Poll

Would you play this gamemode if it was a thing?

Yes.
Maybe.
Probably not.
No.

Author Topic: 28 Days later Gamemode  (Read 582 times)

28 Days later gamemode

Idea of the gamemode
It would be like the Disease gamemode, except a bit more strategic, for every 5 players, there would be 1 starter infected, and the infected would all have the option to either kill or infect a player. It would be like that because in the film, sometimes you wouldn’t come back unless the infected actually puked blood all over your face. But here, you would have the option to infect or kill someone, this is where stuff gets interesting, as an infected, you have to kill to stay alive, for example, if you don’t kill at-least once every 2 minuets, you will die, and the game will warn you if you haven’t killed within 1 minuet. So basically, you have to choose whether not you should kill the person to actually survive and keep infecting people, so to keep the 28 days later mood, the infected will be able to use a short-range vomit attack which will have a 50-75% of infected the target. And the infected would make screaming noises to alert nearby survivors.

Survivor’s Goal
Survivors would simply have to survive, however, since the infected are super-sensitive to light, if you have your light on, Infected would easily see it. So you could lead an infected to your group of 20 survivors lol. You would basically have to survive until all the infected ‘starve’ out (or should there be a timer?).

Do you guys think this is a good idea, point out any flaws if you see one.

Seems like a cool little project. I might make this but add some minor changes. For example, instead of vomiting i'll just use close range biting since its simpler and lag-resistant. No timer, I guess the goal will be to survive until all the zombies starve out.

Easy enough.

I guess it all falls down to if you can make the attack a viable option, most melee weapons that arent stupidly long range are absolutely terrible at catching people who are moving

Code: [Select]
Armor::OnTrigger(%this, %player, %slot, %val)
{
   if(!%slot == 4 || !isObject(%player))
      return;

   [Insert a raycast fire here]

   if(!%raycastTarget.getTypeMask $= "Player")
      return;

   if(!%player.isZombie || %raycastTarget.client == %player.client)
      return;

   if(%player.isZombie && !%player.isHuman)
   {
        [run biting code here]
   }

   [run human right click function, such as actions, etc]
}

Biting isn't a weapon, it's a right click trigger that is passed when you're in range of another player and looking at them.

Code: [Select]
Armor::OnTrigger(%this, %player, %slot, %val)
{
   if(!%slot == 4 || !isObject(%player))
      return;

   [Insert a raycast fire here]

   if(!%raycastTarget.getTypeMask $= "Player")
      return;

   if(!%player.isZombie || %raycastTarget.client == %player.client)
      return;

   if(%player.isZombie && !%player.isHuman)
   {
        [run biting code here]
   }

   [run human right click function, such as actions, etc]
}

Biting isn't a weapon, it's a right click trigger that is passed when you're in range of another player and looking at them.
So would you have the option to bite or punch someone to death? Lmao