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FPSC Classic Scripts / Need Help with Zombie Game

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Suicidal Sodacan
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Joined: 25th Feb 2010
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Posted: 4th May 2010 03:11
Ok....I'm part of a group working on a nazi zombie style game. We are using FPSC 9x with Fenix Mod and Z-mod, however we are running into some problems getting certain features to work, mainly money, barricades and waves.

I know Z-mod has several, if not all of these included, but I can't figure out how to properly use them. Any help would be greatly appreciated.
bobochobo
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Location: My house, in the middle of my street
Posted: 4th May 2010 17:54
Personaly, I think Conjured Entertainment's money system is the easiest to use.
I think it would benefit you greatly to read this thread:

http://forum.thegamecreators.com/?m=forum_view&t=147972&b=23

Kravenwolf
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Posted: 5th May 2010 03:27
I believe Z-mod was designed to work with Project Blue/Green. So some of its scripts may not be compatible with Fenix Mod. I've never used Z-Mod so I can't say for sure, but you can replicate all of Z-Mod's features and then some with Fenix Mod anyway. Good luck on your Nazi Zombies game!

Kravenwolf

HELP ME!!!!!!!!!!!
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Posted: 5th May 2010 11:27
Kravenwolf you are a master at creating nazi zombie games.

Suicidal Sodacan
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Posted: 6th May 2010 01:28
It was my understanding that Z-mod worked with any mod, not just project green. If that isn't true, I can easily switch out the fpsc-game.exe with project green's.

So far I have the money working (was simpler than I thought it would be and it does work with fenix mod) But we haven't figured out how to display the current money to the player, and I am still confused about how to use the wave and barricade systems.

What scripts do I use and where do I put them (what entity, and which slot like start, main, destroy ect)
shadowfire
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Posted: 9th May 2010 00:51
(a-hem) being one of the founding members of z-mod, I can say that the money system z-mod uses is simply conjured entertainment's edited to have more huds, and to be compatible with doors. (with his permission of course)

Barricades and waves were something that was sadly, never accomplished with z-mod. But I do know a way you can get near-infinite spawning of an enemy, and how you can use the cash system to unblock doors and such.

As for compatibility, I was never a major part of the whole mod, but I think it was designed to work with project blue and fenix mod, but again, most of the scripts were designed to work fine with anything.



Can you solve the mystery of bunker 413?
Monkey Mja
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Posted: 9th May 2010 18:27
This shouldn't work, I tried making one, but there is no players VS npc feature possible with Zmod, or even made yet.

- Monkey
shadowfire
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Posted: 9th May 2010 21:20
You mean co-op? No. that feature (i think) would require heavy modding.



Can you solve the mystery of bunker 413?
Kravenwolf
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Posted: 9th May 2010 22:37 Edited at: 9th May 2010 22:39
Quote: "No. that feature (i think) would require heavy modding."


No, you're right. I've been in one of those discussions before.

You can create a waves system without Z-Mod. Hockeykid pulled it off in Project Blue before Z-Mod was even announced as a WIP, for our Nazi Zombies game. We also had a barrier system working; for the most part. The only problem was whenever more than 4 zombies would set one of the boarded windows as a target and move in to attack it; three of them would stop, turn, and watch the last one tear his down.

Kravenwolf

shadowfire
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Posted: 9th May 2010 22:42
I was trying to adapt dark Ai for zombies, and I found that I couldn't do it, as i didn't know what half of the script lines meant XD



Can you solve the mystery of bunker 413?
Suicidal Sodacan
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Posted: 11th May 2010 00:15
Well, having the player pay to open doors isn't an issue in this particular game. The premise is essentially a guy trying to defend his own home using his exstensive weapon collection.....so we figured it wouldn't make much sense if he had to pay to open doors when, logically, he already has the keys.

And as far as co-op, we've accepted that there isn't any.

And I don't suppose there is any chance you will share the secret to a functioning barricade system is there Kravenwolf?
Suicidal Sodacan
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Posted: 17th May 2010 19:22
Ok....maybe if I'm a little more specific you guys will actually help me. (simply telling me you/someone can get something to work does absolutely nothing to aid me in my own struggles with the scripting language.)

So far, for the zombie AI, I have this....


When coupled with my barricade script, this does cause the zombies to approach and break down the (currently unanimated)barricades, but once that is done some weird things start happening, like zombies running in place or into a wall while I'm two feet away in the same room.

Also, I cannot replace them once the barricade is gone.

Also, I've been trying to get 'player built' barricades (built in any doorway in the house) to work. Instead of losing health, like the normal barricades (only on entrances), they simply exist for a set ammount of time before being destroyed (I can't figure out how to tell every zombie to look for and target something that may or maynot be there). This work around should still give the player some breathing room, but not save them completely.

I have the barricade spawning when the player stands in a specific zone and presses the F key. The barrier appears, but the player and zombies can simply pass right through it, and dispite the fact I am turning the spawning ability off again within the script, it keeps respawning, even when the player isn't in the zone or pressing the F key.

Here's the code for player barricades


As you'll notice, I've even tried manually turning the collision on with the colon action, and still I can run right through the object. I can think of absolutely no reason why this is occuring, as the object is set to use physics, and I manually instruct it to turn on collision detection.

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