[QUOTE=Jackarunda;36893236]Actually I went to play Skyrim right, then as I was playing I was like "wow, Skyrim's sprinting effects are pretty cool"
...
So I came back and added a new sprint and walk viewbob/FoVSetting system + new footstep sounds
:/
And I added NPC allies
:/
Then I shoveled 6 wheelbarrowfulls of gravel from one part of the yard to the other
:/
Only thing left is to figure out a different way to transfer data than usermessages. UMSGs are stupid as all hell.
:/
I haven't gotten any Skyrim played -_-[/QUOTE]
Thats understandable but i seen developers leave from all the annoyances of others demanding for it to be released so. Its quite common to developers to leave so, you get my point? right?
Skyrim is quite fun after you finish its story.
Its because you know you want to code this but you are confusing yourself by trying to go play Skyrim, It has happened to me before.
I've already got in my head the workings of a complete perk system so you can more finely customize your player to match your style.
Like this, derma menu before the first wave starts
[highlight]Choose One Natural Physical Trait:[/highlight]
[b]Good Eyes[/b] - Your excellent vision gives you a higher chance of finding objects while scavenging.
[b]Fast Muscles[/b] - You have a faster sprint speed than others.
[b]Big Muscles[/b] - You start off dealing much more damage with melee weapons.
[b]Light Body[/b] - You jump much higher than others.
[b]Heavy Frame[/b] - You are more resilient to damage than most people.
[b]Good Hearing[/b] - You will notice if you are about to be attacked from behind.
[highlight]Choose One Natural Mental Trait[/highlight]
[b]Calm Mind[/b] - Your aim is significantly more steady than those around you and you are less fazed by being near death.
[b]Intelligence[/b] - You start off with higher skills and learn much more quickly than others.
[b]Devotion[/b] - You don't fear death, and you swear your faith is making you successful.
[b]Tough Mind[/b] - You are significantly less fazed by pain and fatigue.
[highlight]Choose One Lifestyle Perk:[/highlight]
[b]Medical Worker[/b] - Your experience with injuries and medical supplies allows you to regain more health from medical supply use, and manually restore the health of allies.
[b]L33T Gamer[/b] - Your frequent video gaming has left you more effective with Slow Projectile Weapons and allows you to equip allies with Combine Pulse Weaponry.
[b]Rescuer[/b] - Your experience as a Search and Rescue worker has made you more likely to spot, save and recruit allies.
[b]Soldier[/b] - Your career as a military man has given you more experience with Explosives, Long Guns, and makes you a little more resilient to damage.
[b]Gun Nut[/b] - Your firearm obsession starts you off more effective with firearms and with a higher propensity to scavenge firearm ammunition.
[b]Athlete[/b] - Your athletic pursuits have left you with drastically more stamina than others.
[b]Builder[/b] - Your experience as a construction worker gives you a higher chance to track down more suitable barrier-building materials and gives your welds more strength.
Etc. et cetera, blah blah, things like this. These are just a few suggestions. But none of this stuff will be in the release tomorrow. The release tomorrow is the first version.
[b]Edited:[/b]
I haven't even released it yet and I'm already having better ideas for how it should work. I want it to be really intuitive, straightforward and realistic. No I do not have a problem.
[highlight]How does this sound:[/highlight]
First there's a wave of zombies. Kill them. All of them. When all the zombies are dead, a whole bunch of objects and cardboard boxes spawn outside the base. Some of the cardboard boxes contain supplies and some do not. [i]Some[/i] cardboard boxes are even labeled as to what they contain. Most are unlabeled. The other objects are things like chairs, furniture, shelving units, crates, barrels etc.
During this period you have a time limit.
Your goal during this period is to scavenge and fortify. During this time you are allowed a physgun that can finely manipulate objects but cannot freeze them. If you find a cardboard box full of nails, you can use the Nail tool for the number of nails you found. If you've found some hinges, you can use the Ball Socket tool for the number of hinges you found. The physgun and toolgun you will only have if you are standing in the base perimeter, and they will only work on objects also in the base perimeter.
This is how you control your fate. During this period, everything is on you to properly prepare. Among other things, some of the decisions you could have to make would be:
1. how much time to spend gathering and how much time to spend building
2. how well to build your fortifications, this is dependent on your natural gmod-builder skill
3. how many supplies you can gather. This is dependent on your FPS skill to run and press buttons at right times to gather boxes quickly (run, pickup, run back, drop, repeat)
4. spend time searching for labeled boxes or just round up as many as possible?
5. what supplies are we low on? should search for labeled boxes with what we need really badly
6. scavenging is somewhat dependent on your ability to spot the labels on boxes from a distance
7. scavenging is also dependent on your ability to spot and un-bury boxes you need because they'll probably be covered in shit
9. do you even WANT to spend any time building? Hell with enough weaponry you could probably go toe-to-toe with the zombie horde and cut them all down.
10. do you even WANT to gather weapns? If you're a clever bastard you could just nail together a trap-entryway and chop all the zombies with your crowbar as they try to get in
You can horde your boxes in the base and only break them as needed, you can break everything and distribute the stuff, hell you can use the supply boxes themselves as fortifications, just know they will be wimpy fortifications. You can just gather objects and pile them in a line to create a junk barrier, you can carefully align props and nail them in place to make a wall, hell you can nail up a wall and hinge together a swinging door to use. You could even build parapets if you had the time, materials and skill.
Whatever you decide to do, when the time limit is up everything outside the base perimeter disappears and the zombies return in force.
It sounds AWESOME!
Fantastic! I wouldn't be able to think of that, at all! I can't wait to be able to try this out!
If you can't/shouldn't spawn weapons when you do this, do you think you could provide a simple way to add custom weapons to the spawn list, like have the weapon spawn list stored in a table or something. I'm not too fond of the generic HL2/CSS weapons.
@Uber
I'm not too fond of them either. Which is why I don't use them.
But just make do for the time being. I just released the first version and more changes are in the making.
[editline]23rd July 2012[/editline]
Oh yeah, btw I released the first version. Of the survival entity. It's just zombies right now.
Go ahead and DL the OpSquads pack again too because it contains fixed AI.
If you use this with the old opsquads version, the AI will bug out I bet.
Only the light version is available right now. Give me a bit to figure out how the ass to distribute the full version. Fucking file hosting.
[editline]23rd July 2012[/editline]
Also everyone, TAKE NOTE
[highlight]Yes[/highlight]
There IS a momentary hang-up 1 second after a wave is completed.
This is because in one frame the entity does all the calculations for where to place the supplies, and it has to cache the models. In the next version I'm going to space the spawning out frame-wise to eliminate this.
[editline]23rd July 2012[/editline]
Also I've decided that I'm going to distribute the music in seperate little packs because altogether it's too much for any hosting site.
This way you can select what music you want and add it manually to your version.
[QUOTE=Jackarunda;36902290]@Uber
I'm not too fond of them either. Which is why I don't use them.
But just make do for the time being. I just released the first version and more changes are in the making.
[editline]23rd July 2012[/editline]
Oh yeah, btw I released the first version. Of the survival entity. It's just zombies right now.
Go ahead and DL the OpSquads pack again too because it contains fixed AI.
If you use this with the old opsquads version, the AI will bug out I bet.
Only the light version is available right now. Give me a bit to figure out how the ass to distribute the full version. Fucking file hosting.
[editline]23rd July 2012[/editline]
Also everyone, TAKE NOTE
[highlight]Yes[/highlight]
There IS a momentary hang-up 1 second after a wave is completed.
This is because in one frame the entity does all the calculations for where to place the supplies, and it has to cache the models. In the next version I'm going to space the spawning out frame-wise to eliminate this.
[editline]23rd July 2012[/editline]
Also I've decided that I'm going to distribute the music in seperate little packs because altogether it's too much for any hosting site.
This way you can select what music you want and add it manually to your version.[/QUOTE]
Maybe you should just make this a gamemode. This is kinda getting out of hand for an addon, and too many people (wizey) have tryed to change sandbox into a different gamemode.
The gamemode would be awesome!
Hey what went wrong with the Poison Headcrab that made you comment it out of of the list?
[QUOTE=UberEvil;36903253]Hey what went wrong with the Poison Headcrab that made you comment it out of of the list?[/QUOTE]
You'll notice there's Black Headcrab there too.
There are actually 2 NPCs that behave exactly the same. The distinction is that poison headcrabs are the ones that come off the poison zombie and black ones are the ones that spawn.
The number of items in the AvailableNPC list is what determines the chances of each NPC spawning.
With [i]two[/i] poison headcrabs in the list, their spawn rate was too high and I was getting PISSED at the unnaturally high number of poison headcrabs showing up.
[editline]23rd July 2012[/editline]
Hold on people, I'm changing the code so you can DL the music separately (if you want) and shove it in the right folder to make it available in-game.
Also I'm going to have to go through ALL the songs again and write out a table with their durations so that the HL2 music loops properly.
So just be aware that real soon here yer gonna have to re-download the survival entity. Though it's only 2 MB so :V
And with the new music system, you'll just be able to put any other wav files you want into lolsounds/survival_songs/battle/ and it will play in game for you.
[editline]23rd July 2012[/editline]
Fuck, has anyone even [i]played[/i] it yet?
What is the Entity called?
[QUOTE=Pigbear;36903701]What is the Entity called?[/QUOTE]
Zombie Survival. Also, Jack you may want to disable impulse 101 like you did with noclip.
[QUOTE=UberEvil;36903893]Zombie Survival. Also, Jack you may want to disable impulse 101 like you did with noclip.[/QUOTE]
Oh wow, I typed impulse 101 into the console and it gave me like everything o_O
I don't think I can disable a console command
Well I can try, but that's for the next version
[QUOTE=Jackarunda;36904021]Oh wow, I typed impulse 101 into the console and it gave me like everything o_O[/QUOTE]
Yep. It's a well know Half Life 2/Source cheat. So if you don't want people using it disable it.
Jack can you make an option of allowing sandbox made weapons? Kinda dislike the Hl2 weapons.
Wanted to use my Custom weapons.
[QUOTE=axin107;36905096]Jack can you make an option of allowing sandbox made weapons? Kinda dislike the Hl2 weapons.
Wanted to use my Custom weapons.[/QUOTE]
Once this gets going into a gamemode, I'ma include my own firearms.
But yes it's possible to add your own weps, quite simple in fact. One second though, I'll get you the info.
[editline]23rd July 2012[/editline]
Ok guys sorry, one last download.
The latest version (uploaded minutes ago) fixes the revolvers not giving to players and the citizens being blocks to allow zombies to spawn in your base. Also makes everything work with the custom music, if you decide to DL the music. Converted everything to MP3 files so the music pack is 50 MB instead of 750 MB. Fucking wave files.
Also you might want to add something which controls whether npcs can spawn on separate floors. On some customs maps (I played freespace_revolution) they spawn in an area which is impossible to access without failing the wave.
Alright Axin, here you go. To add your own weapons to the game, you need
1. for your weapon to deal damage with a valid inflictor and the attacker being the player. Since you've made your own weapons, I'll asume you know what I'm talking about. Whenevr you deal the damage, if the attacker is a player, the inflictor needs to be whatever entity you will add to the tables.
2. you need to add the damage inflictor to three different tables.
First of all you need to decide what skill categories your weapon uses. Go to lua/entities/ent_jack_zombiesurvival/init.lua. There will be a table at the top called ArmamentCategoryTable. You need to add your weapon to that table and give it at least one category. Like this:
["my_weapon_name"]={"Firearms","Explosives"}
After you've edited the ArmamentCategoryTable, use CTRL+F to find the two places were there's another table called ProficiencyTable.
Just stick your weapon at the END of this table both times and set its value to 1 (this will be your starting skill with the weapon). Like this:
["my_weapon_name"]=1
Doing these three things will allow you to use the weapons during combat without breaking any hooks, and will allow you to gain skill with them. They won't show up in your stats report, but your corresponding skill increases will show up (whatever categories you set the weapon to have).
Let me know if you got all that.
[editline]23rd July 2012[/editline]
[QUOTE=UberEvil;36905476]Also you might want to add something which controls whether npcs can spawn on separate floors. On some customs maps (I played freespace_revolution) they spawn in an area which is impossible to access without failing the wave.[/QUOTE]
Decreasing the battlefield radius will also decrease the maximum allowance for elevation when spawning, but you're right, I should add a feature. I'll keep it in mind.
[QUOTE=Jackarunda;36905500]Alright Axin, here you go. To add your own weapons to the game, you need
1. for your weapon to deal damage with a valid inflictor and the attacker being the player. Since you've made your own weapons, I'll asume you know what I'm talking about. Whenevr you deal the damage, if the attacker is a player, the inflictor needs to be whatever entity you will add to the tables.
2. you need to add the damage inflictor to three different tables.
First of all you need to decide what skill categories your weapon uses. Go to lua/entities/ent_jack_zombiesurvival/init.lua. There will be a table at the top called ArmamentCategoryTable. You need to add your weapon to that table and give it at least one category. Like this:
["my_weapon_name"]={"Firearms","Explosives"}
After you've edited the ArmamentCategoryTable, use CTRL+F to find the two places were there's another table called ProficiencyTable.
Just stick your weapon at the END of this table both times and set its value to 1 (this will be your starting skill with the weapon). Like this:
["my_weapon_name"]=1
Doing these three things will allow you to use the weapons during combat without breaking any hooks, and will allow you to gain skill with them. They won't show up in your stats report, but your corresponding skill increases will show up (whatever categories you set the weapon to have).
Let me know if you got all that.
[/QUOTE]
What about the weapons spawning? Is there anything special necessary to do that, or do they spawn as long as they are in those tables?
[QUOTE=UberEvil;36906266]What about the weapons spawning? Is there anything special necessary to do that, or do they spawn as long as they are in those tables?[/QUOTE]
In order to get them to spawn, just add the weapon/entity to the WeaponGoodieTable, also located at the top of the file and tada, black magic.
I'm not familiar with base source weapons but it seems like the SWEP (that you hold and use as a player) and the physical SENT (that lies on the ground) are the same thing. Weird magic.
If your weps are SENTs while not in a player's possession, then obviously you should add the SENT to the WeaponGoodieTable instead. Just make sure to add the SWEP itself to the three tables I mentioned before.
I meant the folder name of the entity.
[QUOTE=Pigbear;36907592]I meant the folder name of the entity.[/QUOTE]
The category is Jackarunda's NPC Survival.
This looks cool and I could tell that this takes a shitload of time to make...
Good job.
[editline]24th July 2012[/editline]
This looks cool and I could tell that this takes a shitload of time to make...
Good job.
[QUOTE=darkness215;36909666]This looks cool and I could tell that this takes a shitload of time to make...
Good job.
[editline]24th July 2012[/editline]
This looks cool and I could tell that this takes a shitload of time to make...
Good job.[/QUOTE]
The hivemind has a glitch.
It's fun, but it has a lot of problems, like way to many addons conflict with the effects such as the near death effects, you should make a second entity that only includes the npcs, rather than also dissalowing you to spawn things :D
[QUOTE=danielb677;36910917]It's fun, but it has a lot of problems, like way to many addons conflict with the effects such as the near death effects, you should make a second entity that only includes the npcs, rather than also dissalowing you to spawn things :D[/QUOTE]
Or maybe I'll make a gamemode that overrides everything and incorporates all my weapons, explosives, NPCs and tools into one epic battle type thing
Brilliant idea, I love it!
But you should still make an entity for say maybe, an endless zombie onslaught, gradually getting more difficult every 2 minutes, unrestricted spawn system. Being able to setup a custom scenario then being onslaughted by your npcs would be hours Of fun :3
[QUOTE=danielb677;36911096]Brilliant idea, I love it!
But you should still make an entity for say maybe, an endless zombie onslaught, gradually getting more difficult every 2 minutes, unrestricted spawn system. Being able to setup a custom scenario then being onslaughted by your npcs would be hours Of fun :3[/QUOTE]
I duno, you can kind of already do that with the NPC spawner, but I get it. Thing is, something like what you're suggesting would take like 1 half second to code :/
Well it would be useful regardless, randomized makes it way harder :)
But it is up to you after all xP
[editline]24th July 2012[/editline]
But the current entity is still really fun.
[editline]24th July 2012[/editline]
There is a view bug where every few steps it gets jittery and moves one frame to the left the one frame to the right, also the crosshair spears then dissapears a lot.
[editline]24th July 2012[/editline]
Actually you know what, screw what I said before, this ones funner, are you planning on giving survivors different weapons?
Thnx for letting me add my custom sweps jack much appreciated.
Could you make an option that you can turn off and on some features of the entity like, Skyrims damage and stamina system and the movement speed.
Kinda hard to play with large amounts of lag for me.
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