Topic created on 1499181166
Arguably everyone's least favorite boss. So why not bring it to Black Ops 3.
By the way I'm open to suggestions on how to improve him (I don't want a 1-1 replica of the Tranzit version) so feel free to give your opinion.
This was the first time I've tried to script a shooting enemy, and I think it turned out alright. Still needs some FX work and sounds.
Arguably everyone's least favorite boss. So why not bring it to Black Ops 3. By the way I'm open to suggestions on how to improve him (I don't want a 1-1 replica of the Tranzit version) so feel free to give your opinion.This was the first time I've tried to script a shooting enemy, and I think it turned out alright. Still needs some FX work and sounds.
He looked dam cool to me m8 cant w8 to see how you polish him off with extra fx well done dude, he was never my least fave boss either easy to defeat with galvas :)
Since I now have some time to work on this mod again, I've decided to start posting weekly updates. So here's what has been done in the past week.
-Due to map balancing and a frankly a hellish amount of script issues that I can't fix, I have had to change afterlife to a more soe beast style mode. This basically means removing the last stand abilities. Afterlife now contains the following purposes: -Shock to power up traps/generators -Can shock zombies to teleport them away -Faster movement, low gravity and access to special areas -Can shock revive other people (custom feature) -If anyone has any further ideas to compensate the loss of laststand, let me know.I really don't want this to be a completely pointless ability since it has taken so much time -Both boss zombies had issues with coop (not attacking player properly) but are now fixed. -Avogadro fx has been moved over to csc. This should prevent issues from fx not always showing up. -Finally found a fix for instakill not working. Fixing this also fixed some wonder weapons.
-Created custom gloss maps for all BO2 and Ghosts weapons, since they didn't have these. -All snipers now use BO3 style dual-render scopes. -Started working on custom chalk textures for wall weapons. -Weaponfile fixes.
Weekly Update #2
No pictures today, there's really nothing to show/I don't want to spoil all areas
This week was the first coop-test of the map (I guess you would call it an alpha build). And of course, there were some good and bad things to notice. A pleasant surprise was that we didn't really experience any game-braking script issues. There were no crashes and all features worked relatively well.
There was a game-breaking bug though. For some reason the map has these invisible walls, that block access to many areas. These are weird because there's literally nothing I have placed in radiant in these spots, yet these "walls appear". There doens't appear to be any errors related to this in the compile log either. I have no idea what this issue is, I have never seen anythinglike this. Hopefully it will get sorted though.
The other concern was the map size. Due to the map being so big, especially earlier rounds seemed to go quite slowly. Will improve on this as well.
Mapping: -Entire map is now clipped -Entire map is now zoned -Added new routes for zombies to get to players Scripting: -Re-scripted avogadro and engineer "choose spawn" logic. The older one, which was based on debris/door flags, was inconsistent and had some issues if the area was opened elsewhere. -Improved avogadro projectile shooting, projectiles disappearing instantly should not be an issue anymore -Avogadro now has the ability to teleport to nearby players, if the players are too far away. I'll also script the tranzit style avogadro teleporting soon -Added shield buildable -Added traps (thanks to Harry and Symbo)
Next week I will start scripting the boss fight.
I don't want to spoil much, but if you've seen recent updates, you might have already seen mr boss guy