ShadowLance194: Lol, plague bearer, good way of putting it.
I feel the same way, it'd be really nice if I could have the town deserted before you got there... I might play about with seeing if I can fetch NPCs when out-of-town and having it remove them as zombies appear.
But on the flipside, I also like being able to outfit and equip people to survive, and having them deleted by a game mechanism kind of cheats that. (Your best friend just vanished, their fate unknown... no epic death and having to put them out their udneadmisery)
28 Days and a Bit 2 - ZOMBIES
Started by
Site Bot
, Aug 09 2008 11:31 PM
777 replies to this topic
#21
Posted 12 August 2008 - 01:03 AM
#22
Posted 12 August 2008 - 11:46 AM
How and where begin the invasion/infection? We must add zombie in a city first or they spawn somewhere?
bis...
I always liked apocalypse with zombie! This mod changes all the game and gameplay!
bis...
I always liked apocalypse with zombie! This mod changes all the game and gameplay!
Edited by brips, 12 August 2008 - 12:06 PM.
#23
Posted 12 August 2008 - 01:47 PM
cool, i have seen resident evil 1-2 and 28 days later and 28 weeks later.
#24
Posted 12 August 2008 - 02:18 PM
brips: When you first load the module you *should* automaticlly get up a menu screen to let you choose.
Besides that you have a "lesser power" in your spellbook called "28 days: game settings" - just cast that and you can choose a zombie scenario or create your own.
(It tells you this in the readme file ;p /slap )
Besides that you have a "lesser power" in your spellbook called "28 days: game settings" - just cast that and you can choose a zombie scenario or create your own.
(It tells you this in the readme file ;p /slap )
#25
Posted 12 August 2008 - 02:43 PM
Thanks but I know that... My question is: HOW and WHERE begins the invasion? We must add zombies somewhere or there are a script who adds zombies in some cities?? I already custom my scenario but where zombies spawn first?
Edited by brips, 12 August 2008 - 02:45 PM.
#26
Posted 12 August 2008 - 02:56 PM
What about spawns, though? As is, sitting in an unlocked building for a few minutes will mean zombies on top of you, but sleep for the full 24 hours and the place will still be zombie-free. Also, why does Agility help determine your barricading effectiveness? 
Would it be possible to keep a list of barricaded doors, say, the previous 10, and casting Barricade again on one of them would unlock it?
Ooo, new version. *downloads*
Would it be possible to keep a list of barricaded doors, say, the previous 10, and casting Barricade again on one of them would unlock it?
Ooo, new version. *downloads*
Edited by LoginToDownload, 12 August 2008 - 02:59 PM.
#27
Posted 12 August 2008 - 03:08 PM
The sleep thing is to give a reprieve to characters who have sleep mods installed, otherwise the 1 minute thing virtually guarantees them getting woken up every hour. Although I suppose it MIGHT be possible to wake the player up at a random point with a zombie.
There is no way to easily track which doors you barricaded and which are merely locked, on the flipside you could then use it to auto-unlock most doors you encounter.
Agility is used in the calculation since it's the governing skill for Security, though it's not really very appropriate in this instance and I might change it.
There is no way to easily track which doors you barricaded and which are merely locked, on the flipside you could then use it to auto-unlock most doors you encounter.
Agility is used in the calculation since it's the governing skill for Security, though it's not really very appropriate in this instance and I might change it.
Edited by Ryuujin-0, 12 August 2008 - 03:08 PM.
#28
Posted 12 August 2008 - 03:25 PM
What about just a list of the last 10 barricaded ones? I did something similar for Skill Specialization. If BDoor1 == 0 set BDoor1 to DoorInQuestion, elseif BDoor2 == 0, etc... Remove any that get unlocked...
How about just throwing an "Empowered" Spawn Zombie Check at the player when they wake up?
How about just throwing an "Empowered" Spawn Zombie Check at the player when they wake up?
Edited by LoginToDownload, 12 August 2008 - 03:26 PM.
#29
Posted 12 August 2008 - 05:15 PM
sweet mod 10/10 this is good with the mod blackpowder bombs to set traps for zombies
#30
Posted 12 August 2008 - 05:29 PM
LoginToDownload:
Lol, as crude as that solution is, it'd work too xD - might go use that idea.
Edit: It's been implemented ;p - now you can go back and unlock the last 5 doors you locked for "free", expect to see it in tonights update (0.2.2)
Lol, as crude as that solution is, it'd work too xD - might go use that idea.
Edit: It's been implemented ;p - now you can go back and unlock the last 5 doors you locked for "free", expect to see it in tonights update (0.2.2)
Edited by Ryuujin-0, 12 August 2008 - 05:57 PM.



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