Zombie Infection Game Mode [Updated]
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- Jedi
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Re: Zombie Infection Mode
I was talking about the imperials when I made my comment.
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- 2nd Lieutenant
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Re: Zombie Infection Mode
Sure, that would work, but in multiplayer there could be multiple human players (and maybe bots have the same issue, idk), so you'd really need to make an array of ALL players' infection status, and update when players join, die, leave, etc. It's definitely something I'll fix up.Locutus wrote: Maybe sth. like this?
When in infect=OnObjectKill() create a variable based on the killed players characterindex and set it to "infected".
Then use OnCharacterSpawn() and check if the player is infected and if his unit is in team 1. If yes, kill him.
Oh okay, I didn't know. Sure that would be possible to have Stormtrooper variants, it just depends on what I end up doing with the zombie team.ARCTroopaNate wrote:I was talking about the imperials when I made my comment.
- CommanderCody
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Re: Zombie Infection Mode
Really nice mod so far!
I have a idea to make more zombies and more varity, maybe you can make the survivors Imps and Rebs so they have to team up against the infected.
When you have stormtroopers and rebels in one team, you could make some rebel undeads too (wookie-zombie tankers )
Just suggestions
To prevent the jump combo you can lower the jump hight.
Can I test the beta too? and keep it up
I have a idea to make more zombies and more varity, maybe you can make the survivors Imps and Rebs so they have to team up against the infected.
When you have stormtroopers and rebels in one team, you could make some rebel undeads too (wookie-zombie tankers )
Just suggestions
To prevent the jump combo you can lower the jump hight.
Can I test the beta too? and keep it up
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- Imperial Systems Expert
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Re: Zombie Infection Mode
or he could just delete the jump attack state and transitions from the .combo
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- Droid Pilot Assassin
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Re: Zombie Infection Mode
The zombies can't even jump as of the version I have. Their deadliest move is the third part of their combo where they lunge forward.
- Zapattack1234
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Re: Zombie Infection Mode
Is there going to be more then one type of zombie? Personally I think a different zombie class could be a more weaker zombie that could run slightly faster then average.
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- 2nd Lieutenant
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Re: Zombie Infection Mode
Hey sorry for the delay, it's been a busy week for me.
So basically I've been fleshing out this idea, and this is what I've come up with:
Infection Mode:
Survival Mode:
The beta I have is pretty much a simplified version of the Infection mode, with one skin for the human team, and only one zombie class. The infection mechanics do work correctly, though.
What do you guys think?
So basically I've been fleshing out this idea, and this is what I've come up with:
Infection Mode:
Hidden/Spoiler:
Hidden/Spoiler:
What do you guys think?
- kitfisto15678
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Re: Zombie Gamemodes [Updated]
I saw a video of the new gamemode and I think it's awesome! I look forward to the full release.
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- Droid Pilot Assassin
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Re: Zombie Gamemodes [Updated]
Those gamemodes look great! I don't really have much to say. However, I do really like the looks of Survival mode so far. The points to unlock the "better" versions of whoever you're playing look steep though. How many points do you get from each kill?
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- 2nd Lieutenant
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Re: Zombie Gamemodes [Updated]
Well I was sorta thinking one point per kill makes the most sense, since most zombies would be weak and easy to kill... but it's just a rough idea at the moment, once I'm actually testing it, I'll be better able to balance it.
- KeepAmazinn
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Re: Zombie Gamemodes [Updated]
If your still needing some testing I would love to help test out!
- Zapattack1234
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Re: Zombie Gamemodes [Updated]
Yeah same here ive been dyingg to try this out
- Locutus
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Re: Zombie Gamemodes [Updated]
Hey razac!
Sorry for the late response, was away for a while.
So ... Infection Mode was really fun! Played it several time now, it has a lot of potential!
Also did a couple of multiplayer tests (three players).
It works quite well except for when people become infected that are not hosts. It looked like they were falling through the ground (like Noobasaurus said) and the screen turned all black.
Despite the fact that they could choose the team they also had trouble respawning as zombie. It worked a few times but mostly nothing happened when clicking on the spawn button.
At the moment, the time limit which can end the game was taken from the settings for Conquest mode. I'd like to see if the same goes for bots. We'd love to play this mode without bots and one of us spawning as zombie hunting the others.
As far as your plan goes with the infected zombie classes I'd personally rather stick to two. One tank like class like the one currently available and one faster but very, very weak class. Maybe one of them with immunity to mines or an ability to remove them. In this concept I'd also give the tank class a sprint ability. It doesn't need to be much faster than the normal movement, maybe like 1.01, but I feel like something should happen when I press the sprint button.
If you plan to support more maps you might also want to lock the jet classes on them. (I just can't imagine jet packed zombies^^)
Once again I'd like to mention that this mode was really fun. It was much more thrilling than the usual CTF matches we play for sure. Really, really good job on this, keep it up!
One thing I'd like to ask in the end: Do you plan on releasing the source code once you're done?
Sorry for the late response, was away for a while.
So ... Infection Mode was really fun! Played it several time now, it has a lot of potential!
Also did a couple of multiplayer tests (three players).
It works quite well except for when people become infected that are not hosts. It looked like they were falling through the ground (like Noobasaurus said) and the screen turned all black.
Despite the fact that they could choose the team they also had trouble respawning as zombie. It worked a few times but mostly nothing happened when clicking on the spawn button.
At the moment, the time limit which can end the game was taken from the settings for Conquest mode. I'd like to see if the same goes for bots. We'd love to play this mode without bots and one of us spawning as zombie hunting the others.
As far as your plan goes with the infected zombie classes I'd personally rather stick to two. One tank like class like the one currently available and one faster but very, very weak class. Maybe one of them with immunity to mines or an ability to remove them. In this concept I'd also give the tank class a sprint ability. It doesn't need to be much faster than the normal movement, maybe like 1.01, but I feel like something should happen when I press the sprint button.
If you plan to support more maps you might also want to lock the jet classes on them. (I just can't imagine jet packed zombies^^)
Once again I'd like to mention that this mode was really fun. It was much more thrilling than the usual CTF matches we play for sure. Really, really good job on this, keep it up!
One thing I'd like to ask in the end: Do you plan on releasing the source code once you're done?
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- 2nd Lieutenant
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Re: Zombie Gamemodes [Updated]
Hey it's fine, I've been busy too. I'm glad it was fun, and yeah it still has some bugs -- I'm working on a new system of infection, hopefully this one will be better. I should have a new beta out ready to be tested in a day or so... But yeah the black screen and bodies falling through the floor (technically just a teleport out of map) are problems that I HOPE I can fix.
Actually in the first beta, the time limit came from Hunt settings, and the # of bots was based on the Hunt point count (it did say so in the mode description, but I should have been more clear). In the next version though I've simplified it to just using Conquest settings for both bot count and the timer.
I have made some changes to the zombie team, but nothing is fixed for certain yet. I'll just let you see in the next version.
Incidentally, the Dark Trooper zombie jetpack doesn't work... something about having a melee weapon makes it have a jedi jump instead (not good), so I think yeah I'll just have to remove it.
When I'm done with this, yeah I think I'll release a heavily commented version of the script I used, as a sort of tutorial for more complex scripting. As for the zombie skins, those belong to TWINKEYRUNAWAY, so it depends on what he wants.
@KeepAmazinn and Zapattack1234, you both can test the next beta I make. I'll PM you both the link when it's ready.
Actually in the first beta, the time limit came from Hunt settings, and the # of bots was based on the Hunt point count (it did say so in the mode description, but I should have been more clear). In the next version though I've simplified it to just using Conquest settings for both bot count and the timer.
I have made some changes to the zombie team, but nothing is fixed for certain yet. I'll just let you see in the next version.
Incidentally, the Dark Trooper zombie jetpack doesn't work... something about having a melee weapon makes it have a jedi jump instead (not good), so I think yeah I'll just have to remove it.
When I'm done with this, yeah I think I'll release a heavily commented version of the script I used, as a sort of tutorial for more complex scripting. As for the zombie skins, those belong to TWINKEYRUNAWAY, so it depends on what he wants.
@KeepAmazinn and Zapattack1234, you both can test the next beta I make. I'll PM you both the link when it's ready.
- Zapattack1234
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Re: Zombie Gamemodes [Updated]
razac920 wrote:Hey it's fine, I've been busy too. I'm glad it was fun, and yeah it still has some bugs -- I'm working on a new system of infection, hopefully this one will be better. I should have a new beta out ready to be tested in a day or so... But yeah the black screen and bodies falling through the floor (technically just a teleport out of map) are problems that I HOPE I can fix.
Actually in the first beta, the time limit came from Hunt settings, and the # of bots was based on the Hunt point count (it did say so in the mode description, but I should have been more clear). In the next version though I've simplified it to just using Conquest settings for both bot count and the timer.
I have made some changes to the zombie team, but nothing is fixed for certain yet. I'll just let you see in the next version.
Incidentally, the Dark Trooper zombie jetpack doesn't work... something about having a melee weapon makes it have a jedi jump instead (not good), so I think yeah I'll just have to remove it.
When I'm done with this, yeah I think I'll release a heavily commented version of the script I used, as a sort of tutorial for more complex scripting. As for the zombie skins, those belong to TWINKEYRUNAWAY, so it depends on what he wants.
@KeepAmazinn and Zapattack1234, you both can test the next beta I make. I'll PM you both the link when it's ready.
Thank you
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- 2nd Lieutenant
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Re: Zombie Infection Game Mode [Updated]
So I just finished up the next version of the beta and sent the link to anyone interested. For now I am focusing on Zombie Infection game mode and not working on a Zombie Survival mode (yet). The new changes in this version are: changed the humans back to the stock team (i.e. not everyone looks like a Stormtrooper), added new zombie skins from TWINKEYRUNAWAY for all the Imperial units, set mode to use Conquest bot count (0-160 bots) and timer settings(0-60 min), changed the script to keep track of players better [in multiplayer, players on zombie team cannot switch back to human, etc.] and revised the infection mechanism (*should* fix multiplayer zombie spawn bug).
The next thing on my todo list is to get a working Zombie Darth Vader! (having issues with infecting hero units)
Here's what the new zombie team looks like (excluding Zombie Darth Vader):
If anyone else would be interesting in testing this mode out, let me know.
The next thing on my todo list is to get a working Zombie Darth Vader! (having issues with infecting hero units)
Here's what the new zombie team looks like (excluding Zombie Darth Vader):
Hidden/Spoiler:
- Fiodis
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Re: Zombie Infection Game Mode [Updated]
The engineer's red collar looks a bit odd, and I thought Dark Troopers were droids, so how could they get infected?
Other than that, looks good.
Other than that, looks good.
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- 2nd Lieutenant
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Re: Zombie Infection Game Mode [Updated]
Personally, I like the engineer's bloody red collar. It makes an otherwise rather ordinary and faceless unit seem... idk, more scary, savage, etc.?
Also, apparently the "first" dark troopers were not droids, but cyborgs: http://starwars.wikia.com/wiki/Phase_Zero_dark_trooper
Also, apparently the "first" dark troopers were not droids, but cyborgs: http://starwars.wikia.com/wiki/Phase_Zero_dark_trooper
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- Space Ranger
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Re: Zombie Infection Game Mode [Updated]
I'm usually not a fan of zombie mods, most aren't that good, but this looks like it has potential. What is the Rebel side like?
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- 2nd Lieutenant
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Re: Zombie Infection Game Mode [Updated]
Well at least for now, there aren't any Rebels at all. It's just a big team of stock Imperials facing against (at first) a single zombie Imperial, who has to turn them into zombies.