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		09 Oct 11, 12:17AM 
(This post was last modified: 18 Oct 11, 09:11PM by D1551D3N7.)
		
	 
		Yes I've finally completed it!http://dl.dropbox.com/u/6052365/MegaZombies_mod.zip 
I want to say thank you to the following people who's content made this mod come together:
X-Ray Dog  for his Zombie Script which makes it work!
an_old_man  for playermodels, kevlar and hands.
primeevil  Flags
Brian  zombietexture
Ph[]3n!X  and r2zer0  for the zombie player models and more maps which they gathered for their mod. 
Maps: 
NOTE: None of these maps would work without the help of V-man !!!!! 
NOTE2: Iguana  edited the maps so that they would work. 
zm_convict - Icarus , Archangel , Cx0 
ac_smalltown - Ph[]3n!x  and snoosnoo 
zombie_attack2! - Ativo 
zm_graveyard - DsQ|Tommo|R4P3 
zombie_attack - UNKNOWN
 
If you have any maps or anything that you think will improve this please say so and I'll add them in :)
 ~~~~~Instructions~~~~~ 
Copy and paster the megazombie_mod.bat file into the root folder of your assaultcube. 
Do the same with the folder within the mods folder. Copy it into the mods folder on your assaultcube.
	
		
	 
	
	
	
		
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		09 Oct 11, 01:27AM 
(This post was last modified: 09 Oct 11, 01:34AM by Orynge.)
		
	 
		Akimbo?
EDIT: Wait, why did you write over autoexec.cfg :|
	 
		
	 
	
	
	
		
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		Is this just packaged as a mod?
	 
		
	 
	
	
	
		
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		 (09 Oct 11, 01:27AM)Orynge Wrote:  Akimbo?
 EDIT: Wait, why did you write over autoexec.cfg :|
 So that zombies.cfg would run.
  (09 Oct 11, 02:40AM)Link Wrote:  whats the root folder? Go to where you have AC installed. 
 That is the root folder... the one that has folders called packages mods etc.
  (09 Oct 11, 05:29AM)Ronald_Reagan Wrote:  Is this just packaged as a mod?  I don't understand the question :/
  (09 Oct 11, 05:53AM)Duckett Wrote:  How do I play it. If you done the above just open megazombiemod.bat and it should work
	 
		
	 
	
	
	
		
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		This is just a mod from X-Ray Dog's zombie script.When is someone actually going to make a good zombie mod? The survival kind with bots chasing you and your mates with knifes online.
 
 "HOW ORIGINAL!", i know it's not but everyone loves it :D and i think it would work very nicely in ac's fast gameplay.
 
 Sorry for the offtopic D1551D3N7, i like the visual changes you made, but the sounds are a bit annoying /:D
 
		
	 
	
	
	
		
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		09 Oct 11, 12:22PM 
(This post was last modified: 11 Oct 11, 07:40AM by D1551D3N7.)
		
	 
		Ya lol the sounds.cfg file was messed up so I deleted it now.To anyone who downloaded it and it didn't work: The files were messed up a bit when I tested on a fresh install so I fixed download it and try again :) I also fixed the maps again >.<
 @macm Ya lol the sounds.cfg file was messed up so I deleted it now. I don't have a server to even attempt online play :P but I'm sure it'd be very possible! I also got other maps to work with the X-RayDogs script (thanks X-Ray-Dog and V-man!)
 
 Has anybody map suggestions? I'm making zm_lobby (like the first room in Black Ops)
 
 Edit: Ok so put the megazombiemod.bat file into root of your AC installation and put the folder called megazombiemod into the mods folder of your AC installation. Open the megazombiemod.bat file like you would open assaultcube. Now press Esc click "ZOMBIES!!!"
 
		
	 
	
	
	
		
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		zm_graveyard is made by my friend. He no longer plays >_< Since I helped him a bit, I don't see why you can't use it :)
	 
		
	 
	
	
	
		
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		D1551D3N7 check your pm.
 :)
 
		
	 
	
	
	
		
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		09 Oct 11, 07:01PM 
(This post was last modified: 09 Oct 11, 07:03PM by riceboy4life.)
		
	 
		zombie maps wont work :\
 it just says "could not read map packages\maps\ zm_convict..... .cgz"
 
		
	 
	
	
	
		
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		09 Oct 11, 07:17PM 
(This post was last modified: 09 Oct 11, 07:19PM by Iguana.)
		
	 
		 (09 Oct 11, 07:01PM)riceboy4life Wrote:  zombie maps wont work :\
 it just says "could not read map packages\maps\ zm_convict..... .cgz"
 
lol wait a day or 2, so he can read my pm and update it 
 
also was wondering does this overwrite any files from the original ac we use?
	 
		
	 
	
	
	
		
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		 (09 Oct 11, 06:06PM)Iguana Wrote:  D1551D3N7 check your pm.
 :)
 Updated! Thanks Iguana :)
	 
		
	 
	
	
	
		
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		The definition of alias zombmaps needs to come before the menu generating script!
	 
		
	 
	
	
	
		
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		 (10 Oct 11, 10:11PM)V-Man Wrote:  The definition of alias zombmaps needs to come before the menu generating script! Updated. Now it works first time. Thanks V-man.
	 
		
	 
	
	
	
		
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		12 Oct 11, 05:22AM 
(This post was last modified: 12 Oct 11, 05:27AM by Iguana.)
		
	 
		check your pm again, have a small update on a single map, kuz i messed up on ground textures when i was fixing it before, but its fixed there, also i forgot to say in pm that it works in svn too. 
wont be bothering for updates, kuz there nothing to update/fix no more. 
sorry for the trouble. 
 
also from this video about the mod: http://www.youtube.com/watch?v=PC0cGJqjNok 
zombie play, starting at 2:13
 
umm, where can i get the zombie hands? im guessing they are a weapon mod to replace knife? 
:O and the lightning effect? I want them both in the mega-zombie_mod XD
	
		
	 
	
	
	
		
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		12 Oct 11, 08:01AM 
(This post was last modified: 12 Oct 11, 08:05AM by V-Man.)
		
	 
		Here's a preliminary version of the lightning script I used in my little zombie video: alias lightning [sloop lgt (+ (rnd 5) (rnd 2)) (+ (* (rnd 5) 100) 10) [
 lightscale 1
 recalc
 sleep (+ (rnd 200) 5) [
 lightscale 15
 recalc]]]
 
 recursive Lstorm [(+ (* (rnd 10) 1000) 3000)] lightning
(requires tools.cfg) 
Of course, this version is cursory; the use of lightscale isn't exactly perfect for this. It actually started out as a test of the capabilities of that command. 
I crafted the script in the video to match the exact map I was using. 
The skymap and sound files were added in manually.
	
		
	 
	
	
	
		
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		D1551D3N7, as I said earlier the map zm_graveyard was made by a friend. That friend is tommo, who made that trailer that Iguana linked :3 I don't expect you'll find him though... xD
	 
		
	 
	
	
	
		
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		 (12 Oct 11, 08:01AM)V-Man Wrote:  Here's a preliminary version of the lightning script I used in my little zombie video:
 (requires tools.cfg)alias lightning [sloop lgt (+ (rnd 5) (rnd 2)) (+ (* (rnd 5) 100) 10) [
 lightscale 1
 recalc
 sleep (+ (rnd 200) 5) [
 lightscale 15
 recalc]]]
 
 recursive Lstorm [(+ (* (rnd 10) 1000) 3000)] lightning
Of course, this version is cursory; the use of lightscale isn't exactly perfect for this. It actually started out as a test of the capabilities of that command.
 I crafted the script in the video to match the exact map I was using.
 The skymap and sound files were added in manually.
 how can i make it repeat repeatedly every 5 or 10 seconds?
	 
		
	 
	
	
	
		
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		Type /Lstormwell, that makes it repeat every 3-10 seconds.
 
		
	 
	
	
	
		
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		 (13 Oct 11, 03:35AM)V-Man Wrote:  Type /Lstormwell, that makes it repeat every 3-10 seconds.
 
forgot to ask how do i stop it in game with out quitting ac?
	 
		
	 
	
	
	
		
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		15 Oct 11, 04:19AM 
(This post was last modified: 15 Oct 11, 04:23AM by V-Man.)
		
	 
		/stoploop LstormEdit: although changing maps should stop it, unless it's in mapstartalways.
 
		
	 
	
	
	
		
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		 (09 Oct 11, 12:17AM)D1551D3N7 Wrote:  an_old_man for playermodels, flags, kevlar and hands. 
I'm sorry, you are mistaken, I just had a look on this mod and the zombietexture you used is by Brian who made the halloween mod a few years ago.
 
Also the original flag is made by primevil, should add that to :)
	 
		
	 
	
	
	
		
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		Updated with X-Ray_Dogs new script. :D
	 
		
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