better hope that timer isn't more than 1 hour lol _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
So is this a confirmed dead mod? Kinda sucks because i can't get the beta 2 release to work if it is dead. _________________ Si Vis Pacem, Para Bellum. -latin
If you seek peace, prepare for war. -english
Peace through power! -NOD QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu May 13, 2010 11:35 pm Post subject:
inzane krazy wrote:
Ares 0.1 is nearing us, then hopefully this will come out soon
Also, any plans for big weaponry?
Ares opens up a whole world of possibilities for Z-Mod- more death animations means that it doesn't necessarily have to be same zombie death every time (IE = turn into Biohazard zombie), is just one example.
New armor types and such also offer interesting choices, while the expanded prerequisite system could make decision making more important for the player- IE "upgrading" the Barracks for Snipers, or instead going for a more direct approach with Machine Gunners.
But I think what is most important to Z-Mod is the expanded garrison logic. Zombies won't need to deal a bajillion damage and literally tear down buildings to get at the survivors inside. (other developments may similarly reduce the need for zombies to damage tanks also...)
As for big weapons, what do you mean?
If you mean for Humans- yes.
Civilians are due to get vehicles. Police Cars, SWAT Trucks, Ambulances, stuff like that. Partisan/militia type units may also be added, like people with Molotov Cocktails, IEDs.
Military will definitely get more bang, but will be forced to make choices on what type of bang they get. Do you get Rocket Launcher equipped guys, Machine Gunners, or Snipers though? That's the sort of question you'll need to answer though.
Dubzac wrote:
Regulus wrote:
probably map scripts...
better hope that timer isn't more than 1 hour lol
30/45/60 minute timers aren't out of the realm of possibility. A 1-hour timer in "game time" on a decent computer is really only like 20-30 minutes.
Alfalfa140 wrote:
So is this a confirmed dead mod? Kinda sucks because i can't get the beta 2 release to work if it is dead.
Dead isn't exactly the term for it, but I don't work on it much at the moment. I run two other larger projects, working on getting a job and plenty of other fun things.
But you can't get the mod to work, eh? Ask yourself these questions first, and if they don't solve it, feel free to PM
1- Are you running Yuri's Revenge? This isn't a RA2 mod.
2- Are you running Yuri's Revenge 1.001 patched?
3- Are you running NPatch or RockPatch? No need, all they will do is add instability.
4- Are you running the mod EXE and clicking Launch/Mod etc?
5- After running the mod EXE, do you find new expandmd mix files in your RA2 directory?
Some news regarding Z-Mod (unfortunately, no pictures...)-
-Regulus is officially part of the team. He's awesome.
-A new release may be coming soon. This is very dependent on developments IRL though, so I make no promises. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
(Some more defenses would be nice too... like maybe an artillery cannon. (Recolor the Soviet flak cannon)) _________________ "Do you have your white flag ready commander. Hehe!" QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Aug 01, 2010 4:17 pm Post subject:
If you play without Ares, you have a chance to play as Soviet when using the Random faction.
However, I don't have the Soviets in the mod officially as the mod doesn't exactly happen within the RA2 timeline. Perhaps later I'll add a rendition of the RA2 Soviets as another playable human faction, but for it is US Military, Civilians and Zombies.
As for defenses, I don't have the papers I scribbled all my Z-Mod notes on, but it is intended for there to be more than just pillboxes, which would be considered the strongest ground defense. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Because you know... you said its global and if 'global' means just USA I would be surprised... _________________ "Do you have your white flag ready commander. Hehe!" QUICK_EDIT
Maybe USA is the only team that survived also when in the game selecting your side, you can either pick "Civilian" or "Military". That would mean it could be any group of civilians or any military. So if EVA-251 wanted to, they could make it so the description says it is a military and doesn't specify which one. QUICK_EDIT
Maybe map-dependent military? Say you're fighting off the hordes in the streets of Moscow or London, etc. You'd want the military side to reflect that. All you'd really need is a template of the types of military units and just switch the graphics for the maps. Same with civvies to a lesser extent (would only need to switch out vehicle units). _________________
Now on ModDB! QUICK_EDIT
Well the zombies can stay (relatively) the same, just the vehicular units. I'm sure a British zombie will look about the same as a Russian one. They'll all eat your tasty brains the same way. _________________
Now on ModDB! QUICK_EDIT
Can't there be like more things that go... BOOOOOOM???
And... uh... I would like to ask, why not use the Yuri Virus sniper infection animation instead of the Brute mutation for the zombies? It looks more like a virus this way. _________________ "Do you have your white flag ready commander. Hehe!" QUICK_EDIT
Military will definitely get more bang, but will be forced to make choices on what type of bang they get. Do you get Rocket Launcher equipped guys, Machine Gunners, or Snipers though? That's the sort of question you'll need to answer though.
Why not to make it so that you can build Machine Gunners, Snipers and Rocket Dudes from the beginning? But you can buy upgrade to make one of them more 'trained' (Stronger etc. for example), but make other ones less trained?
E: Dang... Been using NPatch too much. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Dec 16, 2011 5:25 am Post subject:
It is at my website @ http://www.eva251.ppmsite.com
Be aware this mod is discontinued. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
French soldiers, Russian soldiers, American soldiers, British soldiers... various strains of zombies...
I don't like survivors as a faction. Guys with pistols and shovels? That only works in small-scale stuff, like RPG's and low-intensity warfare TBS games. QUICK_EDIT
Hey I am newly registered to this great site..
And I wonder if someone ca teach me how to create a zombie weapon in Rulesmd.ini just like from the mod above i hope this could be read and replied......in Advance thanks for answering my deepest question.Please Help me QUICK_EDIT
None,flak,plate are associated with infantry
Light,medium,heavy are associated with vehicles
Wood,steel,concrete are associated with buildings
special_1 is used for the Terror Drone
special_2 is used for the missiles that the V3, Boomer and Dreadnaught launch.
Also Z-Mod is kinda dead. Well, my modding career is kinda dead. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Uhhh I've got a little problem here..
when my Brute that has a primary weapon of the above [MutateZombie] attacks another Brute it doesn't die because it mutates to BRUTE again??
Though that means Brutes won't play the human death animations if your okay with that (I.E: FlameGuy,ElectroGuy,NukeGuy) _________________ ~ Excelsior ~ QUICK_EDIT
Should start your next questions in the RA2 Forum after this though.
Place.shp (Its the grid guideline used for placing Buildings) edit that, I'm not sure which palette it used though.
The Circle you have to edit the range/guard range of the weapon on that building as that also tells you (the player how far it can reach) _________________ ~ Excelsior ~ QUICK_EDIT
Also, http://modenc.renegadeprojects.com/AllowedToStartInMultiplayer _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
; Initiate
[INIT]
UIName=Name:INIT
Name=Yuri Initiate
Category=Soldier
Primary=PsychicJab
OccupyWeapon=UCPsychicJab; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=UCElitePsychicJab; The weapon I use while Occupying. Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Prerequisite=YABRCK
CrushSound=InfantrySquish
Strength=100 ;91
Armor=none
TechLevel=11
Pip=white
OccupyPip=PersonPurple
Sight=9
Speed=4
Owner=YuriCountry
Cost=200 ;300
Soylent=100
Points=5
IsSelectableCombatant=yes
VoiceSelect=InitiateSelect
VoiceMove=InitiateMove
VoiceAttack=InitiateAttackCommand
VoiceFeedback=InitiateFear
VoiceSpecialAttack=InitiateMove
DieSound=InitiateDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=PsychicJabE
IFVMode=13
UseOwnName=true
Why does this unit start in multiplayer? (*.* ? QUICK_EDIT
That is an override when added on a unit. Because if it is not specified Units default to being able to start in multiplayer.
Also next questions put them in RA2 Editing forum... Mod Announcement isn't the correct forum to be discussing questions about coding. _________________ ~ Excelsior ~ QUICK_EDIT
Hey Guys i'm Back Thanks Anyway
But I observed the Zmod Modification
The zombies are not behaving like infantries
they keep on moving in are without selecting them and commanding them to move.
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