I haven't seen as many zombies in the recent updates, did something change or am I just going insane?
[QUOTE=ScrooLewse;40879201]I haven't seen as many zombies in the recent updates, did something change or am I just going insane?[/QUOTE]
Are you in SP? I toned down the number of NPCs per player to 3 since my new zombies are so good now. There are convars you can mess with to change it, type sv_redead in your console to see all of them
I also need more ideas for events. So far i have the following coded:
- Random weather event
- Scientist event
- Radioactive fallout storm
- Radio blackout
- Civilian weapon cache
More events is always a good thing.
Random plague? Like Certain points in the map will start spewing a noxious gas for a short period of time that infects people and lowers visability? It would add more use to the repirator, as it could be used to counteract this, while still suffering from the negative affects of having your view reduced.
yay or nay?
On another note. Is there actually anything you can do about zombies getting stuck so often? Or is it a nextbot problem?
a zombie mega-swarm event would be nice.
the game would announce a mega swarm incoming then things would go quiet for a minute or so while a music track in the background ramps up. Once the music reaches a crescendo a massive wave of zombies would pour into the level and likely overwhelm any players who hadn't properly dug in.
Hell i even have the perfect song, check this out: [url]http://www.youtube.com/watch?v=9T_KPO8UOuI[/url]
A random civilian spawns on the map. You must bring him to an extraction point and everyone on the team gets some bones if he makes it. Or you can kill him and get the chance of him having a random weapon/loot.
[QUOTE=Vilusia;40892774]A random civilian spawns on the map. You must bring him to an extraction point and everyone on the team gets some bones if he makes it. Or you can kill him and get the chance of him having a random weapon/loot.[/QUOTE]
Or make them like metal slug's hostage.
I need someone to make a gameplay video and show all the stuff you can do ingame. Maybe organize a big event and fill a server or something.
Also i just released an update which includes 3 official maps. As of this update I encourage everyone to delete all of the old ReDead maps from their servers as most of them are too exploitable (places the NPCs cannot reach etc).
The official list of supported maps so far:
RD_Port
RD_Apartmentcomplex
RD_Nukehouse
Zombiesurvival_b5
I would love to make a map for this mode, is there anything specifically that it needs?
I'll put this in the OP too.
[b]How To Map For This Gamemode[/b]
Since ReDead has its own map customizing system, you don't have to place any of the spawns for this gamemode on the map. If you want to, these are their names:
[B]info_player_army[/B] - Human player spawn. Try to have more than 10 on your map.
[B]info_player_zombie[/B] - Zombie player spawn. Try to have more than 10 on your map.
[B]info_evac[/B] - The spawn point for the evac chopper flare. Place it in an open area which has skybox above it. Try to have at least 3 of these on your map.
[B]info_npcspawn[/B] - The spawn point for NPC zombies. Try to have more than 10 on your map, and keep them in the same general area.
[b]info_lootspawn[/b] - The spawn point for randomly generated items such as ammo, gasoline, guns, health kits, and most importantly, the antidote. Make sure these are all reachable by players or your map will not work. As a rule of thumb, you should try to have these in every room and area on your map to keep it replayable.
[b]point_radiation[/b] - A point entity which gives nearby players radiation poisoning and plays geiger noises if they're near. Generally you don't need to place these on your map but if you want to make your map particularly hard or discourage players from going to a certain place then put this there. It also has a "radius" keyvalue so you can choose how far it can reach.
Make sure your map has some wooden props on it as well. Wooden props will drop wood chunks for players who break them. If you place any props that have the same model as items that can be interacted with, they will be deleted by the gamemode script. So you can't make big stockpiles of vodka and other shit.
You need to generate a nav mesh for your map once it's finished, there's an article about that on the valve wiki. Make sure you disconnect nodes that cannot be reached by walking or else the NPCs will get stuck often. Try not to make any areas that players can jump to where zombies cannot walk or else players will camp these spots.
People are telling me that this gamemode is causing issues on gmod v165, anyone able to run the workshop copy of this without problems?
[QUOTE=twoski;40919934]People are telling me that this gamemode is causing issues on gmod v165, anyone able to run the workshop copy of this without problems?[/QUOTE]
I can run the workshop version, But I do not get it running on our server. I wanted to try it today.
The SVN version is up to date?
The SVN version is functional, as is the workshop version. It works on a listenserver for me, anyhow. I don't know what is causing the problems on dedis, are there any serverside errors?
Make sure you have mysql functioning correctly if you have mysql addons on your server. It will break the gamemode.
[QUOTE=twoski;40880134]I also need more ideas for events. So far i have the following coded:
- Random weather event
- Scientist event
- Radioactive fallout storm
- Radio blackout
- Civilian weapon cache
More events is always a good thing.[/QUOTE]
[B]Grayson Anomaly[/B]
An area around players is designated in some way, and if you don't have the area clear of zombies within a certain time limit, all players in the area and any conjoined areas get infected.
[B]Exterminator Released[/B]
Prototype zombie-killing machine is let loose on the map. It indiscriminately kills anything that moves, so if there aren't enough zombies to keep it overwhelm it, or at least keep it busy, the job goes to the players to get rid of it.
[B]Juggernaut Detected[/B]
Based off of Antlion Guard. Reduced health, tears through cades like tissue paper.
[B]Radio Interference[/B]
All airdrops are highly inaccurate for x seconds.
[B]Review Drones[/B]
Several City Scanners slowly wander around the map. Killing zombies while standing near one gives extra bones.
[B]Infection Pods Detected[/B]
Reskinned Manhacks that heal zombies and infect players.
[B]Psychic Scream[/B]
Causes players who stand still too long to start bleeding.
I added another event which causes an antidote shortage. For the next 1/2/3 (randomly chosen) minutes, every antidote respawn will only have 1 cure in it.
I was thinking of some sort of Grayson Anomaly type event but i couldn't think of the specifics. It would need some sort of visual cue so players could avoid it. Maybe a noxious cloud descends or something?
A radio interference thing would be interesting, as long as it isn't too crippling. If someone spent all their money on a gun and instead got a crate full of tequila, they'd probably ragequit
[QUOTE=twoski;40942433]I added another event which causes an antidote shortage. For the next 1/2/3 (randomly chosen) minutes, every antidote respawn will only have 1 cure in it.
I was thinking of some sort of Grayson Anomaly type event but i couldn't think of the specifics. It would need some sort of visual cue so players could avoid it. Maybe a noxious cloud descends or something?
A radio interference thing would be interesting, as long as it isn't too crippling. If someone spent all their money on a gun and instead got a crate full of tequila, they'd probably ragequit[/QUOTE]
How about zombies eligible for Grayson-ing players start emitting gas particles. Once the event is triggered it flashes like a City Scanner/flash-bang with some interesting sound effect and all triggered infection areas have a thin green smoke hanging in the air. Leave it long enough for players to recognize what got hit and what didn't, but not long enough to make them believe its a prolonged event.
It feels organic, looks like an anomaly, and most importantly doesn't look like an awkward dev placeholder effect.
Also by inaccuracy I meant the airdrop falls way off the mark, but that sounds interesting, too. Maybe it erases 15% of your purchase (rounded down) and buys random crap with the remaining bones. Just to make it not a total loss, secretly add 20% to the misapplied bones.
So another event could be:
[B]Fog/Wind Advisory[/B]
Airdrop accuracy severely decreased for x minutes.
[QUOTE=twoski;40940429]The SVN version is functional, as is the workshop version. It works on a listenserver for me, anyhow. I don't know what is causing the problems on dedis, are there any serverside errors?[/QUOTE]
I will reinstall the whole garrysmod server now and Test the SVN version. I give you all the errors I get when im done.
Are there any ReDead servers at all? I can't find any.
[QUOTE=PredGD;40948276]Are there any ReDead servers at all? I can't find any.[/QUOTE]
When I get it running, Gamesketch.net will host one.
Edit: Some of the errors so far:
Couldn't include file 'redead\gamemode\cl_init.lua' (File not found) (<nowhere>)
Couldn't Load Init Script: 'redead/gamemode/cl_init.lua'
Pastebin of the whole server output:
[url]http://pastebin.com/xXCtALrp[/url]
[QUOTE=PredGD;40948276]Are there any ReDead servers at all? I can't find any.[/QUOTE]
Still configuring ours, but we do have ReDead working. We used the workshop version for those wondering. We're just sorting out a finalized map list and trying to find some navmeshes for others.
Another question for anyone who knows - do the ReDead maps come with item spawns and antidotes and all that already set up? Or just the "approved" list. It seems like a number of the maps won't spawn any zombies upon round start.
[QUOTE=Fishy355;40949318]Still configuring ours, but we do have ReDead working. We used the workshop version for those wondering. We're just sorting out a finalized map list and trying to find some navmeshes for others.
Another question for anyone who knows - do the ReDead maps come with item spawns and antidotes and all that already set up? Or just the "approved" list. It seems like a number of the maps won't spawn any zombies upon round start.[/QUOTE]
Can you help us? I am kind of stuck here to be honest, The errors I get make no sense.
I have a server up and running on the latest version of redead.
vnbstalker.game.nfoservers.com:27015
[QUOTE=PredGD;40948276]Are there any ReDead servers at all? I can't find any.[/QUOTE]
There are at least 2 that have people in them fairly regularly.
[editline]9th June 2013[/editline]
[QUOTE=nexitem;40948345]When I get it running, Gamesketch.net will host one.
Edit: Some of the errors so far:
Couldn't include file 'redead\gamemode\cl_init.lua' (File not found) (<nowhere>)
Couldn't Load Init Script: 'redead/gamemode/cl_init.lua'
Pastebin of the whole server output:
[url]http://pastebin.com/xXCtALrp[/url][/QUOTE]
That's really weird. Try running the gamemode on one of the official maps like rd_port and see if that helps. I am removing all support for zombocity because my NPCs don't like it. It seems you have a pile of other addons too, try disabling all of them except for ReDead and see if that fixes anything.
[QUOTE=twoski;40954340]There are at least 2 that have people in them fairly regularly.
[editline]9th June 2013[/editline]
That's really weird. Try running the gamemode on one of the official maps like rd_port and see if that helps. I am removing all support for zombocity because my NPCs don't like it. It seems you have a pile of other addons too, try disabling all of them except for ReDead and see if that fixes anything.
[/QUOTE]
I fixed the main problems with it, Apparently there were important server files missing.
Being rambo with knife is really fun
so this is back ?
sweet
Released an update, I added radioactive waste barrels. Don't shoot them unless you're standing back.
The AI noding on official maps needs some work- zombies constantly get stuck on corners. Port's zombie spawn often gets backed-up because exploding zombies get partially clipped-into the ledge on their way out. Apartment zombies inexplicably find themselves partially clipped into the wall under the ramps.
Could you show me a screenshot? I haven't had any issues on port when i've played. For some reason i can't edit the apartment node graph without it reverting back when i do nav_analyze, it's a pain in the ass.
[QUOTE=ScrooLewse;40967871]The AI noding on official maps needs some work- zombies constantly get stuck on corners. Port's zombie spawn often gets backed-up because exploding zombies get partially clipped-into the ledge on their way out. Apartment zombies inexplicably find themselves partially clipped into the wall under the ramps.[/QUOTE]
How many zombies per player do you have on right now?
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