[Mod] Zombie Waves [0.1] [zombie_waves]

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

by qznc » Post

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 » Post

What The Hell! They Are So Many
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PilzAdam
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by PilzAdam » Post

Nice.

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Doyouseemysword?123
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by Doyouseemysword?123 » Post

What do i name the file?

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prof-turbo
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by prof-turbo » Post

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 » Post

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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qznc
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by qznc » Post

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 » Post

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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deivan
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by deivan » Post

I have some overhead here some times...

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King of Doom
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by King of Doom » Post

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 » Post

Please, report your error messages.

derpswa99
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by derpswa99 » Post

What do you call this file?!!!!

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by sfan5 » Post

derpswa99 wrote:What do you call this file?!!!!
"zombies"
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2232
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by 2232 » Post

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 » Post

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 » Post

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 » Post

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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LionsDen
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by LionsDen » Post

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 » Post

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 ... ?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.
aka SAFR

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ak399g
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by ak399g » Post

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 » Post

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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