Data Realms Fan Forums
http://forums.datarealms.com/

Cyborg Zombie Missions - Correct file uploaded.
http://forums.datarealms.com/viewtopic.php?f=24&t=15580
Page 7 of 13

Author:  numgun [ Fri Jul 03, 2009 5:56 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Less skrimish crashes.

ProjektTHOR wrote:
Nobody cares, man.

Nobody.


The creator does however. You'd be surprised.

Author:  mail2345 [ Mon Jul 06, 2009 8:41 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense - New zombie!

Oh, I purposefully know that the tower is weak against the attack unless you ration out the medipacks well.

Anyway, new zombies. They have a very high GWL, and regenerate twice as fast.

Skrimish is also much more stable.

Author:  The Decaying Soldat [ Tue Jul 07, 2009 4:14 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - New zombie!

Hmmm, the game crashed after I got a direct rocket hit on a zombie, in campaign mod.

Author:  mail2345 [ Tue Jul 07, 2009 4:16 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - New zombie!

I do not understand why, as I have no Destroy() code.

Where did the rocket hit?
The torso, the head, ect.

Author:  The Decaying Soldat [ Tue Jul 07, 2009 5:31 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - New zombie!

I was using a UniTec 4-tube rocket launcher, one rocket hit a zombie(forgot which variant, only for sure not the heavy type) in the torso, I believe. And then it crashed.

Author:  mail2345 [ Tue Jul 07, 2009 8:14 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - New zombie!

I have added more checks. Soon to upload.

Author:  Gotcha! [ Tue Jul 07, 2009 9:30 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - New zombie!

The Decaying Soldat wrote:
And then it crashed.


I don't think the zombies are to blame. :) I get crashes too sometimes. For me they mostly occur when any type of actor gibs to smithereens.

Author:  The Decaying Soldat [ Tue Jul 07, 2009 9:35 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - More anti-crash checks.

I could stuff a nuke into the face of other actors without crashing. However these zombies crashes my game.

I'm cool with that though, if you can't fix it, no need to. Crashing is a tradition of CC so I don't really care.

Author:  mail2345 [ Tue Jul 07, 2009 9:37 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - More anti-crash checks.

I actually have a lack of destroy() code, which causes most death related crashes, so I assume the engine is doing something retarded with lua.
Such as keeping destroyed actors on MovableMan's list.
EDIT:
Wait, looking at the DarkStorm regen code, I noticed it checks if the actor is dead before healing.

Author:  weegee [ Thu Jul 09, 2009 2:36 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense - More anti-crash checks.

mail2345 wrote:
I actually have a lack of destroy() code, which causes most death related crashes, so I assume the engine is doing something retarded with lua.
Such as keeping destroyed actors on MovableMan's list.
EDIT:
Wait, looking at the DarkStorm regen code, I noticed it checks if the actor is dead before healing.


I quess thet checking if an actor is still alive before doing something nasty with him is essential. Especially if you do something using variables. I had constant crashes in Stratosphere with kamikadze rocklets, commanders and brains until I added MovableMan:IsActor everywhere I could :)

Oh, and I finally managed to escape from this zombie hell. Luckily they dug enough holes in my bunker. These cans with flesh are pretty tough.

Author:  Shapeshifters [ Fri Jul 10, 2009 2:14 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Much less crashing!

The zombies generate hp past 100, but I thought of something: Maybe you could have them after a certain amount of hp growth (200-300) transform into a bigger zomborg cyborg zombie actor?

Author:  The Decaying Soldat [ Fri Jul 10, 2009 4:51 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Much less crashing!

Shapeshifters wrote:
The zombies generate hp past 100, but I thought of something: Maybe you could have them after a certain amount of hp growth (200-300) transform into a bigger zomborg cyborg zombie actor?


Going pass 100hp is a feature, but transforming zombies is definitely going to an awesome feature. I'll add this to my wishlist too :smile:

Author:  Contrary [ Sun Jul 12, 2009 4:47 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Much less crashing!

Hey it's me, the retard!

The stand-alone file worked without a hitch.

I'd just like to say... This is a hella fun mission.
The trickle of gold was a nice touch.

Author:  mail2345 [ Thu Jul 23, 2009 6:21 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Much less crashing!

Glad to see it worked!

Author:  mbbird [ Thu Jul 30, 2009 6:36 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - Much less crashing!

Can we maybe never upload as 7zips again? It's useless for already miniscule mods.

Page 7 of 13 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/