Author Topic: Zombies are People, Too  (Read 18292 times)

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.

maybe take longer to fakekill depending on the size of the block (1x1 brick = 1 second, 2x8 16 seconds)

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)


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?

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'll be fixing up phydeoux's AI_Dog to work with ZAPT.

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."
You can't adjust the collision box, but I guess I can hide certain nodes at random.

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.
Yeah, I like that. A dumb spawn. I can do that.

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.
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.

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?

I'll be fixing up phydeoux's AI_Dog to work with ZAPT.
You can't adjust the collision box, but I guess I can hide certain nodes at random.
Yeah, I like that. A dumb spawn. I can do that.
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.

Ok, first one sounds good, I can use that as a starting point to convert some other AIs
Second, I was probably thinking of a function that works with custom playertypes, that changes the Bounding Box, but cool
Third, thanks, that's useful.
Fourth, true, though I still do see some 'Turn Undead' jokes coming up in fantasy RPs.
EDIT: If the script anywhere has a function for zombies targeting bricks, then I can work with that to have Zomb-Away make them target their spawns.

EDIT 2: I'd like to see the zombie's special attacks also packaged as items that can be picked up and weilded. It would essentially be like picking up any other weapon. It would be rather interesting to have a 'rapid mutation' zombie that could effectively copy and use and discard bio-weapons. And I also think the Smoker Tongue would make an epic weapon for Renderman. ;D
« Last Edit: March 06, 2012, 07:42:25 PM by YourBuddyBill »

EDIT 2: I'd like to see the zombie's special attacks also packaged as items that can be picked up and weilded. It would essentially be like picking up any other weapon. It would be rather interesting to have a 'rapid mutation' zombie that could effectively copy and use and discard bio-weapons. And I also think the Smoker Tongue would make an epic weapon for Renderman. ;D
Yesplease
I would like to see those "zombie weapons".

Instead of doing anything you guys have asked me to do, I'm working on this.


Instead of doing anything you guys have asked me to do, I'm working on this.
Uh. Offloading the processing to another server?

Uh. Offloading the processing to another server?
More along the lines of a high-score table.


It's mostly for my amusement... It'll be really cool if I can pull it off; I promise.

It's mostly for my amusement... It'll be really cool if I can pull it off; I promise.
I'm worried that people will screw it up, really. Like when I went to the Bedroom, turned on Auto Jet, threw a bunch of zombie spawns below me, backed into a corner, and turned on mousefire(1);, which resulted in an endless automatic massacre of zombies.

I'm worried that people will screw it up, really. Like when I went to the Bedroom, turned on Auto Jet, threw a bunch of zombie spawns below me, backed into a corner, and turned on mousefire(1);, which resulted in an endless automatic massacre of zombies.
That's why that database structure is so super detailed. If there's any blatant abuse of the system, I can ban users by: BL_ID, Name, Host Name, Host BL_ID, Host IP.

Like, if Kalphiter's servers are a source of a lot of fraudulent information, I can just ban his server cluster and not have to worry about it.

Cool, that could actually work, nice idea!