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Zombies at boltons

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    Zombies at boltons

    after 3 and a half years,my game is finally starting to be how I wanted it to be.since 1991 when I first worked there I have dreamt about running round this place and fragging zombies.making the zombies has been the hardest work but I think they are just about ready,and are certainly worthy opponents.

    the video shows me free roaming with a random weapon pickup system enabled,just to show more action in a short vid.

    backstory and missions are still in an early state,but I have all the kismet systems setup for missions and stuff so its just the story I need to work on now.

    there are just 2 pawn classes but they randomly select from 4 body meshes and 3 attacments to give some variation.

    lots more weapons are planned,last night I got my acid working although its not in the vid.



    edit:video updated to latest one.

    #2
    Defenetly a lot of love was put here.The crossbow doesnt convince me.The string doesnt look too puled behind to give it enough force look when shooting and also its animation is very slow.Take for example the half life crossbow animation.Its so fast that you cant see the string moving(onle when it reloads)I think its only animated for reloading and when shooting it just jumps a few animation keyframes to the end quicly.I wish you all the stamina and good luck to finish and have it at the end just the way youve pictured it

    By the way.How do you activate the falling animation of the player when being hit by a zombie?

    Comment


      #3
      i think all that work was only for good. looks great. awesome. Keep up the good work.

      Comment


        #4
        valid points majic12.i made the weapons back in 2011 and am planning to redo them all once I get first person arms working-something ive struggled with for a long time.

        Code:
        simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
        {
        /// `Log("Bump");
        
             Super.Bump( Other, OtherComp, HitNormal );
        
        	if ( (Other == None) || Other.bStatic )
        		return;
        
          P = Pawn(Other);
        
        	if ( P != None)  //if we hit a pawn
        
        	{
        	    if (boltonsworker_large(Other) != None)
                    {
                       ForceRagdoll();
                       bloodpuddle.activateSystem();
                       Return;
                    }
                    
                    if (boltonsworker_def(Other) != None)
                    {
                       ForceRagdoll();
                       bloodpuddle.activateSystem();
                       Return;
                    }
        
                    if (boltonsworker_special(Other) != None)
                    {
                       ForceRagdoll();
                       bloodpuddle.activateSystem();
                       Return;
                    }
        
                    if (boltonsworker_demon(Other) != None)
                    {
                       ForceRagdoll();
                       bloodpuddle.activateSystem();
                       Return;
                    }
                    
                    if (boltonsworker_mutant(Other) != None)
                    {
                       ForceRagdoll();
                       bloodpuddle.activateSystem();
                       Return;
                    }
        
                    if (cnlsanders(Other) != None)
                    {
        
                       Return;
                    }
        
        
                    if (Vehicle(Other) != None)
                    {
        
                       Return;
                    }
        
                    if (spiderling_pawn(Other) != None)
                    {
                        Return;
                    }
        
        	    if (P.Health >10)
        	   {   
                        P.Gasp();
                        P.ForceCrouch();
                        SetTimer(0.1, false, 'EatSlow');
                   }
        
                   if (P.Health <10)
        	   {
        
                        SetTimer(0.1, false, 'EatSlow');
        
                   }
        
        
                }
        }
        this is how I get the player to drop when touching a zombie.you need to add any other pawns that may touch and you don't need the ragdoll with an empty entry.ie cnlsanders,spiderling_pawn.

        thanks udkA.

        Comment


          #5
          these are my most advanced zombies yet.



          this is the final external layout of the factory.




          a few stats:

          8004 static meshes
          1215 Kactors
          5025 pathnodes
          537 foliage instances
          27 interp actors
          102 custom actors
          128x128 landscape

          60 fps in dx9 with up to 25 zombies,things start to slow down after that.

          my rig:

          AMD-FX 8350 black edition o/c 4.1 ghz
          EVGA GeForce 680 2 gig
          8 gig ram
          windows 7
          September 2011 UDK

          Comment


            #6
            Nice work!

            1st person arms - I use wep+arms combined. Never had a problem with code compiling. Some of my 1ps are women and that's fine, wep/arms have gloves - short bit of arm skins no one notices.

            myFamilyInfo:
            Code:
            	ArmMeshPackageName="none"
            	ArmSkinPackageName="none"
            The knock down of your player character is excellent!

            Comment


              #7
              [QUOTE=gaz661;31822973]valid points majic12.i made the weapons back in 2011 and am planning to redo them all once I get first person arms working-something ive struggled with for a long time.

              This reminds that when i started using UDK back in 2012 i downloaded your weapon pack.I loved it cos my models were kind of ****. But now i started using my new models and they look better.
              I have started project if you wanna take a look.

              Comment


                #8
                those advanced zombies looks awesome

                Comment


                  #9
                  thanks snipe,will keep at it.

                  udka,id love to take a peek at your project.

                  the code side of the zombies is where I have made to the most advances.the biggest problem ive had was zombies congregating at the flag base instead of hunting me.I did have an emplaced gunner at the flag to waste any that came near,but it wasn't always reliable,so I gave my zombies a life span.the less life they have left the faster(or more hungry) they get.if they do not find the player before the lifespan runs out they die and a new one is spawned from 1 of 26 locations.if they see the player the lifespan is cancelled.it works so well it has transformed the gameplay from something that I enjoyed playing(we all love to play our own games)to something others will enjoy too.

                  finally got custom anims working too,dont know why I struggled so much now ive done it,it seems so easy.if only I could do softbody animation instead of relying on the free mixamo and default udk ones.oh well,we cant be good at everything.

                  ive spent a lot of time on getting real dismemberment working and I feel I am so so close.ive seen a couple of youtube vids that seem to have done it,and if they can do it then so can i.

                  Comment


                    #10
                    first person arms and real dismemberment working,although still needs lots of tweaking.

                    Comment


                      #11
                      dismemberment and 1p arms, nice achievements gaz. And spawning the bug, creepy little shyteXD

                      Comment


                        #12
                        thanks Snipe,loving the use of the word shyte.
                        ive tidied up the zombie mesh for dismemberment and now both arms and head are severable and looking good(no misaligned verts).i need to make a hopping anim and then I can tackle the legs.
                        also got 1st person arms on my ak47 and sorted out reloading.my anims need work but once again,small things have transformed my game.
                        ive refrained from posting another vid so soon but you can believe the next one will contain epic amounts of blood and shyte.

                        its amazing how a little interest from others gives you a nudge when you need it.

                        Comment


                          #13
                          yeah we Australians start feeling stunted and un-patriotic if we can't use extra adjectives.
                          True in a game those small things make the difference but as usual they're the hardest. You're getting a handle on the code - me too it's weird I began understanding it. But I'd be lost without Epic's code base and help on the forums.

                          Comment


                            #14
                            I like the atmosphere of the map, especially its openness. It reminds me a bit of the STALKER games (a very good thing imo).
                            The way that hitting zombies in different places has different effects is pretty cool, too (not only the dismemberment, but the animations and speed changes).

                            Keep at it, this looks like it could be a lot of fun.

                            Comment


                              #15
                              thanks,though i cant take much credit for the layout.i have stuck rigidly to the real factory layout circa 1995.the factory is 90% demolished now and the company finally went into receivership this week.



                              heres the google image I used.oh and 13 years of memories.

                              Comment

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