help needed for zombie survival mod


(thefatladysings) #41

the changes are mostly that:
-the players can only choose one team
-all the bots are in the other
-the bots come in waves and when the players have survived the waves they win.
-players only respawn after one wave
-players have limited lives
-and probably a few more :wink:

-edit- oh, and a few new weapons ofcourse :wink:


(Discovery) #42

Well i think it’s better if you first find someone to programm the bots… the other changes shouldn’t be that difficult then :wink: .


(nUllSkillZ) #43

Anything new?

My idea based on FritzBot (maybe Omni-Bot) and the Resurrection Skins (Axis as zombies).
Actually it’s not possibel to control the spawnpoints of the bots and the No. of spawned bots in dependance of human players from within FritzBot:
Survival maps @ FritzBot Forum

Isn’t the AdminMod used to read the console and then write back something to the console?
So a modified AdminMod could be used to spawn or remove bots in dependance of the joining human players.


(carnage) #44

combining the work i did testing the actuly zombie models and animations with the work you have on spawning and getting some working AI into the game and id say we had almost enough to get a working alpha version up

the things still need to be worked out before that

-setting the zombies to always be in a walk state
-setting the zombie to allways use a knife (or at least only a single weapon slot)
-generating bots on ratio of players e.g. 1:4
-making bots only concerned with killing other team no objectives

-creating server config only allowing player to join allied team
-making axis team have lots more health and take much more damage from headshots and less from biody shots
-making only allied team have maxlives (posibly only one life)

@ nullskils. ur axis as zombies is good idea but i think it doest realy do much to add anything other thena differnt face to the enemy so you prob wouldt have the axis so differnt that they were actuly considered proper zombies. i have been playing (or was) with converting the rtcw zombie model and transfering the animations accross to ET with quite some success and faily easily when only used for limited animations e.g. walk and attack

if someone was to do the fairly simple task of coding a new weapon identical to the knife but fireing much slower to keep in time with the arm swipe animations from rtcw. also it prob would need to do more damage since it slower firing and needs to be devestating as its the only zombie weapon. Then new attacksounds and invidisble model can be put in without distrubing the allied knife

then i think a lot of the above problems can be solved be just altering the axis weapon loadouts to only having the knife

that would give a working base to a zombie mod. i think it would be eaiseist to go with a rtcw crypt style or similar then modst deafult models, animations, textures are already there significatly cutting down the amount of work needed (and proboably nesesary due to the lack of ET modders)

from there you could make a variety of gametypes from the just have one small map area you just stay in the same place and try to survuve the onslought. or my favorite the go from area to area doing a mini objective in each while zombies poor out the walls. could just be survive while the doors open or maby flip a number of switches to open locks etc, then you move onto the next area and the axis spawnpoint are changed automaticaly with the script so the zombies keep spawning near enough to the players. the aim to just make it though the map alive or in a time limit etc

also i like the idea of removing classes and making all players equal. spawning everyone with a basic smg layout and allowing them to change there primary weapon any of the primary weapons in the game if they find them. this would stop player whoring all the guns as they can only have one main weapon (with pistol and knife for desperate situations). also i think it would encourage the team to use a wider variety of guns as they dont have to share the avidable ammo between themselves then making the game more interesting. guns/ammo could simply be scatterd though the levels near dead corpses etc


(Discovery) #45

I think I can help you a bit with making the zombies only use a knife. First in g_client.c on line 834 under the line

client->ps.weaponstate = WEAPON_READY;

you put this code:

if ( client->sess.sessionTeam == TEAM_AXIS )
		return;

This way the zombies will only spawn with a knife. Now you must make sure they can’t pick up weapons from the ground. In g_cmds.c on line 1038 above (!!!) the line

if( !G_IsHeavyWeapon( weapon ) ) {

you have to put this code:

if(ent->client->sess.sessionTeam == TEAM_AXIS && weapon != WP_KNIFE){
      return qtrue;
}

I did NOT test this code, but I think this should do the trick. Of course the lines are the lines how they are in a not modified source, so if you have allready modified parts of the source, this code might not work at all.


(thefatladysings) #46

just got back from holiday, so I haven’t had time to read it when you posted :stuck_out_tongue:
but I’m glad that there are still some people wo whant to see this mod done :slight_smile:
if we work on this together I think we can finish it, I have plenty of time the next four weeks :stuck_out_tongue:

-EDIT- the code works :smiley:


(carnage) #47

nice code. however. a new weapon similar to the knife must be created so the zombies use a swipe instead of knifes and still allow the allied player to use knives in the same way as before

also if parts of the game source is modded then it will be hard to use a third party bot for the AI of the zombies. perhaps look at omnibot since that seems to be able to run with differnt mods