[Mod] Zombie Waves [0.1] [zombie_waves]
[Mod] Zombie Waves [0.1] [zombie_waves]
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
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
- cornellius
- Member
- Posts: 82
- Joined: Sat Dec 01, 2012 05:08
- Location: South East Asian
- Doyouseemysword?123
- Member
- Posts: 23
- Joined: Sat May 11, 2013 19:37
- Location: Evansville, In
- prof-turbo
- Member
- Posts: 516
- Joined: Mon May 07, 2012 17:02
- Location: MinetestForFun or Teeworlds master server list
You died
You died
You died
I think I'll make a minetest game with that mod !
You died
You died
I think I'll make a minetest game with that mod !
You should take a look at http://www.xorhub.com
Players vs. zombies possibly (plans vs. zombies in minetest)?prof-turbo wrote:You died
You died
You died
I think I'll make a minetest game with that mod !
Last edited by lonely on Tue Jun 18, 2013 16:49, edited 1 time in total.
Aperture science:[url]http:forum.minetest.net/viewtopic.php?id=5917[/url]
I v'e got MineCraft now, so goodbye. You can look for me at the minecraft forum. my name there
is Portalfreaky.
I v'e got MineCraft now, so goodbye. You can look for me at the minecraft forum. my name there
is Portalfreaky.
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.
- Dan Duncombe
- Member
- Posts: 904
- Joined: Thu May 09, 2013 21:11
- Location: In the unknown depths of Earth
How do you start the zombie wave?
EDIT: Nevermind, gone back to game only to find I died
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.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
- King of Doom
- Member
- Posts: 65
- Joined: Sat Jun 22, 2013 02:20
- Location: North America, Earth
When I use the mod, it gives me multiple errors. But since all of you could have it work, what is wrong?
"You Cannot PASS! I am a servant of the secret fire, he who wields the flame of Anor! The Dark Fire will not avail you, Flame of Udun! Go back to the shadow! You SHALL NOT PASS!!!"
"Stand beside the gray stone where the thrush knocks, as the sun sets the last light of Durin's Day will shine upon the key-hole"
"Stand beside the gray stone where the thrush knocks, as the sun sets the last light of Durin's Day will shine upon the key-hole"
Code: Select all
failed to load and run /home/2232/minetest/bin/../mods/zombie/init.lua
[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
"I'll keep my eyes fixed on the sun..."
-Shake Me Down by Cage The Elephant
"I'll keep my eyes fixed on the sun..."
-Shake Me Down by Cage The Elephant
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.
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.
aka SAFR
Alright, so here's a legitimate question:
I'm in the .lua looking at the section that begins
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?
I'm in the .lua looking at the section that begins
Code: Select all
mobs:register_spawning_mob({
resource_name = "zombies:zombie",
aka SAFR
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.ak399g wrote:Alright, so here's a legitimate question:
I'm in the .lua looking at the section that beginsI'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?Code: Select all
mobs:register_spawning_mob({ resource_name = "zombies:zombie",
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.
Source:
https://github.com/RealBadAngel/technic ... ?source=cc
Thanks!
EDIT: well hang on.
In the init.lua for zombies, I come across this:
so it looks like they are supposed to combust in the day. huh.
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,
https://github.com/RealBadAngel/technic ... ?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
Last edited by ak399g on Tue Jul 30, 2013 21:56, edited 1 time in total.
aka SAFR
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.
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.
aka SAFR
- Dan Duncombe
- Member
- Posts: 904
- Joined: Thu May 09, 2013 21:11
- Location: In the unknown depths of Earth
If you want even more zombie horror try the zombies game which adds a couple more zombies and is generally harder.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.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
Who is online
Users browsing this forum: No registered users and 16 guests