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Re: zombie survival map(oc_nacht_der_untoten)

Posted: Thu Jun 21, 2012 4:25 pm
by MaestraFénix
It doesnt work properly. Also, it would jump on you and immediately kill you. Delete those sandbags and put again the barricade system.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Fri Jul 06, 2012 4:12 pm
by MaestraFénix
New images done by Plasma. The FPS are pretty good (nearly the same that the proto version i did) and you see how it looks the art he is doing:

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Note: The sandbags are there because we are arguing about what type of npc would give better results, if the fast zombie or the normal one.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Fri Jul 06, 2012 6:04 pm
by Axel_m3sh
what about the zombine lol

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Fri Jul 06, 2012 8:07 pm
by MaestraFénix
Axel_m3sh wrote:what about the zombine lol
The grenade would be annoying, because a large number of them could kill all the players at once. The normal zombie can run if it has a running animation, thing that i did.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sat Jul 07, 2012 6:14 am
by Axel_m3sh
I'm not sure but wasn't there a flag that you can check to not make them do that?

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Wed Aug 08, 2012 6:59 pm
by MaestraFénix
Axel_m3sh wrote:I'm not sure but wasn't there a flag that you can check to not make them do that?
I´m not sure, so i would have to check it.


New pictures (SERIOUSLY PLASMA, YOU CANT POST THEM HERE?!):

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Re: zombie survival map(oc_nacht_der_untoten)

Posted: Fri Aug 10, 2012 10:39 am
by MaestraFénix
More pics:

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The chalks now glows in the dark.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Fri Aug 10, 2012 7:13 pm
by ViralHatred
Pretty sure there was a flag for stopping them having grenades. Alternatively a trigger to remove those grenades and give players scripted grenades instead could work.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Fri Aug 10, 2012 8:03 pm
by MaestraFénix
Ereunity wrote:Pretty sure there was a flag for stopping them having grenades. Alternatively a trigger to remove those grenades and give players scripted grenades instead could work.
Is possible, but apparently, the npc_zombie with the "has running animations" and the npc_zombine work the same (except without the grenade).

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Fri Aug 10, 2012 8:27 pm
by ViralHatred
I'm guessing that's exploiting the animation setting speed?

Like how you could make the reload animation on the shotgun down to like a second and effectively turn it into an smg?

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sat Aug 11, 2012 11:01 am
by MaestraFénix
Ereunity wrote:I'm guessing that's exploiting the animation setting speed?

Like how you could make the reload animation on the shotgun down to like a second and effectively turn it into an smg?
No, in OC, in the npc_zombie, there is a flag where you check if the model has running animations.

And the shotgun example is not valid here, because i did that with the AA12 in the Siege map and still firing slowly (the shotgun has many bugs as a custom weapon).

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sun Sep 02, 2012 1:26 pm
by MaestraFénix
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Re: zombie survival map(oc_nacht_der_untoten)

Posted: Thu Sep 06, 2012 7:02 am
by Plasma HeadCrabD
okay, everyone. this thread is Closed. Now. until this map finished.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Mon Dec 17, 2012 2:56 pm
by MaestraFénix
Unless the situation changes in the last minute, forget see this map this year. Plasma is pretty busy and it doesn´t have time to finish the map, and i´m busy too.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Thu Jan 24, 2013 2:48 am
by YourSaladIsNotValid
That random thing sounds cool maybe have some special non headcrab zombies.