002's Zombies - Version 3 - DEMO ONLY, DEAD, OLD, WRONG ONE
Moderator: Halo Moderators
Re: 002's Zombies - Version 3 - Final Update (for now)
Sorry for the big bump... but i was wondering if it is possible to add health to the settings. I would like the zombies to have less health then humans like in infection... That way you can have fast zombies with no shields and just swords (use epidemic or other zombie mods) vs. normal humans with normal health and shotguns...
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
Re: 002's Zombies - Version 3 - Final Update (for now)
There is a value somewhere in the netgame object thingy that contains maximum shield and health. I don't know where it is, though, so I'll have to look for it. I'll maybe even give last man a 150% health bonus.
Good idea, though. That'll shed some light on this old, dusty mod.
EDIT: Maximum Health Offset is 0xD8 from dynamic player address. Shield offset is 0xDC from dynamic player address.
It can be done!
EDIT: And it is!
Good idea, though. That'll shed some light on this old, dusty mod.
EDIT: Maximum Health Offset is 0xD8 from dynamic player address. Shield offset is 0xDC from dynamic player address.
It can be done!
EDIT: And it is!
Re: 002's Zombies - Version 3 - New Update #1
*HUGS 002*
THAT IS ALL!
EDIT: this might be a stupid question, but it says 75-normal, and 0-immortal so what numbers are weakened or hardened. If 0 is immortal does that mean less value= stronger?
THAT IS ALL!
EDIT: this might be a stupid question, but it says 75-normal, and 0-immortal so what numbers are weakened or hardened. If 0 is immortal does that mean less value= stronger?
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
Re: 002's Zombies - Version 3 - New Update #1
Actually, it's based off of the map's actual value. In Eschaton, the value for the health/shield in the collision model of a cyborg is 75.0 if unmodified.
Re: 002's Zombies - Version 3 - New Update #1
Soooo which way is weaker lolololol
Im guessing lower, but i can't test it right now >_<
Im guessing lower, but i can't test it right now >_<
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
Re: 002's Zombies - Version 3 - New Update #1
Anything less than 75 but greater than 0.
This reminds me of Halo Reach's Infection gametype, where you could have the infected players have overshields by default.
This reminds me of Halo Reach's Infection gametype, where you could have the infected players have overshields by default.
Re: 002's Zombies - Version 3 - New Update #1
Yeah that's why i said stupid question lol...
Alright, thanks again!
I wish i could host this, but i can only host 4, and that is not as fun lol.
Alright, thanks again!
I wish i could host this, but i can only host 4, and that is not as fun lol.
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
Re: 002's Zombies - Version 3 - New Update #1
By default, it autostarts on 5, therefore having no need for switching teams. You can decrease it to 4, but playing it with 5 is better and longer.
EDIT: When I originally publicly tested this, I tested it with six players. I recently switched to digital cable and can now do a full 16 player game, but it causes too much video lag on my old iMac G5, causing Halo Demo to eventually quit. That's why I still test it with 6-8.
I can't believe how similar Halo's Infection gametype is to my Zombies gametype. There are similar settings, etc.
EDIT: When I originally publicly tested this, I tested it with six players. I recently switched to digital cable and can now do a full 16 player game, but it causes too much video lag on my old iMac G5, causing Halo Demo to eventually quit. That's why I still test it with 6-8.
I can't believe how similar Halo's Infection gametype is to my Zombies gametype. There are similar settings, etc.
Re: 002's Zombies - Version 3 - New Update #1
Yeah i got the health idea from playing infection lol.
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
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Re: 002's Zombies - Version 3 - New Update #1
I hope to find a way to make my L4d V2 work with this nicely. If so, that would add some extra fun to the mod.
Mota-Lev was here 30/4/2010@2:18pmG[v]N wrote:HUGE NOTIFICATION
THIS GRAVY HAS BRAINS
Re: 002's Zombies - Version 3 - New Update #1
The only thing your mod is missing is an AI synchronization. You could also add a "Witch" on one random location which instantly kills you and takes a shitload of time to kill, but it only engages you when you get close enough to it or if you shoot it.
Re: 002's Zombies - Version 3 - New Update #1
maybe after this mod, u should make Grifball.
It would be AWESOME!!!
hmm, ill see if i can make a stadium to play in if u make Grifball.
It would be AWESOME!!!
hmm, ill see if i can make a stadium to play in if u make Grifball.
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Re: 002's Zombies - Version 3 - New Update #1
002 has been making servers on MD with Zombies, and I'm thinking that one dedicated server should have zombies in it. That will be awesome, and it should have a mapcycle.
But how will it be done?
But how will it be done?
- RIPz, a user and modder for Halo Demo PPC and for HaloMD.
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Re: 002's Zombies - Version 3 - New Update #1
This isn't the same Zombies. This one is from 2010, before Halo MD, and it's completely different (and obsolete). A lot of people who play on MD aren't as old as this mod.
Anyway, the servers I make with Zombies use the same software as dedicated servers.
Anyway, the servers I make with Zombies use the same software as dedicated servers.
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