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Zombie Defense -fixtastic-
http://forums.datarealms.com/viewtopic.php?f=24&t=15279
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Author:  mail2345 [ Wed Jun 24, 2009 5:08 am ]
Post subject:  Re: Zombie Defense -fixtastic-

Chagne the X scroll ratio of sky layer to 0.02 to fix the bug( multi player).

I also fixed some bugs with my script/

Attachments:
Zombie Defense.lua .txt [16.27 KiB]
Downloaded 572 times

Author:  LowestFormOfWit [ Wed Jun 24, 2009 5:24 am ]
Post subject:  Re: Zombie Defense -fixtastic-

Contrary wrote:
Point.blank wrote:
Done stage 2. Tweaked some weapon values, and added Chainsaw, Axe, Crowbar, and Pipe Bomb. Thanks to contrary for the Chainsaw, Axe and crowbar sprites. Stage 3: Molotov and sawn-off shotgun. Health packs and super soldier serum need Lua, which I couldn't possibly do in any lifetime, so I'd ask that someone else please do it.

Ack! Are you using those? Blegh. *Scurries off to make acceptable sprites*

Here I made a manlier crowbar and a sawn-off... I think I'll work on a molotov.


I thought we were only spriting what wasn't available in vanilla content.
Don't Ronin have Molotovs?

Author:  Contrary [ Wed Jun 24, 2009 6:36 am ]
Post subject:  Re: Zombie Defense -fixtastic-

LowestFormOfWit wrote:

I thought we were only spriting what wasn't available in vanilla content.
Don't Ronin have Molotovs?

Oh yeah. I remember some people saying it was ugly, but it looks okay to me.

Edit: So how about some atmosphere? Maybe the BG from Night Forest or something and fog to cover up the zombie spawn areas?

Author:  The Decaying Soldat [ Wed Jun 24, 2009 1:21 pm ]
Post subject:  Re: Zombie Defense -fixtastic-

You ideas are exactly what should be in a zombie defense, Contrary. The crowbar and the axe looks very good. Though I can't tell for the sawed-off coz it's a but small.

If anyone's going to make the saw off, make sure you make it short range but powerful, unlike the vanilla one which is short ranged and WEAK. The saw-off should work as a reliable sidearm for emergency use.

For melee, I actually can't think of the use of them, the zombie vomit has quite a reach actually. Anyway, they should be able to hit quick (at least for the crowbar), and have a decent reach. Also, tough, to survive multiple zombie attacks.

Author:  p3lb0x [ Wed Jun 24, 2009 1:26 pm ]
Post subject:  Re: Zombie Defense -fixtastic-

Hmmmm, now that Grif has let you guys take over his shizzle I might as well post the guns I tried making for it

Attachments:
GZDefenseWeaps.rte.rar [572.5 KiB]
Downloaded 376 times

Author:  Contrary [ Wed Jun 24, 2009 6:23 pm ]
Post subject:  Re: Zombie Defense -fixtastic-

The Decaying Soldat wrote:
You ideas are exactly what should be in a zombie defense, Contrary. The crowbar and the axe looks very good. Though I can't tell for the sawed-off coz it's a but small.

For melee, I actually can't think of the use of them, the zombie vomit has quite a reach actually. Anyway, they should be able to hit quick (at least for the crowbar), and have a decent reach. Also, tough, to survive multiple zombie attacks.


Well sawn-offs are small irl, should I make it bigger? I based it off a pic on Google images and it looked the same.

Shouldn't the zombies have melee attacks? I'm not a fan of the puke. I guess melee weapons are the "oh noes I have to reload everything but they're right here oh god oh god" weapon?

Author:  AgentBaron [ Wed Jun 24, 2009 7:19 pm ]
Post subject:  Re: Zombie Defense -fixtastic-

I kinda like the puke, though I can't help but notice it's effective only at somewhat close range.

Author:  Contrary [ Wed Jun 24, 2009 7:42 pm ]
Post subject:  Re: Zombie Defense -fixtastic-

AgentBaron wrote:
I kinda like the puke, though I can't help but notice it's effective only at somewhat close range.

Nah, depending on the angle they can almost match the Flamer's range.

Author:  Grif [ Wed Jun 24, 2009 7:44 pm ]
Post subject:  Re: Zombie Defense -fixtastic-

The actual sharp particles in the puke have a pathetic range, you might want to up their lifetime. It's very very hit or miss whether the puke even DOES damage.

Author:  Manticore [ Wed Jun 24, 2009 9:49 pm ]
Post subject:  Re: Zombie Defense -fixtastic-

I believe that a leaping and clawing attack would be better.

Author:  AgentBaron [ Thu Jun 25, 2009 12:38 am ]
Post subject:  Re: Zombie Defense -fixtastic-

A leap and claw attack would require some fancy mathematics in the actor's AI, especially if the target is going to have a variable height.

Author:  mail2345 [ Thu Jun 25, 2009 12:42 am ]
Post subject:  Re: Zombie Defense -fixtastic-

Check if in range.
Jump by setting velocity to playerActor.Pos - self.Pos with a set magnitude.
If close enough, set aim angle to the angle of the distance vector, and set fire state.

Author:  Contrary [ Thu Jun 25, 2009 1:15 am ]
Post subject:  Re: Zombie Defense -fixtastic-

Hey has anyone made a multiplayer mode? Even just 2 player would be really nice.

Author:  mail2345 [ Thu Jun 25, 2009 1:26 am ]
Post subject:  Re: Zombie Defense -fixtastic-

Yes.
I have a script that based off TLB's player loops, can work with any theoretical player amount.
Scroll up.
Install.
Add PlayerCount = x line to activities.

Author:  Contrary [ Thu Jun 25, 2009 1:41 am ]
Post subject:  Re: Zombie Defense -fixtastic-

mail2345 wrote:
Yes.
I have a script that based off TLB's player loops, can work with any theoretical player amount.
Scroll up.
Install.
Add PlayerCount = x line to activities.

Oh thank you! But... Which script?

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