Staredit Network > Forums > Modding Discussion > Topic: ZombieCraft
ZombieCraft
Oct 13 2009, 1:54 pm
By: IcY
Pages: < 1 2 3 >
 

Oct 14 2009, 11:24 pm Jack Post #21

>be faceless void >mfw I have no face

Kewl, I can do gfx fairly well(not kitbashing, haven't tried) and most zombie maps are pretty easy to balance. RE3 would be the exception, it's a killer to balance. Adding one medic for the zombie team pretty much destroys the game.

Anyway, is the tz AT live.com your main email? I'll mail you there. I also will put my RPG on hold, and try add time to my schedule for modding.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 15 2009, 12:08 am Biophysicist Post #22



Honestly, contacting me at SEN via PM would be easier than using email.

Anyway. Here's a little idea I had:

We totally scrap SC's economy system. Survivors (civilians) spawn at random points on the map every few seconds. Both factions can convert these Survivors into combat units: Humans can "Recruit" a Survivor (mind control modded to only work on Survivors); Zombies can "Infest" a Survivor, producing an Animated Corpse. (spawn broodlings modded to only work on Survivors). A recruited Survivor can be equipped with a weapon by bringing it to a Weapon Depot. An Animated Corpse can turn into stronger zombie units, which costs supply.

Btw, I'd prefer it if we kept the number of units small. Say three-four units per race.



None.

Oct 15 2009, 1:26 am Jack Post #23

>be faceless void >mfw I have no face

Quote from name:TassadarZeratul
Honestly, contacting me at SEN via PM would be easier than using email.

Anyway. Here's a little idea I had:

We totally scrap SC's economy system. Survivors (civilians) spawn at random points on the map every few seconds. Both factions can convert these Survivors into combat units: Humans can "Recruit" a Survivor (mind control modded to only work on Survivors); Zombies can "Infest" a Survivor, producing an Animated Corpse. (spawn broodlings modded to only work on Survivors). A recruited Survivor can be equipped with a weapon by bringing it to a Weapon Depot. An Animated Corpse can turn into stronger zombie units, which costs supply.

Btw, I'd prefer it if we kept the number of units small. Say three-four units per race.
You mean for a melee ruleset? There's not much point IMO, because if people make maps for this, some may want what you said, but others will want different rules. Basically if we just make a working mod, with melee not working, and make/let people make zombie maps for it, then it should be easier and better.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 15 2009, 1:36 am IcY Post #24

Cruisin' on that LSD

ok so what triggers wud we need on a map besides zombie spawns?




Oct 15 2009, 1:41 am Jack Post #25

>be faceless void >mfw I have no face

None. UMS maps would be done just like normal, just if we have an ammo system, you would need to constantly set ammo to 100 for some maps.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 18 2009, 4:34 pm Biophysicist Post #26



Here's the economy system I worked out:

Zombies:
A Zombie Infestor can convert enemy units into Zombies. These Zombies canbe ordered to morph to one of the following:
-Zombie Ghast (spellcaster, casts Plague, Ensnare, and Maelstrom)
-Zombie Infestor (spellcaster, converts enemy units into Zombies)
-Explosive Zombie (suicide attacker)
-Tank Zombie (meatshield)

Humans:
Any Human unit may recruit neutral Survivors. An unarmed Survivor may be brought to a Weapons Depot and equipped with one of the following weapons:
-Shotgun (basic combat unit)
-Sniper (cloakable long-ranged unit)
-Medkit (heals nearby units, casts restore)
-Flamethrower (short-ranged combat unit)
-Welding Torch (builds stuff)

All Human units cost one supply, which is provided by the Ammo Factory building. Each Ammo Factory provides one supply and may not be built next to other Ammo Factories (a la STF). Supply may also be used to create Turrets. Turrets may be used as weak defense, but their main function is to physically block off areas.

Lastly, both races may use the Subway. Subway Terminals may be captured by an unarmed Survivor or basic Zombie. You may teleport units from any of your Subway Terminals to any allied Subway Terminal.



None.

Oct 18 2009, 7:24 pm Jack Post #27

>be faceless void >mfw I have no face

So much for 3-4 units....

Just have one spellcaster, which is the Infestor. Infested zombies just become normal zombies.

We should call all the survivors Survivor, and have their rank changed to their weapon.
Welding torch, maybe change to Toolbox or something, so they can repair buildings (bunkers with building graphics)
What's the point of cloaking the sniper? It seems a bit unrealistic. I was thinking the rifleman would be the basic unit, and shotguns would be stronger, but slower and with slower ammo regain.

Speaking of ammo, I was thinking have energy as ammo, with different max energies. Shotgun with have a fairly small max, with rifles having more. Flamethrower would have largish amount but uses more up per attack. Medkit would have a lot smaller max than normal SC, to stop riggedness.

For weapons depots, should we have them buildable, or specific spots on the map?. Ammo factories, sounds interesting. I gotta go but I'll type more later.

EDIT
Ok, with ammo factories, maybe have increased ammo regain rate there, if possible? But only one supply, that means you need an ammo factory for every armed survivor...make it 20 or so, and make build time fairly high. Just to clarify, neither side has resources a la SC1? So buildings just cost time.

Subways sound good.

Turrets sound superfluous. Just stick with barricades, bunkerbuildings, and remember that cars can serve as mobile bunkers.

For cars ,make it that people inside die when it dies, if it's possible.

Post has been edited 1 time(s), last time on Oct 18 2009, 7:54 pm by zany_001.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 18 2009, 8:15 pm Biophysicist Post #28



Quote
Just have one spellcaster, which is the Infestor. Infested zombies just become normal zombies.
Okay.

Quote
We should call all the survivors Survivor, and have their rank changed to their weapon.
Okay.

Quote
Welding torch, maybe change to Toolbox or something, so they can repair buildings (bunkers with building graphics)
Okay.

Quote
What's the point of cloaking the sniper? It seems a bit unrealistic.
Okay.

Quote
I was thinking the rifleman would be the basic unit, and shotguns would be stronger, but slower and with slower ammo regain.
Okay.

Quote
Speaking of ammo, I was thinking have energy as ammo, with different max energies. Shotgun with have a fairly small max, with rifles having more. Flamethrower would have largish amount but uses more up per attack. Medkit would have a lot smaller max than normal SC, to stop riggedness.
Okay.

Quote
For weapons depots, should we have them buildable, or specific spots on the map?
They currently are buildable. I think it should be kept that way, as otherwise losing your main = gg.

Quote
Ok, with ammo factories, maybe have increased ammo regain rate there, if possible?
Okay.

Quote
But only one supply, that means you need an ammo factory for every armed survivor...make it 20 or so, and make build time fairly high.
No. I want the Human players to have to have really big bases to support their army. Maybe 1 supply is too low, but 20 is definitely too high.

Quote
Just to clarify, neither side has resources a la SC1? So buildings just cost time.
Correct.

Quote
Turrets sound superfluous. Just stick with barricades, bunkerbuildings, and remember that cars can serve as mobile bunkers.
Turrets are basically barricades. I only called them "Turrets" so it would make soon for them to cost supply when supply is provided by a building called an "Ammo Factory". :P

I'm not sure if I can do cars. Mobile bunkers don't work properly. Plus I already used the Bunker for the Weapon Depot. >.>

Post has been edited 1 time(s), last time on Oct 18 2009, 8:16 pm by TassadarZeratul. Reason: You lose The Game.



None.

Oct 18 2009, 10:06 pm Jack Post #29

>be faceless void >mfw I have no face

OK, hmm. I was really looking forward to cars...ah well, motorbikes should work OK. Maybe just have cars that can't attack, and are just transport? Or do the same sort of thing as what I said for motorbikes, and have just one standard attack regardless of who enters.

I think I see what you want with the depots being bunkers, but can't a converted shuttle work just as well?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 18 2009, 10:11 pm Biophysicist Post #30



Cars that are just transports should work fine.

Afaik a converted shuttle won't work because ANY building besides a bunk can't load.



None.

Oct 19 2009, 1:08 am KooKsTeR Post #31



Quote
Afaik a converted shuttle won't work because ANY building besides a bunk can't load.
Not true. You can make any terran building load units, you just have to give it a lo file in the images tab for attack other wise it will crash when the units inside try to attack.



None.

Oct 19 2009, 1:58 am Jack Post #32

>be faceless void >mfw I have no face

Quote from KooKsTeR
Quote
Afaik a converted shuttle won't work because ANY building besides a bunk can't load.
Not true. You can make any terran building load units, you just have to give it a lo file in the images tab for attack other wise it will crash when the units inside try to attack.
YUSSSS does this work for mobile units too? Eg, a car that can be entered and be shot out of?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 19 2009, 2:07 am Biophysicist Post #33



Kookster, you are wrong. Bunkers are insanely hardcoded and Polaris says he couldn't get any other building to even load, let alone attack.

@above: Even if you could get a non-bunker to load and attack, the units would attack from where they were when they loaded. For proof, make a map where a bunker loads a bunch of units, then teleports into a bunch of enemies. It won't be able to attack because the loaded units are still where they where when loaded.



None.

Oct 19 2009, 2:14 am Jack Post #34

>be faceless void >mfw I have no face

http://www.modcrafters.com/wiki/index.php?title=Experiments_in_Modding#Making_buildings_attack_like_a_bunker

Pity about the moving bunker thing, although, maybe using locations and moving all units at carLoc to carLoc might work?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 19 2009, 2:22 am Biophysicist Post #35



The units in a bunker aren't affected by trigger actions, so no.



None.

Oct 20 2009, 4:48 am KooKsTeR Post #36



Quote
Kookster, you are wrong. Bunkers are insanely hardcoded and Polaris says he couldn't get any other building to even load, let alone attack.

@above: Even if you could get a non-bunker to load and attack, the units would attack from where they were when they loaded. For proof, make a map where a bunker loads a bunch of units, then teleports into a bunch of enemies. It won't be able to attack because the loaded units are still where they where when loaded.

Wow are you serious. Ok first of yes it is possible you are very wrong. Its very easy. Set the buildings space provided to 4 or whatever. Then go to its image entry and set the attack overlay to 328 thats the bunker attack overlay. Export units.dat and images.dat you are done.

Heres a mod just for you since it doesnt sound like you believe me.

Now the problem with moving the building when units are loaded you cant get around that without plugins, and its pretty nasty to do that one...have fun. There is one work around you could do is to make the building a flying building and make it so it can lift off, thats not hardcoded either. Once its lifted off the units inside act just like they are in a transport. Problem with this is if you lift it off with units inside while they are attacking causes it to crash.

Attachments:
bunker test.exe
Hits: 1 Size: 178.95kb

Post has been edited 4 time(s), last time on Oct 20 2009, 5:12 am by KooKsTeR.



None.

Oct 20 2009, 8:26 am Jack Post #37

>be faceless void >mfw I have no face

Quote from KooKsTeR
Quote
Kookster, you are wrong. Bunkers are insanely hardcoded and Polaris says he couldn't get any other building to even load, let alone attack.

@above: Even if you could get a non-bunker to load and attack, the units would attack from where they were when they loaded. For proof, make a map where a bunker loads a bunch of units, then teleports into a bunch of enemies. It won't be able to attack because the loaded units are still where they where when loaded.

Wow are you serious. Ok first of yes it is possible you are very wrong. Its very easy. Set the buildings space provided to 4 or whatever. Then go to its image entry and set the attack overlay to 328 thats the bunker attack overlay. Export units.dat and images.dat you are done.

Heres a mod just for you since it doesnt sound like you believe me.

Now the problem with moving the building when units are loaded you cant get around that without plugins, and its pretty nasty to do that one...have fun. There is one work around you could do is to make the building a flying building and make it so it can lift off, thats not hardcoded either. Once its lifted off the units inside act just like they are in a transport. Problem with this is if you lift it off with units inside while they are attacking causes it to crash.
TZ agreed in the sbox finally that it was possible after I gave him a link to a secomd test that had the same result as what you said, but thanks anyway.

About the lifting off: Does it have to be flagged as an air unit to move the units with it (I know that's not quite what happens but anyway)?
So is it possible to make a nonbuilding unit made into a bunker, and then made to look like an air unit to SC, while still being restricted to ground movements? If not, TZ can work some plugin magic or something.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 20 2009, 8:19 pm KooKsTeR Post #38



from what I know you are going to have to do some plugin magic.



None.

Oct 21 2009, 10:23 am MadZombie Post #39



I think it sounds really lame to call things "EXPLOSIVE ZOMBIE! Claw attacking zombie! Tank zombie!"

Their names should be "name" not "[what they do] Zombie" You know?



None.

Oct 21 2009, 12:01 pm USS Cane Post #40



Its hard to think of good names for monsters, Capcom stole them all o.O



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[2024-4-22. : 6:48 pm]
Ultraviolet -- :wob:
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Oh_Man -- I will
[2024-4-20. : 11:29 pm]
Zoan -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
[2024-4-20. : 8:20 pm]
Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
[2024-4-20. : 8:20 pm]
Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
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Ultraviolet -- Oh_Man
Oh_Man shouted: lol SC2 in SC1: https://youtu.be/pChWu_eRQZI
oh ya I saw that when Armo posted it on Discord, pretty crazy
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[2024-4-20. : 8:08 pm]
Vrael -- Oh_Man
Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
so that gives me approximately 27 more years to finish tenebrous before you get to it?
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