Author Topic: Zombies without chainsaws  (Read 2693 times)

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Offline Personman

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Zombies without chainsaws
« on: May 23, 2008, 06:11:56 pm »
I haven't played soldat that much, but the zombie servers I play always have chainsaws. Which I think is repetitive and generally wrong, since zombies aren't able to use weapons. So I made this idea with bot and weapon editing.

-I don't know anything about scripting.

-I made a zombie bot with hands/punch as his favorite weapon
 100% Accuracy
 0% Camping, grenade, chat.

[BOT]
Name=Zombie
Color1=$00800000
Color2=$00004040
Skin_Color=$0060885E
Hair_Color=$00004040
Favourite_Weapon=Hands
Secondary_Weapon=0
Friend=Zombie
Accuracy=0
Shoot_Dead=1
Grenade_Frequency=10000
Camping=0
OnStartUse=255
Hair=0
Headgear=0
Chain=0
Chat_Frequency=1000
Chat_Kill=
Chat_Dead=
Chat_Lowhealth=
Chat_SeeEnemy=
Chat_Winning=


-Then I just made a weapon mod for it which made the weapons do 60% damage with some of the realistic mode recoils and punches were instant kills.

-Some weapons were tweaked for fair weakness like the barret has high recoil and  movementacc, also leg shots do not kill instantly. The M79 shoots cluster frags instead. The Spas has 2 shots. The LAW has only two shots, no reload. The chainsaw has 20% damage, grenades spread damage is weaker, Stationary Guns shouldn't be used.

-The vest really supports the zombie that gets it, seems like it triples their health.

-The Flamer acts as weapon for the zombies (vomit mode) and is kind of useless to you, may even harm you.

-The Predator should be removed, cluster and berserker is okay.

-A flaw in the design is that you can punch the zombie back but its kind of 50/50 chance of winning, also I am not sure how the zombies react to different weapons which makes them camp.

-There should be 2 max grenades with 3-5 bonus frequency and 8-10 max players with probably 15-24 zombies.

-And here is the weapon mod


[Info]
Name=Zombie (Easy Mode)
Version=1.0

[USSOCOM]
Damage=103
FireInterval=12
Ammo=12
ReloadTime=65
Speed=180
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=39

[Desert Eagles]
Damage=106
FireInterval=23
Ammo=7
ReloadTime=103
Speed=190
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=60

[HK MP5]
Damage=61
FireInterval=6
Ammo=30
ReloadTime=95
Speed=190
BulletStyle=1
StartUpTime=0
Bink=-25
MovementAcc=1
Recoil=11

[Ak-74]
Damage=62
FireInterval=11
Ammo=40
ReloadTime=150
Speed=240
BulletStyle=1
StartUpTime=0
Bink=-40
MovementAcc=1
Recoil=11

[Steyr AUG]
Damage=44
FireInterval=7
Ammo=30
ReloadTime=115
Speed=260
BulletStyle=1
StartUpTime=0
Bink=-35
MovementAcc=1
Recoil=8

[Spas-12]
Damage=73
FireInterval=34
Ammo=2
ReloadTime=175
Speed=140
BulletStyle=3
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=84

[Ruger 77]
Damage=150
FireInterval=32
Ammo=4
ReloadTime=115
Speed=330
BulletStyle=1
StartUpTime=0
Bink=18
MovementAcc=0
Recoil=10

[M79]
Damage=165000
FireInterval=1
Ammo=4
ReloadTime=180
Speed=107
BulletStyle=10
StartUpTime=9
Bink=25
MovementAcc=3
Recoil=0

[Barret M82A1]
Damage=294
FireInterval=240
Ammo=10
ReloadTime=300
Speed=550
BulletStyle=1
StartUpTime=25
Bink=90
MovementAcc=14
Recoil=900

[FN Minimi]
Damage=51
FireInterval=9
Ammo=50
ReloadTime=250
Speed=270
BulletStyle=1
StartUpTime=0
Bink=-49
MovementAcc=2
Recoil=10

[XM214 Minigun]
Damage=30
FireInterval=4
Ammo=100
ReloadTime=366
Speed=290
BulletStyle=1
StartUpTime=50
Bink=-10
MovementAcc=1
Recoil=2

[Flamer]
Damage=430
FireInterval=3
Ammo=250
ReloadTime=1
Speed=90
BulletStyle=14
StartUpTime=15
Bink=-9999
MovementAcc=0
Recoil=99999

[Rambo Bow]
Damage=1200
FireInterval=10
Ammo=1
ReloadTime=25
Speed=210
BulletStyle=7
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=10

[Flamed Arrows]
Damage=800
FireInterval=10
Ammo=1
ReloadTime=39
Speed=180
BulletStyle=8
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=10

[Combat Knife]
Damage=146250
FireInterval=6
Ammo=1
ReloadTime=3
Speed=60
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=10

[Chainsaw]
Damage=420
FireInterval=4
Ammo=150
ReloadTime=65
Speed=70
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=2

[M72 LAW]
Damage=90000
FireInterval=480
Ammo=2
ReloadTime=9999999
Speed=230
BulletStyle=12
StartUpTime=21
Bink=0
MovementAcc=1
Recoil=9

[Punch]
Damage=9999999
FireInterval=6
Ammo=1
ReloadTime=3
Speed=50
BulletStyle=6
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=10

[Grenade]
Damage=90000
FireInterval=80
Ammo=1
ReloadTime=20
Speed=50
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=10

[Stationary Gun]
Damage=1
FireInterval=10
Ammo=100
ReloadTime=366
Speed=360
BulletStyle=14
StartUpTime=22
Bink=-20
MovementAcc=1
Recoil=10



Thats it, and I don't care if you take it or hate it
because it's open. You could even steal it and take all the credit. Or you can be a jerk and explain about how bad it is.
« Last Edit: May 23, 2008, 08:52:44 pm by Personman »

Offline STM1993

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Re: Zombies without chainsaws
« Reply #1 on: May 23, 2008, 09:16:13 pm »
Mmm, it's not a bad idea to have zombie games in which zombies don't just use chainsaws. I've got some comments:

Zombies with fists are very easy to fight against. So the major nerfing is understandable. However, that means some of the weapons are complete crap. Barrett is basically useless (especially, I don't know how, in some servers zombies just charge towards you without caring if you're holding a Barrett or not).

About the flaw in punching, there is one way to reduce this problem. Zombies are given a vest, then set the damage of the fists to be exactly the amount of hp a Soldat has. This way, humans have to punch Zombies a few times while Zombies can kill in one punch. However, this would also mean that you have to modify the damage amount.

The most popular weapon would still be the Spas. It's really easy to use a Spas as long as you know how to use the shoot and reload technique and reload cancelling technique.

Stationary Gun should be given 0 damage if you want to make it truly, completely, useless.

Personally, I wouldn't really like these settings, but I acknowledge your effort for trying.

Offline tehsnipah

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Re: Zombies without chainsaws
« Reply #2 on: May 23, 2008, 09:21:48 pm »
Really good idea STM, I like that. Also, when I played in Fashit's zombie server, some fisting zombies had some conditions. They were able to move faster and had a lot higher health than the chainsaw zombies. Well, it would be nice if this could be scripted.

Anyone want to volunteer? I suck at scripting :P
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Offline STM1993

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Re: Zombies without chainsaws
« Reply #3 on: May 23, 2008, 09:45:27 pm »
Really good idea STM, I like that.

You do realize that this isn't my idea right? It's Personman's. I'm just giving comments.

Offline danmer

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Re: Zombies without chainsaws
« Reply #4 on: May 24, 2008, 03:05:56 am »
they'll pick up weapons -> phale. You'll have to script it, otherwise it'll be complete crap

Offline Personman

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Re: Zombies without chainsaws
« Reply #5 on: May 24, 2008, 12:38:25 pm »
When I play it they don't pick up weapons, the only weapon they would use is the flamer and thats with good reason, since it makes a rare longer range zombie like how the Decaying Gunner is in that other zombie server. But you are right that it would be better if this was scripted for a couple of reasons.

Offline danmer

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Re: Zombies without chainsaws
« Reply #6 on: May 25, 2008, 03:07:34 am »
are you saying that players never die and drop their weaps? :P

Offline tehsnipah

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Re: Zombies without chainsaws
« Reply #7 on: May 25, 2008, 03:37:12 pm »
Really good idea STM, I like that.

You do realize that this isn't my idea right? It's Personman's. I'm just giving comments.
I must have missed it when I was reading. It was wayy too long.
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Offline Spasm

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Re: Zombies without chainsaws
« Reply #8 on: June 03, 2008, 11:04:50 am »
I actually really like these ideas here.  Radomizing zombies, instead of a dozen "intelligent weapon users" could prove worthwhile.
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Offline CrashMan

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Re: Zombies without chainsaws
« Reply #9 on: June 05, 2008, 05:11:30 am »
About the flaw in punching, there is one way to reduce this problem. Zombies are given a vest, then set the damage of the fists to be exactly the amount of hp a Soldat has. This way, humans have to punch Zombies a few times while Zombies can kill in one punch. However, this would also mean that you have to modify the damage amount.
... Can that be done? I mean, if you increase the damage a fist does, doesn't that mean it applies to the Soldaten as well?

Offline sai`ke

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Re: Zombies without chainsaws
« Reply #10 on: June 05, 2008, 06:45:18 am »
Yes it can be done. You can check in onPlayerDamage whether the player is human and act accordingly. If you want to, you could even set up an array containing damage multiplication factors for the zombie health. This will make the workload for your server increase a lot though.
« Last Edit: June 05, 2008, 06:48:17 am by sai`ke »
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Offline Trespasser

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Re: Zombies without chainsaws
« Reply #11 on: July 15, 2008, 09:12:59 pm »
In my opinion, a zombie server just isn't a zombie server without the chainsaws.  I've come to know a zombie server as large masses of bots running at you with your speakers blaring the saw.mp3 file a hundred times a second.

But this sounds interesting.  If you ever do get a server like this running, I'll check it out.  But one thing I do know -- is that fists don't have a very good range at all, and there's somewhat of pause between each attack.  Maybe you could increase the firing rate and...well, I don't know about the range, but...
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Offline Grimbad

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Re: Zombies without chainsaws
« Reply #12 on: July 24, 2008, 02:24:37 pm »
When I feel happy and kind I sometimes run a zombie server sort of like that on 1.3.1. I put realistic mode on too, as I feel that it can make it way more suspenseful.
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