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Halo's Infection on UT2004
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Author:  Captain Xavious [ Tue Aug 12, 2008 9:29 pm ]
Post subject:  Halo's Infection on UT2004

If you ever played Halo 3, maybe you know about the Infection game type. Basically, all but like one or two of the players are on the same team, and the other(s) are sword weilding zombies that must make their way towards converting the rest of the players into zombies.

I'd like something like this for UT2004. Once I figure out animating in Blender, I'd probably make some zombie melee attacks, so we can give the zombies their own weapon, and make it something pretty awesome. Ideally, you'd be able to configure the zombie's stats to some degree, perhaps something as simple as giving them a permanent adrenaline effect, either chosen already or giving them a random one.

Wouldn't really me much to it, just select how many zombies to start out with, and when a survivor is illed, he spawns on the other team. The zombie tetam would have to be set up so they satart with only one weapon (the zombie claws), which is simple to do, then just figure out a way to disable them from picking up items, which again, probably not too hard to do.

If there already is a gametype similar to this, could someone point me to it?

Author:  uglyogre [ Thu Aug 14, 2008 5:28 am ]
Post subject:  Re: Halo's Infection on UT2004

ye there is the halo invasion with the flood you could try crosing it with conflict and change weapons options plus add in som scripting to make it so you switch sides when killed


apart from that iv not seen any or thought of any and at one point i had most of the mods for 2k4

Author:  deadly_game [ Fri Aug 15, 2008 7:34 pm ]
Post subject:  Re: Halo's Infection on UT2004

i dont know if there is one, but if there is, im downloading it!

Author:  deadly_game [ Mon Jan 26, 2009 9:37 pm ]
Post subject:  Re: Halo's Infection on UT2004

Yes, i do realise im posting this late, very late, but i found somehting that slightly resembles the halo zombies gametype.

http://www.utzone.de/include.php?path=c ... entid=3324

first one to die becomes infected and glows green. they can use weapons, but the bots choose not to, and to infect someone you have to touch them, not kill them. Im sure a bit of fiddling around can fix these and make a halo style gametype

Author:  zer0 [ Tue Jan 27, 2009 4:45 am ]
Post subject:  Re: Halo's Infection on UT2004

i think this would be a really cool gametype, it would beat the invasion gametype by miles and it shouldn't be touching, but rather attacks with melee weapons convert them when they are killed, otherwise they just die and respawn, also zombies should respawn when killed

Author:  Captain Xavious [ Tue Jan 27, 2009 10:03 am ]
Post subject:  Re: Halo's Infection on UT2004

Oh yeah, I seen that gametype a while ago. Looked kinda promising.

If someone can get something worked out, I can probably whip up some attack anims + some code for zombie attacks pretty easily. I imagine something like L4D's zombie attacks would work nicely, actually. Would be cool to have a bit of variety on the types of zombies you could use.

Would be cool if this Community could have a gametype to (sort of) call their own.

Author:  zer0 [ Tue Jan 27, 2009 5:43 pm ]
Post subject:  Re: Halo's Infection on UT2004

Captain Xavious wrote:
Would be cool if this Community could have a gametype to (sort of) call their own.


True that, who would know how to start this? And what about cybernetics, how do they become zombies? should they just turn into a regular zombie, or do they need some kind of robot zombie model or something?

just discussing this makes me want to pull out my chainsaw and boomstick :twisted:

Author:  Captain Xavious [ Tue Jan 27, 2009 10:54 pm ]
Post subject:  Re: Halo's Infection on UT2004

Hmm... I think you might be over analysing that, since its pretty much only a cosmetic problem and wouldn't affect gameplay in any way. Though I imagine there are a number of solutions.

First off, the easiest, is that you can add an overlay to the zombie players that makes them look bloody/grimy/rotted, which, if done right, should work for just about any model.

An alternative solution would be to force players to use a different model, models that come to mind would be EvilEngine's Zombies of Nightmare, and different models could be applied to different classes of zombies (those fat ones for a Boomer-like zombie maybe?). This course would not care what your prior model was.

A third route would to give you specific models, based off what species you are. This could be figured by the species of the model, and would give a rather generic zombie model for whatever class you use. A problem with this is; who has a robot zombie model we could use?

I think the second choice would be best course, first option only if we can't get permission to use the Zombies of Nightmare models.

Author:  deadly_game [ Wed Jan 28, 2009 11:29 pm ]
Post subject:  Re: Halo's Infection on UT2004

Blue Moon Rising has zombies too, and they are high quality ones, bit there is only one type.

Author:  Glosmostinex [ Wed Jan 28, 2009 11:49 pm ]
Post subject:  Re: Halo's Infection on UT2004

what if you change the BW hands a bit and add some large nails into it, and texture some blood on it?

Author:  deadly_game [ Thu Jan 29, 2009 1:28 am ]
Post subject:  Re: Halo's Infection on UT2004

nails? or do you mean fingernails?

Author:  Captain Xavious [ Thu Jan 29, 2009 7:54 am ]
Post subject:  Re: Halo's Infection on UT2004

I assume he means fingernails.

I actually think just a good retexture would work great for zombies. Keep the basic style, with the camo print sleeves and stuff, but make it look all bloody, dirty and torn. Also, the gloves should be torn on should be torn and bloody finger tips should be showing.

It would look like the BW guy got turned into a zombie and would be pretty sweet, methinks.

Author:  Glosmostinex [ Thu Jan 29, 2009 10:18 am ]
Post subject:  Re: Halo's Infection on UT2004

yeah, I mean fingernails.
BWguy.... who knows how he is... we only know his hands :P
perhaps one day he will be known the same way as doomguy :P

Author:  zer0 [ Sat Feb 07, 2009 4:05 am ]
Post subject:  Re: Halo's Infection on UT2004

can you make the two arms have different textures to eachother, rather than the same texture mirrored over?

Author:  deadly_game [ Sat Feb 07, 2009 4:51 am ]
Post subject:  Re: Halo's Infection on UT2004

Glosmostinex wrote:
BWguy.... who knows how he is... we only know his hands :P



BWguy? I like it. And if it doesnt, BW should have some maps to call their own.

Some maps have less stuff in it, and are less popular and are of a less quality, but they still have maps to call theirs.

Author:  Black Eagle [ Mon Feb 09, 2009 3:25 am ]
Post subject:  Re: Halo's Infection on UT2004

BW Guy? Hmmmm... Never thought of that, maybe he's a zombie but he's in a suit so we don't know.. MUHAHAHHAHA!!, all will be revealed.. Nah!!

Author:  Captain Xavious [ Wed Feb 18, 2009 12:53 pm ]
Post subject:  Re: Halo's Infection on UT2004

I've been doing a little work on this as a side project, and my bro has some pretty nice zombie arm textures just about done, and I've done a few attack animations.

So far, my idea is that all the different possible zombie types will all be part of the same weapon. Different zombie types can then be tied to different fire modes, and those fire modes can be locked down and unlocked using various methods at a later point.

I can get most of the zombie statistics and player modifications handled with just the weapon, so that will make coding a lot easier too.

All that would really be needed for coding is some gametype that makes people switch sides when dead, and for that one side to be forced to use the zombie weapon. Also, some sort of zombie type selection menu would be nice too.

===

Anyways, for animations, here's what I got so far:

Generic Idle anim
Left, Right, and Two Handed Clawing Attacks
PrepGrab, Grab, GrabShake, and GrabEnd Atack anims
GrabEnd can also be used as a shove attack
MouthPrep, MouthFire, MouthAttackIdle, MouthEnd
Left, Right, and Two Handed Slam Attacks
PrepPounce, PounceIdle, and PounceEnd anims
PrepThrow, Throw anim

Animations are all done at the moment. Unless someone has some suggestions?
===

The Grab anims would be used for biting attacks. I animated it in such a way so that it looks like you grab someone, and when you latch on, you bring them closer to you and shake them around. Can't really animate biting in a first person shooter, so this will have to do.

PrepPounce would be used for when you are charging up a pounce attack, PounceIdle would be played when you are in air (this idea might not work too good, dunno), and PounceEnd would be used at the end of the pounce.

The Mouth anims would be used for vomit/screaming/tongue attacks. Basically anything that involves a projectile or such coming from your mouth.

MouthPrep would be used in case there is a charge attack, Mouth Fire would be for a one shot attack, MouthAttackIdle would be for attacks that keep firing if you hold in the fire button, and Mouth End would be the animation to play after MouthAttackIdle.

Throw anims will look like the player tears something off him and then throws it.

Anyone got any ideas or suggestions to this plan? How about any animations that I might have missed?

I think for this gametype, it'd make it a lot better if there was a lot of weaker zombies around, and players play as super zombies, like in L4D. The first person to die to a weaker zombie becomes the first zombie, but because players could probably keep the weak zombies at bay for a long time, a timer should be in place. If the timer reaches zero, the weakest player (or if theres a tie, one is randomly selected from the weakest) becomes a super zombie.

Also, what about the possibility that dead players could come back as humans some how? Probably having a moving check point that pops up every once in a while (as long as there's 2 or more super zombies out) that players must touch that will bring back one randomly selected super zombie. Sorta like how L4D does it, only they come back from the zombie team instead of being stuck spectating.

These things would be put in place later though. Just having the players who die become part of the different team is what we should focus on.

Author:  Odie [ Fri Jul 10, 2009 4:24 am ]
Post subject:  Re: Halo's Infection on UT2004

Captain Xavious wrote:
I assume he means fingernails.

I actually think just a good retexture would work great for zombies. Keep the basic style, with the camo print sleeves and stuff, but make it look all bloody, dirty and torn. Also, the gloves should be torn on should be torn and bloody finger tips should be showing.

It would look like the BW guy got turned into a zombie and would be pretty sweet, methinks.

Maybe missing a few finger tips?

Author:  ChaosMarine [ Thu Sep 10, 2009 7:56 pm ]
Post subject:  Re: Halo's Infection on UT2004

Wait, isn't that like the mutant gametype on Area 51? Basically one person starts as a mutant and kills a another player so when they respawn they're a mutant, too. And to win the match you and/or other mutants must infect the rest of the players... but the non-infected can win by killing the mutants. (Once a player becomes a mutant, they have one life. The same goes for the players, except they turn into mutants when they die)

Author:  Captain Xavious [ Fri Sep 11, 2009 12:40 pm ]
Post subject:  Re: Halo's Infection on UT2004

Yeah, thats the basic idea.

Author:  ChaosMarine [ Fri Sep 11, 2009 7:04 pm ]
Post subject:  Re: Halo's Infection on UT2004

Ok

Author:  Captain Xavious [ Sat Sep 12, 2009 8:39 am ]
Post subject:  Re: Halo's Infection on UT2004

You happen to know anyone that knows Gametype code? :D

Author:  ChaosMarine [ Sun Sep 13, 2009 8:11 pm ]
Post subject:  Re: Halo's Infection on UT2004

unfortunately, I don't... I'm trying to learn modeling.... And I think I'm gonna give up soon.

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