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| Operation Flashpoint: Dragon Rising - Mission Editing and Modding Chat Zone A little area for all you mission editors and modders to chat and discuss ideas. |
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19-10-2009, 07:44 AM
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#1 |
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Member
Join Date: Oct 2009
Posts: 76
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NEW VERSION UP - HAPPY HALLOWEEN!
![]() Mod Name: Operation Flashpoint: Zombies Map Name: OFPZ_Mission1_v02b --LATEST VERSION-- - Oct, 30th, 09 ![]() NEW VIDEO FROM PALLOKALLO!: Original Download: http://www.filefront.com/14825979/OFPZombies_v02B.zip/ Download Mirror: http://www.strategyinformer.com/pc/o...mod/33527.html PalloKallo's Zombie Videos: http://www.youtube.com/watch?v=8qP2z...layer_embedded quattro1985's Zombie Videos: http://www.youtube.com/view_play_lis...699700B95C73FE Instructions: To install simply drag and drop the "OFPZMissions" folder into your data_win/missions folder, located in your primary Operation Flashpoint 2 directory. Please note if you already have a "OFPZMissions" directory, remove it before installation. Code: cesk: c3sk@hotmail.com ShelledPants: shelledpants@gmail.com Testers: Krookedatmosphere, JarHead Special Thanks to: - Flashpoint 2 Community for your feedback and support! - CM and the Flashpoint2 Dev team. - Helios, our awesome Community Manager! - PalloKallo and quattro1985 for your wicked feedback and video additions!! This was a lot of fun to work on, ShelledPants and I have been scripting this from the ground up for a few weeks, we figured it would be fun to try and simulate some Tactical zombie warfare. After diving into the LUA, we have been able to come up with some wild ways of dealing with AI. This mission/mod contains all original scripting. We really hope you guys enjoy this as we have been over the past few weeks! v0.2beta!!!!! - Zombies will now only be killed by head hits. - Good chance of head explosion. - Zombies will no longer kill each other. - Sprint time for humans has been adjusted - use it wisely. - Zombie movement speed smoothed/increased. - Zombies will no longer completely stop when tracking a human player. - Zombies have lower chance to drop ammo. - Zombies now have the ability to damage vehicles. Have fun with this! (damage ratio depending on the vehicle type; obviously more zombies are required to disable an apc) OFPZ_Mission1_v02b: "Your helicopter has gone down within the zombie infested area. Defend yourself and your team until dawn." Special notes: Zombies may drop ammo, however they are very irritable and hungry. OLDER VERSIONS: v0.1beta - Zombies indefinitely respawn. Waves of never ending zombies. - Zombies hunt players!! (mmm brains) - Unique weapon systems. (example, MK48 mod zero with Aimpoint Optic) - All weapons have a IR lasers and flashlights to aid coop play... Even the Sniper and Machine gunner. - Infallible mission completion/zombie scripting, as long as one player is left alive, the mission can be completed... and brains will be served! - No squad AI. 1 to 4 player Coop only. - Loot zombies for ammunition, only a few carry it. search bodies or risk running dry. - Team play is required. Extremely challenging in single player. - Silent play, no longer do you call out enemy location, forcing VOIP team play. - Silent Enemies, zombies don't talk, they only kill. - Deformed Zombies who kill with their hands. Please note that this is a beta, obviously a work in progress. We will be updating and adding more scenarios now that we have our Zombie scripts alive and kicking! ![]() OFPZ_Mission1_v01b: "An elite squad of four Marines are tasked with inserting into a zombie nest, destroy the infected site, and extract before being eaten alive." Gameplay screen shots: ![]() ![]()
Last edited by cesk; 06-11-2009 at 05:27 PM. |
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19-10-2009, 07:56 AM
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#2 |
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Senior Member
Join Date: Oct 2009
Posts: 167
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Ok. Tested it gotta say that this is the coolest mod ever!!
so much fun with the friends. Dont have much feedback yet though but this will be even more awesome if we could add custom zombie models etc. and different zombies harder to kill.Could you add the mission.mssn file so we could improve it and make other scenarios. |
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19-10-2009, 07:59 AM
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#3 | |
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Member
Join Date: Oct 2009
Posts: 76
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Quote:
We had some different zombie types in it, I removed them because it got a little confusing for the testers, however as soon as we get our hands on an SDK, or even a Max/Maya export tool we will hopefully have some custom zombie meshes being used! For now, I attempted to make them look a little deformed and creepy for you guys! <grin> |
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19-10-2009, 08:43 AM
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#4 |
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Member
Join Date: Oct 2008
Location: Italy
Posts: 60
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Sorry but i under data_win folder have only media folder and no Missions .... i create this?
__________________
.====== WWW.OFPDR.IT ======. ===== WWW.NOCSCLAN.IT ===== ========OFPDR XFIRE======== |
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19-10-2009, 08:52 AM
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#5 |
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Junior Member
Join Date: Oct 2009
Posts: 1
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Yes create folder called 'missions' in 'data_win'.
EDIT: BTW...very good mod/mission. Cant wait for next realeases ;] Last edited by =PL=Winters; 19-10-2009 at 08:58 AM. |
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19-10-2009, 09:00 AM
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#6 |
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Member
Join Date: Oct 2008
Location: Italy
Posts: 60
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Ok i create... and... how I make start the mission?
__________________
.====== WWW.OFPDR.IT ======. ===== WWW.NOCSCLAN.IT ===== ========OFPDR XFIRE======== |
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19-10-2009, 09:16 AM
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#7 |
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Senior Member
Join Date: Apr 2009
Location: Czech Republic
Posts: 314
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19-10-2009, 09:34 AM
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#8 |
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Member
Join Date: Oct 2008
Location: Italy
Posts: 60
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thi is C:\Program Files (x86)\Codemasters\OF Dragon Rising\data_win\missions\OFPZombies ....... but no work!
__________________
.====== WWW.OFPDR.IT ======. ===== WWW.NOCSCLAN.IT ===== ========OFPDR XFIRE======== |
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19-10-2009, 09:41 AM
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#9 |
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Junior Member
Join Date: Oct 2009
Posts: 28
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Any way, how did you do it with out mod sdk?
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19-10-2009, 10:04 AM
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#10 |
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Member
Join Date: Oct 2008
Location: Italy
Posts: 60
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I resolve with new file download the first is bad .... now work!
__________________
.====== WWW.OFPDR.IT ======. ===== WWW.NOCSCLAN.IT ===== ========OFPDR XFIRE======== |
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