Spoiler: Or just do it the easy way... (Open)
Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
[spoiler][/spoiler]
Code: Select all
<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over
Code: Select all
<Kokiri> capo whos your fav pony?
<capo> i like them all
Code: Select all
cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
I did that once and I swear by the love of talos never do that, it will not rewrite the info correctly and it will turn out garbage.
If you decide to try it, make a few backups (I say a few, can never be too sure when it is so much work) before you try it.
If you decide to try it, make a few backups (I say a few, can never be too sure when it is so much work) before you try it.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
-
- Forum Regular
- Posts: 312
- Joined: Sun Jul 15, 2012 10:03 am
- Location: Location: about 1,4 KM away from xrgman
- Contact:
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Got a problem with a script
When activated everyone teleports... But I want that only the activator teleports!
How?
Code: Select all
Bool Teleporter3[32];
Script 15 (void)
{
{
Teleporter3[PlayerNumber()] = 1;
for(int X=0;x<=31;x++)
{
if(Teleporter3[x])
SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
ThrustThingz(0,25,1,0);
}
}
}
How?
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
No, the line specials are same. But the UDMF properties will be deleted.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Spoiler: Sitff's problem (Open)I think you missed a bracket..
for(int X=0;x<=31;x++)
{
if(Teleporter3[x]) {
SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
ThrustThingz(0,25,1,0);
}
}
Last edited by Leonard on Fri Aug 30, 2013 5:16 pm, edited 1 time in total.
[spoiler][/spoiler]
Code: Select all
<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over
Code: Select all
<Kokiri> capo whos your fav pony?
<capo> i like them all
Code: Select all
cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Er, Stiff, Much simpler solution:
SetActorPosition(0,GetActorX(0)+5120.0,GetActorY(0)+0.0,GetActorZ(0)-64.0,0);
No for loop needed.
SetActorPosition(0,GetActorX(0)+5120.0,GetActorY(0)+0.0,GetActorZ(0)-64.0,0);
No for loop needed.
Are you serious? You want to make activator thrusted 32 times? The brackets weren't there on purpose.Leonard wrote: I think you missed a bracket..
for(int X=0;x<=31;x++)
{
if(Teleporter3[x]) {
SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
ThrustThingz(0,25,1,0);
}
}
Last edited by Klofkac on Fri Aug 30, 2013 8:03 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
-
- Forum Regular
- Posts: 312
- Joined: Sun Jul 15, 2012 10:03 am
- Location: Location: about 1,4 KM away from xrgman
- Contact:
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
ah thanks
srry im a fail in acs
srry im a fail in acs
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
is it just me, or is it only nessecary to doStiff wrote: ah thanks
srry im a fail in acs
script x (void)
{
teleport(x,x,x);
}
since the activator only gets teleported.
To make the script activate multiple times, select repeatable action.
EDIT: ill try to put it in hexen when i finished my map, but i also have another question.
If i compress my map, is it possible to put it as pk3 inside the testpack, to reduse size?
If yes, why dont we do it with all maps?
Last edited by Mr.Man on Sat Aug 31, 2013 8:33 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Compressing a compressed archive is not a good idea.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
I just wanted to show him WHY everyone gets teleported.. That was HIS question wasn't it ?Klofkac wrote:Are you serious? You want to make activator thrusted 32 times? The brackets weren't there on purpose.
Oh and here:
Was an easy fix wasn't it ?if(Teleporter3[x]) {
SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0);
ThrustThingz(PLAYER_TID+x,25,1,0);
}
If stiff wanted to use a loop then HE should have used the correct TID, don't blame me..
[spoiler][/spoiler]
Code: Select all
<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over
Code: Select all
<Kokiri> capo whos your fav pony?
<capo> i like them all
Code: Select all
cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
- ibm5155
- Addicted to Zandronum
- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
ZM09 comming soon :D
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
- MazterQyoun-ae
- Posts: 58
- Joined: Mon Jun 04, 2012 5:39 am
- Location: Russia
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
This is bad, look at Klofkac's solution that doesn't need any fors.Stiff wrote: Got a problem with a script
When activated everyone teleports... But I want that only the activator teleports!Code: Select all
Bool Teleporter3[32]; Script 15 (void) { { Teleporter3[PlayerNumber()] = 1; for(int X=0;x<=31;x++) { if(Teleporter3[x]) SetActorPosition(PLAYER_TID+x,GetActorX(PLAYER_TID+x)+5120.0,GetActorY(PLAYER_TID+x)+0.0,GetActorZ(PLAYER_TID+x)-64.0,0); ThrustThingz(0,25,1,0); } } }
How?
But overall, protip: use x < 32, not x <= 31.
Last edited by MazterQyoun-ae on Sat Aug 31, 2013 6:13 pm, edited 1 time in total.
HI
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
So i am not and have never been a guy that likes to finish maps. Thats why i always begin with new ones before finishing the other one. City scape will be, if lucky, 4 mb if compressed and in hexen (maybe even less), so far as i will make it. Right now i came with a new and never before seen (for me) map for zh. It'll be on the moon, what about that? :D
So i will likely use music parts from http://www.youtube.com/watch?v=KeA_p2pr ... lCRYLxhmKt
Only difficult thing is that i need to "sector_setgravity" every single sector, so tags need to be limited unless i want to get over 100 lines of that in it :L
EDIT: screenays of cityscape. ft: some 3d moddeled-ish bike, great sky, some crate room, and the first resist area, which is barely detailed! :D
http://postimg.org/gallery/1tds49du/9568a799/
Those are the bikes i mean btw @stiff
So i will likely use music parts from http://www.youtube.com/watch?v=KeA_p2pr ... lCRYLxhmKt
Only difficult thing is that i need to "sector_setgravity" every single sector, so tags need to be limited unless i want to get over 100 lines of that in it :L
EDIT: screenays of cityscape. ft: some 3d moddeled-ish bike, great sky, some crate room, and the first resist area, which is barely detailed! :D
http://postimg.org/gallery/1tds49du/9568a799/
Those are the bikes i mean btw @stiff
Last edited by Mr.Man on Sun Sep 01, 2013 6:01 am, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
You can set gravity in the mapinfo.
http://zdoom.org/wiki/MAPINFO/Map_definition
As it says, this is how it should be working:
gravity = (something less than 800)
This should lower gravity if put in the right spot.
http://zdoom.org/wiki/MAPINFO/Map_definition
As it says, this is how it should be working:
gravity = (something less than 800)
This should lower gravity if put in the right spot.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Weird, i think qent told me that its about percents.Lollipop wrote: You can set gravity in the mapinfo.
http://zdoom.org/wiki/MAPINFO/Map_definition
As it says, this is how it should be working:
gravity = (something less than 800)
This should lower gravity if put in the right spot.
Like: 1, 100 is full gravity, and 1, 50 is the half
2, 100 the double i guess
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Read it all and you will find the same as me.
Zandronum might support this differently, though the probabillity is very low. Try and look at our own wiki and see if there are any notes regarding that.
Zandronum might support this differently, though the probabillity is very low. Try and look at our own wiki and see if there are any notes regarding that.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
K but back to udmf to hexen. Since the options are a bit different, will it convert ALL of that to hexen? So like, no problems with that?Lollipop wrote: Read it all and you will find the same as me.
Zandronum might support this differently, though the probabillity is very low. Try and look at our own wiki and see if there are any notes regarding that.
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Well, Untitled, that's a great feedback you've posted here. Thank you for that. I gotta say I agree with most of what you've mentioned here. Since the maplist is quite big now, we should focus on making the maps a bit more balanced.
I'm not so worried about the escape maps. However, since the ZM maps rely mostly on camping, they are harder to balance. That's why I think a long range secondary attack for zombies should be considered (as it's been suggested before, on Skulltag forums). I still have to think about it, but the attack could :
Now, regarding the next testpack, the maps to be added are :
No.
I'm not so worried about the escape maps. However, since the ZM maps rely mostly on camping, they are harder to balance. That's why I think a long range secondary attack for zombies should be considered (as it's been suggested before, on Skulltag forums). I still have to think about it, but the attack could :
- Only be available for mother zombies
- Be available to all zombies each [fixed amount] of damage taken
- Be given to random zombies upon infection
- Make bonuses obtained by killing zombies give only good and useful items
- Forcing GL defaults on all maps (this should have been done a while ago)
Now, regarding the next testpack, the maps to be added are :
- ZM17 by Guardsoul
- Canyon run - I find the resists point really hard to defend, but we'll see. Besides I'll change the number from ZE31 to something else (< 30)
fr blood wrote: - Added a Double Shotgun that has 33% of chance to spawn.
No.
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
Well there is the old unofficial addon -gore&zombie types-.. But that is a bit ancient.. It had random spitters with a dynamic chance to make camping harder for humans though -and fast enough to ruin thin line camps-.
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]
- fr blood
- Frequent Poster Miles card holder
- Posts: 995
- Joined: Wed Mar 06, 2013 4:04 pm
- Location: France
RE: Zombie HORDE - The mappack project! (8a / r8) 08/10/13
----> ZE17Xsnake wrote:fr blood wrote: - Added a Double Shotgun that has 33% of chance to spawn.
No.
- Removed DoubleShotgun.
- Added some details.