General >> General JK and MotS Discussion >> Any ideas for Zombie type of levels for JK?     (Moderator: Admins) Previous Topic | Next Topic
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Post 03-Dec-2010 06:01        

I was thinking it would be fun to have some sort of Zombie survival level in JK.

Here are a couple of questions:

Can you make enemies respawn over and over after they are killed?

Can you make it so headshots are needed to kill with guns? Or better yet make shot to the rest of the body do little damage.

Is it possible to make this a Co-op mod or is that something more the scale of Rbots where you have to make paths for the baddies to follow?

My basic idea is like CoD: Black Ops Zombies. You are in a room for a certain amount of time while zombies attack in waves. After a while one drops a key and you move on. When you get to a different area the zombies are tougher but you'd get better power ups.

Graphicly the game would be like regular JK but with zombie style skins and tweeked animations so they'd look like zombie movements.
Post 28-Jun-2012 17:42        

Sorry this is like a year and a half later but seeing you have no projects going I'll get ya started. Yes they do have a respawn cog, its used in level two of jedi knight. There is a tutorial on how to do regional damage in the JK editing manual. You can get the off of massassi temple.
Shred has made a project for JK co-op and I've done something on that myself. But since you basically want enemies to respawn in multiplayer you'd have to make a mix of the first and second generator cogs by LEC. If you want I could try to make it but since this reply is so late and you probably have given up on it I'm gonna need your reply first.
Post 02-Feb-2013 12:18        

Also sorrt for practicing the dark arts of thread-necromancy but an idea I've had for a while now (don't ask precisely, but it's definitely in the "years" category) is to have a "3rd person, fixed moving camera" style... what I mean is like how the the early Resident Evil games played (e.g. you entered one region and the camera would switch to the top corner of the room you were in; I seem to recall one of the earlier games in the series [set in a mansion] used this technique to great cinematic effect... very atmospheric as you couldn't see zombies coming until the last minute, if you were in a room with the "wrong" camera angle - then they'd suddenly be at your back!)

Of course logistically, the major challenges would be:

*) preventing 1st person mode (but this is straightforward by just stopping/resetting the camera view cycling, via cogscript)

*) Shooting/auto-aiming - with 1st person view disabled leaving only 3rd-person view (from a fixed/static camera position), it suddenly makes using any guns/lightsabers to slay the baddies quite difficult as aiming becomes an issue. Perhaps some clever auto-aiming code could remedy this...

Just a few random thoughts for others to contemplate ... and posssibly run with!

-Jackpot
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