Zombie scenarios
Zombie scenarios
Reddit asked for it, so I'm just going to dump all versions of zombie scenarios that I have here.
Notes:
- they're 10+ years old
- some can be played with AI zombies, some require all player-controlled
- most are designed by FireStorm21, some spin-offs made by me (TEAMS/4v4) or others
- I tried to open a couple on DE, worked in editor but crashed the game on start
Notes:
- they're 10+ years old
- some can be played with AI zombies, some require all player-controlled
- most are designed by FireStorm21, some spin-offs made by me (TEAMS/4v4) or others
- I tried to open a couple on DE, worked in editor but crashed the game on start
- Attachments
-
- zombies.zip
- (6.15 MiB) Downloaded 6 times
-
- Crossbow
- Posts: 2
- Joined: Sep 29, 2024
Re: Zombie scenarios
Ive been working on an updated version for DE, I can tell you its not perfect, I tried to copy over most of Firestorm21's original triggers (along with some updates and modernization) but how he managed to get the AI to target individual players is beyond my level of understanding with his use of triggers, I don't even know if it works the same in DE.
The game mode is fully functional through all 25 rounds, plus a few memes here and there, might need a bit of balancing and final polish and I can tell you for a fact it needs a more aggressive AI as mentioned above (The AI might be more aggressive if when the zombies are created its through the army creator rather then create unit(and then giving those armies commands via triggers) but I haven't had the time to test it )
Ill drop the files in the same ESOC Forum listed below if you guys want to play test it and drop some recommendations I'd be grateful and if anyone knows how to make the AI be more aggressive and continuously hunt players I'd be overjoyed. As always this mode should be played with 7 players the 8th being a com using standard age I for balance
Hopefully this helps keep this mode alive
The game mode is fully functional through all 25 rounds, plus a few memes here and there, might need a bit of balancing and final polish and I can tell you for a fact it needs a more aggressive AI as mentioned above (The AI might be more aggressive if when the zombies are created its through the army creator rather then create unit(and then giving those armies commands via triggers) but I haven't had the time to test it )
Ill drop the files in the same ESOC Forum listed below if you guys want to play test it and drop some recommendations I'd be grateful and if anyone knows how to make the AI be more aggressive and continuously hunt players I'd be overjoyed. As always this mode should be played with 7 players the 8th being a com using standard age I for balance
Hopefully this helps keep this mode alive
Re: Zombie scenarios
Hey Grumpy_Tart, my friend and I tested your scenario. The recorded game was 'out of sync' for both of us unfortunately.
What did not work:
What did not work:
- The the Gaia units attack the players units.
- The team 1 comp player did not disappear once the game started.
- The enemy units spawned correctly.
- Money was given for killing the zombies.
- I was able to purchase a Janissary.
- Joshua667746
- ESOC Media Team
- Posts: 51
- Joined: Jun 6, 2020
- ESO: GandalfTheWhite7
Re: Zombie scenarios
A quick note to some of this, I've found running AI scripts that aren't custom made in scenario's is 99% of the time a no-go. You should artificially make your own ai/attack plans by using the move units from area trigger. For example, if you want all NPC unit to attack a player's units closest to them, simply set the area as the middle of the map (0.5, 0.5) and set the range as the dimensions of the map, whilst enabling the attack move toggle (bool in rms). As a result, firing this trigger at given intervals basically runs as a logic find the nearest enemy, attack it, only reaquire enemies at the next fired event.
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- Crossbow
- Posts: 2
- Joined: Sep 29, 2024
Re: Zombie scenarios
Hello Bazz94,
That's embarrassing Its amazing what will work in scenario editor but will not work in a multiplayer lobby apparently the Diplomacy trigger is one of those.
Ive updated the mode and fixed that awful Gaia Issue as well as some other triggers that did not work, the AI is still generally useless in this version though but you can actually play it with out harassment from an invincible Gaia
Joshua667746 would you be able to explain how that trigger is executed to help the AI, I tried a timer trigger(30sec) on a loop that would run "Move from Area" to the center of the map but the AI never moved any advice would be appreciated
I fixed many of the issues listed above and updated the download file
That's embarrassing Its amazing what will work in scenario editor but will not work in a multiplayer lobby apparently the Diplomacy trigger is one of those.
Ive updated the mode and fixed that awful Gaia Issue as well as some other triggers that did not work, the AI is still generally useless in this version though but you can actually play it with out harassment from an invincible Gaia
Joshua667746 would you be able to explain how that trigger is executed to help the AI, I tried a timer trigger(30sec) on a loop that would run "Move from Area" to the center of the map but the AI never moved any advice would be appreciated
I fixed many of the issues listed above and updated the download file
- Attachments
-
- zombievill rebornv1.age3Yscn
- (214.98 KiB) Not downloaded yet
- Joshua667746
- ESOC Media Team
- Posts: 51
- Joined: Jun 6, 2020
- ESO: GandalfTheWhite7
Re: Zombie scenarios
If you have discord I can work on it there for you and lend a hand.
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