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Age of Mythology Heaven » Forums » Scenario Design » Showcase: Nazi Zombies Verukkt
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Topic Subject:Showcase: Nazi Zombies Verukkt
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xEXOLARx
Mortal
posted 27 October 2009 03:40 AM EDT (US)         
Nazi Zombies Verukkt

Map starter, ideas most map design by RPR_Slayer
Triggerer, eyecandier, publisher, sounds and ideas by EXOLAR
This is a Aomt version of the Call of Duty World at War Nazi Zombies Verukkt game add on.

Note: To all the people who have the nazi zombie sound files put it all in a new folder called "Nazi Zombie Sounds" then place it in your sound folder.

This is about 70% accurate I did some modifications.

So far this map is almost complete and I have posted it in the download section to test online.

Features so far

  • Random Box, pay 950 points to use the random box you can accept or reject items you could get by pressing 6 for yes and 7 for no.
  • custom icon picture for objectives
  • Hotkeys
  • 10 weapons,Colt 45 is the starting weapon, Knife is activated when you press 1, Kar98 which has variable attack, Gewer, Trench Gun, Ray Gun, Thompson, Chain gun, Flame Thrower and Land Mines!
  • repair, and rebuild barriers (jail wall) by going close to them
  • Custom sound effects like gun shots
  • An infinite Leveling system for the levels of the game
  • EXP triggers, spend your exp from kills on weapons,opening doors, then when the powers unlocked upgrades (upgrades aren't finished neither is weapons)
  • alot of attack triggers
  • if you get killed you can be revived by a team mate and if you die, after a round ends you get revived but you will have to buy the upgrades again.
  • when you buy a weapon and die or get nocked out you don't lose it unless you buy another weapon.
  • Vending machines that you can upgrade yourself once, if you get killed you lose your upgrades so you gotta re upgrade


    if you have a better song than the one that doesn't get annoying when u hear it over and over again and is kinda related to nazi zombies tell me about it. My favourite song for this map so far is lullaby for a dead man.


    GAME VERSION 5
    Nazi Zombie Sounds

    My Upcoming website!
    The Black Hand RPG - Revived
    Join my Facebook Group :P
    Nazi Zombie Verukkt sound files
    Mess With The BesT DiE LiKe ThE ReST
    Argh!! It's EXOLAR not xEXOLARx get it right!!

    [This message has been edited by xEXOLARx (edited 01-13-2010 @ 11:13 AM).]

  • AuthorReplies:
    Lastig4
    Mortal
    posted 18 November 2009 04:37 PM EDT (US)     51 / 60       
    How do you turn on the power? (:

    Currently working on:
    A pirate thing. Move the ship with the WASD keys, shoot with Q and E, stop with R. I need some help with bugged conditions and effects or other things I can't do.
    So hurry to the question/trigger thread, because there's probably a question I asked
    THYMOLE
    Mortal
    posted 18 November 2009 04:49 PM EDT (US)     52 / 60       
    There is a giant lever on the other side of the map. It is unclickable last time i checked but you just gotta stand near it.
    HailToTheOboe
    Bitten by a radioactive ostrich
    posted 18 November 2009 05:45 PM EDT (US)     53 / 60       
    Well it's right near the bottom of my typetest, so I wrote it for someone pretty recently. Here you go.

       <Effect name="yCondition - Units in Area">
    <Param name="qv" dispName ="Search QV" varType="string">cow</Param>
    <Param name="Player" dispName="$$22301$$Player" VarType="player">0</Param>
    <Param name="UnitType" dispName="$$22302$$Unit Type" VarType="protounit">Unit</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
    <Param name="Count" dispName="$$22304$$Count" VarType="float">1</Param>
    <Command>if(trCountUnitsInArea(""+1*trQuestVarGet("%qv%"),%Player%,"%UnitType%",%Dist%) %Op% %Count%) {</Command>
    </Effect>
    xEXOLARx
    Mortal
    posted 19 November 2009 02:29 AM EDT (US)     54 / 60       
    I requested y condition units in area recently.

    Thymole I've changed my idea; how would I make it that when you press 3 a flashing barrel is deployed at your spot and when zombies get near it the barrel explodes and the minions die.

    All I need to work out is what to do after I press 3 like do I do army deploy at unit or something? and the unit could be say a victory condition for player 1 then in Y triggers it changes to a barrel that constantly flahses and blows up when its close to minions.

    My Upcoming website!
    The Black Hand RPG - Revived
    Join my Facebook Group :P
    Nazi Zombie Verukkt sound files
    Mess With The BesT DiE LiKe ThE ReST
    Argh!! It's EXOLAR not xEXOLARx get it right!!
    THYMOLE
    Mortal
    posted 19 November 2009 10:05 PM EDT (US)     55 / 60       
    I would do:

    Army deploy to unit
    Fire event: Trig 2

    Trig 2:
    Condition: Units in area (army)
    Effects:
    army change type: titan
    army change type: hero greek anyone
    army change type: meteor impact ground
    transform titan gate dead into tremors
    damage units in area.



    That is actually much easier for you.

    Use dis for the condition
    <Condition name="Units in Area (army)">
    <Param name="SrcArmy" dispName="Center Army" VarType="group">0,0</Param>
    <Param name="PlayerID" dispName="$$22301$$Player" VarType="player">0</Param>
    <Param name="ProtoName" dispName="Protounit" VarType="protounit">Unit</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
    <Param name="Count" dispName="$$22304$$Count" VarType="long">1</Param>
    <Command>for(Qid=0;>1){}</Command>
    <Command>for(oldPlayer=xsGetContextPlayer();>99){}</Command>
    <Command>for(id=0;>1) {}</Command>
    <Command>for(Pid=xsVectorGetX(vector(%SrcArmy%,0));>Pid+1){} for(Aid=xsVectorGetY(vector(%SrcArmy%,0));>Aid+1){}</Command>
    <Command>xsSetContextPlayer(Pid); id = kbArmyGetUnitID(Aid,0);</Command>
    <Command>xsSetContextPlayer(%PlayerID%); kbLookAtAllUnitsOnMap();</Command>
    <Command>Qid=kbUnitQueryCreate("QUIA_%PlayerID%_%ProtoName%");</Command>
    <Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
    <Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));</Command>
    <Command>kbUnitQuerySetPosition(Qid, kbUnitGetPosition(id));</Command>
    <Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
    <Command>kbUnitQuerySetAscendingSort(Qid, true);</Command>
    <Command>kbUnitQuerySetState(Qid,2);</Command>
    <Expression>kbUnitQueryExecute(Qid) %Op% %Count%</Expression>
    </Condition>
    xEXOLARx
    Mortal
    posted 20 November 2009 03:15 AM EDT (US)     56 / 60       
    I cannot use units in area army because theres 50 army triggers.

    My Upcoming website!
    The Black Hand RPG - Revived
    Join my Facebook Group :P
    Nazi Zombie Verukkt sound files
    Mess With The BesT DiE LiKe ThE ReST
    Argh!! It's EXOLAR not xEXOLARx get it right!!
    THYMOLE
    Mortal
    posted 20 November 2009 08:19 PM EDT (US)     57 / 60       
    I don't think you understand this condition. Its kinda like army distance to protounit, with the extra parameter for setting how many of the protounits must be near the army.

    If you are deploying the barrels as an army then this should be no problem.
    xEXOLARx
    Mortal
    posted 13 January 2010 11:17 AM EDT (US)     58 / 60       
    Alright I have updated Nazi Zombies Verukkt to V5!

    Play and please review :P I really think I deserve a review for hours of effort I've put into making this map.

    I havn't fully playtested but I think I have working land mines and quick revive vending machine upgrade. The only bugg with landmines is the fake mine (grass whish is deployed to you) doesn't get get killed or anything..

    My Upcoming website!
    The Black Hand RPG - Revived
    Join my Facebook Group :P
    Nazi Zombie Verukkt sound files
    Mess With The BesT DiE LiKe ThE ReST
    Argh!! It's EXOLAR not xEXOLARx get it right!!
    sneaky_squirrel
    Mortal
    posted 13 January 2010 11:21 AM EDT (US)     59 / 60       
    Hurray, I'll make sure to play this and maybe I'll actually make a review.

    I thought you had given up on this D:

    The Gods have left us, therefore making the old world crumble and turn into ashes...

    But as the gods return, from the ashes of the old world, shall rise a more beautiful and powerful new world, and life will begin once more, if they hadn't closed...dang you ES.
    xEXOLARx
    Mortal
    posted 13 January 2010 11:24 AM EDT (US)     60 / 60       
    u online now?

    My Upcoming website!
    The Black Hand RPG - Revived
    Join my Facebook Group :P
    Nazi Zombie Verukkt sound files
    Mess With The BesT DiE LiKe ThE ReST
    Argh!! It's EXOLAR not xEXOLARx get it right!!
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