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 new monster types? 
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Joined: Sat Sep 26, 2009 8:17 am
Posts: 285
Location: Norway, Pakistan, U.K
Post Corrections
Nelsona wrote:
Wafles, I don't understand what is your problem. I bet you cannot speak more than one language.

2-4 actually.

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Thu Dec 23, 2010 6:56 am
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Joined: Tue Dec 21, 2010 1:54 pm
Posts: 21
Post Zombies OMG
Keep them in Deadcity like i need to kill more zombies that eat my robot brain


Fri Dec 24, 2010 9:06 am
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Joined: Sun Oct 31, 2010 9:03 am
Posts: 258
Post Unreal Doom!
If you like doomlike monsters.
Load the sevenbullets ufile in UEd and you have the new pawnclass weaponholder.
Then subclass your zombies under maleX and fill in the properties from the unreal1 male bots.
Search the referred gibskin and add them under display multiskins.
But dont forget to lower the movement speed ect values and specify the weapons.

So you can have the original Unreal1 zombies and combine them with any monster which actually holds a weapon.

Heres a subclassing tutorial btw:
http://www.planetmonsterhunt.com/viewto ... =10&t=1322
Consider that you dont need a int text for pawns ... .

:420: :mad: :cry:

EDIT:
I also found out the combat style values:
> normal - 0.0
> agressive - 0.5
> berserk - 1.0
> cautious - -0.5
> avoidant - -1.0

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Mon Jan 24, 2011 8:11 am
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Joined: Mon Mar 16, 2009 7:25 pm
Posts: 177
Post Re: new monster types?
Actually, Combatstyle doesn't mean that.

The Higher the number is, the more likely a monster melee's

the lower, they prefer ranged.

This is why SkaarjBerserkers will run across the room to claw you instead of shooting you from a distance

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can some people make a warhammer 40k story using ut weapons cause i know im no good at making levels or nuttin like that

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Fri Jan 28, 2011 12:00 pm
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Posts: 258
Post Re: new monster types?
I just found out that increasing the skill level above limit
makes melee damage modifications undone ... .

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Fri Jan 28, 2011 1:45 pm
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