[highlight]Remember to install the NutScript framework as the schema will [i]not[/i] function without it![/highlight]
[b]What is Dissolution?[/b] Dissolution is a post-apocalyptic zombie schema for the [url=http://facepunch.com/showthread.php?t=1284214]NutScript framework[/url]. The whole goal is to be a zombie sandbox, open to role-play by the players. There are two factions included, the National Guard that serves to protect whats left of society, and the Wastelanders that spend their days roaming about the ruins of civilization.
[b]What's included?[/b] By default, the M9K weapons, junk system with scrapping, and zombies are included. The M9K weapons and junk are plugins, which can be seen in the plugins folder of the schema so they can be customized or used interchangeably with other schemas if desired. The zombies are built into the schema and include an automated spawning system. These zombies are powered by the newly added NextBots.
[i]Zombies[/i]
Zombies come in a variety of clothing and are able to bust down doors!
[b]What about content?[/b] Content for the schema has been packaged as a Workshop add-on. No setup is required for having the clients download it as the schema does that for you. The only thing server owners have to do is make a Workshop collection (if not done so already) and add the content to the collection.
You can view the content pack here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=182104437[/url]
[b]Can I see some pictures/video?[/b] Since the schema is relatively new, I can't provide too many pictures that aren't just me standing around.
Zombie AI:
[vid]https://dl.dropboxusercontent.com/u/24983881/gm_construct%202013-9-20%2018-09-08.webm[/vid]
[highlight][b]Download[/b][/highlight]
[url=https://github.com/Chessnut/Dissolution]GitHub Page[/url]
[url=https://github.com/Chessnut/Dissolution/archive/master.zip]Latest Release Zip (GitHub)[/url]
Woo! Looking good!
As some preemptive troubleshooting, the game may crash if zombies are spawned and the map doesn't have a nextbot navmesh. This can be resolved by running nav_generate on the server.
Looks good ;)
Great work, I love the AI.
I might consider hosting this. Always loved Severence - regardless of it being an OpenAura schema.
[editline]29th September 2013[/editline]
I'm hosting.
80.229.11.147:27015
Really cool, was testing it with Nightmare last night, vendors seem to not save settings?
rp_apocalypse doesn't like navmeshes. Tried to generate them a few times, and the game consistently crashes.
Going to use rp_mountainvillage_night instead. Plus, we can actually quarantine the village, and have the outside full of loot and zombies.
[QUOTE=thefreemann;42344931]Really cool, was testing it with Nightmare last night, vendors seem to not save settings?[/QUOTE]
If data isn't saving then the server isn't shutting down properly.
Sounds a bit like Post Nuke RP. Except that the zombies are quite a bit nicer looking and not from HL2.
[QUOTE=Chessnut;42345432]If data isn't saving then the server isn't shutting down properly.[/QUOTE]
The server shuts down properly. The issue is, it doesn't save at all when I click the 'Save' button. It saves the options in the Admin tab, but it doesn't show the items in the shop tab.
I have a problem. The zombies have no animation, what do I do to fix this, and the vendor won't sell things or change it's name.
[QUOTE=jmayo;42351926]I have a problem. The zombies have no animation, what do I do to fix this, and the vendor won't sell things or change it's name.[/QUOTE]
I had problems with the vendor as well, but for the zombies you have to generate a navmesh for the map
Fixed the vendors, variable names were conflicting :v:
Make them attacking you while running
[QUOTE=AirBlack;42354642]Make them attacking you while running[/QUOTE]
Oh sweet jesus... DAYZ Zombies....
(For those who haven't seen anything/played it, the zombies in DayZ can't attack while moving...)
Would be cool with "irradiated zones" which would, over time hurt you.
(Predefined in some config?)
[QUOTE=thefreemann;42352026]I had problems with the vendor as well, but for the zombies you have to generate a navmesh for the map[/QUOTE]
I can't seem to figure out how to generate a navmesh, also, the zombie's can move, it's just that they have zero animations.
Make sure you followed the instructions in the readme.
They look like humans when they're just walking around.
Those are the model's animations. If someone can link me to better models then that would be great.
Not so happy about the m9k, but I would take this over GmodZ any day.
[QUOTE=James0roll;42365547]They look like humans when they're just walking around.[/QUOTE]
[B]Well, zombies kind of are humans, amirite?
[/B]
what anime is that
Updated the schema which fixed saving/loading issues:
[url]https://mega.co.nz/#!XoAkwIgC!FG6K0gtrd7KoUHR8gUt6vjoF-UJFhx0QrNNq4_DQN6A[/url]
Love you, C:
[QUOTE=Chessnut;42360894]Make sure you followed the instructions in the readme.[/QUOTE]
Where is the readme?
Updated the OP with a download that contains the missing readme.
Zombies are getting smarter.
[vid]https://dl.dropboxusercontent.com/u/24983881/rp_c18_v1%202013-10-26%2010-53-31.webm[/vid]
Going to move the schema to a git later.
Triple post, but transferred the schema to a Git: [url]https://github.com/Chessnut/NutScript[/url]
[QUOTE=Chessnut;42653535]Zombies are getting smarter.
[vid]https://dl.dropboxusercontent.com/u/24983881/rp_c18_v1%202013-10-26%2010-53-31.webm[vid] *Broke to save space*
Going to move the schema to a git later.[/QUOTE]
Shouldn't the doors get blown off to make it more realistic, and you need to find or build a new door to replace it?
Already have that done, just gotta work on some issues with areaportals for doubledoors. I guess I can just make it so doubledoors will both break to avoid issues with that.
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