If i change unit name in game then happens: "NOTFOUNDBLAHBLAHBLAH"
Shit... And it's in the soldiers name then...
The renaming isn't same than in TS... QUICK_EDIT
no, you have to edit the strings. Use XCC Editor and go to the strings editor. Go to the NAME string and put the name of anything new in there, you should be able to figure it out. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 21, 2007 7:10 pm Post subject:
Updates!
I've pretty much finished the first of the scripted maps, so here is the info on it.
Tale of a Doomed City The sudden outbreak swept across the small city quickly- it started in the southern section, and before Army Engineers could demolish the bridges, the horde was on the other side. Those who survived set up defensive positions where they could, but much of the city was already in ruin, with many buildings on the verge of collapse. An ARNG rapid-response force reached the southern area with orders to make it to a Hospital where SWAT Operatives had been holding out with a large group of survivors. A small armored company entered from the north, and a mechanized infantry unit liberated the hospital on that side. The Military set up a first-aid station there, where they began to treat the wounded. Not far from the Hospital, a police perimeter had been set-up not much eariler, where survivors had massed in hopes of living. The horde however, had been growing the whole time, and now attacked.
Players: 2-3 players
-2 Human Players, one being able to establish an outpost. One player is in control of civilians, the other is in control of all Military forces.
-1 Zombie player, with a very large pre-deployed horde scattered around the map.
Objectives Survival- Human players try to survive for a yet to decided amount of time against the hordes. Defense- Human players must ensure both bridges stay intact. Although demolition was planned as a preventative measure, it is too late for this. Movement across the bridges is essential. Destroying both bridges is a Mission Failure.
Gameplay Type
Defensive
The map is based off of Let There Be Fight (2). It is very dark. Money setting is 2000.
Ingames soon. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Nov 22, 2007 10:22 pm Post subject:
The AI is exclusively zombie.
As for map number, more than one! _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sat Nov 24, 2007 2:39 am Post subject:
Allied General wrote:
You'll need a lot of map editing and mode editing too
maps would be simplier to those assault, survival maps
i.e. a new map set with none of the originals or at least only megawealth versions with ai zombies
u will need lots of interesting triggers otherwise players will co-op and create killing zones
its a interesting idea but difficult in terms of execution and also blood effects would help a lot.
Blood is a must. The mod won't be done until blood is added.
As for the AI, right now it is skirmish and the first release will probably function like that. But yes, triggers will be used alot in the maps made for this mod.
Killing zones, modder and I tried that in the first online test and it did not work. We held them off for a few minutes, but eventually we got overrun and it was him try to avoid getting a HMVEE encircled by zombies. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
have you thought about zombies that come out of the ground? Maybe looking like the dig themselves out of the grave? That could be a great super weapon to bust fortified positions...and allow a balance to paratroopers. _________________ Please, read the signature rules of the forum. QUICK_EDIT
________________________
Mojo 2 is down I repeat Mojo 2 is down!
Initiate: Comrade Leader the Allies have damaged one of our powerplants in Alcatraz Island the Psychic Dominator will not function! _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Nov 25, 2007 3:59 am Post subject:
Well, DaFool, I am going by the outbreak method, not the dead rising up, but that does not mean I cannot change.
New screens-
Yes, I said that. But they were.
Modder was a little more dug-in this time around.
Undeployed MGers make for excellent stoppers of hordes, provided you dont let them get too close, then you start slaughtering your own guys.
The black zombies are the toughest type.
Not even the machine guns of the military could hold off the hordes.
Brave HMVEE is brave.
Before questions are asked...I color coded the zombies, to make them more distinct in combat.
Brown- Fresh Corpse
Green- Biohazard
Red/Brick- Berserker
Black- Shambler _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Nice I like how the .shps feel very similar to the CS ant missions.
-yea "dead rising" would be a neat little feature to have for theatrical purposes. but 'Zombies' already can multiply very easily.
as for blood cant you clone the spark particle system. and give it a nice red color to imply bleeding? Not sure if damage sparks only works on cyborg units though.
Also deathweapons, animations play nicely on the ground implying decay. they also can have a weapon which slowly harms unprotected infantry causing them to 'turn' _________________ Delirium.. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Nov 25, 2007 12:46 pm Post subject:
Aro wrote:
I Never liked the looks of this at first, but now i'm liking it more and more. And the Hum-vee... Dreaded stair-case effect.
I know not of what you speak @ HMVEE.
darknessvolt wrote:
Is this good enough to be zombie?!
Already looked there and saw it. I don't even think it has attack frames. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
the images (frames) of .SHP animations that show them attacking.
For example:
The ones in seal.shp that show him shooting. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
U'kno this reminds me more of a comedic zombie thing - too many bright colours.
Needs some darkness to it to make it more of a survival.
And all the pics posted up are of the non-zombies losing... how tough is it really? _________________ <a href="http://photobucket.com" target="_blank"><img src="http://i150.photobucket.com/albums/s101/ordo-058/done.png" border="0" alt="Photo Sharing and Video Hosting at Photobucket"></a> QUICK_EDIT
yea. it is possible to invert the shroud color. to give a foggy silent hill feel ?
definately get some interesting maps with darker lighting and such will add to this. but not all 'zombie" attacks occur in nighttime scary settings. I like the suburban attack scene in "28 days later."
also props like dead bodies, blood smears and wrecks would definately add to the visual feel depending how far you want to go. _________________ Delirium.. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Nov 26, 2007 11:58 am Post subject:
28 Days Later is not a zombie movie. Its just a virus.
Go watch a Romero movie, please.
Oh, all the graphical complainers...Why should he make wrecks in a mod that is mostly consisting of placeholder graphics? Shouldn't that wait untill he's done? (or almost done.) _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 29 Aug 2007 Location: Village of Creston, British Columbia.
Posted: Mon Nov 26, 2007 10:54 pm Post subject:
I was thinking, shouldn't the tanks stand at least a better chance against the hoards? After all it is thick reinforced steel hull, I'd like to see someone's teeth break that open . But well it's your mod, not mine. _________________
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Nov 26, 2007 11:14 pm Post subject:
Well it is isn't biting, it is "rocking", shaking the vehicle. The weakest zombie would have to attack an Abrams tank 200 times to destroy it, the strongest anti-vehicle would take 100. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Tue Nov 27, 2007 1:19 am Post subject:
No storyline is planned except for the fact there is an outbreak going on, and it seems to be global.
You are not that well informed, this is not long after it.
Well, a single round will completely destroy any zombie but the top-tier in a single shell, and it will kill any of the two lower-tier zombies that are in the blast area of roughly 1.5 cells. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Will the player discover the origins of the outbreak? and is there a third party involved?
nice. zombie gibbing action. eff yea!
oh. any mods reading this post can you please clean this thread up. thank you. _________________ Delirium.. Last edited by Ickus on Tue Nov 27, 2007 11:21 am; edited 1 time in total QUICK_EDIT
Interesting little mod here. Play some GTA zombie mods for inspiration I suggest .
Oh and btw 28 later is infected people not zombies. Zombies are dead, and the infected are living people just with a rather "nasty case of rabies" to put it lightly. _________________ QUICK_EDIT
I think this mod should take more of a parody of the corny 1950's zombie movies rather than zombie movies of today. When you click on a zombie he should only say one thing...
BRAINS!!!! _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Wed Nov 28, 2007 2:26 am Post subject:
DaFool wrote:
I think this mod should take more of a parody of the corny 1950's zombie movies rather than zombie movies of today. When you click on a zombie he should only say one thing...
BRAINS!!!!
Brian.. I want Brian...
Should the movie stars exist on the map then, as a helpfull characters which can join? _________________ DUNK! QUICK_EDIT
Joined: 29 Aug 2007 Location: Village of Creston, British Columbia.
Posted: Wed Nov 28, 2007 3:37 am Post subject:
But they'd all have the ability to out-run and kill any zombie easily, as fun as it would be should probably not exist, unless you get Ash in there... _________________
Hmm... Actualy, I am starting to like this mod more and more. Don't know why, theres just something about it that makes me want to check up on it. Last edited by Aro on Wed Nov 28, 2007 9:58 am; edited 1 time in total QUICK_EDIT
This game needs Leon! Will there actually be hero units? _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
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