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Everything posted by Tomo2000
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Does it really matter? They made RMXP so why not? No reason not to, I suppose :D .
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No problem. Thanks again for editting the maps.
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After 3 months of work Hope Afloat v5 is finally available for download. Now with Military Base 2, the 2nd continent, Amiira, a new weapon, a new character, a mini-game (still under construction), a new zombie type, and much much more. Enjoy.
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Well... It just happened. It happened before; the posts just stopped and never resumed...
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Welcome back. Well, the Zombie RPG has stopped and I don't think it is gonna start back up again. Im going to release v5 of my zombie game "Hope Afloat" in a few minutes. You can visit its link through the userbar. I've also started a zombie info thread. You can visit it, too, if you wish. It will be a userbar soon :D .
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@Kiriashi: I can list 3 types of people off the top of my head; Military, Terrorists, Scientists. You could have a heap of reasons for making one; a bio-weapon, trying to understand more about viruses, etc.. @Ashtray: Thanks for the rep. It wouldn't take hundreds of years. Might only take 10. Hope you enjoy the rest of the chapters. Chapter 4 will be available soon. Edit: Chapter 4 is now available.
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When you consider what Bio-Warfare can do and the creation of man-made viruses such as HIV/AIDS it would be simple to modify a strand of Rabies to do this effect. Rabies already makes the host aggressive and irrational. The bacteria of the virus is all over the hosts teeth and nails so all you would need to do it make the host think that they want to bite and infect other people. Thanks for the review. Chapter 3 is out now. Enjoy.
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A Quick Introduction Most people believe that, either, zombies are impossible or that they are possible. This is, possible, the most vital question you may have to ask yourself. Do you, without influence of the outside world, believe they exist. If you are a person who thinks that "Zombies are just made up for movies and can never exist", then you may as well stop reading this topic because from here on out I will be talking about the real threat of a very possible Zombie Epidemic. Chapter 1: How? Definition of a Zombie Virus: A virus that is spread through teeth contact with blood and makes the host angered and highly aggressive. The virus may also manipulate the host into believing that it wants to bite other people. This virus would take entire control of the human body. In all movies you see the zombies have some rotting flesh, super human speed and strength, hightened sense of smell and sight, etc. but, the most disturbing thing about a zombie virus in the real world is, that most of this will be impossible. Rotting flesh is just for the movies and is impossible. Depending on what the virus actually does to the brain will depict what the zombies strength, speed and senses are but it is impossible to raise the level of these past what the human had before it was "turned". If brain damage is caused to certain centres of the brain because of the virus it can cause slow movement, bad hand-eye coordination, even possibly blinding or deafening the zombie. The scariest thing to consider is this; what if the only way you can tell a zombie apart from a human is aggressive behaviour and a bite mark. The zombie may look exactly like just another human until its too late. I believe, if this is the case, many people will become infected due to believing that the zombie heding in their direction is another survivor. A virus like this would have to stimulate the amigdula in the limbic system of the brain. The limbic system is a system of functionally related neural structures in the brain that are involved in emotional behavior. Once the amigdula is stimulated it creates the emotion anger and makes the person or host agressive. In most books and in certain games the only way to kill a zombie is to shoot it in the head. This is incorrect although it would still efficiently kill the zombie. Since all its organs would still be functioning a shot to the chest, or anywhere in particular, would kill it within minutes either due to blood loss or, although this hasn't been proven, the host may, and most probally will, still feel pain and may go into a state of shock. Most probally, the only true aspect of a real zombie and a movie zombie is its signiture howl or scream. This is a gift and a curse. Although it alerts you to its location ot also alerts nearby zombies that is has found prey. It is also believed that, if you are barricaded in a house and the zombies can't get in, the howl of hundreds of zombies will drive you insane. A zombie virus will either be created or mutated from an already-existing virus. Although I am not going to disclose the information about how it could be created or mutated, however. Chapter 2: Preparing Definition of Preparing: Gathering or collecting thoughts, objects and other things that will help be ready for the innevitable. Most people will think; "This is easy. I'll get a heap of food from the shop, get some guns and ammo, get my best friends and we'll survive; no problem". If you think like this then you may as well staple a sign to your back that says "Easy zombie food; come and get it". How would you get to the shop; on foot or by car? If by foot, what are the chances that the shop is too far away. If by car how much petrol do you have? If you need more petrol where are you going to get it? What if the shop and petrol stations have already been raided. How are you going to get the guns and ammo? What if the gun store has already been raided. How are you going to get your friends? What if they are already dead? How will you survive? How will you get food and water? What will you do when you run out of food, ammo and water? No problem, eh? The world will be a mess at the beginning. Many book, movies and certain games have titled this period as the "Great Panic". It perfectly suits the name, too. Everyone will be trying to get food, water, guns, fuel, anything to survive. Nearly everybody will be trying to flee the city at the same time, if it is by foot, car, train or plane. The only way to ensure you survive for longer than others is to prepare before it all goes down. Here is some simple things to do: ~Plan a bag-out bag; contain things that are vital to survival such as a compass, water purifier or distiller, dehydrated food, binoculars, pocket knife and everything else you think you may need. Just remember that this should be a bag that you can carry on your back without straining yourself. ~Is there a firing range near you? If so; why not apply and take a course and get a gun license? Probally start off getting a rifle license and a slug gun/air rifle. Practice and, when perfected in the art of your weapon, move up to a 22mm rimfire and then, if possible, to something like a 77mm, 30 calibre Hunting Rifle. Maybe get a pistol license, also. Probally get a rifle license first but try for something like a .357 magnum for starters or, if you are inexperienced with guns entirely, a small handgun. And, if you are over 18, you can get a shotgun license. Nothing beats the noise of the pump of a pump-action shotgun. ~Get medical supplies; pills, bandages,everything you may need and everything you can get without spending a ton of cash. Before it all goes down you can even use these when you have to. ~Have some cash for when it does go down. No doubt people will still use it. If you come across a survivor selling ammo that he doesn't need, or food and water, consider buying them off him. Remember to haggle. Also, plan what to do. Will you barricade yourself at home, keep moving from area to area or build or find a large fort to hold out in. Remember; if you live in a large city you may be bombed. If you are on the move you can't have a definately place to sleep and rest. If you build or find yourself a large fort keep it at least 20 kilometres from roads to prevent being spotted by raiders or keen zombies. Chapter 3: Your Team Definition of Team: A group of people all with a common goal to achieve. One man is not his own castle. You will need a group of people to help you survive. As you may guess, there are certain vital resources that you must have in order to survive; Weapons, Ammo, Shelter, Food, Water, and the most important; Human Life. One less human is one more zombie. Choosing your team is ideal to survival. You will need people who won't just run at first sign of a zombie and has his or her own skill such as medication or construction. You will, also, have to have the jobs of your team evenly spread out so that it doesn't cause arguments. Family members is a very difficult thing to take care of. Will they come with you or stay behind? Do you have grandparents who can slow you down? Do you have enough weapons, ammo and supplies to feed each and every family member of each member of your team? This is why family members can be a difficult decision; take them or leave them. In most cases it will be take them. This is why a small team is the best option over a large one. A team of 3-5 people with their family members can fit into 2-3 cars instead of 10-20 people with their families and 2-3 busses. Family members can also have skills that somebody in the team doesn't have such as mechanical or farming skills. So always choose your team wisely. Each member is a precious resource that cannot be lost. Chapter 4: Surviving at Home Surviving at home may be harder than it looks. Fences will do nothing unless you have a 9 foot, stone wall. Wooden fences should be taken down as soon as possible so that the wood can be used for barricading yourself inside. Its a good idea to remove the floor of a certain room, most probally in the center of the house or near a safety-glass window. By removing this floor you have soil to plant food in. Barricade windows that arn't safety glass. Safety glass is a zombies worst enemy. Zombies can't grip it and would take it years, if not a decade to destroy it. If ti is possible, go out and get some safety glass and replace windows before it goes down so you can focus on doors. Have rooms where your entire family and/or group can sleep. Place easily breakable objects at the door so if the door falls down or a zombie steps on it it will make a noise you can awake immidiently. If your house is 2 story head upstairs and destroy your staircase. Zombies can't climb if the virus makes them slow and stupid (which is the most likely zombie virus) so destroying the staircase makes it impossible for zombies to get up until there is such a sheer quantity they form a staircase of their trampled brethren. Always have earplugs for when a large quantity of zombies attack so that you don't go crazy. Have earplugs for when you sleep, too. You can either use earplugs that arn't entirely in your ear canal or listen to loud music. Never sleep without some form of dulling down the zombies howls. If your house is two story, instead of having a room to sleep in just sleep on your roof. Make a quick shelter to shelter you from rain, get a few blankets and pillows and sleep there. It would be impossible for a zombie to get up there unless there were at least 4000 converging at your house. Chapter 5: Living on the Land Living on the Land, or otherwise known as "On the Run", is in some ways better than staying in a Fort or defending your own home. Living on the Land has a nearly unlimitted supply of food and, if you have a pumpable distiller, an unlimitted supply of water. Wild berries or fruits are always a source of food but you should carry a SAS Survival Guide or other book that you can cross-reference an unknown kind of food to check if it is poisoness or not. One of the bad things is you will never have a secure place to sleep. On the ground is too dangerous. Up in a high tree is good but if hundreds swarm you, even though they cannot climb, getting down will be a problem. Never use explosives in this situation in case the tree comes down and the zombies don't. Guns might be difficult aiming through the branches. Having a large team can also be a problem. A good tree will only hold a few people and finding large, sturdy and trees that you can sleep in that are close together are usually rare to find. A plus on having team members is that while 1 or 2 sleep the other 2 can stay on guard duty. Rotate every 4 hours or so that in the case of a zombie finding you you can put it out before it can call for help. They can also spot swarms at an early notice and 4 guns are better than 1. Living on the land also automatically can tell you if there are zombies nearby or not. Animals automatically flee from zombies and therefor will be your warning system. If there is not even the chirp of a lone chricket at night then you know zombies are around. In any situation, if its a fort or home, but especially while living on the land, never take sleeping pills. After taking sleeping pills you are harder to wake up and might not hear the moan of a dozen zombies. Once you wake up you will also be sleepy for a while, too. Chapter 6: Forts In a Zombie Infection, your fort is supposed to be the place you can lay back, grab a 30 callibre, lever action hunting rifle, a few friends and family and bunk it out. The good thing about forts are that they are nearly impenatrable; like a jail or an off-shore oil rig. There are, in general, 2 types of forts; Self-Made or Already-Made. Already-Made forts are easy to defend and most should already have a heap of food and water in them if it isn't already raided or taken over. Here is a list of forts: ~Military Complexes: Military Complexes are one of the first places people would think of going; it has trained men with food, water and heaps of guns. What could be better? Most of them are located in lowly populated areas and some build specifically away from all kinds of human activity. Because they have different communication devices they will also be one of the last places to loose contact with the outside world. The only bad thing about Military Complexes is that, if you thought of going there so will other people. This will create overcrowding and will nearly undoubtedly run everyone there out of supplies quickly. ~Prisons Prisons can be a blessing and a curse. They are designed so that the prisoners cannot get out via the use of solid steel doors, additional barred doors, etc.. If you are in and activate all of these it will be a few years before the zombies can get through the first few doors. The Administrators of complexes such as these always keep a keycard that they can swipe at the doors, which will only open that door and not the others. This is good for manuevering the complex for supplies and weapons; if you can find it. Your best hope is that the Administrator has comitted suicide inside the structure and either has the keycard in their pocket or has a key strung around their neck that opens a filing cabinet of a safe with it in it. Since it is a prison it will, no doubt, have weapons and gear such as solar-cell flashlights and riot gear inside of it somewhere, along with food and water. But, there are quite a few problems with prisons; what if somebody else already had your idea and you are locked out? And another, if you make it in you will have to consider what to do with the prisoners. Would they help you or would they kill you? And another thing; what if you lock down everywhere but a zombie is in the same area you are in? There are quite a lot that can go wrong and quite a lot that can go right. ~Off-Shore Oil Rigs These are one of the best things you can come across; just getting there is a problem. Maybe take a helicopter? Anyway, once your here you are nearly automatically confirmed as "safe from the infection". As long as there are no zombies on the rig you are free as a bird. You can get an amble supply of food and water; purify the sea water and get some fish. One of the only bad things is the harsh weather; strong winds and high waves have been known to collapse Off-Shore Oil Rigs. Always have a plan of escaping if you go to an Oil Rig and make sure that you can do this plan within about 15 seconds after hearing the metal beam that supports you collapse mid-way. Self-Made Forts can sometimes be a problem. First of all; where will you get the supplies to build it? Will you raid shops or buy it before everything goes down? Where to build it can be a problem, too, you will want at least 50 kms of space between you and even the smallest of towns. Remember; towns can be bombed if they need to be. You will want to have good and firm soil, too. Without good soil you cannot grow your own food. Also, construction will be a race against time and the undead. While you build for the next month or two, possibly even more, the ever coming threat of zombies comes your way. A team of around 12 people is ideal for this; 8 people working and 4 covering North, South, East and West. Keep the guards armed, of course. Most probally start off by building a circular wall. That way everyone can then start working on the inside while the guards have a wall to stand upon. Once your fort is finished you can start surviving. Plant food, have guards on the walls at all times taking shifts, have a two-way radio so that you can hear what is happening in the world and repond to anything important. But just remember; this is your new home, now. Make good use of it. Chapter 7: Food and Water Food and Water is another essential part of survival. Without companies massing food products to stores there will be a shortage of this. Depending on what method of survival you are using, weither it is Surviving At Home, Living on the Land or Forts you will have different methods of securing clean and drinkable water. Just remember; a water purifier (preferably a hand-pumping one) will be your best friend when it comes to water. ~Surviving at Home: Surviving at Home is easy yet difficult at the same time. Although this last statement makes little sense it will make more sense as you continue reading. Depending if you like near the ocean of near a river getting water will be quite simple; Water Purifier + Water = ... Well... Drinkable Water. If you don't live near a open source of water raiding shops will be vital. Raiding shops is good because you can get food and water but the shop may be infested with zombies or already hit by raiders. There are also a lot of different ways to get water. Did you know if you tie a plastic bag around an alive tree branch you can get water from it? It takes a few hours, however. If you have an SAS Survival Guide it can tell you about what you can do to get water easily. ~Living on the Land: Living on the land is the easiest way to get food and water. Remember; with your Water Purifier you can get water from every creek, every river, every tiny crevice of rain water. Food is also easy; wild animals that arn't affected by the zombie virus (which is unlikely that the virus will affect animals, too) will just waste a single bullet. When hunting animals use silent weapons which prevents zombies and raiders hearing you and doesn't make nearby animals flee. If you have an SAS Survival Guide it can tell you every berry and other other thing in your surroundings that you can eat that won't kill you. Just remember; you will have to keep moving while Living on the Land. Otherwise wild food will run out and you will eventually starve of get caught off-guard by a zombie due to starvation. ~Forts: Forts, depending on where they are, can be good or bad. Off-Shore Oil Rigs are good because of fish but don't give any lean meat or fruit and vegetables and cannot grow them. Jails usually have a good 10 years of supplies of everything you will need but if the jail has been raided then you are dead in the... well, ground. Jails are usually places in isolated areas so that if prisoners do escape they don't have anywhere to escape too. Military Complexes won't get raided but, as mentioned before, will be crowded with survivors and refugees. Self-Made Forts can be a nightmare worse than the undead. Unless you grow your own food (which before you get food from whatever you are growing you will need a years supply of it before you can get what you have grown that year) you are dead and unless you have built it near a river you are dead, too. You won't send a squad of 5 to get water, now, will you? Unless water is within hunting rifle's scope of the Fort. Chapter 8-1: Weapons - Blade Blades should be your best friend that you sleep with under your pillow; no ammo. This is the most important thing that makes blades one of the best weapons for fighting zombies. You don't need a bullet to the head; just your blade to their necks. When choosing your blade you should always consider these; ~Has the metal been treated to prevent rusting? ~Is the blade long enough for me to attack the zombie before it is within arms reach of me? ~When forged, was it folded over continuesly for good quality and strong metal? ~What metal was used to make the blade? Is it good or bad quality? ~What kind of handle does it have? These are all important. The last thing you need is your blade to break after you lob it at a zombie. There are many different blades but I want to focus on what I really want to get; blades from Zombietools.net. I want to do this because I have fallen in love with one of their blades :D and because they offer a nice and expansive variety of blades. The blades include images and my own description for them. Each blade will be put into a spoiler and includes picture, specs and prices. The prices are expensive but they offer the best quality around. If you cannot afford one go down to your Army Surplus Store with about $50-$75. They usually have good quality, treated-metal machetes with blackened blade, leather handle and blackened sheath. The Para Bellum: The Harvester: Urban Bone Machete, Mark III: The Zack Axe: And my only blade love :D The d'Capitan: Chapter 8-2: Weapons - Guns Guns will be a necessity. You can't survive just relying on Melee Weapons, although it would be enough for a while, but eventually you will slip up and get bitten. If you trully want to survive you need a good combination of Melee Weapons and Guns. It depends on how you are going to go into survival. Fully-Automatic weapons are not usually the way to go. Fully automatic weapons are what some people call "Rock and Roll" weapons. They are called this because when you hold the trigger and just, well, rock and roll. This is a massive waste of ammo, and you are meant to be aiming for the head so 1 in every 2 or 3 shots will hit and the other 1 or 2 will miss. Single-fire weapons such as 22mm rimfire weapons are good but they are slow at reloading. You need to pull it down, put in the bullet, pop it up, release safety and fire, then repeat. In a situation where a lot of zombies are coming towards you they can be a pain. Weapons like the 77mm, 30 caliber Hunting Rifle are great because they not only have a clip but the safety resets each time you fire. That way, you aim, fire, release safety, repeat. This is until the clip runs out. Reloading clips are also very simple. Never underestimate the importance of silencers, also. It can mean the difference between life and death. As long as a zombie doesn't hear a bullet fired and see its team-mate fall to the ground it won't even attack you. As long as you have a silencer you are ready for those stealthy missions. Silencers for pistols are the most common to find, so for whatever class you want to be it is important that you have silencers for your pistols. Some more important than others, however. Like the Infiltrator or Specialist would want silencers while the Regular Survivor wouldn't need them as much. There are many options but these are some of the best: Regular Survivor: The Regular survivor is the one who can grap a big gun, a small gun and a good, long melee weapon. The big gun can range between anything from a 22mm rimfire to a M4A1 if you can get your hands on one. The smaller gun should be a pistol, such as a 9mm or maybe a .357 or .358 magnum if you can, again, get one. The melee weapon should also be about 24-28 inches, maybe a good machete or some kind of good Japenese Blade. This blade should be able to be sheathed to your waist. If you are right handed sheath the blade on your left side. This way you can pull it out and be ready to chop at a zombies neck right away. Infiltrator: An Infiltrator should be able to enter a building, loot it, kill a few zombies and leave again within a good minute or two. An infiltrator should rely on small weapons, like blades and pistols. The last thing you want to do is go around a corner with a big gun and have your gun aimed at a zombies leg or arm. That is the problem with long barreled weapons and why infiltrators should try to avoid them. Use pistol or magnum for a primary weapon and, instead of a secondary pistol, have another good blade by your side. The best combo for an Infiltrator is a long blade such as a machete and a small blade such as a dagger or something of the sort. Specialist: Specialists are the ones who can go Bam, Slash, Boom. The ones that can survive even when outnumbered 20-to-1. A specialist should have dual weapons and still have the ability to run when you need to. When dualling melee weapons the worst thing that you can do is sheath one blade on each waist. This can cause them to rattle around and can be very annoying and may cause pain if done for a long time. The best thing to do is sheath it on your thighs. Although this would be hard to reach while running flat-out, you can then put other things on your waist if you need to. The perfect size for a dual machetes to be sheathed on your thighs should be around 18 inches, like the Para Bellum. Specialists should also have dual pistols or magnums at the waist. This won't be annoying and give you the ability to grab one in either hand at will. Specialists can also wield a pistol in one hand and a blade in another, which can be an extremely deadly combo. Sharpshooter: Sharpshooters are the ones in the back of the group, the ones on top of the bus with a view of the entire road ahead of them. The sharpshooters are the ones that have the long-barreled hunting rifles with scopes. Sharpshooters can snipe a zed-head from a good 50 meters away. Sharpshooters are like regular survivors in a certain aspect, only instead of relying on a pistol they usually have a short-range melee weapon such as a dagger and a long, powerful melee weapon like the 41 inch long Harvester. Rim-Firers: To be a Rim-Firer you need strength and good aiming. Rimfire guns are all 22mm, so you can supplement bullets from the rifle to the pistol and visa-versa. Rim-Firers should also carry a trusty, 22-28 inch machete. All-Rounders: All rounders and the ones where they can just grab anything that they find and use it to the best of the weapons abilities. All-rounders can, in a way, be any of the classes above but always be able to swap. This isn't advised to be other classes as an all-rounder because you should always stick to just one. All-rounders also should be able to be perfect for 'Living on the Land', because they can adapt to any situation. Now, enough with different ways of surviving. On to the guns: Primary Guns: -77mm Hunting Rifle: The 77mm Hunting Rifle, with a good quality scope, is as good as the Military-Standard sniper rifles. These babies have around 10 bullets per clip, depending on the model, and have a semi-automatic function. This way you don't just pull the trigger and 'rock and roll'. The bullets are so fast that, like most weapons, they actually hit the target nearly half a second before you hear the bullet fire. If you aim for any part of the body, it will go through it like a hot knife through butter. -M4A1 Carbine: The Militaries best friend. The M4A1 Carbine is mostly used by all military personell. It is perfect for killing zombies. It can be set between single-fire, semi-automatic and fully automatic. Just remember not to go 'rock and roll' style with these; with 30 rounds per clip and the ability to completely waste a clip in 3 seconds this thing can be dangerous. The best thing about an M4A1 is that it can be attached with a scope, for longer distances, and a grenade launcher. The useful thing about a grenade launcher is that you can pull the pin, load it, count to 2, then fire. Then when it reaches the zombie it goes boom! The scopes can also have solar-powered laser sight, but these scopes can be very expensive. -Crossbows: Crossbows were good for killing people in the 1600's so why not now? Crossbows are illegal in some states and countries but legal in others, so getting your hands on one is about an even chance to any regular gun. If you know the right diameters and have enough spare time, a knife and a piece of wood can be your crossbow's best friend. Fletching your own bolts is simple and relitively safe, depending on if you know the size of the required bolt. Crossbows can also be equipted with scopes for added range and also is silent; if silencers arn't present than these can come in handy. Bolts are also easy to find, especially in countries where crossbows are legal. You might even find some on dead survivors or in houses. Farms, especially, as crossbows are used there much more often than anywhere else. You can also re-use bolts, as long as you wash the bolt in boiling water and not touch any of the zombies blood. Also, providing that the bolt wasn't beant or deformed by the impact, re-using your bolts is the best thing to do in this situation. -22mm Rimfire Rifles: Rimfire ammunition, first of all, is cheap, easy to make and easy to find. You could stash enough for a bullet for each zombie in your country and possibly neighbouring countries with not as much cash as other weapons. 22mm Rimfire Rifles are slightly weaker than their counterparts and go about half the speed of a 77mm Hunting Rifle. You've always been tought to aim for the head and when it comes to this weapon that is exactly what you want to do. The bullet is strong enough to enter the skull but once its initial burst of speed is gone is cannot exit. This is exactly what you want, because now it can ricochet inside the zombies skull until the brain is destroyed or it gets stuck in the skull and kills it. Rimfire rifles are annoying to reload, however. If you have ever fired an air rifle, also known as Slug Guns, before imagine the pull-back to get to where to put the bullet only 2 times harder. Even for a skilled and strong shooter it might take at least 6 seconds to reload one of these, and each 6 seconds it takes to reload is a 6 second boost the zombies get on your possition. Rimfire Rifles are light, though. This is why they are good if you don't have anything better. -Shotguns: Shotguns, as in all games, are good at short range. A burst of a round at a zeds-head and it is nearly a guarenteed kill. At long range, however, these can be a pain. Depending on what model you got, from the clay-pigeon shooting models to the full-military combat shotguns, each one has advantages and disadvantages. Reloading shotguns, if they are not clip-compatable, are also a pain. Most of the time you should reload it fully while no zombies are around and while they are just reload a single round, fire it, repeat. At long range is also sometimes good because the bullets spread out. This can be good because if you aim for the chest at long range you might get their foot or head. This might be minor damage but the more blood is looses the closer it gets to dying. Blood loss also slows the bastards down, too. -Machine Guns: Unless these things are semi-automatic or have the option never go near one. If you find a single-fire compatable version, or even a burst fire version, then keep it. Ammo for machine guns are not often found, however, as they are usually only used by military, so finding ammo might be hard to do. Don't always rely on these things, too. Even today some models are prone to jamming and breaking and unless you have been in the military you would have no idea how to take one apart, find the problem, fix it and put it back together. Pistols: -9mm Pistols: 9mm pistols are what are also called "Cop-Stoppers". 9mm pistols don't have very good accuracy and only have 6 bullet per clip. You would need to be a good marksman to be able to put a bullet into a zed-head from range. Also, 9mm Pistols don't like having scopes and the scopes can be as mad an enemy as the zombies. 9mms, however, are good for semi-close range. Nothing beats the ability to aim for the middle of the head and to get it anywhere in the head. The extra thing about this is you have to pull the trigger and release it before you can fire it again. -22mm Rimfire Pistols: Rimfire Pistols, like rimfire rifles, have a single-bullet reload but are good because of skull ricochet. These things are much easier to reload than its rifle counterparts because of their size. If you can't find a good magnum or military-class pistol than these are your best oppinion. The good thing about Rimfire weapons are that they all have 22mm ammo. This makes them able to supplement bullets from the rifle to the pistol. Also, this makes the ammunition much easier to find. -Magnum: Magnums are extremely powerful and pretty common. If you can get those Magnum-Reload rings, the ones that you can pull out and already have 6 bullets ready to put it into the magnum. If you don't have the Magnum-reload rings you can always do what you do with the shotgun, instead of reloading all the bullets at once you can put 1 bullet in, shoot 1 bullet out. Magnum ammo is also pretty common, too. Most pistols used in clubs or competitions are magnums. Just look out for the difference between .357 and .358 magnum ammo. Always check to see if it is right for your magnum. -Military-Class Pistols: Military-Class Pistols are the best you can get; great accuracy, great power, great and slim design. These things are used in wars so you know they are good. Depending on what size the bullets are, from 9mm to, possible, 14mm, you should be able to supplement bullets from wherever you find some. Just remember what size they are. Like Military Rifles, their designs are usually secrets so if yours jams or breaks then you probally won't have a good idea on how to fix it. -Machine-Pistols: Machine-Pistols are the devils version of a small, fully-automatic rifle. These things have 20 bullets in large and rare clips. Rare because they were used by the military and they don't use them very much anymore. Like Military rifles and Military-Class pistols, their designs are usually secrets so hope that they don't jam or break. Chapter 8-3: Weapons - Explosives Explosives are as essential as Blades and Guns. Explosives are ranking into three types: Distraction, Remission, Destruction. Sometimes, even, mixtures of the three. Distration Explosives are used to distract the zombies. Remission Explosives are used to slow down zombies that just won't break from chasing you. And Destruction Explosives, simply, used to kill the zombies and anything near them. Distraction Explosives can be used in many ways, from detonating cars down the street to getting all the zombies into one area then blowing them all to the moon. And nothing says 'a free trip to the moon' then a noise-bomb. These babies can be regualr bombs with a time-delayed action with something that makes a shit-load of noise, like a mobile phone. Strapping a $60 phone you raided from a store and plant the bomb, start up the ringtone and run. Set the bomb to about a minute or two and then watch as the mindless zombies flock to their doom. You can even strap an MP3 player with a loud song on it to the bomb, also. Anything that makes enough noise and so that you have enough time to get away so that the zombies dont go from bomb-to-you. Remission bombs are for the zombies that just wont stop following you. Tripmines are good example of Remission and Destruction bombs. Plant one of these and... BOOM! Remission bombs can also be a mixed of distraction bombs such as a Noise Bomb. Grenades are the perfect Remission Bombs. If it doesn't kill 'em they'll have to crawl after you. Even water bombs can be classified as Remission Bombs. The zombies are too stupid to whipe off the water and may think it is an animal, or if the water gets in their eyes. Simple, not too effective but still works in dire times. Destruction Bombs are anything that will just destroy anything, including the zombies and everything around them. Pipe bombs are a good example of this. Maybe even with a time delayed action. Set to 3 seconds, activate, and throw it at a zombies feet. Nothing says boom like a good old pipe bomb. Molotovs are the perfect example of a bomb that is a combination of Distraction, Remission and Destruction. Distraction; the burning fire of it and anything it catches alight will attract them. Remission; whilst on fire you couldn't run to fast, could you? Destruction; The zombies, and everything nearby, will be burnt to nothing but a pile of ashes. Chapter 9: Transportation Transportation is, basically, you moving. If this is on a bike, in a car or just by foot it is still classified as transportation. Each kind of transport has its pro's and con's. The biggest con is petrol. At the beginning there will be plenty, just waiting at a petrol shop to be raided. By the middle around 70% of all petrol on the entire Earth will be gone, if not more. The biggest decision with petrol is; generator or car? With generator you can power up things like batteries, lights, etc., but with a car you can drive away from where you are. Here is a list of transportations and their pros and cons: Foot Walking, running, jogging, skipping, hopping and jumping are our most ancient way of transport, even before the square-wheel. By foot the only thing you need to do to power it is some food and some sleep. This is much easier than getting a charged car-battery and petrol. Transportation on foot is also good because at any time, without hesitation, you can stop to draw a weapon, look around a corner or infiltrate a building. If you break your foot, however, then you got a problem. You can't take it to a hospital during a zombie infection. Going to a hospital is the last thing you wanna do. Bicycle Like travelling by foot, bikes don't need batteries or fuel, either. Just man-power. As long as you have two legs and can steer you can ride a bike. Bikes are small, usually pretty light-weighted and can go pretty fast without batteries or fuel. Bikes are, sadly, lightly-"armoured". If you hit a tree and brake it then your pretty screwed. Like all things, bikes can fall apart and leave you with no transportation. Having a good mountain/all-terrain bike in the back of your car boot is a good idea. No petrol = no problem. If a zombie makes a grab at you, however, your gonna come off that thing or its gonna come off you. Your Average Car Good yet bad. Cars can carry a heap of things, go pretty fast and can be used as a barricade, if needed to. Your average car, however, isn't really made to be an all-terrain vehicle and is made to be kept on roads. In a zombie infection, all roads will be blocked and full of "grabbers", the zombies that are trapped in their seat-belts and have managed to break a window and, well, grab at you. All cars need fuel and a car battery, however, so if you get a car near the middle of the zombie infection then you may as well scrap it for metals and other useful stuff. Ute Driver in the front, friends with guns in the back. The ute is the perfect 2-4 seated vehicle with semi-off-road capabilities and the ability to have people on the back along with supplies. This is like a mobile HQ as long as you got enough fuel and a car battery to power it. The back is, basically, your firepower area; put a few people with guns there and you have cover from nearly all directions. If it has 4 seats you can store either supplies or people in the back and a passenger with their pistol or machete ready just in case the zombies get too close. 4-Wheel Drive: Not only does it have 4 wheels but it can use them all at once. The 4WD is one of the closest civilian vehicles you can get to a fully-blown all-terrain killing machine. With a bull-bar, a rack to store things up top and 5-8 seats these things are your carriers. The bad thing about 4WD's are that they use a lot of petrol. More petrol use means less kilometers between you and the city that is spewing out zombies everywhere. When it runs out of fuel, though, if you scrap it for useful things you can get quite a lot from your 4WD compared to your Average Car. Bus Ah, the first thing people want to find; store everything they find and all their friends and family. It's like delivering the Zacks some good supplies that a lot of people would become infected to get and, not only that, but infect a could dozen or so people. Buses, unless you have the 4 rows or backseats piled with petrol, are drivable death-traps. If you do have enough petrol, however, these things are awesome! Enough seats to fit a heap of people and enough windows to put a gun out each and have around 34 gunners a bus can be your saviour or your death. You decide. Armored Car ... Are pretty perfect. Pack it with food, water and your guns and other weapons and you have a moving armory straight away. And when your armored car runs out of petrol just close the hatch and bunk down. As long as you don't get bombed it would take a group of zombies over a year to get into the armored car. All you need to do then is regularily open the hatch slightly, pick off a few-zed heads and then close it again. As long as you have enough food and water you could, basically, survive the whole thing inside one of these contraptions. Motor Bike: Fast, fuel effective and quite decently-armored. The Motor Bike is, during a zombie infection, is known as a "Raiders Vehicle". Easy to start, easy to drive and easy to stop and shoot without getting off. Motor bikes are good for making easy maneuvers through crowded areas that cars can't. Motor Bikes can't store too much, however, and are only mainly used for getting from one place to another, and pretty quickly. Motor Bikes are also very fuel efficient and come in many different kinds and sizes. But which is right for you? Unless you know before the zombies are eating away at your door you arn't gonna get a "good one". Horse: Horses are pretty good; instead of having 20 gallons of petrol you only need 20 kilos of feed. And horses are good at sensing danger; if there is a zack out there you will need to force it in that direction. They are also good because they are aware of their own consiousness and can decide weither to drive off a cliff or not. They are also like all-terrain vehicles. The bad thing about horses is that they need to sleep too. They can't just keep going and going. Chapter 10: Fears and Scares In a zombie apocolypse, unless you have prepared, it will be very scary. Even if you have planned it will be scary but not as scary as if you haven't. First thing that most people say they will do when zombies come is suicide. Most of these people, however, probally wouldn't have the gutts to commit suicide. Thats why there must be as many people prepared as possible. One of the main problems is the people who can't commit suicide and, so, instead they throw themselves to the zombies. Thats why in this chapter we will be focusing on the Fears and Scares of a zombie apocolypse. ADS The Apocolyptic Distress Syndrome. As described in Max Brooks 'World War Z', ADS is a syndrome where people become what they fear subconsiously. They fall to sleep themselves, but their subconsious mind takes over and they become zombies, in a way. If someone with ADS bites you, you're safe. ADS just makes people think they are zombies subconsiously, nothing too serious. If you throw water in their face they will probally snap out of it, but the main problem about ADS is that 9/10 people will think "shit, a zombie" and blow their brains out, not realising that this person had ADS. ADS is very dangerous in the beginning. There will be a lot of cases and most of these cases will be killed on sight. The biggest problem during the beginning is that, unless they are right up at your face, you won't be able to tell if they are a zombie or someone with ADS and all you have to try and look for is a bite wound. Towards the middle there will be much less cases and the ones that do have ADS won't have blood all over their bodies, but regular zombies will. This is still dangerous, however, a newly infected person might see you as their first prey and you throw a water bomb at it at close range and, before you can realise its too late, your bitten. At the end, the only people who will obtain ADS are the ones still in cities that are swarming with zombies. The ones that have retreated to deemed 'safe zones' will be free of ADS or have very, very few cases. Post-Zombie Melee Combat Trauma Your first few dozen times engaging a zombie in hand-to-hand combat, or melee combat with a blade will be the first few dozen scariest times of the entire infection. The first time is the worst; you rethink your actions, your hands shake, you freeze up and sometimes can't even swing the blade for the creatures head. This will probally get a few inexperienced and unprepared people off-guard and end up being their death. The best way to avoid this is have a friend back-up with some kind of gun just in case this happens to you. That way they can kill the zombie before it kills you. Over-confidence The most probable thing to get you killed. Unless you are in a boat with enough supplies to last until you hold out, on a space station or on an Off-Shore Oil Rig then this will get you and may cost your life. if you think that you are indestructable you are going to take bigger risks. You know how it works? Your better off jumping off a cliff while being over-confident then being cocky and rambo-styling a horde of zombies. The overall Epidemic Possibly scarier than everthing named above; this is probally gonna be the scariest thing you will ever do. You'll never know that when you come around a corner there will be a waiting zombie, or if you enter a shop to find it completely swarming with them. The next chapter is on morale. With morale you will find the whole infection a lot easier. Good luck. Chapter 11: Moral; The Will to Keep Fighting Moral is the key thing you need to keep up during a zombie infection. Without it, you don't really care much any more and are more scared than ever. If you keep it up, however, you'll find that a lot more of your gun shots hit true and that your not as likely to committ suicide, as many people would. This chapter describes how to keep you and your team's moral up. Loud Music: Ever played a game such as "Halo 3" with the song "Indestructable" or something of the sort in the background. Have you noticed that the music seems to make you a better player? Imagine this on a real-life scale. You are up in a fort, zombies are all rushing you. You click on MP3 player and turn on "Blackfire" by dragonforce. It is a good song, and the constant high-paced electric guitar gets your heart-pumping and runs up your adrenaline. This is how the pro's play. Keeping Count: Might sound childish, but keeping count of how many zed-heds you've shot between your team will boost their moral because, if you are higher than one of them, they will try to get more than you. Or visa-versa. Anyway, by the time its over you will be able to say "I picked off 24,312 zed-heads" or something like that. A Secure Location: Nothing keeps up moral more than being able to have a secure location and the ability to have a good nights sleep without the change of waking up as an infected the next day. If you build your camp/base/whatever on top of a large hill or something with steep walls that means that most infected can't get you because they can't climb. This is very good when it comes to moral. Laugh and watch the infected continuesly fall back down. Keeping up Food, Water and Ammo: The moment you start running out of these things your visions of the future becomes grim; what if we run out of water or food? What happens if we run out of bullets and have nothing to defend ourselves with? As long as you can keep up the food, water and ammo this will be fine. If you run out of ammo just resort to blades. Having livestock, such as chickens, will give you food for however long they can. A chicken can live for 10 years and starts laying eggs at 16 weeks. They can lay 1 egg per day for 5 years, then 1 egg per 2 days for another 3 years but then they stop laying. Having a rooster in a sound-proof room would help to keep up the ammount of chickens you have. Just remember; chicks are very prone to diseases. Water is easy to get; find a river or something and use a desalinisor to clean the water and be able to drink it. Or just do this with the water you have a bath with. I say bath because that won't waste too much water and showers will be impossible to have anymore. Games: Nothing says 'Up yours' while playing Uno while there is a zombie infection just outside your door. Games are good to keep your mind off the topic of zombies and can keep moral up too. Never underestimate any game. Even monopoly; its a long game but this game will keep you awake while you awake while you are on Night-Guard Duty. Any games helps, but try to stick to card games or other small-games like Mini-Monopoly (may go by a different name but is a very small version of monopoly you could nearly fit into your pocket) just incase you need to grab your bag-out-bag and, well, bag out. In other words; grab your bag of stuff and run for the hills. Chapter 12: Alternative Energy Without fuel, gas and other energies such as this you are asking for an undead kick-in-the-ass. No lights, no power, nothing to recharge any batteries with; you can basically kiss your ass good-bye. This is when Alternative Energy comes in handy. Using this you can do most things that normally required electricity, fuel or anything else that will be unavailable in a zombie infection. Alternative Energy sources were designed for this, in one way or another, so when we run out we can continue and not sit in the corner crying. Alternative Energies will always be there. The zombies can't block out the sun, drink up all the worlds oceans, kill all the livestock (they might kill all the livestock, actually) and stop the wind from blowing. Thats when we turn the tide; we got energy and they don't, even though they cannot use it. This chapter will describe alternative energies that can be used in a zombie infection. Solar Power: The most common and expected energy source to be used in a zombie infection. The sun will always shine and, as long as you got some Solar Pannels, you can always run what you need. From recharging batteries to running lights or hot water, solar power can be used for nearly everything - and quite effectively too. The only down side with Solar Power is night time. Thats when there is no sun, so if your entire team relies on Solar Power then you'd better have a shi-load of batteries charged and ready to go. Especially if you retreat to Antarctica where there is no sun for very long ammounts of time. The odd zombie that won't freeze will get you unexpected during the 8 months of no sun. Wind Power: Wind Power is good if you are bunking down on top of a mountain or on a really windy desert plain. Wind power can power quite a lot of things, but unless you already have the turbines and everything else you need you can't really expect to use this option. If you find an abandoned military base that is still intact, however, wind power and solar are usually combined in places where you cannot get electricity. Wave/Tidal Power: This is pretty much a no-go zone unless everything is already set up for you. In Antarctica, for example, they have 8 meter tall waves as an average height and some areas have this alternative energy means all ready to go. In other areas, however, this is pretty rare. Heed my warning. Livestock: Just like all the others; as long as you have everything you need this is a very good possibility. Livesotck also has 2 great advantages - if you ever get hungry you can always eat one and, number 2, they breed. The more the merrier in both situations. But with advantages come disadvantages; You need a decent ammount to power not too much, they will also be a prime target for undead, and due to natural reasons their sound, if it is a moo or a buck, may attract other zombies. Some are also slow at moving, too. This is a pretty common way of energy, however, as you may find herds of cows out in the middle of nowhere, trapped in a pattick that the zombies havn't found yet. Man-Power The most simpliest and easiest energy to get your hands on. Generators can have an attached cycle to power it and, providing you got the energy, you could power the generator for as long as you live, litterally. But, when alone, this is not advised. Due to the fact that you will have to power it without a guard to look out for zombies. And, if you power it for long enough, you will get more tired than usual and sleep for longer. Then a zombie might enter the room without you knowing and 'bite'. Chapter 13: Alternative Weaponry; Blunts Blunts, defined as any weapon that can be fatal yet, at the same time, has no sharpened edge. Usually these are found in crime shows, where the victims dead was instant due to trauma caused by a hit to the head with a blunt object. These include things like metal baseball bats, hockey sticks, anything that is quite heavy and can cause a lot of brain damage. People also like 'enhancing' their blunts in time of need like, for example, nails driven through wooden baseball bats or wrapping barb wire around the collision-point of these weaponry. The possibilities are endless, providing you have the proper equiptment. Blunts, unlike guns and blades, will not run out of ammo or, like blades, become blunt (not an intended pun). -Baseball Bats Wooden or metal, baseball bats are the first thing that come into mind when you mention Blunts. Baseball Bats are, not only one of the most powerful blunts, but are quite 'customizable', in a sense. Barb wire, nails, drill bitts, if its sharp and can really hurt someone then it'll work. The baseball bat, alike most blunts, use a swinging action to inflict damage into the infected individual. Not only can the baseball bat kill an infectted quite easily, it can also easily break bones, perfect for paralysing or slowing oncoming zombies. Baseball bats should be the first pick for a blunt weapon when the time comes to grab it and run. -Hockey Stick The Hockey Stick is quite the blunt weapon. Possibly not as good as the Baseball Bat, but is the next-best. Not as customizable as the baseball bat, either, it can inflict quite a lot of damage, too. The hockey stick is also considerably longer, in most cases, then the baseball bat and is made of a material that is much lighter but, also, slightly weaker than metal. -Sledgehammer The most painful of all blunted weapons, the sledgehammer is guarenteed a kill if struck with the proper force to the head. But this immense ammount of power comes with cost; sledgehammers are the heaviest of all blunts. Another draw back of this weapon is its size, since it will have to be carried in the place of a primary weapon, such as a rifle. Take care if you choose this as your blunt. -Crowbar The most useful of all blunts, the crowbar is not only good for killing infected due to it's design to pry open objects, but is also good for opening things such as crates and other objects you cannot open by hand. The crowbar may not be as powerful as its blunt brothers but this can be supplimented for its usefulness. -Frying Pan Possibly the smallest of all blunts, the Frying Pan is a very effective killer. Swinging the Frying Pan like a baseball bat and hitting the face of an infected individual can cause nearly-instant death. The frying pan is also lighter than some blunts but, also, is relitively heavy. Its small size is also an advantage for carrying it around. -Anything Else Although there are a nearly infinate number of blunts, far too many to name here, but, when choosing a blunt weapon, make sure it weighs 10 kilograms and is longer than the minimum blade length; 8 inches. Anything shorter or that weighs less than that won't make much of a difference out on the field when fighting zombies. Chapter 14 - The Bag-out Bag First off, just to clarrify, the Bag-out Bag is a bag where, well, you can grab it and bag-out (in other words, run for the hills, providing you have a fortress in the hills or are planning to live off the land, as described in a previous chapter, as hills are good strategic points. Wow, that was a rather long pun. Anyway...) In your Bag-out Bag, you want to contain anything you will need, depending on your area. No matter where, there are some things that should be there at all times, such as ammo, compass, water, food, etc.. Don't put EVERYTHING vital to your survival here, though, you don't want to be running away from zombies, step a corner and end up getting your bag caught by a zombie and the only way to get out of its grip is to ditch the bag. There are many more scenarios such as this, so you should always carry some ammo, food and a bottle or two of water on yourself and not in the bag-out bag. As I said before, depending on your area, you will have certain items required for your bag-out bag and not for other areas. For example, if you are carrying bricks from one place to your future fortress, you won't have much purpose for bricks when living off the land. Most things, however, fit in quite nicely in all sections. -Vital Equipment: As the name states, this will be the most vital stuff you need. These will fit nicely into any area you are going into. These items include: - Watch (with replacement batteries) - Bottled Water (cleaned) - Food (preferably canned) - First Aid Kit - Ammunition - Compass - Water Purification Tablets - Hand-pump water filter - Silencers (if not attached to weapons, and if you can get your hands on one) - Scope (again, if you can get one. A night vision scope is prefered) - Hatchet - Two Knives - Sets of Earplugs (in case of bunking down in an area, so that the constant moan of zombies won't send you crazy) - Rechargeable batteries (any quantity, any size) - Battery Recharger (for all your batteries) - Flares - Fisherman's magnet-and-copper coil torch (shake it to power it, basically) - Water-proof matches - Map - Battery-powered, hand-held radio (preferably with earpiece) - Bedroll or sleeping bag (not both) - Binoculars -Additional Equipment These are not entirely necessary, but would help a lot in the case of an infection. - Money (might still be of use, will also be able to barter for a favor from a fellow survivor) - Alcohol (good for when your feeling down, not too much though. Can also be used to barter) - Gasoline/Petrol (in case you need a car. Probally a waste on a car, use it for a generator. Would be able to trade some for a decent ammount of ammo and supplies, too) - Bleaching agent (maintaining latrines, if one available) - Chemical Light Sticks - Fire Extinguisher (if possible) - Swiss army knife (or multi-tool) - Cleaning Kit In addition, all groups should carry: - Silent weapon (preferably a silenced firearm or crossbow) - Medium-sized medical kit - Two-way radio (preferably, again, with earpieces or headphones) - Crowbar (you will thank me for all the usefulness these things have) Well, that should cover the bag-out bag. Of course, it will differ from area to area, plan to plan, etc.. Feel free to add whatever you think you would need. There is a lot more useful things, too, don't think that just because they arn't on the list you shouldn't have them. Just, try not to have a 20kg+ bag. Coming up next: Chapter 15 - Rules of Survival Comments and Critism is greatly appreciated. If you have any questions feel free to ask.
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Well I know for a fact that the rotating cresents on Quintessence are all aligned by coding a pictures; no eventing whatsoever :( . I remember that I tried that but failed even with eventing. I'll try to make something about importing pictures. Also, the tutorial on the Button Input Process will be easy to make :D . I'll work on it in a little while :D .
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ZAP is the Zombie Awareness Program. My team, along with myself, will be posting information over the next few weeks on what we can do when the inevitable comes at our door. It may be sooner than expected, however. Here is a news report from Ohio, America; 6th October, 2009; DAYTON, Ohio (AP) - Police said an Ohio elementary school student bit a teacher on the arm and had to be pried off by a school official. Dayton police said the child was brought to the assistant principal's office at Patterson-Kennedy Elementary School Monday by teacher Stephen Green. The boy began throwing things in the office and had to be restrained by Green. Assistant Principal Jack Johnson told police that Green was bitten on the forearm while clutching the child. Johnson said he had to pry the boy's mouth open so he'd let go. Green, 54, went to a hospital to be treated for the bite. The child, whose age was not released, was taken to a hospital for a psychological examination. I have had a chat with my team about the current situation and we are currently at a state of red alert for the next 6 days. After an incident as such the possible infectivity status may take up to 2 weeks before it can be identified and terminated, or worse, spreads. A few members of my team have agreed for me to post what they have said. This is what they come up with about the situation: Lee, aged 16 (Birthday on the 20th, October): Matthew, aged 17: Greg, aged 15: My personal opinion also alligns with the "Crazy Kid" story but also could be alligned with a strand of rabies which can, in a way, be classified as a zombie virus. Certain stands of rabies can make a person really agressive and to the extent of even possibly killing a family member. Depending on what the virus does is an entirely different thing entirely. Me and my team will be reporting more information on possible outbreaks when we hear of them. Tip of the week:
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Thanks Kiriashi. That helps a lot :D .
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I remember finding it at google and even before I saw a single post I thought "God this site is awesome" and signed up. I'm not sure how long ago. I'll check when I post this :D .
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Final Fantasy VI-II - Crsytal Empire (name pending!)
Tomo2000 replied to CrimsonInferno's topic in Project Recruitment
I'm an Eventing Teacher and currently writing one. You can find it here; Tomo2000's Eventer 101 Guide to Eventing. It's still under construction so until its finished I could event what you don't know how to event :D . -
How to check if no key is being pressed?
Tomo2000 replied to figment68's topic in General Game Development
I like the idea. Might actually work, too. Just the whole "when button is pressed" thing bugs me. I'm not too sure if there is a universal code that says "When any buttion is pressed". You might have to ask Leon about that one. But most things that may appear to have scripting can just, simply, have a few lines in an event, just like Zane has just proved to us. I would be glad to make the event for you if somebody could find that single line of code for "Any button is pressed". I'll do a few tests and take a look around, also. -
I like it, only 1 problem; unless you change the size of the screen for RMXP or whatever RPG Maker engine you are using how are you going to make it fit?
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Miguel, I'm not sure if you have Nod32 as a virus-protection software but I can't download it to see what kind of events you include because one of the pop-ups on the site has a virus on it. Maybe try uploading it on a different site.
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Thanks. As soon as I can get the tileset I can start. I'm not sure if your game has the permissions set but I won't be adding them because they are too time consuming. Anyway, you can just copy and paste the events from my project to yours :D .
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How to check if no key is being pressed?
Tomo2000 replied to figment68's topic in General Game Development
Hmm... I'm not too sure on how to make it if somebody hasn' pressed a key in a while but I do know the script line to check if a certain key is being pressed. Input.trigger?(Input::Z) To add that to an event just go into that event, go to the 3rd tab, click on Script and copy and paste that in. You will have to replace Z because otherwise it will check if Z is being pressed or anything that has been set as the equivelant to Z. -
Final Fantasy VI-II - Crsytal Empire (name pending!)
Tomo2000 replied to CrimsonInferno's topic in Project Recruitment
Sad to say I havn't seen Enigma on in a while. I'm not sure if he even logs in anymore. If Enigma is still here he can post again but if he's not I'll be glad to take his spot as eventer. Any event needed; just ask. -
Yay! Somebody needing eventer help :D . Yes, that is entirely possible and pretty simple (to me at least) to make. I'll just make a quick version of your cave-type thing and of the encampment. May I ask what Tileset you used? If it is custom could you give me a picture of it? That would be appreciated.
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My friend had this error because he didn't have internet. A month later when his mum finally got some internet (pretty expensive, though), he loaded up RMXP and bingo; error was gone.
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As I said earlier, there is something wrong with the code [ code ] command as it does this: # Ultimate Fake Loading Bar # By arevulopapo # May 11 2007 Copies it all to a single line. The 3 things above are just the first three lines after I tried copying them. Would you be able to post a download link (preferably on 2shared.com) of a rmxp project with this script in it? That would be great. Thanks in advance ;) ~Tomo2000
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I'm a bit sad to say that those code boxes don't work and instead just paste it all onto one line once in RMXP. If you wouldn't mind would you be able to send me the download link for any file with the script in to Script area? Sorry to be a pain.
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Well, I played a bit and found some glitches. Here is a few things to fix: Maybe change Male Player sprite. I know for a fact that not very many people like seeing the Default Character as their own character and that is a big turn-off. Also, when Basil joins your party maybe you should add a Caterpiller script. You can find them on the forum. It makes whoever in your party follow you. Also you should probally give directions to get to the King. It might just be that I'm to stupid to find it :D or just that it is a big village. Also, would you be able to give me the script for the minimap at the bottom-right corner and the script that loads everything before the title screen? That would be appreciated.
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Oh... My... That is so cool! I can't entirely decribe it but it is absolutely amazing! Very good job!