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[Release] Casca Vehicles Convoy for any Map


Donnovan

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BOMBA V2 is out! See main post!

 

ADDED TO BOMBA WITH V2 VERSION:
- Fix: you don't need to kill all convoy to liberate a vehicle, you just need to kill the vehicle crew.
- Runner Bomber: this bomber will run to player right after disembark

- Fighter Bomber: this bomber will fight as a nomal unit and run into the player on oportunities.

- Fighter Bombers can have a marker above his head, so players are aware he is a fighter bomber.

- Runner bombers are easy to notice since they run to the player with no criteria. So, no mark is necessary.

- Code to  embark/disembark simplified and realiable, minimum complications.

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Beani,

What you have for that infiStar option?

/*  EXPERIMENTAL CU FIX   */ _CUF = true; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */
I believe this is a attempt to turn every player in a headless client. Set _CUF to false solve the problem.
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Kind of what u did with convoys but with walking hordes

 

Man, that would be awesome. I wonder why nobody has done this yet.

Wandering hordes should should be a built in feature for this kind of game.

 

Donnovan, is it possible?

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ryker, you saw my post about the _CUF option in infiStar? The post is right above yours. May be you also had this problem.

 

About Explosive zombies:

 

Can be done, but i believe only a percentage of the zombies should explode.

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ryker, you saw my post about the _CUF option in infiStar? The post is right above yours. May be you also had this problem.

 

About Explosive zombies:

 

Can be done, but i believe only a percentage of the zombies should explode.

 

i mean only a horde of zeds who are travelling from one town to another by default, engaging and acting a player as "group" when they see one.

had nothing to do with your current script -so no explosions, just a nice atmospheric addon to the "not running && headshort only" zeds.

 

TWD-Zombie-Horde.gif

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