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Author Topic: Number of alpha "infected" in Roboenza mode should be ...  (Read 1898 times)

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November 01, 2010, 05:10:14 AM
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Offline a deer

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Number of alpha "infected" in Roboenza mode should be ...
« on: November 01, 2010, 05:10:14 AM »
... proportionate to the number of people in the server. Right now, I've seen the poor sap who gets infected first just get killed within seconds.

November 01, 2010, 05:11:14 AM
Reply #1

Offline Ivory

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Re: Number of alpha "infected" in Roboenza mode should be ...
« Reply #1 on: November 01, 2010, 05:11:14 AM »
I have too, especially on the wide open maps. On the other hand, One is all it takes on the smaller maps like Cutman.

November 01, 2010, 09:28:11 AM
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Offline CutmanMike

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Re: Number of alpha "infected" in Roboenza mode should be ...
« Reply #2 on: November 01, 2010, 09:28:11 AM »
I think I need to balance the health reduction for each zombie a little. This is the current formula:

Code: [Select]
SetActorProperty(0, APROP_HEALTH, 400 -(PlayerCount() * 10));
Which means:

A newly infected zombie gets 400 health. 10 health is deducted from the 400 health for each player in the game.

The first zombie always starts 1100 health.

November 01, 2010, 03:48:57 PM
Reply #3

Offline Korby

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Re: Number of alpha "infected" in Roboenza mode should be ...
« Reply #3 on: November 01, 2010, 03:48:57 PM »
Yeah, this definitely needs to happen.
It was Dark Man's stage and I was the poor sap chosen to be the zombie. I walked outside and was surrounded, and murdered in five seconds.
THE WAVES. OH MAN THE WAVES.

November 01, 2010, 04:29:45 PM
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Offline RenegadeX5

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Re: Number of alpha "infected" in Roboenza mode should be ...
« Reply #4 on: November 01, 2010, 04:29:45 PM »
Not to mention Crash bombs are the PERFECT Anti-zombie weapon.

Inflicts damage while "Paralyzing" the zombie.

November 01, 2010, 04:32:46 PM
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Offline CutmanMike

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Re: Number of alpha "infected" in Roboenza mode should be ...
« Reply #5 on: November 01, 2010, 04:32:46 PM »
viewtopic.php?f=25&t=1159

Time to put suggestions here!