default prefs are that of the normal zombie) so then you place a zombie spawn, select custom zombie and it will make a zombie according to rtb prefs.


How about....
a helicopter that comes with its own events to fly in and it will rescue survivors. You use events to set it's path.
It can't be driven though.

ZAPT is unpopular. I don't know where I went wrong or what I did poorly,
I really don't think it's you, but I think it's people who are bandwagoning and being all "OH ITS IBAN HES BAD". To be honest, I have no suggestions for you. There are only two reasons for why I don't host this, one being that I can't host with a good connection, and the second being that I just don't like zombie mods in general.

wow, i thought you were done with this
excuse me while i go celebrate

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.

I think for a mod like this, you're going to want to keep as many parts customizable as possible.
Especially if you expect people to use this mod for their own AI.


To tell you the truth, on of the main reasons I don't usually use ZAPT is because I can't disable zombies from breaking bricks. (unless I missed an option somewhere...?)

wow, i thought you were done with this
excuse me while i go celebrate
/agree

Got some.

1.) A new zombie called "Self Deleter" that has a bomb in its hand and explodes when touched.
2.) A game type called "Horde" where all the zombies are faster and much stronger.
3.) A item called "Adrenaline" where you run faster. (Yes I got this from Bushido!)
4.) A new zombie called "Maniac" that takes your gun and is super fast.

That'd be it.

How about zombies in hazmat suits that are resistant to fire.

And the Self Deleter should explode when killed and when it gets in rang of a player.

Just wanted to say that I redid the entire AI system.

Previously, the function AIPlayer::zombieDetectRoute would return a string, like "crouch" or "jump" or "crouchjump" - this would be cased in a switch$ and acted upon appropriately.

With my new-founded wisdom, granted by Supreme Glorious Scripter Space Guy, I've changed the system to a bitwise comparison system.

For instance:

Code: [Select]
else if((!%hHit && %stuck) || (%zDist <= -1 && !%fHit))
{
// If no float hit and we can see them...
if(!%fHit && %canSee)
{
%result = "jump";
}
else
{
%result = "crouchjump";
}
}

is this

Code: [Select]
// If we're below them...
if(%zDist < -1)
{
// If we can climb, are below them, have no float hit, and have something infront of us = climb.
if(%armor.zombieClimb && %zDist < -3 && %hHit)
return $ZAPT::PF::Climb;

// If no float hit and we can see them or we're directly below them = jump.
if(%canSee || (%dist + %zDist < 1))
return $ZAPT::PF::Jump;
}

// If we have no head hit and we have a leg hit = crouchjump.
if(!%hHit && %lHit)
return ($ZAPT::PF::Jump | $ZAPT::PF::Crouch);


There's also been a reorganizing of logic which should help with speed, along with the removal of strings (which are pretty clumsy).