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CS2D General Zombie Plague 2D Suggestions (V1) redefinder has written
Why is survivor mode declined?What about bug report?
Bug report...
Yes, its true. I will do something about it.
Anyway, I think you wont need respawn function anymore, because knockback bug will be fixed.
Survivor mod canceled because people wont play it, no one likes to be zombie.
To make them all zombies at once, its not fair!
Blazzingxx has written
1. Playa Skaya using my saves/loads.
And new saves system will be better.
And new saves system will be better.
You spell playa slaya wrong and what about my suggestion do you like?
Leo7755 has written
Create so that it was possible to do in a config how many the zombie 1 it it becomes a little boring.
You mean configuration about how many zombies should be at start?
@playa slaya
playa slaya has written
What about my suggestion do you like?
1st. X-Virus - accepted with some changes.
Suggestions Board has written
Survivor item: Anti-Infection - 15 seconds. (Probably Will be Added) (By Playa Slaya)
2nd Your suggestion Declined.
Leo7755 has written
Blazzingxx, yes
Blazzingxx has written
34. Configuration: How many zombies at start. (Probably Will be Added) (By Leo7755)
Infected: Increase delay time, as survivors need to escape.
Bots couse lag? It's not a script problem, impossible to fix that.
Delay time will be implemented into configuration, so it's more universal.
Admirdee has written
hmm, from my post at here, we can change zombie setting right? Can we/hoster the server can change/add more extra item?
Yes, you will able to do:
Add zombie class, remove zombie class.
Add items, remove items.
Change many others settings.
DE_CS2D - Collision Gradient
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0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 0,10 0,11 0,12 0,13 0,14 0,15 0,16 0,17 0,18 0,19 0,20 0,21 0,22 0,23 0,24 0,25 0,26 0,27 0,28 0,29 0,30 0,31 0,32 0,33 0,34 0,35 0,36 0,37 0,38 0,39 0,40 1,0 1,1 1,2 1,3 1,4 1,5 1,6 1,25 1,40 2,0 2,1 2,2 2,9 2,10 2,11 2,12 2,13 2,14 2,18 2,19 2,20 2,21 2,22 2,28 2,29 2,30 2,31[b]...[/b]
Graphical Mapogram
http://pastebin.com/f71ec101c
or de_dust
DE_DUST - Collision Gradient
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0,35 0,36 0,37 0,38 0,39 0,40 0,41 0,42 0,43 0,44 0,45 0,46 0,47 0,48 0,49 0,50 0,51 0,52 0,53 0,54 0,55 0,56 1,35 1,38 1,39 1,40 1,43 1,44 1,56 2,35 2,38 2,39 2,43 2,44 2,56 3,35 3,56 4,35 4,36 4,56 5,35 5,36 5,37 5,40 5,56 6,35 6,36 6,37 6,42 6,46 6,47 6,48 6,49 6,53 6,54 6,55 6,56 6,57 6,58 6,59 6,60 7,35 7,42 7,46 7,60 8,35 8,40 8,41 8,42 8,46 8,48 8,49 8,50 8,51 8,52 8,53 8,54 8,55 8,60 9,35 9,40 9,41 9,42...
Graphical Mapogram
http://pastebin.com/f28d53ca5
Where you can separate the string via :split(" "), and for each x,y component, using :split(",")
And then you can just check whether the player's position falls within the gradient (simple table check) and then prevent further knockback if the player is in the gradient.
Blazzingxx has written
Yes, you will able to do:
Add zombie class, remove zombie class.
Add items, remove items.
Change many others settings.
Admirdee has written
hmm, from my post at here, we can change zombie setting right? Can we/hoster the server can change/add more extra item?
Yes, you will able to do:
Add zombie class, remove zombie class.
Add items, remove items.
Change many others settings.
will that really be awailable? sounds awesome...
and what kind of settings we will be able to add? btw Bio Zombie has been planted
I was thinking about this idea, but it's not easy to make code for each map...
With tiles loading script it makes sever much slower. (Dunno why it happens, it loads too much of data somehow)
There is another option, Zombie Plague 1.1 wont be released very soon because I'm re-scripting it as well as my all scripts.
So I think wall detection I will use from new CS2D 0.1.1.6 functions.
Lab suggestions.
Edit:
I look through my script and as you see I use this idea.
Table for each map. which makes load system.
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knock_back = {["1-1"] = 1,["1-2"] = 1,["1-3"] = 1}
@NTD
Zombie Plague 1.1 will have about 35 - 40 options in configuration file.
It's better to be secret for now.
edited 1×, last 25.10.09 11:35:18 am
You wont need any file within map formats.
Edit:
Here's the output of the code running in lua, parses everything possible from a map including tiles, modes, collision zones, entities, and all of the metadata about the file.
Output:
http://pastebin.com/f7c0d6ee6
Code:
http://pastebin.com/f33323412
Implementation of http://unrealsoftware.de/lab_cat.php?cat=7&entry=499&filter=#entry499 could look something like this
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require "map" current_map = Map:new("maps/"..map("name")..".map") function tile(x,y,prop) 	local args = {} 	args.entity = current_map.entities [x] [y] 	args.tile = current_map.tiles[x] [y] 	args.mode= current_map.modes[x] [y] 	args.collision= current_map.collisions[x] [y] 	if args.collision == 0 then args.collision = false end 	if prop then 			if args[prop] then return args[prop] end 	end 	return args end if tile(12,30,"collision") then 	--Custom Code Here. end
use this to prototype for the next version, profiled at around 6,000 tiles per second and adds virtually no overhead.
edited 5×, last 26.10.09 05:34:57 am
Thanks, it's pretty useful stuff you posted. I'm going to check it.
By the way, this wont slow down server a bit?
@Sparten338,
I wont make any stuff which server cant transfer.