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PostPosted: Thu Jul 22, 2010 10:46 pm 
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I wanted to make a zombie map.
What i made until now is the map (on the screenshot). As you see it is based one the downtown church.
I remember that i searched for a solution to make a punching gang that could kill you. Or any other script that can emulate zombies.
Maybe someone can help me with this.


Attachments:
zombie.7z [1.89 MiB]
Downloaded 348 times
zombie.jpg
zombie.jpg [ 196.67 KiB | Viewed 21930 times ]

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PostPosted: Thu Jul 22, 2010 10:53 pm 
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Code:
PLAYER_PED player = (30.0, 30.0, 3.0) 25 0
PARKED_CAR_DATA player_car = (29.0, 29.0, 3.0) 0 0 GT24640
SET_GANG_INFO ( zombie_gang , 1 , no_weapon , no_weapon , no_weapon , 0 , 0.0 , 0.0 , 0.0 , 0 , BUICK , 3 )
SET_CHAR_GRAPHIC_TYPE ( zombie01 , DUMMY_GRAPHIC , 32 )
MAP_ZONE zombie = ( 0 , 0 , 0 , 0 , 500 , 0 , 0 , 0 , 750 , 250 , 0 )

LEVELSTART

CHANGE_GANG_CHAR_RESPECT  ( zombie , player , -5 )

LEVELEND


Found this on a topic I found long ago on Gouranga! Forums and I searched for it today again

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PostPosted: Fri Jul 23, 2010 12:49 am 
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thanks.
I tried it out but unfortunately it crashes the game.

But as i tried i saw that i astonishingly had something almost working. I guess i copied something from another script and modified it. I did it with some chasing bots (only small amount for testing). It looks promising but after some respawns the game crashes. I have no idea why. Is there a way out of this dilemma?

Another thing: I would be interested in the zombie remaps that were mentioned in this thread. Have they been included in a project or are they lost?

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PostPosted: Fri Jul 23, 2010 12:52 am 
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I remember a "Zombies" map Sektor made some time ago, I found it in the same forum I guess, else it was here, I dont remember. Since I lost the link for it, Im just gonna post it here (just hope Sektor doesnt mind it :P)

Code:
// Zombies GTAMP.com

PLAYER_PED grnplayer = ( 18.6 , 21.6 , 5.0 ) 11 270

SET_GANG_INFO ( redngang , 24 , NO_WEAPON , NO_WEAPON , NO_WEAPON , 1 , 1.0 , 1.0 , 2.0 , 0 , PICKUP , 8 )
MAP_ZONE cityinfo = ( 0 , 0, 0, 0 , 1000 , 0 , 0 , 0, 1000 , 0 , 0 )

CAR_DATA  grntank  =   ( 18.0 , 21.5 ) 0 0 tank
PARKED_CAR_DATA trailer = (23.0,20.0) 19 90 TRUKTRNS

COUNTER loop = 1

LEVELSTART

CHANGE_GANG_CHAR_RESPECT  ( redngang  ,  grnplayer , -5 )

DISPLAY_BRIEF ( 2219 )

WHILE ( loop = 1 )
SET_CHAR_GRAPHIC_TYPE ( grnplayer, DUMMY_GRAPHIC , 24)
GIVE_WEAPON ( grntank, CAR_MACHINE_GUN, 99)
GIVE_WEAPON ( grntank, CAR_MINE, 99)
GIVE_WEAPON ( grnplayer , rocket_launcher, 99 )
GIVE_WEAPON ( grnplayer , flame_thrower, 99 )
GIVE_WEAPON ( grnplayer , electro_gun, 99 )
GIVE_WEAPON ( grnplayer , silenced_machine_gun, 99 )
GIVE_WEAPON ( grnplayer , dual_pistol, 99 )
GIVE_WEAPON ( grnplayer , shotgun, 99 )
GIVE_WEAPON ( grnplayer , molotov, 99 )
GIVE_WEAPON ( grnplayer , grenade, 99 )
GIVE_WEAPON ( grnplayer , pistol, 99 )

// Respawning vehicle:
IF (IS_CAR_WRECKED(grntank))
    DELETE_ITEM (grntank)
    grntank = CREATE_CAR (18.5,21.5,5.0) -1 000 TANK END
    GIVE_WEAPON (grntank, CAR_MACHINE_GUN, 99)
    GIVE_WEAPON (grntank, CAR_MINE, 99)
ENDIF

ENDWHILE

LEVELEND


The "zombie" remap is just the remap they used for the Zaibatsu mission in wich you need to kill lots of people, this remap is the remap they use in the dude who gets poisoned

Edit: Forgot to mention that the script was used with ste.gmp, but with all zones removed and replaced with a single, enormous zone covering the whole map, wich is the Gang Zone

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PostPosted: Fri Jul 23, 2010 1:11 am 
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I was never sent any graphical changes. There is already a green/yellow hulk ped which looks ok as a zombie.

http://gtamp.com/GTA2/maps/zombies.7z


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PostPosted: Fri Jul 23, 2010 2:57 am 
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Attachment:
File comment: Zombies
Zombie.7z [1.9 MiB]
Downloaded 355 times

I changed some collision infos and changed the water tiles so they look more like blood in the water. Also, now there are only zombie peds walking around and a tank so you can drive, no cars driving around. Tell me if you disagree with any of these changes. The water doesnt look like blood as much as those wall tiles, but it does look like blood dissolved in water :P

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PostPosted: Fri Jul 23, 2010 5:16 am 
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i have zombie infection map in my plans. but i would rather do it in a big city like dowtown. good luck with that project.


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PostPosted: Fri Jul 23, 2010 7:15 pm 
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Thanks a alot.
The water tiles should have been lava, but you're right, it isn't easy to see. At least as for now the blood in water solution is better.
The zombie gang works fine. But i guess that, if working without crashes, i would also add some zombie bots.
Afaik it isn't possible to slow down gang members. So i thought about adding some "special" zombies eg: exploding ones, ones with electro baton to slow down players or extremely long living ones.


Attachments:
data.7z [1.9 MiB]
Downloaded 302 times

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PostPosted: Fri Jul 23, 2010 10:05 pm 
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Lol sorry, I didnt know they were supposed to look like lava :roll:
Anyhow, I made new tiles, didnt add them to .sty file yet, see if you like it and tell me if you want them in the sty file:

Attachment:
File comment: lava? kinda looks like orange juice :P
GTA2 lava.gif
GTA2 lava.gif [ 33.45 KiB | Viewed 21900 times ]


EDIT: lol now I saw this one above looks more like blood than the previous one I made and looks more like blood than like lava :P

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Last edited by Gustavob on Sat Jul 24, 2010 4:41 pm, edited 1 time in total.

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PostPosted: Sat Jul 24, 2010 9:18 am 
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anybody can make toxic waste wather for me?


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PostPosted: Sat Jul 24, 2010 4:40 pm 
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Razor wrote:
anybody can make toxic waste wather for me?

See if you like it:
Attachment:
File comment: Toxic Waste
GTA2 toxic waste water.gif
GTA2 toxic waste water.gif [ 24.59 KiB | Viewed 21885 times ]

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PostPosted: Sat Jul 24, 2010 6:15 pm 
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nic but could you make it a little darker? like dark green?


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PostPosted: Sat Jul 24, 2010 6:19 pm 
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Well I thought you were gonna say that :P
Gonna make the darker version now, must not take longer than 15 mins. Ill edit this post when Im finished

EDIT: Eh, sorry, forgot to upload it, Ive finished it already. Take a look at it and tell me what you think:

Attachment:
File comment: Toxic Waste?
GTA2 Toxic Waste.gif
GTA2 Toxic Waste.gif [ 35.93 KiB | Viewed 21875 times ]

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PostPosted: Sat Jul 24, 2010 9:34 pm 
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<3 that


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PostPosted: Sat Jul 24, 2010 10:12 pm 
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Razor: here are the spare tiles, already converted to 8-bit bmps and ready to replace other water tiles:
Attachment:
File comment: Toxic Waste tiles
GTA2 Toxic Waste.rar [44.14 KiB]
Downloaded 327 times

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PostPosted: Sat Jul 24, 2010 10:53 pm 
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Gustavob wrote:
Razor: here are the spare tiles, already converted to 8-bit bmps and ready to replace other water tiles:
Attachment:
GTA2 Toxic Waste.rar

Thats nice. I also have an industrial building on another map where this would look nice. Thanks.

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PostPosted: Sun Jul 25, 2010 2:46 am 
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New 'version':
Attachment:
File comment: Zombies
Zombie.7z [1.89 MiB]
Downloaded 316 times

Updates:

GMP File:
  • Fixed some collision infos (traffic light tiles)
  • Removed unneeded tiles at: 128.0, 100.0, 3.0; 129.0, 100.0, 3.0
  • Added missing tiles at: 130.0, 99.0, 1.0; 135.0, 103.0, 1.0; 99.0, 141.0, 1.0; 99.0, 103.0, 1.0; 134.0, 108.0, 3.0; 134.0, 112.0, 4.0
  • Completed the traffic light at north-east (block range: 134.0, 100.0, 3.0 - 134.0, 106.0, 3.0)

Script File:
  • Changed the player and the Tank's rotation to 180° (north)

STY File:
  • Changed the "blood" tiles to those new lava/blood tiles

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PostPosted: Sun Jul 25, 2010 3:10 pm 
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Thanks a lot again :D

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PostPosted: Mon Jul 26, 2010 6:01 pm 
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Attachment:
File comment: New version.
Zombie.7z [1.94 MiB]
Downloaded 363 times

Updated:

GMP changes:
  • Removed two blocks from north-east to add the door in the script (135, 101, 2; 135, 102, 2)
  • Fixed a block that was set to air (122, 131, 2)

Script changes:
  • Made a little mission for the map with help from DAFE (Get $5000 by killing zombies. An arrow will point you to a rocket launcher and a molotov cocktail. After you get the weapons, the arrow will point to 5 bots that will attack you. Kill them and the arrow will point to the door. Shoot with your rocket launcher to open it, go inside the door and JOB COMPLETE!)

GXT file changes:
  • Added some custom briefs for the little "mission"

Theres no Multiplayer support ATM, gonna add it soon, but the script is nice for releasing already :P.

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PostPosted: Thu Jul 29, 2010 11:10 am 
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GMP changes:
  • Blood all everywhere outside the walls
  • Explosion tiles on sidewalks
  • Transportable Radiostation on the western road - i found an audio file that they can play ;) (could be used as starting point)
  • Zombie crowd north and south of the radio station (should be kept off by a not yet added road block)
  • Blue Lights @ "Jesus saves", Red lights @ Radio Station


Attachments:
bc_cop_1.7z [7.64 KiB]
Downloaded 342 times

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