| Blockland Forums > Modification Help |
| Zombies are People, Too |
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| 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. |
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