Author Topic: AmadeZombies Public Beta (rev5)  (Read 15358 times)

2 things:
1. I'm going to see about updating the tank special to be a rock throw
2. More than likely before the final release I'm going to seperate the left 4 dead special zombies into their own expansion pack
I can't host so I don't know Amade

But turning into a zombie works..
I can't host for more than 5 minutes at a time but I'll see if 5 minutes is long enough to test.

Boomer needs moar barf.

Bot zombies don't have any sounds, when they jump, when you hurt them, or kill them.

Yes I have the new version.

Boomer needs moar barf.
It's not done. As soon as I figure out how to do the set screen color thing I'll do that.
Bot zombies don't have any sounds, when they jump, when you hurt them, or kill them.

Yes I have the new version.
Redownload and check your speakers.

It's not done. As soon as I figure out how to do the set screen color thing I'll do that
I might be able to help you do that. And I want to see more work go into this mod. I hope to god that the zombies are slower than the ones in Rotondo's zombie mod because you get a base set up, and then zombies just come in as fast as lightning and can break through brick walls by touching them, it's not fair. They should be slower if they aren't. After all, zombies are super-humans, they are dead rotting flesh, not Olympic track stars.

I might be able to help you do that. And I want to see more work go into this mod. I hope to god that the zombies are slower than the ones in Rotondo's zombie mod because you get a base set up, and then zombies just come in as fast as lightning and can break through brick walls by touching them, it's not fair. They should be slower if they aren't. After all, zombies are super-humans, they are dead rotting flesh, not Olympic track stars.
The standard zombie and boomer are both the same speed as players, tanks are 1.25 times the speed, and hunters are 1.5 times the speed.

Good. And I can't imagine the screen blinding thing to be that hard.

Good. And I can't imagine the screen blinding thing to be that hard.
I just don't know how to do it.

Redownload and check your speakers.
Didn't work, but player zombie sounds work.

I just don't know how to do it.
As I said before, you could probably use the White-out HUD thing (if there is such a thing, I would imagine there is) and use a code to set its color to a not-very-transparent green that eventually goes away by us subtracting by the alpha color. It wouldn't be too hard. You just need to know the GUI and whatnot.

Oh and:
Oh and for future reference, how can I detect when the projectile is made and do stuff? I tried onAdd, but it didn't work. I don't usually work with weapons and such. How would I do that Amade.

projectileData::onAdd? that should be working...

Well, I did:
Code: [Select]
PipeBombProjectile::onAdd(%this)
{
   blah blah blah
}
In a package, but it didn't work. Maybe I'll try ProjectileData::onAdd(%this).

But anyways, I had Absoultion put an armature on the fuse in the model called "emitterPoint" and here's my code:
Code: [Select]
stateName[1] = "Ready";
stateSound[1] = "FuseBurning";
stateEmitter[1] = "FuseSparkParticleEmitter";
stateEmitterNode[1] = "emitterPoint";
stateEmitterTime[1] = 0.7;
stateTransitionOnTriggerDown[1] = "Charge";
I don't know why it doesn't emit it. Any ideas?

Well, it does emit, but I need to fix it :( How do I make the emitter loop?
« Last Edit: July 31, 2009, 02:30:48 PM by AGlass0fMilk »

Amade, have you said how your zombies aren't as laggy as Rot's?



If I did this with Rot's it would lag like hell.

PipeBombProjectile::onAdd(%this, %obj)
{
   parent::onAdd(%this, %obj);
   //do stuff
   //%obj is the projectile, %this is the datablock
}

Doesn't need to be packaged

No Solid but that's very cool :3

Damn. I had the particles working, but there were two different particles. I have to tweak it 'cause now it doesn't work :(

Oh and I looked through my list of Typemasks, there isn't an AI player Typemask, is there?
« Last Edit: July 31, 2009, 02:56:38 PM by AGlass0fMilk »