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Zombies '09
http://forums.datarealms.com/viewtopic.php?f=61&t=15684
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Author:  Geti [ Wed Oct 19, 2011 1:25 pm ]
Post subject:  Re: Zombies '09

Updated the original post, good to hear that it still works. Glad people still like this mod.

Way too busy to touch it at the moment though :P

Author:  Gotcha! [ Wed Oct 19, 2011 3:05 pm ]
Post subject:  Re: Zombies '09

Still the best looking zombies around in my opinion. Especially the fat one. Eow.

Author:  superstepa [ Thu Oct 20, 2011 4:05 am ]
Post subject:  Re: Zombies '09

I have missed this mod before, and after trying it now I can easily say that it is the most awesome zombie mod for CC yet
Sprites are awesome
However I did not understand how do the infection and incapacitation work
What does it depend on? And why are the zombies I have somehow managed to infected are on my enemy team?

-edit-
Activity is broken :(

Geti wrote:
Updated the original post, good to hear that it still works. Glad people still like this mod.

Way too busy to touch it at the moment though :P

And would you be able to update it later?

Author:  Sims_Doc [ Thu Oct 20, 2011 6:26 am ]
Post subject:  Re: Zombies '09

superstepa wrote:
Geti wrote:
Updated the original post, good to hear that it still works. Glad people still like this mod.

Way too busy to touch it at the moment though :P

And would you be able to update it later?

idea! Could someone else take over this that is willing to direct this mod in the correct direction? Rise your Hand Now.

Author:  Geti [ Fri Oct 21, 2011 11:29 am ]
Post subject:  Re: Zombies '09

Make your own zombie mod, compete with this and then maybe at some point I'll come back and make new ones with 3 more years of pixel and coding practice. until then this stays unpolished ;)

@superstepa: medkits = revive if I remember correctly. Someone might need to confirm that :P

@Gotcha: fat zombie is my favourite part of this mod. If I ever come back to this I'll make the guns a crapton more satisfying to use, the only really fun one was the TAR because it was so goddamn overpowered as far as I remember. The shotgun was alright too.

tl;dr no updates for a long time if ever and no I'm not giving permission for some random to pick this up. Even if someone I'm close to on here wanted to continue with the IP they'd likely have more fun starting from scratch.

Author:  GrayFox [ Tue Oct 25, 2011 4:17 pm ]
Post subject:  Re: Zombies 09

This Mod Compitable with build 26
Checked!

Author:  Gotcha! [ Tue Oct 25, 2011 4:37 pm ]
Post subject:  Re: Zombies '09

As also stated at the top of this page. Thank you!
Image

Author:  zaitsev [ Sun Oct 30, 2011 3:12 pm ]
Post subject:  Re: Zombies '09

TL;DR

Is there a B26 link then? Because I've been really looking forward to this.... kudos to the creator, you've got a beautiful thing going on here :D

Author:  Sims_Doc [ Sun Oct 30, 2011 3:51 pm ]
Post subject:  Re: Zombies '09

zaitsev wrote:
TL;DR

Is there a B26 link then? Because I've been really looking forward to this.... kudos to the creator, you've got a beautiful thing going on here :D


The Zombies 09 Version Dose Work With B26.

Author:  zaitsev [ Sun Oct 30, 2011 4:13 pm ]
Post subject:  Re: Zombies '09

Thankyou very much :D I just noticed, the zombies can claw their own legs off.... eh? and kudos once again for the incapacitation, thats a brilliant idea!

Author:  Geti [ Mon Oct 31, 2011 8:54 am ]
Post subject:  Re: Zombies '09

Re: the claws its some CC bug with the gun shooting particles that hits the actor if my memory serves correctly.

Author:  DAME777 [ Tue Nov 01, 2011 3:15 am ]
Post subject:  Re: Zombies '09

Quote:
I was testing to see what would fix the problem with the claws(the problem where you can hurt yourself by clawing near your head or legs or random wounds show up on your arm).I found out if you go to Zombies.rte/Devices/Melee and open Claws.ini and go to round claw/round strong claw to change ShellVelocity= -30 to ShellVelocity= 0 they won't kill themselves.


I said this in a previous page of this thread and I necro'd it for your assistance.

Author:  Galacticruler [ Fri Nov 04, 2011 12:42 am ]
Post subject:  Re: Zombies '09

anyone else having issues with max player # set to 1?

Author:  Geti [ Mon May 07, 2012 10:33 am ]
Post subject:  Re: Zombies '09

If someone wants to port the scripts to work with the new build(s) with larger numbers of teams, feel obliged. If someone emails me I'll likely put it in the OP, though I dont have CC installed currently so I'll require at least 2 posts confirming it works as expected before I do that.

Wish I had time to port this. Maybe I'll get a stray weekend where I want to procrastinate for swotvac and don't work on KAG or pastor mundi.

Author:  DAME777 [ Tue May 08, 2012 2:24 am ]
Post subject:  Re: Zombies '09

Thanks Geti :) I didn't want screw with the Lua and I'm a Lua scripting beginner otherwise I'd do it myself :-( .

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