This is hard to explain what im after, and im also not sure if its a good idea (haven't asked for opinions on it)
But, would it be possible to stop the number of zombies increasing each round, at a certain round, dependant on the number of players in the game?
For example, round 30 might have 150 zombies in solo, round 40 might have 300, would it be possible to, at round 30, stop the increase so every round has 150 from then on, but the health still increases?
In co op for example, stopping it at round 20 would be a better idea, as co op round 20 has much more zombies. My idea is to stop the numbers increasing at around: Solo - round 32 2 player - round 28 3 player - round 26 4 player - round 22
My reasoning behind this is to make higher rounds more achievable on the map, for people who don't have hours and hours at hand to kill hundreds in the higher rounds like 60/70. The health would still increase, so the "challenge" remains intact, its just the time it takes to complete rounds will be reduced.
For a 3arc map, I would be 100% totally against this idea, but it seems right for a custom map, that people usually play a couple times only, that people who enjoy higher round games can have an easier/quicker time.
If anyone could give thoughts on this idea, and tell me how it would be done, id appreciate it
This sounds like a good fun idea to have higher rounds gameplay without the seemingly endless amount to kill for 1 wave.
Could it be changing this in zombiemode.gsc
Code Snippet
Plaintext
else if ( level.first_round ) { max = int( max * 0.2 ); } else if (level.round_number < 3) { max = int( max * 0.4 ); } else if (level.round_number < 4) { max = int( max * 0.6 ); } else if (level.round_number < 5) { max = int( max * 0.8 ); }
And change a line at the end multiplier to 0 and add if players 2 , 3 or 4
Code Snippet
Plaintext
else if (level.round_number < 29) { players = get_players(); if(players.size == 2) max = int( max * 0 ); }
Wouldn't setting multiplier to 0 mean no zombies? At the minute I think its x1.1 each round, x1 would mean no change each round. If you or someone could confirm that that would work, ill give it a try
I thought at that wave 29 the amount ( say 300 for 4 players ) would then not increase because the multiplier is set to 0 so it would not multiply anymore.
I would not have time to test it legitimately right now ( starting form 1 and getting past 30 ) but tomorrow i can get time during the day to , i just wanted to reply with something as i like this idea .
I messed around with those values at a time where i wanted a lot of zombies to spawn on wave 1 then reset back to normal , i think i got it to the point where wave 7 would drop from 30 + to 6 , then gradually build up from there.
if( level.round_number >= 29 ) { if( get_players().size == 2 ) max = 150; // other checks }
More or less. Maybe I committed a typo because I'm in the mobile.
If this would work, could you show me exactly where in script it would need to go?
And im guessing id add a variant of it for each number of players, and set a max for each one, after a certain round?
By this logic, thinking about it, setting a universal "max number of zombies" will probably be a better way to do it, the using different rounds for different players was trying to achieve that.
if its possible to cap the number of zombies per round at say 175, that would pretty much be perfectly what I wanted
It's in _zombiemode.gsc in round_spawning() (I think it's the name of the function). Can't help you more right now. If you haven't solved it before I'm on the computer I'll try to make something for you. Double Post Merge: November 01, 2015, 11:19:53 pmJust before this line:
Code Snippet
Plaintext
level.zombie_total = max;
is where you have to set the max you want. You only need to check the round and the number of players. For example: