Author Topic: WaW-BO1 national socialist Zombies [SLAYER]  (Read 8157 times)

WaW-BO1 national socialist Zombies
After the fall of the third reich in 1945, the world gather its peace believing that war was over.
However, they could not be any more wrong than that, rising back from the dead the national socialists are back once more.
How long and how many rounds can you survive against the national socialists, fighting an endless amount of waves of the undead;
whether it is on your own, or with fellow comrades... Good luck to you all!

Objective: The objective of this gamemode, is to survive as many rounds you can possibly can, using your own preferences customizable to your likings. Whether you want an easy challenge or a hard challenge either for yourself or for everyone.

Features:
  • Slayer Minigame Preferences for all possible tweaking and customization.
  • national socialist Zombies.
  • Barricades w/ Anti-Player invisible barrier, to prevent cheaters from leaving the map.
  • Hell Hounds.
  • All powerups: Insta-Kill, Carpenter, Nuke, Max Ammo, Double Points, Firesale, and Free Perk Bottle!
  • All 8 perk-a-colas, (Including both Solo version of Quick Revive, and Multiplayer version of Quick Revive.)
  • Pack-A-Punch.
  • Pathnodes and full-on pathfinding, pre-baked and cached over time upon minigame creation.
  • Mystery Box with server preference to include a list of whatever weapons you wish to be cycled.
  • Easter Egg music and events, along with easter egg triggering teddy bear bricks. Can you find them all?
  • Item stores and door stores.
  • Bowie Knife and Grenades.
  • Three wonder weapons: Wunderwaffe DG-2, Raygun, and Winter's Howl.
  • Revivable teammates.
  • A wide variety of node bricks, allowing players to create and build their own maps for the national socialist Zombies gamemode!
  • Ammo support for Gravity Cat's weapons, support for any other ammo systems can be added with modification of AmmoSupport.cs file (Refer to documentation)

Gamemode pictures





If you think you are ready to take on the endless waves of national socialist Zombies, then good luck soldier.
(The supported/modified weapons and documentation for this game mode is packaged with the game mode download zip.)
(For any future potential map builders, I have also included a sample map along with the documentation to experiment with.)
(This gamemode is a slayer gamemode, be sure to have Gamemode_Slayer as well to be able to use this gamemode.)

Download national socialist Zombies Package

Controls
  • Jet key is mostly used for interacting with nearly everything, jetting while empty handed will use your knife.
  • Light key while empty handed will equip grenade.

Credits (DISCLAIMER: Some are not made by me entirely, but instead modified to work with the gamemode, so please give credits to the respective creators instead.)
  • Mystery box, barricades, perk bottles, bowie knife, knife, grenade, powerups - Modelled and coded by Hologlaxer (me).
  • Teddy Bear, Wunderwaffe DG-2 & Winter's Howl - Modelled by ZeUberMedic, coded by Hologlaxer (me).
  • Raygun - Modelled and coded originally by Aware14 & Ghille, modified by Hologlaxer (me) for support of perk effects such as: Deadshot Daiquiri, Double Tap and Speed Cola, as well pack-a-punch variance.
  • Weapon_DWeapons & Weapon_DWepRussianExpansion - Modelled and coded by Gravity Cat, modified by Hologlaxer (me) for the same reasons above.
  • M1897 Trench Gun - Modelled and coded by Hologlaxer (me).
  • M1 Thompson & M1 Carbine - Modelled by Zinlock, coded by Hologlaxer (me).
  • Hell-Hounds - Originally from an addon: Bot_Dog by Canon, modified and packaged by Hologlaxer (me).
  • Helped with commissioning certain models and sounds - MonkeyFunky.
« Last Edit: December 29, 2020, 04:49:59 PM by TerraMurderBoss »

wtf what an addon drop to appear out of the blue

nice job, looks like a ton of effort was put into this

wtf what an addon drop to appear out of the blue

nice job, looks like a ton of effort was put into this
Thanks, that really means alot for me Conan. Hope you ain't too annoyed about me using your Bot_Dog model though.

Yea I did put quite some time into this, the original development started way back in Jan-Feb of 2019, nearly abandoned it in August of that year due to a crash bug, which I later fixed which turned out to be an infinite loop mistake, a bit embarrassing ngl. But, I was so happy I was able to resolve that issue when I found it.

absolutely no problem with you using my mods - if anything im glad to see them being used. glad to see you've overcome your problems with the development.

if you ever need help with modding you should join the bcc. can also post in modification help, i check here regularly.

if you ever need help with modding you should join the bcc.
Dont

Quote
//Also to the blocklander named: aebaadcode, with BLID of: 224485, hope you are loving happy now
//that I release this, so please for the love of god, stop pestering me for this stuff.
//Next time if you want something, do it yourself, I don't care if it is re-inventing the wheel.
//Cuz I have to do that anyways for this pathfinding since A* been done many times anyways.

Good work badcode

absolutely no problem with you using my mods - if anything im glad to see them being used. glad to see you've overcome your problems with the development.

if you ever need help with modding you should join the bcc. can also post in modification help, i check here regularly.
Thanks for cutting me some slack, and perhaps I might but I will think about it. Either way, hope you enjoy the add-on.

Looks pretty cool. nice work!


good stuff, good stuff

the customizability is perhaps the best feature

Dude....anything even close to pathfinding being released ALONE is total boss. All of this is just too much for my happy emotions to handle. XD So thanks a bunch! Few questions: Can I have AI partners via the in-game Slayer bots? Does the pathfinding work for those AI partners? Does the pathfinding only work with your gamemode? I know these may seem like dumb questions, but I know almost nothing about Torque or coding in general.

the pathfinding feature outside of this would be neat as a let alone tool but from the looks of it you're better off betting on this over what this offers


Dude....anything even close to pathfinding being released ALONE is total boss. All of this is just too much for my happy emotions to handle. XD So thanks a bunch! Few questions: Can I have AI partners via the in-game Slayer bots? Does the pathfinding work for those AI partners? Does the pathfinding only work with your gamemode? I know these may seem like dumb questions, but I know almost nothing about Torque or coding in general.

Thanks for the compliment about my GM_NZ, I am proud to hear that I made someone day with this. Anyways I will move onto answering your questions.
  • There is no support for AI partners, this is mostly because I never consider that and even then I thought playing solo or with friends would be much more fun/challenging.
  • The pathfinding is somewhat hard-coded into the gamemode, but with a few edits I am sure you can use the pathfinding for something else.
  • And no these weren't dumb questions, so don't feel bad about it :)

first release of ai pathfinding for blockland?

first release of ai pathfinding for blockland?

there was a lot of pathfinding stuff in this thread
https://forum.blockland.us/index.php?topic=216752.0

including ZAMB which was a zombie gamemode that made use of a nav file containing nodes and neighbors that zombies could pathfind through. aebadcoode found this on kenko's and apparently it works