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Total Members Voted: 31

Author Topic: Zombies in the Bluzone** [[CLOSING]]  (Read 603883 times)

Anyone whose been playing the Bluzone for quite some time might remember me using bot mod to do events such as snipers or mortars. This could add some interesting roleplay, maybe even propel the story further as the military starts advancing again...

There should be another survivor base somewhere. Not player controlled survivor's though, NPCs - and they're not too friendly. The main entrance to their area can be a makeshift gate or something, maybe debris - but upon arrival you will be shot. Maybe later on in the RP's story, you can somehow sneak in, steal supplies. Somewhat of a stealthy approach. It would be interesting to not only have to worry about zombies (and the military?), but other survivors that aren't as friendly as players, and are essentially "the bad guys."
"NPC Allies won't do what you want, they're stupid."
Not these kind of NPCs, just ones that are your enemies.

"They're still mindless bots, they won't do much."
Exactly, they won't do much. Just an additional threat. Basically where their group is located, the entrance is guarded by unseen survivor bots - or "sentries" - and upon entering their range, or near the gate, they will shoot you.

"What about the ones that will raid our base?"
It would be a nuisance if this happened frequently, that is why an Admin or even just Knaz, could spawn them whenever. They will just wander around - trying to find supplies - and will shoot anything that they come in contact with. If you're lucky they may have had some goodies on them that you can take.

The enemy survivors won't do much. The raiders will be rare, and will do what you want. They're just simple NPCs, "zombies" with guns. Maybe even a little bit of evented dialogue. Then the ones that guard the gate, they won't have any problems either. They just sit there, and upon a player entering that area, they will shoot them. Later on in the story where our group can try sneaking into their area - maybe even wipe them off the map - where there are other NPCs wandering around, can be worried about later and tested off-server so there are no glitches and the bots don't do anything stupid.
There wouldn't be a lot of fighting. Knaz could just edit the Standard Bot code so that playetype can't jump, that way the enemy survivors (which will be rare, so problems with them will be rare as well) can't get stuck on high places, or in walls. There are only two types, the "sentries" that guard the entrance to their area, and the rare ones that will spawn in or outside our base, but will either be taken care of quickly by zombies or player survivors.
I actually have experimented with this. A military outpost, infact.
Sort of.
It just had two snipers protecting a sort of checkpoint thing and a couple of other bots that sit behind cover and shoot at you.

There is also a sniper event I need to fix. It was in an older version, where botmod was much more prominent.
An admin-activated event would spawn three bots with silenced SMGs around the survivor base, who would then try to pick off players. They didn't move, jump, or crouch.
Just spawn on the outskirts/in the hilly area and shoot.
There was also a similiar one that spawned a bot with a mortar, too.
I'd never arm a bot with a sniper, raycasting or instant-kill weapon for some pretty obvious reasons.

I'll re-download bot mod and fix up those events.

As for the second survivor base, I've tossed up the idea but I'm just not sure how to employ it properly. The thing with NPCs, is they are very very hard to role play with. Four bots with Silenced SMGs laying down suppressive fire on players is fine, you can work with that, but a whole base run by NPCs could get complicated. I want to keep things simple.

Think about how the military is run in the server:
Sometimes, nothing ever actually happens and players just roleplay it.
stuff! A sniper shot me! Get down!
I've seen it happen a few times and it has always gone really well. Gentoo pulls it off pretty well.
Sometimes, there are bots playing the role of the military. This could take form of ambushes or mortars, where the bots are in obvious locations and are easy to take down. But they spawn in numbers and are more accurate than the player, so they still pose a threat and some challenge. That way you don't feel patronized, but can still have fun.
When they spawn is also completely controlled by admins, so they wouldn't pop up in the middle of a role play. They don't follow an automatic rotation.
When there is a vehicle event, say an apache doing a sweep or a jet doing a quick bombing run- even the occasional UAV doing an area scan -it is controlled by admins. I've done that with Ceist and Electrk, and each time it goes very very smooth. Vehicles never shoot to kill. It's always shoot to miss or shoot to injure. I don't want to ruin the roleplay by sparking a deathmatch.

With a whole base controlled by bots... I don't know... It could just be really, really clunky.
I'll certainly have a quick play with it and get back to you, but until then don't expect to see anything too heavily bot-related in the server.

However, I'll fix the sniper and mortar events. I do miss those a little ;P

Maybe if people decide for bot events we could do all of this?

It'd be a nice addition, I think.

Naturally screwed up majorly on my computer. I'm down for a day or two.

Bluzone is now officially in Guatemala.

Bluzone is now officially in Guatemala.

NOPE, Costa Rica

LOL NVM
sudo dpkg --configure -a to the loving rescue


HOLY stuff UNITY 2D RUNS BLOCKLAND AT 15 FPS

THAT'S LIKE
15 MORE THAN BEFORE


I CAN PLAYYYYYYYYYY
« Last Edit: June 07, 2012, 01:58:44 AM by Lugnut1206 »

Lugnut, could you put Bot Events into the server along with this?

 :cookieMonster:

Included that, bot events, and amades gas mask, and Server_JoinException which apparently allows admins to join the server even when it's full.

Judging by the things packaged, I'm calling bullstuff.

Why the bullstuff, sir?

cause it works based on BL_ID
but it packages the function Client::onConnectRequest
which only gives you the NAME of the connecting client

there are no magical rtb database lookups... where does the bl_id come from?

random image of a kitten cause... you'll see maybe




edit:

this friend reported me for saying the word "pirate"
if I end up gone for a week, that's where I am
http://forum.blockland.us/index.php?topic=196240.msg5333484#msg5333484
« Last Edit: June 07, 2012, 04:23:48 AM by Lugnut1206 »

Wow, what a loving white knight kowtow :/
« Last Edit: June 07, 2012, 04:48:09 AM by Kniaz »

Wow, what a loving white knight :/
i dont think you understand that term

i don't think he does either, but i'm glad he's on my side

what the forget is this about

i've asked before, nobody has any idea

what the forget is this about

i've asked before, nobody has any idea
roleplay

port,
great thanks say cheese
« Last Edit: June 07, 2012, 04:50:04 AM by Lugnut1206 »