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Zombies to be used in MonsterHunt

Posted: Wed Feb 19, 2020 9:33 pm
by EvilGrins
Please list all .u files you know of that have zombie monsters in them...
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...let me know all of the MonsterPackages you are familiar with that have zombies.

Re: Zombies to be used in MonsterHunt

Posted: Wed Feb 19, 2020 10:58 pm
by papercoffee
I know only the TWT zombies.

Re: Zombies to be used in MonsterHunt

Posted: Wed Feb 19, 2020 11:38 pm
by OjitroC
The following contain zombies - not necessarily former humans but also zombified monsters of various kinds

Dawn.u [just the one]
CorpseMania.u [2 or 3 zombies plus a zombie nali rabbit - not sure what they are like as I don't use them for some reason I don't now remember!]
HellDemon.u [? not sure if this is actually a zombie]
CursedBody.u [think these are zombies]
CursedBody2.u [as above]
DC-Pawns3.u [two zombies]
HauntedCreatures.u [zombie unrealshare monsters, plus a couple of ghosts]
MUPawns.u [a fat skaarj zombie plus a SkaarjDemon and other non-zombie monsters]
MallZombies2.u [uses TWT zombies but worth looking at]
QuakeMPak.u [as below]
QuakeMPak2.u [a zombie and a mummy - these you know]
TWT_Zombies.u [about 20 human zombies]
U4eTMenu.u [just the one monster - a zombie]
Zombi.u [14 zombies - not human]
Zombies5.u [a later version of TWT rewritten by MrLoathsome to be more configurable, etc]

Re: Zombies to be used in MonsterHunt

Posted: Thu Feb 20, 2020 3:14 am
by papercoffee
Now that you mentioned it ...I have Zombies5.u as well.

Re: Zombies to be used in MonsterHunt

Posted: Thu Feb 20, 2020 12:09 pm
by OjitroC
For human zombies, Zombies5.u is the one to use with, perhaps, some MallZombies2 thrown in (as their behaviour may be slightly different).

Update on CorpseMania.u - basically distorted Male1, slow moving and lowish health, really meant to be used in the CoprseMania gametype/mutator.

Re: Zombies to be used in MonsterHunt

Posted: Fri Feb 21, 2020 1:52 am
by EvilGrins
Reason I was asking is due to this...
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...there are 2 classes of zombies from the Zombi pack that are amazing, but it occurred to me I may want to edit this map again with ONLY zombies and a more basic look. As most zombies are slow but with some Zombi-mothers, that rapidly produce zombie kids, could make for more of a challenge.

I just need to find stable zombies to use and a fair amount of variety (the map has a little over 20 creature factories) then somebody to either teach me how to connect a particular monster to the Monster-End in the final room... or edit it for me.

Re: Zombies to be used in MonsterHunt

Posted: Fri Feb 21, 2020 7:55 am
by sektor2111
EvilGrins wrote: Fri Feb 21, 2020 1:52 am then somebody to either teach me how to connect a particular monster to the Monster-End in the final room... or edit it for me.
Instead of wasting time with posting posts
Wasting_Time.PNG
you can open a map where a monster is connected with End like some version of MH-BoomBoomBridge, bugged MH-Face, or a good MonsterArena map and you can see the "How To" directly.
Relation between an Actor having an Event and other one having the same string used as Tag it's probably explained X times.

Re: Zombies to be used in MonsterHunt

Posted: Fri Feb 21, 2020 9:25 am
by EvilGrins
sektor2111 wrote: Fri Feb 21, 2020 7:55 amInstead of wasting time with posting posts
It was a really slow day at work.

Re: Zombies to be used in MonsterHunt

Posted: Fri Feb 21, 2020 2:38 pm
by OjitroC
An addition to my previous list :-
MZ.u [the same as MallZombies2.u though the filesize is slightly different]

Note : Zombi2.u (which contains the same as Zombi.u with the addition of another ten zombies) doesn't work in UT and appears to be for Unreal only.

Re: Zombies to be used in MonsterHunt

Posted: Sun Feb 23, 2020 5:28 am
by papercoffee
Someone should convert Zombi2.u then :mrgreen:

Re: Zombies to be used in MonsterHunt

Posted: Mon Feb 24, 2020 6:34 am
by EvilGrins
Not listed above, I've got DC-Pawns.u & DC-Pawns2.u though I've never tried mapping with them.

Re: Zombies to be used in MonsterHunt

Posted: Mon Feb 24, 2020 11:37 am
by OjitroC
EvilGrins wrote: Mon Feb 24, 2020 6:34 am Not listed above, I've got DC-Pawns.u & DC-Pawns2.u though I've never tried mapping with them.
Yes I don't have those in my list of scriptedpawns - there's a reason why I don't use either of them.

DC-Pawns.u may be worth looking at though there are drawbacks to using it - the package contains just one pawn (a zombie) but that pawn has several meshes generated at random so it may appear as Male1, Male2, Female1 etc, etc. The pawn has a health of 600 (though this may vary, usually upwards) and bite damage of 100 ('delivered by bumping the player). The package is from the DeadCity maps (hence the DC prefix) and the code deals with the day/night differences in the pawn's behaviour for that map (or series of maps) - so I don't know if this would have any impact on behaviour when placed in another map without that day/night difference. Spawned through MonsterSpawn, the zombies run around manically and seem to take some damage from bumping into walls, etc - they may also bump into other scriptedpawns (with predictable and potentially undesirable results) - this means that, over time, they may significantly reduce the number of other scriptedpawns in a map. In MonsterSpawn they don't get destroyed at the end of the spawn cycle and so linger into the next 'wave' - I also have the feeling that the number of zombies may increase over time but I'm not sure about that (plus there seems to be a random change in size as some get smaller).

DC-Pawns2 - this is the same as DC-Pawns3, as it contains the same two 'pawns' and the file size is more or less the same so the difference is down to, I think, small changes to the code of the other parts of the package. I take it that DC-Pawns3 is therefore an update and a slight improvement of DC-Pawns2.

NOTE - HHzombie.u also has a zombie (surprise, surprise!) but this throws a critical error that crashes the game (well, actually it throws the error on trying to start a map) - looks like something to do with the RangedAttack - perhaps it only works in Unreal.

Re: Zombies to be used in MonsterHunt

Posted: Mon Feb 24, 2020 10:29 pm
by EvilGrins
Is it just me or do all the zombies in the various DC-Pawns u-files not show up when there's light?

I've noted on the Dead City MH maps the zombies show up when the light goes away but run away when the light comes back. Is that more than a map setup thing or are they literally designed to avoid light?

Re: Zombies to be used in MonsterHunt

Posted: Mon Feb 24, 2020 11:51 pm
by OjitroC
EvilGrins wrote: Mon Feb 24, 2020 10:29 pm Is it just me or do all the zombies in the various DC-Pawns u-files not show up when there's light?
You mean when you use them on any map?

I don't know what happens when they are placed in a map other than DeadCity (and variants) as I use them in MonsterSpawn and they spawn OK but, as I said, they are not destroyed at the end of a 'cycle'.

On the DeadCIty maps, when/whether they show up is related to whether it is Day or Night, as defined by time - there's code in the package to define time and code in the pawns to determine the action they take at the defined time(s). There's also a special navigation point to which they go (or should go) during the defined daytime. So it's not the light per se but the time of 'day' that determines their appearance and behaviour. At least that's my understanding given my very limited knowledge of UScript.

They are coded to attack other Pawns which affects how/where they can be placed in maps where there are other Pawns.

Re: Zombies to be used in MonsterHunt

Posted: Tue Feb 25, 2020 1:52 am
by EvilGrins
OjitroC wrote: Mon Feb 24, 2020 11:51 pm
EvilGrins wrote: Mon Feb 24, 2020 10:29 pm Is it just me or do all the zombies in the various DC-Pawns u-files not show up when there's light?
You mean when you use them on any map?
I'm testing all the various zombies on an edited Serious Sam map, same as the 1 in the screenshot up a few replies ago, and I put the DC-zombies into 1 Creature Factory... but as the map is always "morning" none of them spawned out of the thing.

Couldn't think of any other reason other than the map is permanently in daylight.