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[Approved] Estate v1.1 (Estate of the Dead)

POLLHOTPINNED
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Created 9 years ago
by jei9363
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Poll

Question: If I remix this map for Christmas should I have it be

daylight heavy snow
22 (23.7%)
nighttime heavy snow
34 (36.6%)
daylight flurries
20 (21.5%)
nighttime flurries
17 (18.3%)

Total Members Voted: 90

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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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I still don't see how it's bad for a wall weapon to be in the box
- because it reduces the chances of getting something that "can only" be obtained "from" the box to begin with
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Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
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some more gameplay

! No longer available

recent fixes

-perk bottle models fully fixed
-meteors have meteor sounds
-dying up in PAP in coop wont cause zombies to continuously spawn, making it unable to complete the round
-added text making the PAP objective more clear (stay in the room while restarting)

need to work on low ammo vox spam

Double Post Merge: November 10, 2015, 10:44:46 am

THIS IS A SEPARATE MAP!

havent done anything except copy and merge the files +add snow and daylight. Will be a Makin Day kind of deal, as there will be no impact to gameplay.

will add the snow detail later :) also see where the polls end up for day/night and snow intensity


Last Edit: November 10, 2015, 10:53:15 am by jei9363
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new menu screen

plays some snazzy music aswell  :D

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keep it up jei ;)
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recent changes

awkward screenshot lol

- solo revive completely disappears bo-style after 3 uses (light, model, bump rattle, jingle, and blocker)




- revive/iPhone issues addressed
- low ammo spam fixed
- a glass window/wall was invisible, fixed
- Micheals hands wont change to Sarahs on respawn
- zombies now jump out of the open door of the Nuketown truck

! No longer available
Last Edit: November 12, 2015, 01:40:12 am by jei9363
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v1.04! Once again, if you you dont want update spam, please hold off until the final version closer to the 22nd



changelog

- changes to some of the coloring of the map
- rounded corners of the railings on the opening in the ceiling of the kitchen (for better flow)
- you can no longer sprint in solo revive if you kill a police officer
- if you are in solo revive and the police leave you, crawling is restored
- solo revive disappears (explodes) after 3rd purchase
- NoStancesAllowed execptions handled for slide
- nova crawlers should no longer have missing anims
- low ammo vox spam fixed
- bleeding out in PAP room in coop will not cause infinite zombie spawning
- Micheal will not get Sarahs hands after bleedout and respawn
- Meteors have meteor sounds now
- main menu updated
- can no longer jump over starting fence
- you do not get caught up on the sink in the kitchen
- shortened over extending clip on broken window on the catwalk to correct length
- some broken lighting fixed

Find a significant glitch or screen shot round 30 and be put on the list for earlier access to Snowy Estate
Last Edit: November 14, 2015, 01:38:22 am by jei9363
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:fuuu: I'm pissed now, I'm playing for the round 30 thing, I'm on round 31 going to buy the ending. I jump in the elevator and was firing my raygun at the zombies trying to get in. Then my game stops and say "Friendly Fire is Not Tolerated"!  :fuuu:
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:fuuu: I'm pissed now, I'm playing for the round 30 thing, I'm on round 31 going to buy the ending. I jump in the elevator and was firing my raygun at the zombies trying to get in. Then my game stops and say "Friendly Fire is Not Tolerated"!  :fuuu:

whaaa? mayabe I have to add

Code Snippet
Plaintext
normal_friendly_fire_penalty();

even earlier? Thought it would unset

Code Snippet
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fail_on_friendly_fire();

I thought I killed a zombie and had it not end the game while in the elevator. Will test further. Thanks! Ill add you to the list  :D

Double Post Merge: November 14, 2015, 07:42:45 pm
added to zombie damage

Code Snippet
Plaintext
if( is_magic_bullet_shield_enabled( self )  || player.team == "axis")
{
return;
}
Last Edit: November 14, 2015, 07:43:09 pm by jei9363
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added to zombie damage

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if( is_magic_bullet_shield_enabled( self )  || player.team == "axis")
{
return;
}
That function isn't applied before damage is done to a zombie - that is post damage. So this method won't work, you still we be able to do damage to the zombie.
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how would you recommend disabling damage to a zombie from a specific player? I have to do the change teams in the elevator because (self.ignoreme = true;) fails and if one person is in the elevator and one person out, the zombies get confused
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I don't think switching the player's team is a good idea, I would instead modify the get_zombie_point_of_interest function in _zombiemode_utility.gsc
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Maybe you can create a bad place in the elevator:
Code Snippet
Plaintext
badPlace_cylinder( <name>, <duration>, <origin>, <radius>, <height>, <team> );
It is supposed to make zombies avoid the bad place if they can avoid it but I don't know if it works, I've never used it.
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I don't think switching the player's team is a good idea, I would instead modify the get_zombie_point_of_interest function in _zombiemode_utility.gsc

hows this?

in

Code Snippet
Plaintext
get_closest_valid_player( origin, ignore_player )

Code Snippet
Plaintext
		// make sure they're not a zombie or in last stand
if( !is_player_valid( player ) || (isDefined(player.onElevator) && player.onElevator) )
{
players = array_remove( players, player );
continue;
}

and with the current code, if the number of players on the elevator = players.size, a point of interest is created outside

Double Post Merge: November 14, 2015, 11:14:51 pm
also if you try to buy solo revive with less than 500 points, it counts as use lol.. fixn  now :P

Double Post Merge: November 14, 2015, 11:16:24 pm
Maybe you can create a bad place in the elevator:
Code Snippet
Plaintext
badPlace_cylinder( <name>, <duration>, <origin>, <radius>, <height>, <team> );
It is supposed to make zombies avoid the bad place if they can avoid it but I don't know if it works, I've never used it.

yeah but I really just need to not do the change teams thing. Right now I am sorta doing that, theres a cylinder type deal going on in the elevator that if zombies are in it while the elevator is moving they are respawned

Double Post Merge: November 14, 2015, 11:18:38 pm
and
Code Snippet
Plaintext
is_player_valid
is probably a nicer place to put that onElevator stuff

Double Post Merge: November 15, 2015, 01:38:57 am
http://www.youtube.com/watch?v=YoEE6vOHU-w
Last Edit: November 15, 2015, 01:38:57 am by jei9363
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take the leap of faith with this new Grav-a-Rita spot  ;D bring your Phd!



recent fixes/changes:

-kill all the zombies you want in the elevator, wont end the game  ::)
-zombie eye glow cleanup for zombies you kill too quicky after spawn
-4th spawner at start
Last Edit: November 17, 2015, 09:59:51 pm by jei9363
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new in v1.05, this is out to testers and if no game breaking glitches are found, will be used as the final version. so far is holding up strong  :D

! No longer available

Last Edit: November 18, 2015, 02:59:01 am by jei9363

 
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