Garry's Mod

Garry's Mod

nZombies - A Nazi Zombies Gamemode [Content Pack]
Wolfy_Paws 2017 年 11 月 26 日 上午 8:56
More suggestions for nzombies
I made this discussion so that new idea and suggestions could be seen better
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Wolfy_Paws 2017 年 11 月 26 日 上午 8:56 
Some more suggestions for nzombies:
1. Maybe add perk bottle drops
2. Maybe add a Way for us to make it so a certain perk dosen’t need power
3. Also if there’s not already a way maybe add a way for us to script in a zombie counter
4. Add a way to force zombies to go on a certain direction until the door is opened for example: on one of my configs the players start in a area with one barricade and instead of going through the barricade after the players get out of that area the zombies go for the locked door Instead
5.another idea maybe make it so in our configs we can set the max amount of perks people can have for those of us who don’t want people to have to be changing their settings
6.Also it may be possible to Do turned as a certain percentage that the zombie will join your squad and attack the other zombies since gmod naturally has a squad system?
7.also maybe add a way for us to change what meele weapon people start with
8.maybe add the kuda smg from black ops 3 to nzombies since nobody has made one on the workshop
9.maybe make so it sometimes dosen’t take packapunching the same weapon 3 or 4 times before the packapunch camo appears on the weapon
Wolfy_Paws 2017 年 11 月 26 日 上午 8:58 
Also maybe fireworks could be done as a certain percentage chance that fire works would spawn when the zombie was killed?
Zet0r  [开发者] 2017 年 11 月 26 日 下午 4:41 
引用自 Cybergamerknight
Ideas ...
1. Planned (I think I might already have it, but nowhere in the game drops it)
2. You can already just map script any perk machine to power it up on game start
3. It is as scriptable now as it can be; if it becomes any more "scriptable" it basically means I make it and you just enable it, which I don't plan to do. Zombie counter is just getting the number of zombies left and networking it to clients to display on their HUD.
4. Use Navlocks and link the navmesh under the locked door to that door. Zombies can only walk through navlocked areas if the door they are linked to is open.
5. Max amount of perks will always be 4 - I personally dislike when custom zombies maps change this, so I won't be coding support for it. Technically, you can still map script in and force the player a perk (like the scripts can) when they try to buy a perk but have above max.
6. Gmod does not naturally have any squad system that I know of. Also, the AI of the zombies are hardcoded to only go for targets that have a target priority (no zombies)
7. You can easily code your own melee weapon. I'm not gonna change what you start with though.
8. I am not gonna port weapons myself.
9. Bug to be fixed, sure

引用自 Cybergamerknight
Also maybe fireworks could be done as a certain percentage chance that fire works would spawn when the zombie was killed?
Double pap effects I plan to test out, see if they work in a gmod style. I might make my own effects on top of the ones already existing. I might also decide against making this later down the line.
Wolfy_Paws 2017 年 11 月 26 日 下午 8:13 
Ok
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