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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Zombies '09
The Decaying Soldat wrote: They could all be coded with Lua leaps, triggered when at proximity with an enemy actor, maybe randomized so they don't do it all the time. That might make regular zombies a better threat. they are but something was broken in the script i uploaded. i'll upload a new version soon, with better AI thats more organised. i've fixed the bug. i might add some randomisation, and yeah i think i will remove the current jet packs, their jump is more than sufficient. i take it the update fixed your activities problem, tea?
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Thu Jul 23, 2009 9:04 pm |
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Tealord
Joined: Sun Jun 03, 2007 10:12 am Posts: 86 Location: Finland
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 Re: Zombies '09
No, not really Geti. I figured out what was causing my problem, so now its fixed. Unitec mods index had for some reason vanilla activities and that was causing the problem, im not 100% sure though that it was that which was causing the problem, because I did a lot before I got it to work, so I dont remember everything what I did.
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Thu Jul 23, 2009 10:17 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Zombies '09
well, it probably was that, considering unitec.rte loads before zombies.rte, so the game would use the first loaded activities. glad you got it fixed though  also holy hell a lot of fixes need to be done, expect an update soon (though this weekend is full of parties, so maybe it'll get put off, who knows?)
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Fri Jul 24, 2009 5:12 am |
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Tealord
Joined: Sun Jun 03, 2007 10:12 am Posts: 86 Location: Finland
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 Re: Zombies '09
Yeah, but I did so much to get it to work. I re-installed the game 4 times, edited some mods and removed some other mods.
I tried by the way make an zombie teleporter to the game, but when I putted it in Zombie.rte's index, CC gave me weird errors : O
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Fri Jul 24, 2009 6:23 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Zombies '09
i'll be getting spawners working, dont worry about that. the craft only suit the zombies so well, tbh, especially the corpserocket. i need a lot more dark metal and moss and earth and whatever on that thing - -;;
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Fri Jul 24, 2009 9:56 pm |
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teamsabre2
Joined: Fri Jul 24, 2009 5:53 am Posts: 6
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 Re: Zombies '09
The zombies move by it self  ... And when I use them... They contradict my commands and force their body to do what they want... It's pretty annoying they have their own friggin mind...
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Sun Jul 26, 2009 5:54 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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 Re: Zombies '09
That's a bug with the custom AI, the next update will have it fixed.
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Sun Jul 26, 2009 7:31 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Zombies '09
its fairly awesome that thats how you put it though. i have a lot of bugs to iron out with the basic zombie ai. the most annoying one involves the bastards ignoring the fact that there is a floor between them and an actor below them. im thinking i'll just use goto for movement unless raycasting is actually getting a proper result, cause of how annoying coding my own goto is going to be. i'll get it done eventually, but not by next update..
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Sun Jul 26, 2009 8:01 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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 Re: Zombies '09
Try CastStrengthRay in the direction of the target, and 45 degrees above/bellow it.
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Sun Jul 26, 2009 8:12 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Zombies '09
i'll probably end up using obstacle rays. but for now, just simple goto stuff.
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Sun Jul 26, 2009 8:39 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Zombies '09
Update Coming either tonight or tomorrow; whenever its done. Will have new corpserocket and drop slug code, effects, and a new actor, the field medic (possibly also trenchmen, depends how many sprites i can be bothered copying) until then, have a concept update:  obviously i have more painting to do <_< oh yeah, zombies have rudimentary infection as of now, though i need to get it working better (ie attach the script to their gibs) oh yeah, the shotgun now kicks serious ass. it has knockback on the particles, which is good for putting people down, and throwing them off high places at the same time.
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Mon Aug 03, 2009 9:42 pm |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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 Re: Zombies '09
forsooth, the shotgun is nastier than any i have ever encountered. Expect good things.
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Tue Aug 04, 2009 4:45 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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 Re: Zombies '09
Ahhh, I think I like the new soldier concepts. They look like the Ronin, but Ronin made to blow the heck out of the zeds.
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Tue Aug 04, 2009 5:00 am |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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 Re: Zombies '09
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Tue Aug 04, 2009 5:37 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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 Re: Zombies '09
Hey, I wanna post some spoilers too.   The Decaying Soldat, still looking too plain? I've got tons of other stuff sprited, all waiting for their code.
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Tue Aug 04, 2009 7:43 am |
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