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Slothman

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Everything posted by Slothman

  1. setPedControlState only works clientside (don't ask me why) so to sync it you would need to trigger a client event for all clients at the same time.
  2. indeed, what's the fun in that? its like taking all the best parts of a game out, and making every part thats left a mess of bad sync.
  3. at the risk of sounding discouraging, that last skin wasnt really what i'm looking for looks like a blue orc with a fire pattern on his pants. try a lighter blue than that, and pants could be redone. i really like the slashes on the shirt, the red could be darker though
  4. I am working on updates, thanks for the skin, i'll add it the updates i've been working one seem to be in good enough shape that i can release it soon, but i figure i should get a few more skins done first to make the update worth downloading.
  5. no, thank you for making it anyone else got a map to add to the list?
  6. it is my firmly held belief that zombies should never do the following: -run -leap 20 feet -possess a magic tentacle tounge -turn giant -defeat ash williams -drive a zombie could concievably however: -shoot a gun (but not aim) -speak very poorly "braiiiiiins" -do the thriller dance (not possible in mta) -swim one thing that iv'e already implemented in the script as far as "super zombies" goes is that all zombies that wear helmets cannot be headshot (kinda makes sense in a way, doesnt it?)
  7. it is my firmly held belief that zombies should never do the following: -run -leap 20 feet -possess a magic tentacle tounge -turn giant -defeat ash williams -drive a zombie could concievably however: -shoot a gun (but not aim) -speak very poorly "braiiiiiins" -do the thriller dance (not possible in mta) -swim one thing that iv'e already implemented in the script as far as "super zombies" goes is that all zombies that wear helmets cannot be headshot (kinda makes sense in a way, doesnt it?)
  8. well I'm out of ideas. if your willing to pm me the whole map resource, ill take a look as to why the script doesnt like it.
  9. well I'm out of ideas. if your willing to pm me the whole map resource, ill take a look as to why the script doesnt like it.
  10. could you post the meta.xml file? from the problem your telling me that still seems the most likely cause. I cant think of any other reasons why it would only work once another map is started as well.
  11. could you post the meta.xml file? from the problem your telling me that still seems the most likely cause. I cant think of any other reasons why it would only work once another map is started as well.
  12. you have to add a zlimit to the map xml. put this in the settings part of the meta.xnl in your map resource
  13. you have to add a zlimit to the map xml. put this in the settings part of the meta.xnl in your map resource
  14. lots of those bugs you mentioned have already been taken care of, Just to let everyone know i am still working on improving the ai, and anyone looking to add a unique feature to their gamemode should post here or contact me on irc.
  15. lots of those bugs you mentioned have already been taken care of, Just to let everyone know i am still working on improving the ai, and anyone looking to add a unique feature to their gamemode should post here or contact me on irc.
  16. the xml files arent meant to be viewed by a browser, but can be viewed and edited with notepad. ill take alook at the depreciated functions, thanks for the heads up. if your having problems running the script i need to know more. like what map your using, what gamemode your playing, any ingame errors? etc. but here's a few tips: 1: zombies isnt a stand alone gamemode, its a script that reads map files to look for where the zombies should spawn, then spawns them 2: your zombie spawn map should have at least 2 spawns 3: your zombie map should have a zlimit setting 4: a player has to be near a zombie spawnpoint for the zombies to spawn soon im going to work on a wiki page for the mta wiki to help people with the script to help people run it, but in the meantime, heres some interesting progress updates -lots of bug fixes done, not a lot of gameplay effecting stuff, but still some things i figured could work better -the zombie script no longer takes over existing peds, so if you have a gamemode or script that creates a ped (like a shopkeeper for instance) they will no longer try to eat your brain (the skins still get replaced though, sorry) -zombies can now attack non zombie peds! so that shopkeeper i just mentioned better have some safety glass this also allows a unique experience where my slothbot ai script will be compatible, so a good ole humans vs zombies ai war is possible! i would also like to mention that I am definitly open to collaberation. i see a lot of people altering the zombie script to suit their servers needs and if anyone has a suggestion or something to contribute, contact me.
  17. the xml files arent meant to be viewed by a browser, but can be viewed and edited with notepad. ill take alook at the depreciated functions, thanks for the heads up. if your having problems running the script i need to know more. like what map your using, what gamemode your playing, any ingame errors? etc. but here's a few tips: 1: zombies isnt a stand alone gamemode, its a script that reads map files to look for where the zombies should spawn, then spawns them 2: your zombie spawn map should have at least 2 spawns 3: your zombie map should have a zlimit setting 4: a player has to be near a zombie spawnpoint for the zombies to spawn soon im going to work on a wiki page for the mta wiki to help people with the script to help people run it, but in the meantime, heres some interesting progress updates -lots of bug fixes done, not a lot of gameplay effecting stuff, but still some things i figured could work better -the zombie script no longer takes over existing peds, so if you have a gamemode or script that creates a ped (like a shopkeeper for instance) they will no longer try to eat your brain (the skins still get replaced though, sorry) -zombies can now attack non zombie peds! so that shopkeeper i just mentioned better have some safety glass this also allows a unique experience where my slothbot ai script will be compatible, so a good ole humans vs zombies ai war is possible! i would also like to mention that I am definitly open to collaberation. i see a lot of people altering the zombie script to suit their servers needs and if anyone has a suggestion or something to contribute, contact me.
  18. yes, if you follow those instructions you will see an icon that looks like a zombie hand coming out of the ground. and Wallmart, i am indeed lookin for contributions to skins, i've been begging others to help for a while. and submissions for unskinned peds are more than welcome!!, all contributers get full credit for their skins.
  19. yes, if you follow those instructions you will see an icon that looks like a zombie hand coming out of the ground. and Wallmart, i am indeed lookin for contributions to skins, i've been begging others to help for a while. and submissions for unskinned peds are more than welcome!!, all contributers get full credit for their skins.
  20. this script isnt its own gamemode, its a script that adds zombies to maps. just start the resource, then when a map that has zombie spawns is started, zombies will appear
  21. I've never tested the upper limitation of how many zombie spawns can be made. keep in mind the server goes through a table of all the spawnpoints and runs several checkes on them before spawning each zombie.
  22. i know what your talking about, when you walk from an area with no spawns into an area with a few, all the zombies spawn at once, it chokes systems and looks a little odd. a regulator on how fast they spawn would certainly lower the stress on everyones pc, but when i did that, i found that it slowed down gameplay a lot, and zombies no longer came at players in hoards. the trick is to make lots and lots of spawnpoints, every place you think a zombie should be able to jump out of.
  23. the reason i didnt use the drunk animation is that it makes the zombies walk way too slow to the point that theres absolutely no challenge. also, its kinda goofy looking, bu thats just a matter of preference. if your going to alter the script, just make sure ou give credit, and rename the resource so it doesnt overwrite. if your going to alter the walk animation, you will need to alter the timing of where it checks if the ped is stuck (a slower animation might make the zombie think its stuck when it isnt)
  24. https://forum.multitheftauto.com/viewtopic.php?f=91&t=24660&start=46 im guessing you forgot to set the zlimit (tells the server the max amount of zombies to allow)
  25. once everything else is handled, then i might consider an auto-path method. the most practical way i could forsee is to actually have players movements watched and recorded, so the more you play a map, the more the bots learn it.
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