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[Mod] Zombie Waves [0.1] [zombie_waves]

PostPosted: Sun Jun 09, 2013 18:10
by qznc
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

Image
Image
Image

PostPosted: Mon Jun 10, 2013 05:05
by cornellius
What The Hell! They Are So Many

PostPosted: Mon Jun 10, 2013 11:27
by PilzAdam
Nice.

PostPosted: Mon Jun 10, 2013 15:22
by Doyouseemysword?123
What do i name the file?

PostPosted: Mon Jun 17, 2013 16:28
by prof-turbo
You died
You died
You died

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

PostPosted: Tue Jun 18, 2013 16:48
by lonely
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)?

PostPosted: Tue Jun 18, 2013 21:22
by qznc
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.

PostPosted: Sun Jun 23, 2013 19:50
by Dan Duncombe
How do you start the zombie wave?
EDIT: Nevermind, gone back to game only to find I died

PostPosted: Thu Jun 27, 2013 01:02
by deivan
I have some overhead here some times...

PostPosted: Thu Jun 27, 2013 05:13
by King of Doom
When I use the mod, it gives me multiple errors. But since all of you could have it work, what is wrong?

PostPosted: Thu Jun 27, 2013 11:11
by deivan
Please, report your error messages.

PostPosted: Thu Jun 27, 2013 19:32
by derpswa99
What do you call this file?!!!!

PostPosted: Fri Jun 28, 2013 05:20
by sfan5
derpswa99 wrote:What do you call this file?!!!!

"zombies"

PostPosted: Mon Jul 22, 2013 22:42
by 2232
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".

PostPosted: Tue Jul 30, 2013 02:48
by ak399g
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.

PostPosted: Tue Jul 30, 2013 18:22
by ak399g
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.

PostPosted: Tue Jul 30, 2013 20:14
by ak399g
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?

PostPosted: Tue Jul 30, 2013 20:57
by LionsDen
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.

PostPosted: Tue Jul 30, 2013 21:52
by ak399g
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.

PostPosted: Tue Jul 30, 2013 23:28
by ak399g
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.

PostPosted: Wed Jul 31, 2013 08:46
by Dan Duncombe
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.