Author Topic: Zombies are People, Too  (Read 18180 times)

How about spawn base plates that can spawn multiple (but not a horde size) at once?

Bot Consumer's death explosions do not affect players
Consumer Bile got tweaked a little; should be able to bile targets easier.
Added bonus: Projectile puke and explosions now put out fire on all targets. Friendly consumers can help tanks out.

bot Leapers have trouble leaping horizontally, also, shouldn't bot Leapers crouch when they leap?
Animating bots is a pain in the ass. I'll look into both issues.

After the Tank is killed, the moment the player respawns the director immediately reselects them to play as the Tank again.
Tanks are picked based on score, so I guess timing can cause this often. I'll prevent consecutive tanks and players from being tank twice.

On rare occasions when the Jockey dismounts its feet are still invisible.
I'll look into it, but I've never been able to reproduce this glitch.

Witches glitch out and walk aimlessly in a straight path if their target survivor gets killed before she kills them first.
I'm going to add something that will fix this and similar "wtf" bugs in the future.



Smashers have the ability to "stun" survivors when they charge into them, this is represented by the survivor in the sit animation and unable to move for 2 to 3 seconds.
Stunning is pretty lame. I don't see the point.

Zombies will follow Consumers until they spot a survivor.
Zombie Groups have been an idea since Trader gave me the name "Zombies are People, Too" for the mod. The original name was "Return to GameMode_Zombie". Not sure how easy or CPU-friendly it'd be to do, however. Zombies do spot targets that friendly zombies they can see have also spotted.

Survivors should be blinded when they are near a Smoker's corpse.
Particles do that already, pretty much.

Maybe there could be a "Random Zombie Spawn" that would spawn a zombie depending on how frequent they are in general, for example, a Standard Zombie has a higher chance to spawn than a Jockey does.
"Director Spawn" is already in the works.



Maybe the Pipe Bomb is less distracting for Players then Bots.
I can weaken the white noise sfx if it's annoying.


How about spawn base plates that can spawn multiple (but not a horde size) at once?
I kinda like this idea. I'll see what I can do.

ZAPT is back! HALLELUJAH!

Ok, I got a bunch of stuff to suggest as well as a few other things.

1. Half the reason I use Rotondo's mod instead is the zombie brick damage. Could there be a pref to turn off that little override?

2. It appears that the Spitter was half-finished, I found it's partially-completed projectile data, you might consider finishing it.

3. Could you make a tutorial for converting things from Zombiemod to ZAPT? I wanna use Hydralisks, etc. in a ZAPT game. And the zombie dogs.

4. Zombies losing some nodes, or possibly (for a less L4D and more Zombie type of thing) every now and then a zombie spawning without a head, just for a little variety. "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."

5. A more 'static' and less 'director reliant' zombie spawn, because I would like to make a zombie hiding in a closet only spawn when the player opens the closet door, because otherwise it's a waste of processing power (if it spawns early) or it doesn't get anyone (if it spawns too late)

ZAPT really does have a great script, by the way.

Oh, one more:

6. Some sort of thing that makes Zombies avoid players, even if it's just a function on the zombie, because I want a can of Zomb-Away to buy myself time. ;D

Could you add in an option to have ZAPT zombies always know where players were? It was the only thing that I hated was missing.

Also, can we disable zombie damage/health based on players in server and zombie count? I believe this is default and not able to turn off.

You could just pitch suggestions for ZAPT instead of being a little bitch and trying to resurrect a 3-year-dead mod you have a massive stiffy for.

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.

Could you add in an option to have ZAPT zombies always know where players were? It was the only thing that I hated was missing.

Also, can we disable zombie damage/health based on players in server and zombie count? I believe this is default and not able to turn off.
Smart zombies and stupid zombies? I like that idea. It'd help for castle defense servers.

What I want:

-Zombie pathfinding (events or bricks ???)
-A way to getting infected (so you get bited, have a small chance of being infected, and if you are, you have 60 seconds to find a cure sryngle or you become a zombie)
-Baricade blocks (check COD zombies, duh)
-Working hunters? (victim gets crouched, hunter sits on his back, and pretty much like the L4D one.)
-All those crap you made or ate back.
-Someone finally make a loving defibrilator!!!

-Someone finally make a loving defibrilator!!!

Is this possible?

Is this possible?
I've heard that if you hackily remake what "dying" is then it can work.

Or maybe when you die you just get downed, and the defibs un-down you. That'd be cool. And you have a small amount of time before you die completely.

I've heard that if you hackily remake what "dying" is then it can work.

You could probably spawn a bot with the player's outfit at the spot they died. Then when it is hit by the Defibrillator, it respawns the player at the bot's location, and deletes the bot.

You could probably spawn a bot with the player's outfit at the spot they died. Then when it is hit by the Defibrillator, it respawns the player at the bot's location, and deletes the bot.
This would work, yes.

Try doing this:
Click images for full size resolution.





Plastic gibs, taking lego gore to the next level!
Ill edit post later.

Zombie gibs? They would be better off as a separate pack for ZAPT. Having extra nodes for different damage types would take a lot of datablocks. I'm also unsure how it would would be able to get the zombie's chest color, and apply it to the gibbed node.