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JacKD's SuperZombieSurvival

Discussion in 'Server Directory' started by JacKD, May 24, 2012.

Mods: jackitch
  1. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    Server name: JacKD's SuperZombieSurvival
    Slots: 6
    Gamemode: ZOMBIE SURVIVAL
    Located in: Chile
    Max ping: 266
    Global moderation: On
    Operation time: Something in between 12pm and 2am GMT -4 (Chilean time)

    I've been testing this for a while and I'm finally satisfied with the result. This is a modded Zombie Fortress (aka: survival) server, with new items, shops, modded classes and INCREASED DIFFICULTY. Login when you see it in the server browser and try not to hide and cry :) really, try not to xD

    EDIT: New Zombies! Actually its an old zombie with a couple of new faces, thanks to the inspiration of Ne3zy https://forum.kag2d.com/threads/new-zombies.6427/ I've added "Dedos". It's a Zombie Arm with an Skeleton brain and "Chicken" a Zombie Chicken with an Skeleton brain. The Skeleton, Chicken and Dedos have different stats. :)

    EDIT 2: Added Chicken Zombie and Dedos configs
    Code:
    # Dedos config file
    # $ string
    # @ array
    
    # sprite
    
    $sprite_factory = zombie_sprite
    
    $sprite_texture = Entities/Actors/Sprites/ZombieArm.png
    s32_sprite_frame_width = 16
    s32_sprite_frame_height = 16
    $sprite_sound_death_hit =
    $sprite_sound_flesh_hit = Entities/Actors/Sounds/SkeletonHit.ogg
    $sprite_sound_die =
    $sprite_sound_spawn = Entities/Actors/Sounds/SkeletonSpawn?.ogg
    $sprite_sound_gib = Entities/Actors/Sounds/SkeletonBreak1.ogg
    $sprite_sound_emit =
    
    $sprite_gibs_start = *start*
    
    #head or ribcage
    $gib_type = static_particle
    $gib_file = Entities/Actors/Sprites/ZombieGibs.png
    u8_gib_count = 1 
    u8_gib_style = 0 
    u8_frame_width = 8;
    u8_frame_height = 8;
    @u8_gib_frame = 0; 1;
    $gib_collide_sound = Sounds/bone_fall?.ogg
    f32_gib_mass = 1.5
    u8_gib_emit = 255
    f32_velocity = 8.0
    f32_offset_x = 0.0
    f32_offset_y = -5.0
    
    $gib_type = predefined
    $gib_style = bone
    u8_gib_count = 1 #number of gibs
    @u8_gib_frame = 1; 2; 3;
    f32_velocity = 5.0
    f32_offset_x = 0.0
    f32_offset_y = 0.0
    
    $gib_type = predefined
    $gib_style = bone
    u8_gib_count = 5
    @u8_gib_frame = 4; 5; 6; 7;
    f32_velocity = 10.0
    f32_offset_x = 0.0
    f32_offset_y = 0.0
    
    $sprite_gibs_end = *end*
    
    f32_blood_multiplier = 8.0
    clr_blood_color = 255; 200; 0; 0
    
    $sprite_animation_start = *start*
    
    # stand
    $sprite_animation_stand_name = stand
    u16_sprite_animation_stand_time = 4
    u8_sprite_animation_stand_loop = 1
    @u16_sprite_animation_stand_frames = 0; 0; 0; 0; 0; 0; 0; 3;
    
    # walk
    $sprite_animation_walk_name = walk
    u16_sprite_animation_walk_time = 5
    u8_sprite_animation_walk_loop = 1
    @u16_sprite_animation_walk_frames = 0; 1; 2; 3;
    
    # attack
    $sprite_animation_attack_name = attack
    u16_sprite_animation_attack_time = 3
    u8_sprite_animation_attack_loop = 1
    @u16_sprite_animation_attack_frames = 0; 1; 2; 3;
    
    # dead - should always gib
    $sprite_animation_dead_name = dead
    u16_sprite_animation_dead_time = 4
    u8_sprite_animation_dead_loop = 0
    @u16_sprite_animation_dead_frames = 3; 4; 4; 4;
    
    # revive
    $sprite_animation_revive_name = revive
    u16_sprite_animation_revive_time = 4
    u8_sprite_animation_revive_loop = 0
    @u16_sprite_animation_revive_frames = 0; 1; 2; 3;
    
    # climb
    $sprite_animation_climb_name = climb
    u16_sprite_animation_climb_time = 4
    u8_sprite_animation_climb_loop = 1
    @u16_sprite_animation_climb_frames = 0; 1; 2; 3;
    
    $sprite_animation_end = *end*
    
    u16_attack_hit_frame = 3
    $sprite_sound_attack =
    $sprite_sound_spot = Entities/Actors/Sounds/SkeletonSayDuh.ogg
    $sprite_bloodsquirt_file =
    $sprite_bloodsmall_file = 
    
    
    
    # ball
    
    $ball_factory = zombie_ball
    
    f32_ball_width = 16.0
    f32_ball_height = 16.0
    f32_ball_radius = 6.0
    f32_ball_max_upspeed = 3.0
    f32_ball_max_fallspeed = 6.0
    f32_ball_max_airspeed = 2.0
    f32_ball_max_groundspeed = 1.1
    f32_ball_max_actionspeed = 1.0
    f32_ball_gravity = 0.3
    f32_ball_ground_slide = 0.75
    f32_ball_wall_slide = 0.79
    f32_ball_ladder_slide = 0.21
    f32_ball_ground_bounce = 0.0
    f32_ball_wall_bounce = -0.5
    1_ball_opens_doors = 1
    1_ball_opens_bridges = 1
    f32_ball_hit_momentum = 0.1
    # zombie
    1_ball_climb_walls = 1
    1_ball_climb_ceiling = 1
    1_ball_collides_with_team = 0
    
    # movement
    
    $movement_factory = zombie_movement
    
    f32_movement_airacc = 0.1
    f32_movement_groundacc = 0.5
    f32_movement_actionacc = 0.01
    f32_movement_ladderacc = 0.5
    f32_movement_jumpacc1 = 1.5
    f32_movement_jumpacc2 = 1.35
    f32_movement_jumpactiondec = 0.69
    f32_movement_groundslide = 0.5
    u16_movement_jump2start = 3
    
    # weapon
    
    $weapon_factory = zombie_bite
    
    f32_attack_power = 0.1 # hearts
    f32_attack_radius = 1.2 # percentage of actor radius
    u8_hitter_type = 10
    @u8_destructible_blocks = 0;
    #@u8_destructible_blocks = 128; 143; # pairs of ranges x-y ; 0 - all destructible
    
    # 0 - destroy always; 1 - destroy when stuck; 2 - destroy when angry
    u8_destruction_style = 0
    u8_destruction_power = 1 
    
    # brain
    
    $brain_factory = zombie_brain
    
    u8_visible_distance_tiles = 22
    u8_attack_init_distance_tiles = 4
    u16_stuck_tolerance = 100 # the lower he value the faster it acknowledges being stuck; 30 = second
    u8_path_search_style = 0
    #zombie
    u8_anger_tolerance = 5
    
    $attachment_factory =
    
    # general
    
    $name = Dedos
    f32_health = 2.0
    f32 gib_health = 0.0
    f32 heal_amount = 0.0
    f32_stun_health = -10.0
    

    Code:
    # Chicken config file
    # $ string
    # @ array
     
    # sprite
     
    $sprite_factory = zombie_sprite
     
    $sprite_texture = Entities/Actors/Sprites/ZombieChicken.png
    s32_sprite_frame_width = 16
    s32_sprite_frame_height = 16
    $sprite_sound_death_hit =
    $sprite_sound_flesh_hit = Entities/Actors/Sounds/SkeletonHit.ogg
    $sprite_sound_die =
    $sprite_sound_spawn = Entities/Actors/Sounds/SkeletonSpawn?.ogg
    $sprite_sound_gib = Entities/Actors/Sounds/SkeletonBreak1.ogg
    $sprite_sound_emit =
     
        $sprite_gibs_start = *start*
     
        #head or ribcage
        $gib_type = static_particle
        $gib_file = Entities/Actors/Sprites/ZombieGibs.png
        u8_gib_count = 1
        u8_gib_style = 1
        u8_frame_width = 8;
        u8_frame_height = 8;
        @u8_gib_frame = 0; 1;
        $gib_collide_sound = Sounds/bone_fall?.ogg
        f32_gib_mass = 1.5
        u8_gib_emit = 15
        f32_velocity = 8.0
        f32_offset_x = 0.0
        f32_offset_y = -5.0
     
        $gib_type = predefined
        $gib_style = bone
        u8_gib_count = 1                    #number of gibs
        @u8_gib_frame = 1; 2; 3;
        f32_velocity = 5.0
        f32_offset_x = 0.0
        f32_offset_y = 0.0
     
        $gib_type = predefined
        $gib_style = bone
        u8_gib_count = 5
        @u8_gib_frame = 4; 5; 6; 7;
        f32_velocity = 10.0
        f32_offset_x = 0.0
        f32_offset_y = 0.0
     
        $sprite_gibs_end = *end*
     
    f32_blood_multiplier = 8.0
    clr_blood_color = 255; 200; 0; 0
     
      $sprite_animation_start = *start*
     
      # stand
      $sprite_animation_stand_name = stand
      u16_sprite_animation_stand_time = 4
      u8_sprite_animation_stand_loop = 1
      @u16_sprite_animation_stand_frames = 0; 0; 2; 2; 0; 0; 3; 3;
     
      # walk
      $sprite_animation_walk_name = walk
      u16_sprite_animation_walk_time = 5
      u8_sprite_animation_walk_loop = 1
      @u16_sprite_animation_walk_frames = 0; 1; 2; 3;
     
      # attack
      $sprite_animation_attack_name = attack
      u16_sprite_animation_attack_time = 2
      u8_sprite_animation_attack_loop = 1
      @u16_sprite_animation_attack_frames = 1; 4; 5; 6;
     
      # dead - should always gib
      $sprite_animation_dead_name = dead
      u16_sprite_animation_dead_time = 4
      u8_sprite_animation_dead_loop = 0
      @u16_sprite_animation_dead_frames = 0; 6; 6; 5;
     
      # revive
      $sprite_animation_revive_name = revive
      u16_sprite_animation_revive_time = 4
      u8_sprite_animation_revive_loop = 0
      @u16_sprite_animation_revive_frames = 0; 1; 2; 3;
     
      # climb
      $sprite_animation_climb_name = climb
      u16_sprite_animation_climb_time = 4
      u8_sprite_animation_climb_loop = 1
      @u16_sprite_animation_climb_frames = 0; 1; 2; 3;
     
      $sprite_animation_end = *end*
     
    u16_attack_hit_frame = 5
    $sprite_sound_attack = Entities/Actors/Sounds/ZombieBite?.ogg
    $sprite_sound_spot = Entities/Actors/Sounds/WraithDie.ogg
    $sprite_bloodsquirt_file =
    $sprite_bloodsmall_file =
     
     
     
    # ball
     
    $ball_factory = zombie_ball
     
    f32_ball_width = 16.0
    f32_ball_height = 16.0
    f32_ball_radius = 6.0
    f32_ball_max_upspeed = 4.0
    f32_ball_max_fallspeed = 6.0
    f32_ball_max_airspeed = 2.0
    f32_ball_max_groundspeed = 3.0
    f32_ball_max_actionspeed = 1.0
    f32_ball_gravity = 0.3
    f32_ball_ground_slide = 0.5
    f32_ball_wall_slide = 0.08
    f32_ball_ladder_slide = 0.15
    f32_ball_ground_bounce = 0.2
    f32_ball_wall_bounce = 0.0
    1_ball_opens_doors = 1
    1_ball_opens_bridges = 1
    f32_ball_hit_momentum = 0.1
    # zombie
    1_ball_climb_walls = 1
    1_ball_climb_ceiling = 0
    1_ball_collides_with_team = 0
     
    # movement
     
    $movement_factory = flyer_movement
     
    f32_movement_airacc = 0.1
    f32_movement_groundacc = 0.5
    f32_movement_actionacc = 0.01
    f32_movement_ladderacc = 0.5
    f32_movement_jumpacc1 = 1.2
    f32_movement_jumpacc2 = 0.8
    f32_movement_jumpactiondec = 0.69
    f32_movement_groundslide = 0.5
    u16_movement_jump2start = 3
    #flyer
    f32_movement_flyforce = 0.2
    f32_movement_slowdown_fall_speed = 2.25
    f32_movement_slowdown_fall_stop_speed = -0.1
     
    # weapon
     
    $weapon_factory = zombie_bite
     
    f32_attack_power = 0.1                # hearts
    f32_attack_radius = 1.2              # percentage of actor radius
    u8_hitter_type = 10
    @u8_destructible_blocks = 128; 143;  # pairs of ranges x-y ; 0 - all destructible
     
    # 0 - destroy always; 1 - destroy when stuck; 2 - destroy when angry
    u8_destruction_style = 0
    u8_destruction_power = 1               
     
    # brain
     
    $brain_factory = zombie_brain
     
    u8_visible_distance_tiles = 22
    u8_attack_init_distance_tiles = 4
    u16_stuck_tolerance = 100          # the lower he value the faster it acknowledges being stuck; 30 = second
    u8_path_search_style = 0
    #zombie
    u8_anger_tolerance = 5
     
    $attachment_factory =
     
    # general
     
    $name = chicken
    f32_health = 2.0
    f32 gib_health = 0.0
    f32 heal_amount = 0.0
    f32_stun_health = -10.0
    


    Config info: 10 hearts for each class. 2min daycycle starting at 18pm ingame time. Bots allowed but kinda useless (Surviving Warrior). Archer faster charging time, faster arrow making, slighty less damage for slow arrows, more damage on full charge. Knight faster charging time, slightly faster jab. Bombs cost 2 coin. Workshop health increased. New "Super" zombies, they hit harder & faster, have more health, heal faster and bleed green. Normal wraith AoE increased, damage decreased. Normal Greg has low health. New shop hierarchy: Advanced Workshop leads to Masonry, Carpentry, Tunnel and Bank Workshops. Archery range changes class and sells arrows. Arrow Workshop removed. Nuclear demolition Workshop upgrade for Demolition Workshop. New Light damage keg, deals very limited range damage, great anti-zombie-infantry, costs 5c5w. Normal keg costs 10c5w. New Mini Nuke Keg. New Judgement day level Nuclear keg. New War lantern, takes more hits to be destroyed. New zombie "Dedos", it's a Zombie Arm with a Skeleton brain and modified stats. New zombie "Chicken", it's a Zombie Chicken with a Skeleton brain and modified stats.
     
    Madoka, UnnamedPlayer, -Tj- and 2 others like this.
  2. delankski

    delankski Horde Gibber

    Messages:
    435
    Ok i'll try to join ! :) and test the server if its running well
    EDIT: Awww sorry my ping can't withstand the disconnection :(
    Jumped in a few seconds then BAM got DC .
    Well its ok dude because i live here in the Philippines.
    Maybe others can connect or jump in to your server (near countries/areas)
    BTW, nc description haha
     
    JacKD likes this.
  3. wilfred

    wilfred Shipwright

    Messages:
    82
    Is 12pm and 2am chilean time???
     
  4. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    Yep :)
     
  5. wilfred

    wilfred Shipwright

    Messages:
    82
    K, I'm not sure if I can go on, I'm in Australia and I'm not sure what time that is over here
     
  6. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    It's up right now :)
     
  7. sj67

    sj67 Greg hunter

    Messages:
    602
    Being forced to go on here to look at a zombie.

    Yup.
     
  8. wilfred

    wilfred Shipwright

    Messages:
    82
  9. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    Hahaha an image is worth more than a 1000 words, my guess was that interactive shit would be a gazillion times better :)
     
  10. INKSPASM

    INKSPASM Catapult Fodder

    Messages:
    3
    I love the server, but I never get to play on it because of the times I guess, I just never see it online much, and I'm up ALL hours of the night. Lol I do think gold should be made indestructible unless it's being blown up, it would really help anyways.
     
  11. brauk

    brauk Catapult Fodder

    Messages:
    10
  12. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    Yeah I forget to start the server xD I saw this today and the server was up minutes after :P
    If you need something that's indestructible you can place bedrock blocks for 100 stone and 20 gold.
     
  13. brauk

    brauk Catapult Fodder

    Messages:
    10
    jackD will you eventually start a ctf server up?
     
  14. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    I'm trying something new, a more "realistic" (?) CTF mode. Check it out when it's up (it's marked as experimental).

    The problem is that I haven't started working yet so I don't have money to keep a dedicated server (the ones you see are running on my PC with a house connection, so that's the lag). Eventually I plan to pay for a dedicated server.
    </br>--- merged: Sep 17, 2012 7:38 AM ---</br>
    JacKD's ThermoNuclear Warfare
    https://forum.kag2d.com/threads/jackds-thermonuclear-warfare.8722/
     
  15. Creille

    Creille Base Burner

    Messages:
    621
    hey jack i'm wondering if you could give a link to your new monster cfg's.
    i am currently trying to make my zombies satysfying and i'm getting some new mobs.
    i am also trying not to make a compulsory texture pack download to play on.
    i'll mention you if i use any or modify any

    cheers :)
     
  16. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    You mean the Chicken and Arm (Dedos)?
     
  17. Creille

    Creille Base Burner

    Messages:
    621
    Yeah I am currently using my own but my configs arnt the best settings for them I don't think..
     
  18. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    I added them to the original post
     
    Creille likes this.
  19. dandyking7179

    dandyking7179 Bison Rider

    Messages:
    183
    Is this server still up?
     
    bunnie likes this.
  20. JacKD

    JacKD Ballista Bolt Thrower

    Messages:
    496
    From time to time I run it. Since it runs on my PC I don't run it all the time :P
    BUT! In a couple of weeks I should get paid for my hard work and all those tears, blood and sweat should enable me to get a proper dedicated server. Maybe I'll run this one... or maybe something else, maybe I'll change it from time to time... the sky's the limit!

    :D
     
Mods: jackitch