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PostPosted: Tue Jan 06, 2009 4:09 pm 
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Joined: Mon Oct 27, 2008 2:51 pm
Posts: 197
Location: London
Not necessarily
Code:
simulated function PostBeginPlay()
{
    local int ZombieType;
    Super.PostBeginPlay();
    ZombieType = Rand(4);
    switch (ZombieType)
    {
        case 0:
            Mesh=LodMesh'UnrealShare.Female1';
         Skin=Texture'Female1Skins.FemGib1';
           MultiSkins[0]=Texture'Female1Skins.FemGib1';
            MultiSkins[1]=Texture'Female1Skins.FemGib1'; break;
        case 1:
            Mesh=LodMesh'UnrealShare.Male2';
         Skin=Texture'Male2Skins.Male2Gib';
            MultiSkins[0]=Texture'Male2Skins.Male2Gib';
            MultiSkins[1]=Texture'Male2Skins.Male2Gib'; break;
        case 2:
            Mesh=LodMesh'UnrealShare.Female2';
         Skin=Texture'Female2Skins.Fem2Gib';
            MultiSkins[0]=Texture'Female2Skins.Fem2Gib';
            MultiSkins[1]=Texture'Female2Skins.Fem2Gib'; break;
        case 3:
            Mesh=LodMesh'UnrealShare.Male1';
         Skin=Texture'Male1Skins.male1gib';
            MultiSkins[0]=Texture'Male1Skins.male1gib';
            MultiSkins[1]=Texture'Male1Skins.male1gib'; break;
    }

This code randomizes between models and accurately applies the fitting skin to them. you can also use it to randomize speed and health and the like.

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 Post subject:
PostPosted: Tue Jan 06, 2009 6:09 pm 
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Joined: Mon Aug 11, 2008 9:44 am
Posts: 848
Location: Coos Bay Oregon
Yeah, I actually started to lock it to one or two models, but when I did it started to become dull and repetative.

I will say there is a texture applied to all, but I also will say it shouldn't be boring :naughty:

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 Post subject:
PostPosted: Sat Jan 17, 2009 1:46 pm 
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Joined: Thu Jan 15, 2009 2:38 pm
Posts: 175
Location: Colorado, The IXAN VI solar system
:wiggle: hmmm... do u think the zombies could get a different skin or mesh?

lik make it look lik a mutiant?

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 Post subject:
PostPosted: Sat Jan 17, 2009 1:49 pm 
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Joined: Thu Dec 04, 2008 5:38 pm
Posts: 1139
Location: Hell
Good idea

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 Post subject:
PostPosted: Sat Jan 17, 2009 7:59 pm 
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Joined: Thu Jan 15, 2009 2:38 pm
Posts: 175
Location: Colorado, The IXAN VI solar system
yea lik a zombie cud have an extra arm or have lik wings maybe?

umm... and even give it little scraps of armor on the chest or so? :wiggle:

and also the complation of ALL 4 dead citys wud ROCC!
and could you add a secret hide out spot? a breafing room? a hud map?

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 Post subject:
PostPosted: Sun Jul 05, 2009 12:53 am 
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Joined: Thu Jul 31, 2008 9:58 pm
Posts: 230
Location: united states,Illinois
o grand flying mutant zombies! :eek2:

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 Post subject:
PostPosted: Sat Aug 22, 2009 8:20 am 
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Joined: Mon Aug 17, 2009 4:52 pm
Posts: 95
Location: Magic Land
was this map ever finished or released?

I was wondering if whoever modified the zombies noticed that they are configurable with an ini file for the health, movement and other options that can change the way they spawn and all that. I never released this map publically when I converted it to MH and is one reason why every server has them in a very lame difficulty for each and every version. I just wish people will stop making versions without realizing about the zombie's configuration or without having any knowledge about mapping. Anyway, I have the original configuration file of the first version I released of DeadCity if anyone needs it.


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 Post subject:
PostPosted: Fri Dec 25, 2009 8:47 am 
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Joined: Fri Dec 25, 2009 8:19 am
Posts: 4
No, it wasn't.

The config file(s) has been floating around for quite some time but no server admins seem to care. work was halted on the zombies when it was realized they were yours and being done without permission.

If you have changed your feelings about that, I'll happily update them correctly.


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 Post subject: ...
PostPosted: Sun Mar 28, 2010 9:29 am 
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Joined: Sat Sep 26, 2009 7:17 am
Posts: 285
Location: Norway, Pakistan, U.K
The Door and the Plaque (something like that) looks the same in the first post. :meh:

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 Post subject:
PostPosted: Sat Apr 03, 2010 1:07 am 
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Joined: Wed Feb 18, 2009 4:39 pm
Posts: 56
I really hate to be a stick in the mud.
But what is the big attraction for Deadcity. At first, a long time agao it had the most funky feel and looks so fixxing it aint a bad idea.

However, changing the code the map won't be the wierd thing I knew.
I say do a complete texture change, lighting, botpath,sound,music but keep the originality, IMO.
and a few fixxes

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