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Cyborg Zombie Missions - Correct file uploaded. http://forums.datarealms.com/viewtopic.php?f=24&t=15580 |
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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. ![]() |
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 |
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 Going pass 100hp is a feature, but transforming zombies is definitely going to an awesome feature. I'll add this to my wishlist too ![]() |
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. |
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