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Question: what do you guys think?
this project is awesome! - 30 (37%)
it's cool - 21 (25.9%)
nah it just normal - 7 (8.6%)
it will be dead soon,like every other project - 16 (19.8%)
what is the purpose of this? - 7 (8.6%)
Total Voters: 69

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Author Topic: New single player zombie shooter  (Read 18161 times)
Rin_Fury
Guest
« Reply #315 on: July 01, 2011, 09:31:30 pm »

hey gman i found a new error. something with the ladder at ruined fort.
I don't have that error. I guess its because I got rid of my system 32
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MTK5012
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I was Gangsterman


« Reply #316 on: July 01, 2011, 11:21:21 pm »

hey gman i found a new error. something with the ladder at ruined fort.
what error?
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Gordon Fudgeman
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yippee ki-sey!


« Reply #317 on: July 02, 2011, 01:06:47 am »

hey gman i found a new error. something with the ladder at ruined fort.
what error?
umm.... when i climbed the ladder by the red spawn tha leads to the chainsaw. i dont know what it was. it just randomly occured.
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MTK5012
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« Reply #318 on: July 02, 2011, 02:45:45 am »

hey gman i found a new error. something with the ladder at ruined fort.
what error?
umm.... when i climbed the ladder by the red spawn tha leads to the chainsaw. i dont know what it was. it just randomly occured.
explain better plz  z8 (what is tha leads and what occurred)
and the chainsaw not a glitch
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Lemonade
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« Reply #319 on: July 02, 2011, 03:35:16 am »

IMO he mispelled "that leads". He meant he got the bug when he climbed the ladder that lead to the chainsaw.
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it's called  z4

you may have seen it
MTK5012
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« Reply #320 on: July 02, 2011, 05:28:39 am »

what id like to see is gg2 styled sprites.

you can get almost all infected and survivors by asking in sprite request thread, they have been done before


can you ask for me?
and do you mean this?

(fight 4 live in mod section)
or you wanna infected runner/pyro or something?
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Orpheon
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« Reply #321 on: July 02, 2011, 05:53:22 am »

Halp.


Now I've got a problem. I need to make the client check whether there are the same number of zombies on the server as on the client. If there are too few, it'll create a few. If there are too many, it'll delete a few.

At the bottom of my code you'll see my problem. To create a set number of zombies, all you have to do is:
Code:
for (i=0; i<=(num_of_infected-instance_number(InfectedCM)); i+=1)
{
     instance_create(0, 0, InfectedCM)
}

How do I delete a set number?
« Last Edit: July 02, 2011, 05:53:39 am by Orpheon » Logged

Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
Extinction is approaching. Fight it.
MTK5012
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« Reply #322 on: July 02, 2011, 06:43:19 am »

why dont you put this in to Director spawning event(in the new version it call "spawn" script):
Code:
ServerSpawn(InfectedCM,x,y)
//in the server spawn script:
write_ubyte(5)//id of the spawn stuff.in this case infected is 5
write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell
write_ushort(y*25)
and put this into the spawning code:
Code:
if global.isHost = true
create stuff
you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play

and the deleting infected you might wanna do like this:
Code:
for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1)
infected=ds_list_find_value(global.infected,i)
with infected
if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan
instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear

it complicated i know(and i dunno if that work)
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Donotpost
Guest
« Reply #323 on: July 02, 2011, 09:24:09 am »

why dont you put this in to Director spawning event(in the new version it call "spawn" script):
Code:
ServerSpawn(InfectedCM,x,y)
//in the server spawn script:
write_ubyte(5)//id of the spawn stuff.in this case infected is 5
write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell
write_ushort(y*25)
and put this into the spawning code:
Code:
if global.isHost = true
create stuff
you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play

and the deleting infected you might wanna do like this:
Code:
for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1)
infected=ds_list_find_value(global.infected,i)
with infected
if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan
instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear
DOCTOR,ARE YOU SURE THIS WILL WORK?
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Orpheon
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Posts: 5831


Developer


« Reply #324 on: July 02, 2011, 10:28:59 am »

why dont you put this in to Director spawning event(in the new version it call "spawn" script):
Code:
ServerSpawn(InfectedCM,x,y)
//in the server spawn script:
write_ubyte(5)//id of the spawn stuff.in this case infected is 5
write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell
write_ushort(y*25)
and put this into the spawning code:
Code:
if global.isHost = true
create stuff
you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play

and the deleting infected you might wanna do like this:
Code:
for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1)
infected=ds_list_find_value(global.infected,i)
with infected
if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan
instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear

it complicated i know(and i dunno if that work)

(saying this if someone had a similar problem and didn't see our chat on the IRC)
We found an other solution, without having to store every zombie in a list.
Code:
global.zombie_counter = instance_number(InfectedCM)-num_of_infected
with InfectedCM
{
    if global.zombie_counter == 0
    {
        break;
    }
    instance_destroy()
    global.zombie_counter += 1
}


...
DOCTOR,ARE YOU SURE THIS WILL WORK?
What?
« Last Edit: July 02, 2011, 10:30:52 am by Orpheon » Logged

Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
Extinction is approaching. Fight it.
Floyd Pinkerton
Hero Member
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Posts: 779


Is there anybody out there?


« Reply #325 on: July 02, 2011, 10:45:41 am »

why dont you put this in to Director spawning event(in the new version it call "spawn" script):
Code:
ServerSpawn(InfectedCM,x,y)
//in the server spawn script:
write_ubyte(5)//id of the spawn stuff.in this case infected is 5
write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell
write_ushort(y*25)
and put this into the spawning code:
Code:
if global.isHost = true
create stuff
you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play

and the deleting infected you might wanna do like this:
Code:
for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1)
infected=ds_list_find_value(global.infected,i)
with infected
if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan
instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear

it complicated i know(and i dunno if that work)


(saying this if someone had a similar problem and didn't see our chat on the IRC)
We found an other solution, without having to store every zombie in a list.
Code:
global.zombie_counter = instance_number(InfectedCM)-num_of_infected
with InfectedCM
{
    if global.zombie_counter == 0
    {
        break;
    }
    instance_destroy()
    global.zombie_counter += 1
}


...

DOCTOR,ARE YOU SURE THIS WILL WORK?

What?


Meet the Medic
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Waiting to cut out the deadwood.
Orpheon
2011 Haxxy Award Winner
*
Offline Offline

Posts: 5831


Developer


« Reply #326 on: July 02, 2011, 11:04:27 am »

why dont you put this in to Director spawning event(in the new version it call "spawn" script):
Code:
ServerSpawn(InfectedCM,x,y)
//in the server spawn script:
write_ubyte(5)//id of the spawn stuff.in this case infected is 5
write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell
write_ushort(y*25)
and put this into the spawning code:
Code:
if global.isHost = true
create stuff
you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play

and the deleting infected you might wanna do like this:
Code:
for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1)
infected=ds_list_find_value(global.infected,i)
with infected
if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan
instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear

it complicated i know(and i dunno if that work)


(saying this if someone had a similar problem and didn't see our chat on the IRC)
We found an other solution, without having to store every zombie in a list.
Code:
global.zombie_counter = instance_number(InfectedCM)-num_of_infected
with InfectedCM
{
    if global.zombie_counter == 0
    {
        break;
    }
    instance_destroy()
    global.zombie_counter += 1
}


...

DOCTOR,ARE YOU SURE THIS WILL WORK?

What?


Meet the Medic

Oh. I missed the reference.
Logged

Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
Extinction is approaching. Fight it.
Donotpost
Guest
« Reply #327 on: July 02, 2011, 11:44:57 am »

why dont you put this in to Director spawning event(in the new version it call "spawn" script):
Code:
ServerSpawn(InfectedCM,x,y)
//in the server spawn script:
write_ubyte(5)//id of the spawn stuff.in this case infected is 5
write_ushort(x*25)//it might be write_uint as the size of the map gonna be big as hell
write_ushort(y*25)
and put this into the spawning code:
Code:
if global.isHost = true
create stuff
you could use the global.isHost in every random event so only the server execute the random event and the server dont,just receive and play

and the deleting infected you might wanna do like this:
Code:
for (i=0; i<=(instance_number(InfectedCM)-num_of_infected); i+=1)
infected=ds_list_find_value(global.infected,i)
with infected
if distance_to_object(instance_nearest(x,y,Character))>640 or other.secondscan=1//destroy the farest zombie,if no farest zombie,destroy the oldest one in second scan
instance_destroy() //so it's like destroy the first zombie created.if you play l4d online,you will see sometimes the zombie dissappear

it complicated i know(and i dunno if that work)


(saying this if someone had a similar problem and didn't see our chat on the IRC)
We found an other solution, without having to store every zombie in a list.
Code:
global.zombie_counter = instance_number(InfectedCM)-num_of_infected
with InfectedCM
{
    if global.zombie_counter == 0
    {
        break;
    }
    instance_destroy()
    global.zombie_counter += 1
}


...

DOCTOR,ARE YOU SURE THIS WILL WORK?

What?


Meet the Medic

Oh. I missed the reference.

Anyway,will that work?
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MrCreeper
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Posts: 18


« Reply #328 on: July 02, 2011, 12:56:09 pm »

Hey can i help with the project? I think it could be awsome.... More people less time




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Haters Gonna Hate
Likers Gonna Like
Dislikers Gonna Dislike
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Likers gonna like
Dislikers gonna dislike
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Posers gonna pose
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Lemonade
Apprenticecrastinator
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Posts: 2492



« Reply #329 on: July 02, 2011, 01:14:45 pm »

Hey can i help with the project? I think it could be awsome.... More people less time
I think the creator needs sprites for the characters and zombies.

Also, you can put the text you added in your signature instead of pasting it every time you post. Check your profile's signature and add it there.
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i already have a pet that follows me around 24/7

it's called  z4

you may have seen it
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