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Everything posted by Slothman
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thereare lots of teamplay type gamemodes that exist, and setting the map to have cop skins and the other to robbers isnt a far stretch.
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theres no doubt san andreas is a totally different skillset that gta3 or vc. those two games wer much more similar to an fps type of gameplay, where reflexes and timing were the dominating factors. in san andreas i find you have to think more about strategy. try to get into your opponents head and predict his/her next move. the different aiming and movement system means your environment has a lot more effect. as far as tips go: -make sure you have a good framerate, even at the cost of things looking ugly as sin. -stick with a teammate, it takes a lot more skill to take down 2 people at once unless they are total noobs. -in stealth, be patient and dont make a single movement without a plan. if you have to step into an area thats vulnerable, have a teammate provide coverfire -explosives explosives explosives -only use weapons you cant move well with at long range, for medium and close fights, use something you can run and shoot with
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the game that your describing sounds a lot like "assault" which is a gamemode that comes with mta. 1 team tries to reach certaing goals while the other team tries to kill them. you can learn about assault here
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thanks, ill update it along with some other new skins ive got. i appreciate the help, its shaping up to be a pretty good collection of zombies. im also gonna start renaming the txd files to the model id number, easier to keep track that way.
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UPDATE (and thread bump ) ZOMBIES NOW SOUND LIKE ZOMBIES!! thats right, a recent update in the nightly release of mta allows me to silence those annoying ped quotes, and add my own sounds. so now instead of mocking your wardrobe, they let out a monstrous moan when they see you. other updates: -improved zombie ai -removed blips that show zombie locations (deemed unneccesary) -added new skin by lordy crashing clients is still a problem that im trying to figure out, please be patient with having to restart on occasion. hopefully this won be an issue much longer. I AM STILL LOOKING FOR HELP WITH SKINS, any submissions are greatly appreciated!! also if your working on a map for ANY gamemode, please consider adding zombie spawnpoints to it! it doesnt do any harm to the map, and server admins dont need to have the zombie script, but its there if they do.
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i have nothing to contribute to the discussion of how to censor people, but I got a lot to say about you should.
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forgot the link, heh, added now
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THIS SCRIPT IS NOT FOR DP 2.3, GET THE NIGHTLY! https://community.multitheftauto.com/index.php?p=resources&s=details&id=355 This script creates several markers throughout san andreas that allows players to purchase a flying surfboard. simply start the script, then go find a shop (anchor markers in the map) the price of the board is set to 0 by defalt, but servers could easily set it. Another benifit to this script is that I have left detailed comments in it to help other scripters create shops for whatever they want to create, so instead of a flying surfboard they might want players to purchase anything at all the scripter can think of. Too many scripters fall back onto making commandhandlers, and thats really a crappy way to make things cause its not user friendly, and it really takes the player out of the game.
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i think it looks okay. like hes a very fresh kill, very "return of the living dead" style. heres a few images of different zombie styles that might inspire people: notice the mouth? like their lips have been torn off from the force of them eating flesh. early romero zombies were all blue, with damaged parts. might look a little weird, but it works. a hari krishna zombie would be pretty cool. if someone made a fido, it would be awesome. one of the most famous zombies ever, tarman. (from the return of the living dfead series)
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I used a capital Z, as im not so anal about stuff that I noticed things not being capitalized. and yes, theresd an edf, zombie spawns are represented by cj with a skull over his head.
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Zday, A Zombie Infestation Script DOWNLOAD HERE (YOU WILL ALSO NEED A COMPATABLE MAP LISTED BELOW) Ever play a game and think, "this level would be pretty fun to battle zombie hoards in." ? If you have, then we are totally on the same wavelength. I present to those people, Zday. This script allows map designers to position zombie spawnpoints througout their map. If a server decides to run the zombie script, then players will not only find themselves battling eachother, but an army of the undead as well. Before running this script, I should warn you that it is known to cause clients to crash. this is unresolved at this time, and an update will be made once its fixed. List of maps that use this script (there may be more, post if you know of any) Ztown - entire town of Palamino creek (CDM) Hideout - custom city map (CTF) Zmall - large indoor mall (CDM or STEALTH) Zcrypt - an underground crypt (DEATHMATCH) Zbase - Sanctuary for the wealthy that's been overrun (CDM) DryDam - a dried up dam (STEALTH) green valley - a valley in the woods (STEALTH) Berlin 1945 - berlin in 1945 (STEALTH) Zcity - a small Zombie city (CDM) Instructions: Players: To be able to create barriers of wood to create temporary barriers between you and the undead, you need to bind a key to the command "construct" in the console. eg: "bind r construct" Server: To enable this script, start the zombie resource before starting the map by using the gamemode/mapmanager. You will find at the top of the zombie_server.lua file a setting to control the absolute maximum number of zombies. set this to whatever you feel is good, the default is 70, which is plenty for most people. Map Makers: There are several things you need to add to your map to get it infested with the living dead. Zombie limit: In the meta.xml file for your map, add this line in the settings part: <setting name="#Zlimit" value="[##]" /> where the ## is the number of zombies you want in your map at the maximum. If you set your limit higher than the server allows, it will only go up to the server settings. Zombie Spawns Add as many zombie spawns as possible, place them in corners, in doors, on roofs, anywhere you think a zombie might pop out of. The more spawnpoints the better, because you dont want all the zombies to keep popping out of the same spot. In the map editor, load the definition for zombies. you will then have the option in the lower left corner to create a zombie spawnpoint, which looks like cj with a skull over his head. in the map file, the syntax will look like this: <Zombie_spawn id="Zombie_spawn (1)" dimension="0" interior="0" posX="##" posY="##" posZ="##" rotX="0" rotY="0" rotZ="##" /> Boards Take any destructable object you want and place it in the map (usually across a door or entrance) afterwards, you need to edit the .map file, on the objects you want to be able to rebuild, add this: purpose="zombiewood" to the object. eg: <object id="object (DYN_F_WOOD_3) (24)" dimension="0" interior="0" model="1418" posX="2323.6481933594" posY="69.014320373535" posZ="9.8264751434326" rotX="0" rotY="89.999938964844" rotZ="89.999938964844" purpose="zombiewood" /> This script is written to be strictly controlled by the map, so it should be compatible with any gamemode in existance (though i would not reccomend it for vehicle based gamemodes such as race, because cars move too fast for zombies to be any effect) If you are updating a non-zombie infested map to be compatible with this script theres no need to name it differently because the server itself can turn the script off, but if you prefer to keep the versions seperate, i would reccomend adding a "_Z" to the map name, (ie: sth-sewers would become sth-sewers_Z) That's all the important stuff, you can go play now, or read on for a bit more detailed info. Zombie AI features (what do they do?) -wander around while idle -punch through breakable objects to chase victims -jump and climb ledges to get to victims -chase players around corners (easier said than coded! ) -spawn close to players, but not too close -stay withing a distance of players to keep the zombies more densely packed -eat players after killing them -attack damage increase -zombies wearing helmets cannot be headshot -get alerted to victims' presence from gunfire or other nearby zombies -can grab players from behind and bite their neck Other features -Hud display showing how many zombies who have your brains on their menu -Board up doors to block the undead from getting through -custom skins (more to be added, please help if your an artist!)
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the crashing has nothing to do with how good your system is, theres some other unknown cause. making them clientside wouldnt make it any better, just less synced.
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good suggestions, ill respond in bullet form -an admin command to sick zombies on specific player is pretty devious, i might add it in future versions. -the crashes doesnt seem to be related to how many zombies are after a particular person, but ido have a server setting that controls how many zombies exist (current default is 70, but it could go way higher) -new skins for the zombies are definitly on the menu, i just need help (ie; other people doing the skinning cause i found out i suck at it) but new models isnt in the realm of possible. -the animation i picked for the zombies walking wasnt my first choice, but the compromise i had to make was that more appropriate looking anims went waaaaay too slow, so i had to go with one thats still sorta zombie like (the lack of arm movement as they go) but still fast enough to pose a threat to players. -as far as weather goes, thatll be all in the map settings.
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working on it, problem seems to be some crashyness.
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that is a fun gamemode, but its a different idea altogether. take another look. That is an awesome skin 50p. im implementing the 2 skins posted in this thread so far, and they look great ingame.
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I was like that, full of awesome ideas but absolutely no way to implement them. the truth is that can be said of almost anybody. unless you have something to bring to the table other than a concept, then most of the time your out of luck.
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BUMP (I'm an attention whore, so sue me) Youtube vid of the script in action!: getting ready to release an update for it, but i thought id ask anyone out there if they were willing to make some zombie skins? I'm looking at you, capitanazop, that was a damn nice skin you made.
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Just a bump to let everyone know that this script is now also available for the current version of mta, DP 2.3. Please let me know if theres any bugs. https://community.multitheftauto.com/index.php?p=resources&s=details&id=338
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Just a post to keep you updated. New additions: -zombie ai improved to be alerted of your presence by gunfire and other nearby zombies -heads now explode off when headshots happen -zombies can now go for your throat if they get behind you (via the throat slashing animation) -used the red sky gradient, no denying that it looks cool. -added ability to board up doors to put barriers between you and the undead -improved map with several interiors -made a few custom skins so players can play as a few very well known zombie dispatchers So you see, I have been listening to the feedback, and i really hope to get more. Just got a bit more polishing before i'll release an update. Now the biggest change so far is that i noticed everyone talking about making their own maps. So rather than make a mission based gamemode that prevents other maps, what im in the process of doing is seperating my map stuff from the zombie ai stuff. Im going to load them into severeal different lua files. people will then be able to include the specific scripts in any map file they want, thereby adding zombies to their map no matter what gamemode the map is for (right now im experimenting with cdm, the "classic deathmatch" resource) To summerize: Instead of being its own specific gamemode, it will now be a cool addon to whatever map you decide to make, for whatever gamemode you want to make it for. Here is a list of stuff i really want to do/am still planning to do. -remove ped voices and replace with moaning (impossible at the moment to remove ped voices, im hoping that feature gets added, i already have the free to use moaning sounds) -zombie skins to replace regular boring ped skins (we might even be able to do some tricks with the alphas to get few peds with a cool "missing arm"
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what sort of map are you making?
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i like the idea of being able to throw hadukens around and other anime-like stuff ingame, i look forward to seeing what the game ends up like
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i will add map support to the gamemode eventually, but im hoping to make it a little more dynamic so making 100 different zombie spawnpoints wont be neccesary. not much point in making maps for it untill i do that though.
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yeah, its hard to make it not look like clown makeup when the faces are mirror images.
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i also suggest you use the blipstreamer script so your radar doesnt get too cluttered