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28 Days and a Bit 2 - ZOMBIES


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#21
Ryuujin-0

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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)

#22
brips

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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!

Edited by brips, 12 August 2008 - 12:06 PM.


#23
TheKenTsTer15

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cool, i have seen resident evil 1-2 and 28 days later and 28 weeks later.

#24
Ryuujin-0

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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 )

#25
brips

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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
LoginToDownload

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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? :unsure:
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
Ryuujin-0

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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.

Edited by Ryuujin-0, 12 August 2008 - 03:08 PM.


#28
LoginToDownload

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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?

Edited by LoginToDownload, 12 August 2008 - 03:26 PM.


#29
solidsnake1209

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sweet mod 10/10 this is good with the mod blackpowder bombs to set traps for zombies

#30
Ryuujin-0

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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)

Edited by Ryuujin-0, 12 August 2008 - 05:57 PM.





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