[Mod] Zombie Waves [0.1] [zombie_waves]

qznc
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[Mod] Zombie Waves [0.1] [zombie_waves]

by qznc » Sun Jun 09, 2013 18:10

Lots of Zombies! And they are coming straight for you.

Based on Simple Mobs. They are supposed to come in waves, but fine tuning is difficult.

Depends: default
License: WTFPL
Download: tar.gz, zip
Code: github

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cornellius
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by cornellius » Mon Jun 10, 2013 05:05

What The Hell! They Are So Many
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by prof-turbo » Mon Jun 17, 2013 16:28

You died
You died
You died

I think I'll make a minetest game with that mod !
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lonely
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by lonely » Tue Jun 18, 2013 16:48

prof-turbo wrote:You died
You died
You died

I think I'll make a minetest game with that mod !

Players vs. zombies possibly (plans vs. zombies in minetest)?
Last edited by lonely on Tue Jun 18, 2013 16:49, edited 1 time in total.
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by qznc » Tue Jun 18, 2013 21:22

I was aiming for a cooperative fighting experience. Inspiration from Left 2 Dead and Serious Sam rethought within Minetest. I believe minetest will never be a good engine for a shooter, because low latency/fast reaction is not a goal of sandbox games. Nevertheless we can use different weapons. Melee, bombs, traps. More tower defense like.
 

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Dan Duncombe
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by Dan Duncombe » Sun Jun 23, 2013 19:50

How do you start the zombie wave?
EDIT: Nevermind, gone back to game only to find I died
Last edited by Dan Duncombe on Sun Jun 23, 2013 19:53, edited 1 time in total.
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by deivan » Thu Jun 27, 2013 01:02

I have some overhead here some times...
 

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King of Doom
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by King of Doom » Thu Jun 27, 2013 05:13

When I use the mod, it gives me multiple errors. But since all of you could have it work, what is wrong?
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by deivan » Thu Jun 27, 2013 11:11

Please, report your error messages.
 

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by derpswa99 » Thu Jun 27, 2013 19:32

What do you call this file?!!!!
 

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sfan5
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by sfan5 » Fri Jun 28, 2013 05:20

derpswa99 wrote:What do you call this file?!!!!

"zombies"
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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by 2232 » Mon Jul 22, 2013 22:42

Code: Select all
failed to load and run /home/2232/minetest/bin/../mods/zombie/init.lua


I renamed the folder "zombie".

[EDIT:] I just needed to ad an 's', to make it "zombies".
Last edited by 2232 on Mon Jul 22, 2013 22:44, edited 1 time in total.
-2232
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ak399g
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by ak399g » Tue Jul 30, 2013 02:48

The zombies spawn and pursue me in waves as expected; however, they do no damage upon contact.

EDIT: Not only do they do no damage, but other mobs do no damage as well.
Last edited by ak399g on Tue Jul 30, 2013 03:55, edited 1 time in total.
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ak399g
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by ak399g » Tue Jul 30, 2013 18:22

Problem identified: I had a number of other mods running, so I went through to see if one of them was responsible.

The issue stemmed from my armor mod. I disabled it and started receiving damage again. I think this mod is in the clear.
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ak399g
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by ak399g » Tue Jul 30, 2013 20:14

Alright, so here's a legitimate question:
I'm in the .lua looking at the section that begins
Code: Select all
mobs:register_spawning_mob({
    resource_name = "zombies:zombie",

I'm able to edit the light_damage so that they die eventually in the daytime, but the problem is they also would die when exposed to torches and other such things. Is there a way for them to die off in the daytime, but not when exposed to artificial light?
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by LionsDen » Tue Jul 30, 2013 20:57

ak399g wrote:Alright, so here's a legitimate question:
I'm in the .lua looking at the section that begins
Code: Select all
mobs:register_spawning_mob({
    resource_name = "zombies:zombie",

I'm able to edit the light_damage so that they die eventually in the daytime, but the problem is they also would die when exposed to torches and other such things. Is there a way for them to die off in the daytime, but not when exposed to artificial light?


You can try the technic solar panels, They only work with sunlight, I have tried torches and other light sources with them, but they don't work unless there is sun. How they do it, I haven't looked into but you may be able to figure it out.
 

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ak399g
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by ak399g » Tue Jul 30, 2013 21:52

peeking into the lua (below for link) the technic solar panels use a combination of light sensitivity (to make sure they don't work in the dark), time of day (to make sure they don't work at night) and position (to make sure they don't work deep underground). (they even admit to it being tricked by putting light sources inside a building/cave during the day). I'm guessing I could nab that time_of_day bit and stitch it into some despawn parameters.

Code: Select all
    local light = minetest.env:get_node_light(pos1, nil)
    local time_of_day = minetest.env:get_timeofday()
    local meta = minetest.env:get_meta(pos)
    if light == nil then light = 0 end
    -- turn on panel only during day time and if sufficient light
    -- I know this is counter intuitive when cheating by using other light sources underground.
    if light >= 12 and time_of_day>=0.24 and time_of_day<=0.76 and pos.y > -10 then
    local charge_to_give=math.floor(light*(light*0.0867+pos1.y/130*0.4333))
    if charge_to_give<0 then charge_to_give=0 end
    if charge_to_give>26 then charge_to_give=26 end
        meta:set_string("infotext", "Solar Panel is active ("..charge_to_give.."EU)")
        meta:set_int("LV_EU_supply", charge_to_give)
    else
        meta:set_string("infotext", "Solar Panel is inactive");
        meta:set_int("LV_EU_supply", 0)
    end
end,


Source:
https://github.com/RealBadAngel/technic/blob/master/technic/machines/lv/solar_panel.lua?source=cc

Thanks!

EDIT: well hang on.
In the init.lua for zombies, I come across this:
Code: Select all
            local do_env_damage = function(self)
                local pos = self.object:getpos()
                local n = minetest.env:get_node(pos)

                if self.light_damage and self.light_damage ~= 0
                    and pos.y>0
                    and minetest.env:get_node_light(pos)
                    and minetest.env:get_node_light(pos) > 4
                    and minetest.env:get_timeofday() > 0.2
                    and minetest.env:get_timeofday() < 0.8
                then
                    self.object:set_hp(self.object:get_hp()-self.light_damage)
                    if self.object:get_hp() == 0 then
                        self.object:remove()
                    end
                end

so it looks like they are supposed to combust in the day. huh.
Last edited by ak399g on Tue Jul 30, 2013 21:56, edited 1 time in total.
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ak399g
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by ak399g » Tue Jul 30, 2013 23:28

Just finished testing. Seems like the mod that prevented me from being damaged also prevented them from being damaged. Once again, this mod is in the clear.
I sorta feel like an idiot now.

At any rate, I love how they jump randomly. It A.) intimidates you; B.) overwhelms you with bodies; C.) allows them to jump on top of each other to climb over high walls, and; D.) climb hills. Granted, point 'D' will become moot with 0.4.8, but that doesn't matter.

Only thing I wish they could do was smash through doors and windows (glass). Because you can select and hit them with your sword through doors and windows, I only wish they could try to do the same to you by breaking what should be weak material.
Last edited by ak399g on Wed Jul 31, 2013 00:08, edited 1 time in total.
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Dan Duncombe
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by Dan Duncombe » Wed Jul 31, 2013 08:46

ak399g wrote:Just finished testing. Seems like the mod that prevented me from being damaged also prevented them from being damaged. Once again, this mod is in the clear.
I sorta feel like an idiot now.

At any rate, I love how they jump randomly. It A.) intimidates you; B.) overwhelms you with bodies; C.) allows them to jump on top of each other to climb over high walls, and; D.) climb hills. Granted, point 'D' will become moot with 0.4.8, but that doesn't matter.

Only thing I wish they could do was smash through doors and windows (glass). Because you can select and hit them with your sword through doors and windows, I only wish they could try to do the same to you by breaking what should be weak material.


If you want even more zombie horror try the zombies game which adds a couple more zombies and is generally harder.
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