Poll

How good is this? (x/10)

10/10
3 (17.6%)
9/10
4 (23.5%)
8/10
3 (17.6%)
7/10
1 (5.9%)
6/10
2 (11.8%)
5/10
0 (0%)
4/10
1 (5.9%)
3/10
1 (5.9%)
2/10
0 (0%)
1/10
2 (11.8%)

Total Members Voted: 16

Author Topic: Project nZombie - Announcements!  (Read 1412 times)

Project nZombie

Brief Description;
This is a project I've been doing alone (and plan to keep it that way.) for the last 2 and a half days.  I've gotten the basic game play working so far and a basic look to it.

The Goal;
The goal of this project is to make a fully playable national socialist Zombies remake in Blockland, while allowing room for customizable content.

Development Team;
-(Leader)Brickybob | BLID:11639
-(Co-Leader)DontCare4Free | BLID:????
-(Builder)AIMgame | BLID:30319
-(Builder)JesusFish | BLID:13121
-(Builder)Ark5 | BLID:8932

Screenshots;
















Videos (Youtube);
(None) I'm uploading one at the moment I type this.

FAQ;

Q.When will it be done?
A.I'm going for when it's done, if it ever gets done.

Q.Why is the outside so ugly?
A.Because you aren't supposed to go outside.

Q.Why do zombies attack each other?
A.Because normally with bots that are aggressive, they'll kill anything that moves.  Including each other.

Q.Why is the inside so ugly?
A.I'm going to make this playable before I focus on how it looks.

Q.How can I help?
A.If you can event very well, I need someone to fix the mystery box.  Because so far it does nothing.

News;
8/28/2011 - 6:49
-There will be two maps I'm sure of making (zs_Bunkers and zs_Mars.) and possibly more if I feel like it.
8/28/2011
-Initial Post

Features;
-Store System
-Perks
-Killswitch for zombies.  (Intended for admin use only.)
-Save/load system.
-Barricade health system.
-2 Rooms to open, 1 to start with.

Bugs;

High Priority;
-(None)


Medium Priority;
-Fix the zombies killing each other.
-Fix zombie corpse's hurting players.


Low Priority;
-Clean up the map and delete dev stuff (testing things I left in the map so I can add on to it later/unused things.)
« Last Edit: August 29, 2011, 08:14:50 PM by brickybob »

Looks good so far. I'll see if I can come over and help you sometime.

Looks nice. For zombies killing eachother,
Code: [Select]
onBotspawn>targetBot>SetTeam>ZombiesIt looks something like that and stops them from attacking anything on their team
« Last Edit: August 28, 2011, 03:24:47 PM by Agent C »

Looks nice. For zombies killing eachother,
Code: [Select]
onBotspawn>targetBot>SetTeam>ZombiesIt looks something like that and stops them from fiaghting anything on their team
THANK YOU.
MARRY ME.

Didn't work. :c
« Last Edit: August 28, 2011, 03:32:53 PM by brickybob »

Looks good so far. I'll see if I can come over and help you sometime.
doubletoast

I'm hosting right now, if you want to help.

Just set the bots team. Make sure you aren't doing 'setbotname' but 'setteam'.

Also, I have a very finely working barricade system and magic box thing if you want them.

Didn't work. :c

The last two lines are showing what it should look like for a team set-up. The first five are a way to make the bot hurt you when it touches you, and not hurt you when you touch its corpse. And yes, I tested it in game and it works just fine. I hope this helps.
« Last Edit: August 28, 2011, 04:45:56 PM by Agent C »

[i mg]http://i590.photobucket.com/albums/ss345/Agent_C/Events.png[/img]
The last two lines are showing what it should look like for a team set-up. The first five are a way to make the bot hurt you when it touches you, and not hurt you when you touch its corpse. And yes, I tested it in game and it works just fine. I hope this helps.
Just saying, but changing a bots playertype will no longer allow you to edit their appearance.

Just saying, but changing a bots playertype will no longer allow you to edit their appearance.
Didn't know that. But what I presented was setting the vehicle to none, then setting it back to whatever it was before. Unless you're saying that it applies to that also, in which case I don't know how to get around it

Didn't know that. But what I presented was setting the vehicle to none, then setting it back to whatever it was before. Unless you're saying that it applies to that also, in which case I don't know how to get around it
No, it doesn't do that. I just said that in case he was thinking of copying those events. Changing playertype for bots is unnecessary in most cases as you can change most things with the other events. Respawning them is fine.

Back to brickybob, I'll join tomorrow, if you have your server running then. I can't go in today because I'm sending messages on my Dsi XL!

Back to brickybob, I'll join tomorrow, if you have your server running then. I can't go in today because I'm sending messages on my Dsi XL!
Alright, fair enough.

Meabie use:  On bot spawn / bot / set ai properties / aggressive / Player
and:  On bot spawn / bot / set bot team / zombies