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FPSC Classic Product Chat / [LOCKED] The Zombie Mod Creator - Official Thread

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zeza
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Posted: 5th Sep 2009 00:34
If you guys need any help with scripting, I be happy to help.

Hope This Helps
A r e n a s
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Posted: 5th Sep 2009 00:38
New face on the FPSC forums? The Z-Mod has enough members for the jobs at hand. You can give donations and thanks will be given If you have airmod V1.15 then that would be great

shadowfire
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Posted: 5th Sep 2009 00:44
here's some screens of my new ZS level:

note: the ambience level will be turned down.

shadowfire
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Posted: 5th Sep 2009 00:45
and here's another:

shadowfire
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Posted: 5th Sep 2009 00:54
...last one:

A r e n a s
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Posted: 5th Sep 2009 13:03
So im guessing that the barrier there is just for show? We're still working on the barrier problem. It may miss the first release along with the waves.

shadowfire
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Posted: 5th Sep 2009 13:08
it's just for show at the moment, yes. that's basically what it will look like though. i'm also working on COD5 style overlays as well, i'll release them when i've finished.

shadowfire
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Posted: 5th Sep 2009 13:20
and here's another screen, this one uses my overlay.

CoffeeGrunt
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Posted: 5th Sep 2009 13:35
Why not, instead of using individual planks, have an animated barrier entity, (like in ButterCutter and Cutter-Next Level), that has an animation where the planks fall down, and each time a zombie attacks it, use the decframe command, and when the player repairs it, use the incframe command...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
shadowfire
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Posted: 5th Sep 2009 14:08
and here's yet another screen.

A r e n a s
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Posted: 5th Sep 2009 14:11
Actually, i will take a look at that script. See if it can be used in the way we want it.

Smurf Follower
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Posted: 6th Sep 2009 00:15
Quote: "'We're still working on the barrier problem'"


if your having problems with the mod why not post the problem on this form so we all can help u, because i think i speak for most people in that we want this mod to be bril


I'm like a bat out of Hell
pure blooded Irish
top o' the mornin to ya
A r e n a s
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Posted: 6th Sep 2009 11:52 Edited at: 6th Sep 2009 11:56
The proble is that this problem is not a script. It is hard coded into the mod and so we would need to post the whole of the source code on the forum. And as of yet, this mod does not have free source code.

I am now going to have a look at the cutter next gen wall entities. Does the same happen with any of their wooden barriers? Also could you post a download link for the other pack that Coffee Grunt posted (butter cutters)?

@Shadowfire

Nice. How about these for some overlays:

"They come from the dark..."

"Hell is here"

"JZ was here"


Also, release them with Z-Mod. It will give somthing for even more people to look forward to

CoffeeGrunt
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Posted: 6th Sep 2009 14:52
Quote: "Also could you post a download link for the other pack that Coffee Grunt posted (butter cutters)?"


Nope, it costs money to buy...and is also discontinued...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
A r e n a s
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Posted: 6th Sep 2009 15:54
Ah... Well it looks like im getting some modeling stuff so i may be able to make some of these barriers and animations for a future release of Z-Mod.

CoffeeGrunt
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Posted: 6th Sep 2009 16:23
The Cutter-Next Level works well though, and it's free...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
shadowfire
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Posted: 6th Sep 2009 16:32
i don't really know what arenas is talking about, we both already have plenty of cutters, and i don't see why we need to release any in the mod...



Can you solve the mystery of bunker 413?
A r e n a s
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Posted: 6th Sep 2009 16:46
I mean release the overlays with Z-Mod if you are the one making them. And cutter next level, i already have

CoffeeGrunt
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Posted: 6th Sep 2009 16:51
Quote: "i don't really know what arenas is talking about, we both already have plenty of cutters, and i don't see why we need to release any in the mod..."


Not the Cutters, the wooden barrier entities in the packs...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
shadowfire
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Posted: 6th Sep 2009 17:03
ohhh... whoops. sorry.



Can you solve the mystery of bunker 413?
Kravenwolf
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Posted: 6th Sep 2009 17:35 Edited at: 6th Sep 2009 17:35
Quote: "The proble is that this problem is not a script. It is hard coded into the mod and so we would need to post the whole of the source code on the forum. "


Just out of curiousity, this problem wouldn't happen to involve the zombies having difficulties targeting and attacking multiple barriers before the player would it?


Kravenwolf

A r e n a s
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Posted: 6th Sep 2009 18:12
Nope. Its to do with turning back on the barriers collision after it has been destroyed

KeithC
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Posted: 6th Sep 2009 19:34
Why do the words "Get Out" have a shadow behind them? Is it a sign-type entity?
Plystire
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Posted: 6th Sep 2009 20:11
Quote: "Nope. Its to do with turning back on the barriers collision after it has been destroyed"


Why are you destroying it to begin with? Wouldn't it be easier to leave it active and only deal with it through a script?

If you're wanting it to be damaged and thought that having it destroyed would be the only way, then perhaps you can do this:
- Give the barrier 1000 health
- Check if the barrier has less than 900 health left (if it's initial health was going to be 100)
- Once it has less than 900 health, you can treat it as though it were destroyed. Turn collision off, hide it, etc.


The one and only,


A r e n a s
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Posted: 6th Sep 2009 20:17
Well these are the two methods of it working:

Zombie within X or barrier Y, wait Z, coloff, alphafade = 0, (rebuild: person pressing A, colon, alphafade = 100)

Zombie within X or barrier Y, wait Z, coloff, alphafade = 0, (rebuild: destroy, barrier set to infinate spawn so the physics are re-written.)


Knxrb is the one who is writing this and apparently the problem is turning collision on. The dark physics needs to be re-written of sommin. He will be able to answer in more detail any questions. I'll see if he's on msn now.

Metal Devil123
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Posted: 6th Sep 2009 20:25
I can't wait. when is this gonna be released! But don't hurry. Take your time to make it as great as possible!


PS: -.- ,,|,
shadowfire
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Posted: 6th Sep 2009 20:26
Quote: "Why do the words "Get Out" have a shadow behind them? Is it a sign-type entity?"


no, it's an overlay i made with paint!
the reason it has a shadow is because i haven't been able to put it right up against the wall, i'll try and move it closer.



Can you solve the mystery of bunker 413?
A r e n a s
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Posted: 6th Sep 2009 20:30
Screeny as soon as its done shadowfire

Plystire
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Posted: 6th Sep 2009 20:30
Well, with ODE, turning physics on and off for an entity was fairly simple and straight forward. Now that I'm thinking about it, has he gotten around to recoding the "COLON" command to be used with DarkPhysics? That should work the same way.

In any case, this doesn't look so complicated that it requires the use of source modifications.


The one and only,


Metal Devil123
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Posted: 6th Sep 2009 20:32
I realised that you are releasing media with this. And, just to improve my skills I could do a couple of segments for you and e-mail them to you. And some huds too if wanted.


PS: -.- ,,|,
shadowfire
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Posted: 6th Sep 2009 20:34
awesome! sounds good! arenas? what do you think?



Can you solve the mystery of bunker 413?
A r e n a s
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Posted: 6th Sep 2009 20:37
@Metal Devil123

That would be great metal devil, thanks


@Plystire

The BIG problem ply was the distance detection command because no mod can detect the distance of two objects from eachother. There was also no method of stopping the player with a barrier, without stopping bullets and zombies as well. And the modification simplifies all of the script and puts them into one package making it easier for noobs to use.

shadowfire
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Posted: 6th Sep 2009 20:43
Quote: "easier for noobs to use."


*sigh* newbies, arenas, newbies.



Can you solve the mystery of bunker 413?
A r e n a s
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Posted: 6th Sep 2009 20:44
noobs also works too

shadowfire
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Posted: 6th Sep 2009 20:49
ok, that's it...

a newbie is someone who is new to a game/software/job/whatever, and is willing to accept help from other people to get better at what they're doing.

a noob is someone who isn't willing to do anything for themselves in a job/game/software, and constantly wants other people to do things for them.





Can you solve the mystery of bunker 413?
A r e n a s
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Posted: 6th Sep 2009 21:32
Then doesnt my explanation work best? Cause they would want the mod to handle all the scripts for them

shadowfire
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Posted: 6th Sep 2009 21:53
...never mind. (Imbecile!)

My teh new horror game now has a w.i.p thread! fun!



Can you solve the mystery of bunker 413?
A r e n a s
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Posted: 6th Sep 2009 22:12
I bagsy the 'Der Reise' remake map Unless this map is that...

shadowfire
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Posted: 6th Sep 2009 22:15
it's not a W.I.P for a zs game! it's for my mid trix comp entry. and yes, i am still working on my zs map...



Can you solve the mystery of bunker 413?
Coach Shogun 20
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Posted: 7th Sep 2009 01:32
If you guys need a few custom props, drop me a line

A r e n a s
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Posted: 7th Sep 2009 17:10
That would be great. If you could do any of these that would be great. How about:

Rubble (several different types)
Teleporter
Electrical Wires
Cages
Large Containers (stuff like acid ect...)

Cant think of anything else, anyone?

shadowfire
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Posted: 7th Sep 2009 17:44
a laser grid, that's all i need.



Can you solve the mystery of bunker 413?
Coach Shogun 20
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Posted: 7th Sep 2009 19:09
I'll see what I can whip up for you guys. I'll email when I'm done.

shadowfire
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Posted: 7th Sep 2009 19:31
thanks coach shogun!



Can you solve the mystery of bunker 413?
shadowfire
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Posted: 8th Sep 2009 22:38
how's the mod going arenas? (or knxrb)

this thread hasn't had any posts in a while.



Can you solve the mystery of bunker 413?
Ekipshi
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Posted: 8th Sep 2009 23:00
Arenas, I have a request, you think by any means i could convince you to release the radio script early? I'd really like to be able to include it in the demo of my game, as the full version will hopefully fully feature it

A r e n a s
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Posted: 9th Sep 2009 18:54
The script for the radio is very basic. I would advise that you just add in to the music or sound fpi a condition which will wait until enter is pressed. Then basically all you need to do is to put the sound zone in the same zone as the radio, which should be on static. There is no script for the radio and this means that sound and music can be changed very easily.

Smurf Follower
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Posted: 9th Sep 2009 19:28
i was just wondering if i could do you guys a favor?
i was just if you needed any map ideas because i could do some maps for you guys and the mod.
i was thinking a remake of the new Nazi Zombies
it wouldn't be exactly like it, for copyright reasons, but i could base along those lines


I'm like a bat out of Hell
pure blooded Irish
top o' the mornin to ya
shadowfire
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Posted: 9th Sep 2009 20:43
Quote: "a remake of the new Nazi Zombies"



unfortunately, arenas is already doing that.



Can you solve the mystery of bunker 413?
A r e n a s
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Posted: 9th Sep 2009 22:07
Im making a remake of 'Der Riese' and have the basic setup for a 'Shi no numa'. You can do any of the maps apart from 'Der Riese' really Im not sure that they will be able to be official Nazi Zombie Maps.

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