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| Zombies are People, Too |
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| johnnyboy:
--- Quote from: Awdax on February 14, 2012, 11:12:39 PM ---Classic Mode -Rescue, players hold out for set amount of time -Only normal zombies -Zombies always know where the player is -Reduces "thinking", possibly allowing more zombies without lag -Zombies fake-kill bricks -Except baseplates -Bricks stay fake-killed for remainder of round, maybe disappear a bit after being fake-killed -Limbs can be shot off -Hands, shoes, shoulders+hands etc. That's all I can think of off the top of my head. --- End quote --- maybe take longer to fakekill depending on the size of the block (1x1 brick = 1 second, 2x8 16 seconds) |
| Trogtor:
I was sugesting that a smasher picks up a player that it runs into like in l4d2. Like mounting the player on the arm. Or have you tried this and it didn't work out? (maybe thinking that because how the mount doesn't work on right hand or some sort of mounting problem) |
| YourBuddyBill:
All right, I'm just repeating my suggestions because nobody noticed the first time. Except more clear. I would like to see a tutorial somewhere for converting things from Rotondo's Zombie Mod to ZAPT. Even if it's just a 'before' and 'after' section commented out somewhere. It would give the rest of us a place to start with converting our favorite AIs to make them ZAPT compatible. I would like to see an option for a rare occurrance where a zombie spawns without a head. It would have it's collision box adjusted accordingly, meaning players would not be able to headshot it. It would make for a more Zombie and less L4D feel to the game (if enabled), and it would also give players a little more of a challenge so they couldn't just fire a ton of shots at about head-height and wipe out an entire horde. "Dead are the perfect minions, because they don't eat or sleep, they don't complain about pay, and they don't stop fighting when a random body part falls off." I would like to see a 'static' zombie spawn as a separate spawn type. It would be non-director reliant, and would just spawn the zombie immediately upon the vehicle being set. I am trying to make a zombie that is hiding in a certain closet, and it would only spawn when players open the closet door, and the closet door would only close once the zombie was dead. Otherwise, it is a waste of processing power (if the zombie spawns too early) or it does not get anyone (if the zombie spawns too late). The closing door upon it's death would be accomplished with bot events. I would like to see a function on Zombies that makes them flee. They would flee for an amount of time specified when the function is called. I would like to use this function for a select few weapons that frighten even zombies, as well as a can of Zomb-Away to buy the player time, just as a little funny but useful item. Is this formatting any better? |
| CityRPG:
--- Quote from: YourBuddyBill on March 06, 2012, 02:32:05 PM ---I would like to see a tutorial somewhere for converting things from Rotondo's Zombie Mod to ZAPT. Even if it's just a 'before' and 'after' section commented out somewhere. It would give the rest of us a place to start with converting our favorite AIs to make them ZAPT compatible. --- End quote --- I'll be fixing up phydeoux's AI_Dog to work with ZAPT. --- Quote from: YourBuddyBill on March 06, 2012, 02:32:05 PM ---I would like to see an option for a rare occurrance where a zombie spawns without a head. It would have it's collision box adjusted accordingly, meaning players would not be able to headshot it. It would make for a more Zombie and less L4D feel to the game (if enabled), and it would also give players a little more of a challenge so they couldn't just fire a ton of shots at about head-height and wipe out an entire horde. "Dead are the perfect minions, because they don't eat or sleep, they don't complain about pay, and they don't stop fighting when a random body part falls off." --- End quote --- You can't adjust the collision box, but I guess I can hide certain nodes at random. --- Quote from: YourBuddyBill on March 06, 2012, 02:32:05 PM ---I would like to see a 'static' zombie spawn as a separate spawn type. It would be non-director reliant, and would just spawn the zombie immediately upon the vehicle being set. I am trying to make a zombie that is hiding in a certain closet, and it would only spawn when players open the closet door, and the closet door would only close once the zombie was dead. Otherwise, it is a waste of processing power (if the zombie spawns too early) or it does not get anyone (if the zombie spawns too late). The closing door upon it's death would be accomplished with bot events. --- End quote --- Yeah, I like that. A dumb spawn. I can do that. --- Quote from: YourBuddyBill on March 06, 2012, 02:32:05 PM ---I would like to see a function on Zombies that makes them flee. They would flee for an amount of time specified when the function is called. I would like to use this function for a select few weapons that frighten even zombies, as well as a can of Zomb-Away to buy the player time, just as a little funny but useful item. --- End quote --- What happened to your perfect minions theory? Zombies don't feel fear, that's what makes them so scary. They don't feel fear or pain and will not stop at anything to get food. |
| Legodude77:
How about an option that will make all bricks non-breakable EXCEPT bricks with the name "Breakable" or something like that. Maybe the other way around and only bricks named "non-breakable" cannot be destroyed? |
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