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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:  mail2345 [ Sun Dec 19, 2010 6:52 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - B24 Compatible

Multiplayer does not work(others are in observer mode), and I'll have to change a shitton of code to fix it.
I'll have a mp fix later.

Author:  Cadw [ Sun Dec 19, 2010 7:41 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - B24 Compatible

http://filesmelt.com/dl/CyborgZombiess.rte_.rar
This is a copy of the balloon crabs spawner but zombies so you can make Cyborg Zombies come from the sky and attack you when some other activities is running. You need the normal Cyborg Zombies file for this to work. ZOMBIES ARE ON TEAM -1. SO THEY FIGHT EACH OTHER.

Author:  mail2345 [ Sun Dec 19, 2010 7:43 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense - B24 Compatible

Put this stuff somewhere else, or at least just in one post.
EDIT:
Update:
More fluid difficulty, instead of static stepping.
No more icon issues with BW mercs.
Multiplayer(sort of).
Code rewrite(primarily endgame logic, and readability in general).

Author:  unwoundpath [ Sun Dec 19, 2010 5:57 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - Rewrite, Multiplayer

Nice mission! The only problem is b24 itself... I got a good game then crash :sad:

That said I love it! the map pack 3 lockers add a lot to the gameplay value.
Keep up the good work!

Author:  mail2345 [ Mon Dec 20, 2010 5:20 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - Rewrite, Multiplayer

Thanks. Anyway, if you can provide any info about the crash, I can try to see what I can do to work around it.

Anyway update:
Zombie AI is faster, and more aggressive. No more "stuck in a ditch" issues.
Also neat effects on win/lose.

Author:  TorrentHKU [ Mon Dec 20, 2010 5:29 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - AI, win/loose effects

Mail you fiend. This is devilishly hard. The only way I can survive longer than a minute is with drop crates filled with incendiary grenades.
And Antigravity Chocolate. So much Antigravity Chocolate.

Author:  Cadw [ Mon Dec 20, 2010 6:47 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - AI, win/loose effects

In the first ten seconds trying the mission I saw a zombie with it's jetpack flew right into the first tower and explode infecting then kill my two guards turn into four zombies! I didn't even shoot yet and that was the first zombie I saw.

I converted my MONSTER MASH to build 24 think of it as a destroyable spawning point for zombies or mail you could use this as a boss in a later mission. It's blob of random zombie and robot parts with a hint of crab. Very hard to kill, with so many nanobots it causes nearby non-zombies to instantly turn in to zombies. NEEDS THE CYBORG ZOMBIES ALREADY IN YOUR CC FOLDER!!!

Attachments:
File comment: Sorry...
CyborgZombiesss.rte.zip [23.4 KiB]
Downloaded 426 times

Author:  mail2345 [ Mon Dec 20, 2010 7:32 pm ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - AI, win/loose effects

Assuming that you SOMEHOW have some living units left, they all turn into zombies when your brain dies.

Also I have yet to actually win this on max without cheating.

Author:  GuardianTempest [ Tue Dec 21, 2010 12:11 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - AI, win/lose effects

:D

On a survival I just use a Coalition Punisher Brain(Edited version, the cheap one) and even though he show signs of infection(white tint) he is nearly INVULNERABLE to infection.

And that is the only thing I spent my money on.

Apparently they can bypass my anti-craft 'Triangles of Death'.

Author:  mail2345 [ Tue Dec 21, 2010 12:28 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - AI, win/lose effects

Anything with >100 HP cannot be infected. Once the zombie's bullets get you down to 100, you are toast though.

Author:  Footkerchief [ Sat Dec 25, 2010 1:04 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - AI, win/lose effects

Are the medical stations supposed to stop the zombification process?

Author:  mail2345 [ Sat Dec 25, 2010 2:58 am ]
Post subject:  Re: Mission: Cyborg Zombie Defense[B24] - AI, win/lose effects

Yep, just as long as you get to them in time.
Any healing system can stop the process, as long as it restores your health to 100.
EDIT: UPDATE IN PROGRESS
I'm going to add a second mission. This mission will be much harder, as I get to have fun with fog of war, and a neat new maze map.

Author:  mail2345 [ Fri Jan 14, 2011 4:30 am ]
Post subject:  Re: Cyborg Zombie Missions - Escape! added.

Escape! added in.
Do note that there actually is no code to make zombies spawn near your brain, it's just that so many zombies are spawned that one inevitably ends up near it.

This mission is probably Nintendo Hard or worse.
I have yet to beat it without cheats, so I don't know the exact upper limit.

Also B24 only, uses FoW.

Author:  Xenophon [ Fri Jan 14, 2011 5:57 am ]
Post subject:  Re: Cyborg Zombie Missions - Escape! added.

About Escape!:
When I played the test version it wasn't nearly as hard.
(I still lost, but that's beside the point. At least I got somewhere.)
Of course, it's probably better in the finished version.
Oh, and don't use the GO TO AI because it crashes the game.
Cadw told me that only one zombie would spawn every minute or so?
He must have lied.

Author:  mail2345 [ Fri Jan 14, 2011 6:24 am ]
Post subject:  Re: Cyborg Zombie Missions - Escape! added.

I fixed the GOTO AI bug before anyone else downloaded.

And the spawn rate varies by difficulty(see the code, it's rather difficult to explain).

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