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Zombies! WH40K! and more.[message #295746] Tue, 27 December 2011 02:31 Go to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Zombies! Warhammer 40K! Overheating weapons! Waffles!

Hi,

There was a demand in the past for zombie-related mods. So I have made one. More on the WH40K-stuff in the second post. More on overheating weapons, which is also in this mod, in http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=295171#Post295171

Anything wh40k can be found in the second post of this thread.

Concerning zombies:

Once you allow zombies via the Preferences menu,
http://i42.tinypic.com/281smlx.jpg
the game will do the following:

Every couple of turns/seconds, there is chance the game will check for each corpse lying in this sector if it can spawn a zombie.

If it is possible, it will then spawn a zombie. This means that a new enemy will spawn at the location of the corpse. It will have the exact bodytype, skintype etc. of the soldier the corpse was created from.

I have in fact created a new Soldier_Class, and a in fact a new side for zombies. I have written a zombie-specific AI.

This means that (as of Version 2.0)

  • a zombie does not use weapons other than bare hands
  • a zombie will not pick up any items from the floor
  • a zombie will almost not run away from an enemy, not matter how outnumbered
  • a zombie does not try to hide
  • zombies simply try to rush you and kill you bare-handed. You should avoid close-combat.
  • zombies attack every one that is not on their team. That includes your mercs, the militia, the enemy, AND civilians
  • they do follow you on rooftops
  • they do not take any damage from tear gas or mustard gas, but they do take damage from fire
  • as they are dumb, they don't realise the danger firearms are... they are immune to suppression
  • they are now counted as creatures
  • they spawn in 'waves', but you can never be sure when.
  • as the spawning goes relatively fast, it is perfectly possible that a single zombie in a townsector can kill a civilian, which will then kill other civilians... leading to a lot of zombies very fast
  • currently every human corpse can turn into a zombie. That includes your mercs!
  • The only way to prevent a corpse turning into a zombie is to separate them from their head ...
  • As there are currently no punching animations for most civilians, I made a fix, zombies spawned from civilians now attack but just without an animation.
  • As there currently are no climbing animations for civilian bodytpes, zombies spawned from these 'teleport' to the roof

There is also a totally new feature, poisoning. Basically, certain sources (like zombies) can deal poisoned damage. Not only do you receive normal damage, but you also gain a poison point.
What does this do?

Well, while bleeding there is a chance that the bleeding damage you receive will also be poisoned. No this wouldn't be bad, but:
The most severe consequence is that poisoning can lower your natural healing (you sometimes heal a missing lifepoint, happens every few hours). So a character once attacked by a zombie catches an 'infection'. The infection grows worse, and in a few hours, or days, he willd die... and can come back as a zombie.

Unless you heal him, of course Wink Healing is of course possible. Poison can also be cured, this is done automatically by doctors after lifepoints have been healed and stats lost have been regained.
If your playing with the new traits system, you really need a paramedic/doctor to cure poison. So it would be very wise to bring some doctors to Arulco...

As a side effect of the poison system (I'll be more specific if someone is interested in it), zombies regenerate health over time. If you wound a zombie in battle, then leave him alone for a while, he'll heal. THey do not automatically die if their health goes below OKLIFE, so you'll have to make sure they are dead, otherwise they can give you a bad surprise.

Sadly, there are no new zombie-specific animations, as I am unable to produce these. So zombies punch you instead of tearing.

To illustrate this, I spawned a bunch of civilians in Omerta, then killed one of them. Results:

http://i42.tinypic.com/k46kw2.jpg
A bunch of civilians...

http://i43.tinypic.com/2niywjm.jpg
... getting slaughtered...

http://i44.tinypic.com/8wyz4n.jpg
... every civ you see is a zombie, except for one, but it wont last long. The reason they didn't climb the roofs is that there weren't allowed at that point.

http://i39.tinypic.com/2l9k1ol.jpg
Kelly was poisoned by Zombie Pacos...

As every one has different views on what zombies can and what they can't do, you can specify quite a few zombie-related settings:
- how often they rise (once, forever, random...)
- how often they spawn (the rarer the waves are, the more zombies spawn)
- if they are allowed to climb rooftops
- if zombies with civilian bodytypes should explode when attacking ('boomers' if you like)
- if they should have any damage resistance
- if they should be immune to anything but headshots
- their difficulty level (determines stats and skills)
- what percentage of their attack is poisonous

I tested this feature with a new SCI from Tai:

http://kermi.pp.fi/JA_2/v1.13_Releases/Unofficial/English/tais/Unstable/SCI_113Unstable_r4945_20120212.7z

It was built upon the currently newest source in the trunk, revision 4946.

A .7s-archive, containing all necessary files can be found here: http://www.mediafire.com/?gogc56ddsw6bc9g

There is no savegame compatibility with this, as I had to change a lot of stuff.

Please try it out and give me feedback.

P.S.: I lied about the waffles Very Happy

[Updated on: Wed, 29 February 2012 01:18] by Moderator

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