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Thread: Questions on unified zombie mod

  1. #111
    Gunnery Sergeant
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    Quote Originally Posted by [b
    Quote[/b] ]Ooh, now you can't get zombies to attack a landed helicopter cos the zombies don't attack air objects! Or boats.
    well, couldn't u do some kind of script which is activated when something is at altitude 0? like u know an RPG soldier doesn't fire on a chopper in the air but as soon as the chopper touches the ground it the soldier targets the chopper

  2. #112
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    Nah, that won't work, the zombies don't attack choppers, full stop. You'd have to write your own attack scripts.

    Just let me create a patch and I'll sort it, OK?

    PS:
    General, if that's your sig, a mod will take it down m8 - it's too big.



    Regards,
    Scott \"Zombie Mod\" T.

    Programmer of the Unified Zombie Mod for Flashpoint (2003)

    Add zombiemod72 as a friend to your XFire account and we'll have a game together.

  3. #113
    Amazing! Scott, it would be fantastic if you could get the zomb's to attack helo's. Last night I was playing my "rescue the survivor with your helicopter" mission and it was creepy as hell seeing the undead coming as the survivor bolted for my chopper. It will be terrifying to have them tearing at your helicopter while your rescuees are clambering onboard!

    In relation to getting zomb's to walk (shamble) rather than run, I posted over on Farmland and got this reply from MiG

    "The fast moving zombies are related with the script not with the animations so nothing to do about, i guess. Maybe Scott solves that prob by creating options for the zombie speed".

    It's okay (obviously) if the zomb's have to continue to run, Scott. We appreciate that this is a labour of love for you and I'm not asking you to code just for my preferences.

    Helicopter attacking, shambling zomb's would be cool though...


  4. #114
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    problem with walking zombies are that the game will be very easy unless u wanna make it unrealistic and won't let'em die after a headshot. that's the problem with ofp: You got open areas and are free to run wherever you want to. if u could make a big mansion or a really tight town it would work with walking zombies




  5. #115
    Yes, General, I hear ya, mate.

    It would indeed be too easy to get away from the decaying buggers. Still, I love the idea of a zombie-shoot where they're just milling about like corpses in a barrel.

    If it's really easy to code, I'd still love to be able to have the choice but I won't cry if Scott puts it in the "couldn't be arsed" basket!

    By the way, I'm constantly amazed and impressed with the lightning responses to this forum. Thanx heaps.

  6. #116
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    I've made a running anim which I think is faster than the regular one. I not compleatly shure cuz when I'm trying to play it it goes back the the starting posision when it's finished enyway to fix this?

  7. #117
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    eny1 wanna see my latest anim, a zombie rising from the ground (and it goes really fast to)
    well here it is

    PS: only 2 hours of work so it doesn't look very good ***rising zombie:P

    edit: sry for double posting

    edit2: and u need ofpanim for that anim




  8. #118
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    Hello

    Can you put items such as wish lists and advertisements into the ADDONS & MODS: COMPLETE thread please.

    This thread is only for answering scripting questions related to the zombie mod.

    Cheers,
    Scott

  9. #119
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    ups. sorry

  10. #120
    Quote Originally Posted by ([FAR
    -Reaper @ Dec. 05 2004,09:48)]Yes I use the "Hard" difficulty game logic. I wait ingame until 60 sec for set the "gblZombieEvalTime" and nothing changes. Always on 6 !
    PLZ help me, Scott !

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