Blockland Forums > Modification Help
Zombies are People, Too
<< < (10/31) > >>
Legodude77:
How about spawn base plates that can spawn multiple (but not a horde size) at once?
CityRPG:

--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---Bot Consumer's death explosions do not affect players
--- End quote ---
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.


--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---bot Leapers have trouble leaping horizontally, also, shouldn't bot Leapers crouch when they leap?
--- End quote ---
Animating bots is a pain in the ass. I'll look into both issues.


--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---After the Tank is killed, the moment the player respawns the director immediately reselects them to play as the Tank again.
--- End quote ---
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.


--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---On rare occasions when the Jockey dismounts its feet are still invisible.
--- End quote ---
I'll look into it, but I've never been able to reproduce this glitch.


--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---Witches glitch out and walk aimlessly in a straight path if their target survivor gets killed before she kills them first.
--- End quote ---
I'm going to add something that will fix this and similar "wtf" bugs in the future.




--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---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.
--- End quote ---
Stunning is pretty lame. I don't see the point.


--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---Zombies will follow Consumers until they spot a survivor.
--- End quote ---
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.


--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---Survivors should be blinded when they are near a Smoker's corpse.
--- End quote ---
Particles do that already, pretty much.


--- Quote from: Shotgunner on February 13, 2012, 05:58:51 PM ---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.
--- End quote ---
"Director Spawn" is already in the works.




--- Quote from: plad101 on February 13, 2012, 06:12:00 PM ---Maybe the Pipe Bomb is less distracting for Players then Bots.

--- End quote ---
I can weaken the white noise sfx if it's annoying.



--- Quote from: Legodude77 on February 13, 2012, 06:25:15 PM ---How about spawn base plates that can spawn multiple (but not a horde size) at once?

--- End quote ---
I kinda like this idea. I'll see what I can do.
YourBuddyBill:
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.
YourBuddyBill:
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
Conan:
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.
Navigation
Message Index
Next page
Previous page

Go to full version