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Zombie Mod Development
arcita
post Apr 25 2010, 09:29 PM
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Alright guys. After playing port bavaria on 64 players, I realized
that it was PERFECT for zombie gameplay.
(Droppodding soldiers allow for realistic reinforcements.
The entire playing portion of the map is initially held by pacs/zombies, allowing a player to roam through a zombie strewn city.
The city is not linear (unlike assault mode) in 64player, allowing the player to transverse in various paths.
There are anti-heliguns in the city, creating a side objective for the player to get rid of them to gain more successful reinforcements.)

So, I decided to make a mod utilizing the functional components of this map.

Right now, the mod will use focus on the map Port Bavaria.
More maps will be planned in the future.

The things planned are, (Bold is Already Done/easy to do, Underlined is I need some help)
-Ability to switch between third person and first person in game.
-Changing the ticket ratio on the specific map's server file.
-Removing all walkers, tanks, cars.
-Giving more sprint to the player
-Giving more ammo to the player
-Increasing Zombie health and decreasing sprint duration
-Increasing wpn damage for some guns
-Disabling orbital strikes
-Increasing knife_unlock's (zombie's weapon) engage distance for AI
-decrease copter spawn time (simulating copter refills)
-Increase anti-heliguns spawn time. (So that the player doesn't have to nade them all the time)
-Finishing tweaks to the third person camera (increasing up and down visibility)
&-Slowly drain the armour of the helicopter (simulating copter fuel draining)
&-Simulating hunger by bleeding the Human soldier slowly. (Player only)
&-Add python scripts that give players enhanced versions of a specific gun after a number of kills without dying (example scar1 is a rifle clone that has more rounds per mag, scar2 is a rifle
that has more rounds and more damage, scar3 is scone but with more accuracy and so on.) I plan to do this by automated upgrading or place a few static turrets around the map that allows the player to buy upgrades for their scar or pistol by entering them, granted if they have enough kill points.

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Its a really simple mod and if you guys can help out, just post the title of the thing you are working on and send me the files that you edited once you are done. (You can post a mini tutorial to get it done and that would be fine too, though i prefer the former.)

If you have any suggestions, just post them here.

One more question, is there a ingame way to check your coordinates? Would make placing some stuff way easy.

This post has been edited by arcita: Apr 26 2010, 01:58 AM
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arcita
post Apr 25 2010, 09:46 PM
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QUOTE
&-Add python scripts that give players enhanced versions of a specific gun after a number of kills without dying (example scar1 is a rifle clone that has more rounds per mag, scar2 is a rifle
that has more rounds and more damage, scar3 is scone but with more accuracy and so on.) I plan to do this by automated upgrading or place a few static turrets around the map that allows the player to buy upgrades for their scar or pistol by entering them, granted if they have enough kill points.


An idea to go about this, a rough pseudocode (gotta learn python syntax)

numberOfDeaths = 0;
sclvl=0
pistlvl=0
shotgunlvl=0
playerscore = 0
ArrayTypeWeapon scar[n] = [scar1, scar2, scar3, scar4]
ArrayTypeInt scarLevelUp[n] = [10, 15, 20, 25]
ArrayTypeWeapon pistol[n] = [scar1, scar2, scar3, scar4]
ArrayTypeInt pistolLevelUp[n] = [20, 25, 30]
ArrayTypeWeapon shotgun[n] = [scar1, scar2, scar3, scar4]
ArrayTypeInt shotgunLevelUp[n] = [20, 25, 30]

if PlayerKillsSomeone == true
_playerscore++;
EndIf

if PlayerDeath(playerObject, soldierObject) == true
_playerscore = playerscore - numberOfDeaths*10
_numberOfDeaths++;
EndIf

if EnterVehicle(playerObject, vehicleObject[, freeSoldier]) == true
_if vehicleObject==anti vehicle
___if playerscore >= scarLevelUpPrice[sclvl] && sclvl <= 4
____drop player weapon 3
____give player weapon scar[sclvl]
____sclvl++
____playerscore = playerscore - scarLevelUpPrice[sclvl]
___EndIf
_elseif vehicleObject == anti air
___if playerscore >= pistolLevelUpPrice[pistlvl] && pistlvl <= 3
____drop player weapon 2
____give player weapon pistol[pistlvl]
____pistlvl++
____playerscore = playerscore - pistolLevelUpPrice[pistlvl]
___EndIf
_elseIf vehicleObject == tank
___if playerscore >= shotGunLevelUpPrice[shotgunlvl] && shotgunlvl<=3
____drop player weapon 5
____give player weapon shotgun[shotgunlvl]
____shotgunlvl++
____playerscore = playerscore - shotGunLevelUpPrice[shotgunlvl]
___EndIf
EndIf


I can take this section on unless someone else is more proficient at python and wants to be generous. happy.gif

This post has been edited by arcita: Apr 25 2010, 10:05 PM
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imtheheadhunter
post Apr 25 2010, 09:47 PM
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Debug assertion failed! Text:people == stupid!
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QUOTE (arcita @ Apr 25 2010, 11:29 PM) *
One more question, is there a ingame way to check your coordinates?


Just use the bf2 editor for placing objects. I think there might be some stuff you need to do to get the editor to work in 2142, but, I'm not sure. Do some digging around in the old 2142 posts if it does, the info IS there.


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arcita
post Apr 25 2010, 10:05 PM
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QUOTE (imtheheadhunter @ Apr 25 2010, 09:47 PM) *
QUOTE (arcita @ Apr 25 2010, 11:29 PM) *
One more question, is there a ingame way to check your coordinates?


Just use the bf2 editor for placing objects. I think there might be some stuff you need to do to get the editor to work in 2142, but, I'm not sure. Do some digging around in the old 2142 posts if it does, the info IS there.


I have set up and looked around the map in BFEditor 2 modified for 2142.
But it crashes every once in a while, and I was completely helpless in using it that I started adding stuff manually with text.

When I am placing stuff in a larger map, stuff like this is hard, which is why i need a console code to check my coordinates or have someone else volunteer smile.gif. (Which is why adding special kits to the map) is listed among the stuff i need help on.

Here is a way to get coordinates in game.

elif 'ppos' == subcmd:
( player ) = mm_utils.lsplit( args.strip(), ' ', 1 )

for pi in bf2.playerManager.getPlayers():
v = pi.getVehicle()
vpos = v.getPosition()
ctx.write( 'pos='+str(vpos))

Link: http://www.bfeditor.org/forums/index.php?showtopic=13836
Any idea on how to set it up?
I'm going to start tinkering with it


QUOTE
-Ability to switch between third person and first person in game.


A quick update showcasing the in-game switching of cameras

http://www.youtube.com/watch?v=OSbBctw-urE

Alright, the final mod post is revised.
I took out custom kits over the map for gameplay reasons.
I also took out spawn only at main cp because the zombies were too hard! XD

Final update for the night.
The mod keeps crashing after around 5~10 mins of gameplay.
AIDLL.dll error?

Any solutions?

This post has been edited by imtheheadhunter: Apr 26 2010, 08:47 AM
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clivewil
post Apr 26 2010, 03:46 AM
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meh.
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what error specifically?


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imtheheadhunter
post Apr 26 2010, 08:51 AM
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Debug assertion failed! Text:people == stupid!
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Ok arita, a small note, there is that edit button right? Be nice if you used that, rather than making post after post after post....makes the thread look much neater, and it's just the way things work around here(tis a forum rule, after all).

BTW, I think 7 consecutive posts is a new record, congrats. bigthumb.gif wink.gif


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Death_EnForcer
post Apr 26 2010, 04:14 PM
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Some vehicles can cause the Editor to crash. Check This Link about Editor and BF2142.


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arcita
post Apr 26 2010, 06:06 PM
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I keep getting the error in game and the ctd seems to happen more earlier in the game as I add more bots.
The crash only happens on maps with air transport. sad.gif <- very crucial for gameplay
Does anyone know a fix?

Error happens both on vanilla and zombie mod.


Problem signature:
Problem Event Name: APPCRASH
Application Name: BF2142.exe
Application Version: 0.0.0.0
Application Timestamp: 4833ed6d
Fault Module Name: AIDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4833ed03
Exception Code: c0000005
Exception Offset: 000c185a
OS Version: 6.0.6001.2.3.0.768.3
Locale ID: 1033
Additional Information 1: 5779
Additional Information 2: e96b3d3d97da5dea906772f2b30d1887
Additional Information 3: d45e
Additional Information 4: 9338e3df786bc3f59f7292bbaa13b8fd
--------------------------------------------------------


problem solved.
As with most problems, the simplest solution fixed the problem.
A reinstall.
Thanks Imthdhunter XD

Actually the problem persists.
I think this was due to knife's engage max distance being to high.

This post has been edited by arcita: Apr 26 2010, 09:37 PM
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arcita
post Apr 26 2010, 10:47 PM
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A quick question guys.
Do you guys know how to give certain control points priority such that the AI commander tells the reinforcements to spawn at the certain control point?

Thanks

-Update:

Fall of Berlin has been updated with Air Transports
The EU must enter city from its outskirts via helicopters and drop-deploy in hopes of eradicating the infection!

Verdun
Belgrade
Bridge at Remagan
Juneau
Also have been updated with heli transports. (Because the default map layout is suited for it.)

This post has been edited by arcita: Apr 27 2010, 07:21 PM
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arcita
post Apr 27 2010, 07:21 PM
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-Update 2:
Thanks Once more to IMDaHDHunter for his help. Now the human reinforcements are only via helicopters.

Helicopter Spawn time is decreased as with the soldier spawn time. This creates a more hectic, intense gameplay, with constant flanking zombies.

I decided to drop the weapon upgrade shops and the placement of kits around the map. As it detracts from actual survival gameplay and feels to much like leveling up. (Plus the coding is to Ehckkk~)

I also decided to lower ammo capacity, give zombies more engaging aggro distance, decrease human sprint recovery, decrease med kit's healing speed, and put critical damage at 50% of full health.

After much consideration, I also decided to keep the enemy's anti air and anti vehicle on to give players a side objective to *roam the city and sabotage automated anti-air turrets.

Also, the heli loses health automatically to simulate refueling

The Standard Human Kit is (scarRifle 50 rounds 6 clips, scarShotgun 7 rounds 10 clips, euPist 12 rounds 6 clips, 6 nades, 1 med kit)
nade damage increased -> for sabotage
scarRifle damage increased
scarShotgun damage increaed
Eu Pistol damage BEEF UP!
med kit nerfed.

With all the zombies, you'll be scrambling for ammo.
---------------------------------------------------------------------------
The following things are what i need to do.

Relocate/add/remove the helis in the main navemesh path of the headquaters for Belgrade, Bridge at Remagan, Fall of Berlin, port Bavaria.

Convert Linear Maps, like Camp Gibraltar, to larger, open ended maps.

I can do the former (relocate vehicles) via text code, but for the latter I will need some help from the excellent mappers of BFsingleplayer.

Any Volunteers?
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arcita
post Apr 28 2010, 10:02 PM
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Quick Question? Does an update deserve a new post? XD
Update 3

AirTransport ai tweaked so that it rarely leaves without full party.
Added new stuff to each of the kits.
Third Person Camera tweaked slightly to allow up/down vision/aiming.
Fall of Berlin level has been converted to zombie edition!


Infection Mode to be enabled XD ^^^^ Thanks Mr Freeze.
(Where if a human dies, they are automatically transferred to the other side.)
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imtheheadhunter
post Apr 28 2010, 10:19 PM
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Debug assertion failed! Text:people == stupid!
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QUOTE (arcita @ Apr 29 2010, 12:02 AM) *
Quick Question? Does an update deserve a new post? XD


IMO, no not really. Not the kind of updates your giving anyway. If you want to give us proper media updates though, good pics/vids etc to try and get everyone interested in the mod, those would be pretty good.


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arcita
post Apr 28 2010, 10:32 PM
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Fine XD
Older Video though.
Will add a new one on the same post.

Next Video will be killer, I assure you.
look out for black and white filtered maps, infection mode, and helipad dropping in the next media update. (In the Same Post Though XD)

Ingame Camera Switch
http://www.youtube.com/watch?v=OSbBctw-urE...feature=channel

This post has been edited by arcita: Apr 28 2010, 10:34 PM
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clivewil
post Apr 28 2010, 10:37 PM
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meh.
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QUOTE
Does an update deserve a new post?

well it is your own development thread so ultimately you can make your update announcements as large or small as you like.

but like Heady said, a few larger or more graphic updates are going to generate a lot greater community interest than many small ones. (though us modders do appreciate that often it's the smaller invisible details and code issues that challenge us and can take an age to solve. the public however is a fickle mob and much prefers a simple screenshot of a knife embedded in some guy's neck. refined they ain't.)


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arcita
post May 1 2010, 01:37 AM
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Alright guys, I decided to take my mini-zombie mod to the next full level.

but to cut to the chase, I need a team/person experienced in navmeshing and mapediting.

I only need a single map to be created of a small/closed quarters block with meshes already found in game.

I plan and have definite approaches to add interiors and breakable doors into the map, along with side objectives for the player to complete.
(such as taking down anti_air turrets to allow for more reinforcements which only come via helicopters, barricading a crucial section of the street with a car, breaking the main gate that has tremdous amount of health with a special vehicle that does tremdous amount of damage that has to be escorted, or finding special kits with powered up weapons, or finding food to keep alive with the constant health bleed for the player's soldier only (simulating hunger))

So please sign up, *wink* (clive and hdhunter). Much help needed.

Oh and a video i promised.
http://www.youtube.com/watch?v=MinHTvqmPtw

This post has been edited by arcita: May 1 2010, 01:53 AM
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