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Thread: zombie classes

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  1. Default

    No, especially b/c it is the same engine.



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    mabey we should post this idea on other forums to gain support for it...might get some help to get it done faster...but that is just a thought.

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    Congrats on the new Deformed, it's really awesome. Just one little thing, is there a tweak to make it's viewpoint a little lower, so you see can see what the zombie sees?

    As for the Infected, yeah, a knockback of 2, speed of 300 and maybe a health of 3000 would make it a more popular.

    Finally, a question: What exactly will human classes do? Do they give little bonuses and equally penalties such as
    Heavy Machinegunner: 25% faster reload with the MG (really worth a class, it's a widely used weapon) tradeoff for slower speed + cannot carry a pistol? <- just an idea made up on-spot.
    Last edited by Baliame; 08-09-2008 at 08:30 PM.

  4. Default

    Sort of, they get powers and changes in speed and jump and what kind of weapon they can have and even how much amo.



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    Sounds fun indeed. In that case, I'd like to add a few ideas here:
    Heavy (v.2): 25% faster reload with the M249, but he can only carry an M249 and grenades. They have the aforementioned ammo packs.
    Commando: Can only carry SMGs and Pistols. +25 speed and +25 jump. SMG clips are 50% larger. (if clip sizes can be modified) For a special ability, maybe temporary full cloak as a good escape tactic.
    Demolitioner: Shotguns and Pistols. +25 speed. Slightly faster shotgun reload. Has seven explosive shotgun shells, each one doing devastating damage and setting any enemies it hits on fire.
    Also, if classes are going to get extra jump, a little bonus health to humans wouldn't be bad (as it really doesn't matter, zombie instakills), seeing the poison takes damage if you land on the same level you jump off from.

    Meanwhile I've found a problem with the new Deformed. It needs a slightly higher jump, since there are spots which it cannot jump up to and humans can, unless it's intended of course.

    Finally, since I gathered programming knowledge over the years, I'm attempting to familiarize myself with the eventscripts, see if I can be of any help. Is the zombie classes script source public?
    Last edited by Baliame; 08-09-2008 at 11:55 PM.

  6. Default

    Quote Originally Posted by Baliame View Post
    Sounds fun indeed. In that case, I'd like to add a few ideas here:
    Heavy (v.2): 25% faster reload with the M249, but he can only carry an M249 and grenades. They have the aforementioned ammo packs.
    Commando: Can only carry SMGs and Pistols. +50 speed and +25 jump. SMG clips are 50% larger. (if clip sizes can be modified) For a special ability, maybe temporary full cloak as a good escape tactic.
    Demolitioner: Shotguns and Pistols. +75 speed. Slightly faster shotgun reload. Has seven explosive shotgun shells, each one doing devastating damage and setting any enemies it hits on fire.
    Also, if classes are going to get extra jump, a little bonus health to humans wouldn't be bad (as it really doesn't matter, zombie instakills), seeing the poison takes damage if you land on the same level you jump off from.

    Meanwhile I've found a problem with the new Deformed. It needs a slightly higher jump, since there are spots which it cannot jump up to and humans can, unless it's intended of course.

    Finally, since I gathered programming knowledge over the years, I'm attempting to familiarize myself with the eventscripts, see if I can be of any help. Is the zombie classes script source public?
    I don't think humans should be given speed boosts unless they're a weaker class(pistol only, maybe a tmp/scout, a scout type class). Going even faster as a human makes it very hard for a zombie to get to humans even out in the open with the knockback. Is it possible to certain classes have weapons do more damage?

  7. Default

    Quote Originally Posted by Walter View Post
    Is it possible to certain classes have weapons do more damage?


    I think that would be the point of the class. My thoughts about the classes would be increased accuracy with certain weapons their class is dedicated to, plus some additional options.

    Like I said about gunners, if you make some class like that, they're a heavy weapons expert. You don't expect them (in reality) run at full speed and keep up with the rest of the crew, do you? A gunner would have to be a small percent slower than the rest of the human classes. Ammo packs, etc.

    Maybe grenadiers would be a class where they can carry SMG's, nothing higher. But somehow they'd have the ability to get grenades anywhere (if possible?) or maybe like with gun-game, the grenade would come with "!give" command or something to that effect. Maybe a small percent faster than normal?

    Riflemen/commandos would carry small arms or below, M4/AK's, SMGS, other rifles, etc. Not as heavy as gunners so they'd have a normal speed maybe slightly faster...


    Ninjas? Extend the reach of a human's knife! Projectile knives!!! lol EXTRA fast too!

    As for that deformed, Zero, that little bastard looks sick! The half torso and head just rollin around was funny as hell! Kudos!

  8. Default

    I've did a run though Eventscripts Wiki, and I've found interesting stuff. You can change any variable of an entity, including an individual player or a weapon, defined in the source code. If, that is, you can get the name of the variable somehow. Fortunately, most of them reside in the base classes, accessible from the Source SDK-esque HL2 source code. There are certain non-variable values which are unchangable, though.

    Alright, after some research, I've found out that Valve has been quite an arse about variables. I cannot see any way to change the clip size, reload time, or damage of any individual weapon (with the exception of the damage of grenades).
    Last edited by Baliame; 08-10-2008 at 02:58 AM.

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