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View Full Version : First script i've liked from phasor



supersniper
March 11th, 2012, 01:49 PM
http://www.halo.xbox.com/Forums/yaf_postst65695_-Zombie-Infection-mUltiplayer-for-ce---Gameplay-video-and-Wallpapers.aspx

This is very well done I think we should actually try it out.

AXSqOJqf7Po

DarkHalo003
March 11th, 2012, 02:03 PM
I love the fact that the Zombies are carrying around skulls.

Blumoon94
March 11th, 2012, 04:26 PM
Maybe I am wrong... but if OS could improve the netcode for Halo CE... then wouldn't things like this be easier and more smooth? I would definitely play a good game of zombies if it could be more smooth and spiced up a bit with Open Sauce. ^-^

Ryx
March 11th, 2012, 05:27 PM
Maybe I am wrong... but if OS could improve the netcode for Halo CE... then wouldn't things like this be easier and more smooth? I would definitely play a good game of zombies if it could be more smooth and spiced up a bit with Open Sauce. ^-^
You'd need the source code to do that, and then have to put it in a new engine.

Also, not a new zombie gametype but carrying skulls is a nice touch. Now if only he could only attach a flame to their head :3

Cortexian
March 11th, 2012, 06:12 PM
I was working on this for SAPP, gonna steal the skull idea.

jcap
March 11th, 2012, 06:36 PM
You should have seen the custom zombie app that was being developed last summer for the Modacity servers.

It had a boatload of features that put it almost on par with Halo 3, including custom mapcycle gametype settings. I wish it got finished....... :-/

Cortexian
March 11th, 2012, 07:24 PM
In that video that was posted, I'm laughing my ass off at how none of the zombies just took the other route to get on the building (front-left corner). They could of taken him easily since he was just constantly watching the usually spot lmao.

That's one reason I usually don't play zombies, the noobs.

chrisk123999
March 11th, 2012, 08:53 PM
There is a CE version of Phasor, but it's not as up to date as it's PC counterpart.

supersniper
March 11th, 2012, 09:02 PM
You should have seen the custom zombie app that was being developed last summer for the Modacity servers.

It had a boatload of features that put it almost on par with Halo 3, including custom mapcycle gametype settings. I wish it got finished....... :-/oh damn really? that's a shame it was never finished. but it seems that's how a lot of projects at modacity are :)

Cortexian
March 11th, 2012, 09:14 PM
oh damn really? that's a shame it was never finished. but it seems that's how a lot of projects at modacity are :)
Yeah it was pretty awesome, but our dev got bored/had life things to deal with.

urbanyoung
March 12th, 2012, 03:45 AM
I planned to add more stuff to Phasor to let scripts do more, but there's a bug I cbf hunting down/fixing which affects stability so probably won't add anything new ;/
The server he posted the video for is one I've got a tester running w/ version changing, I think the only real difference is the skulls though.

@jcap what kinda stuff did it have? What do you mean by mapcycle/gametype settings?

Cortexian
March 13th, 2012, 05:58 PM
I've got a zombies gametype working 90% on SAPP, no skulls unfortunately... Going to work on ironing out some details.

Post a basic zombie infection gametype setting and I'll compare it to what I currently have:

100% health
No shields
Zombies are 1.5x faster than humans
etc

Ryx
March 14th, 2012, 03:55 PM
I've got a zombies gametype working 90% on SAPP, no skulls unfortunately... Going to work on ironing out some details.

Post a basic zombie infection gametype setting and I'll compare it to what I currently have:

100% health
No shields
Zombies are 1.5x faster than humans
etc
if you already have the player mapped, and know their teams, can't you just replace the weapon?

Cortexian
March 14th, 2012, 11:03 PM
if you already have the player mapped, and know their teams, can't you just replace the weapon?
Giving them skulls isn't the problem, preventing them from dropping them is. Otherwise you get a bunch of your typical retarded Halo players in a server and they drop a million skulls all around.

supersniper
March 14th, 2012, 11:32 PM
and then it starts snowing skulls and you have a skull ball fight

Cloud
March 15th, 2012, 02:32 AM
and then it starts snowing skulls and you have a skull ball fight

:D skull ballz

I like zombies but nothing ever worked the way i wanted to ...ever.

I have the source to IG brainz or whatever if anyone wants it? maybe fix it.. idk

Cortexian
March 15th, 2012, 02:40 AM
I have my zombies server working pretty well now. Amit and I tested it last night and refined some things, even had the server at 16/16 players for multiple maps. Not a lot of complaints, but there were a few issues that I noticed and have since fixed.

Also, fuck it. I've set zombies to have skulls, it looks cool and even if there are a few left laying around the map it adds to the "scary zombies" atmosphere.

All I really need now is an event_crouch/crouched so I can set zombies to invisible when they're crouched. I also need to figure out why "rand" doesn't actually select a random player.

supersniper
March 15th, 2012, 04:42 AM
have it select the player that won the round before, if that player isn't there then look for 2nd place n so on?

Cortexian
March 15th, 2012, 04:55 AM
From what sehe told me, SAPP doesn't store any info like that so it's impossible to select the last player. That would be ideal and I mentioned it to him, we'll see what happens.

For now the server is up and running if you guys want to test it out. It usually populates fairly quickly, less right now since it's 4AM (GMT -7) but I still got people joining a few minutes after I joined it.

Right now it seems to select the same person over and over as the new zombie. I'm assuming it does this based on their PlayerNumber or IndexNumber. If that person gets tired of being the Zombie they can just quit and rejoin the server since they will join as a Human and a new Zombie will automatically be selected.

http://cache.www.gametracker.com/server_info/68.147.135.70:2310/b_560_95_1.png (http://freelancer.modacity.net/query/index.php?ip=68.147.135.70&port=2310)
(click for live information, refresh page for update)

urbanyoung
March 16th, 2012, 02:22 AM
Why not just delete the skulls when they're dropped?

Cortexian
March 16th, 2012, 05:42 PM
Trust me, if there was a way to do that, or prevent players from droping them, or prevent humans from picking them up, I would have set that up. SAPP just can't do those things.

X3NEIZES
May 9th, 2012, 01:14 PM
Thanks for posting my video (http://youtu.be/AXSqOJqf7Po), bro.
Here I leave some wallpepers, created by me.



http://i.minus.com/iO4otMBw7rMZ5.PNG

1080p V1:
http://i.minus.com/icuillk9wJOKq.PNG (http://i.minus.com/icuillk9wJOKq.PNG)

1080p V2: (http://i.minus.com/icuillk9wJOKq.PNG)
http://i.minus.com/ibvWW9ixHSVaYx.PNG


CyA Brothers!

X3N - Coder of HaloRTS mod for C&C3 TW.