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    posted a message on Zombie reinforcement mechanics
    Just to note, you probably won't see it working. It will look like some more zombies tracked you. It's not like you can see them spawn...

    Ok........................ I just saw this video of amlup

    I did the same thing as he making the tag 1.0, but got real other testing results (read above). Think that's changed in a snapshot then, not sure now....
    Posted in: Discussion
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    posted a message on Zombie reinforcement mechanics
    How it works.

    Each zombie has a attribute called zombie.spawnreinforcements.
    This has normally a base value of 0-0.1, giving about 5% chance to trigger the zombie.spawnreinforcements event.
    There is a chance a zombie gets a zombie leader status, giving him a zombie.spawnreinforcements base of 0.5-1. (50%-100% chance)

    When you hit the zombie, the game checks if you "win" and get a zombie.spawnreinforcement.
    If so, there will spawn zombies on dark spots out of your line of sight.
    After that, the zombie.spawnreinforcements base of the zombie you hit goes down by 0.05, making it less likely to trigger again.

    Hope this is clear?
    Posted in: Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from shaymin_rocks

    aww really :( well that should be fixed... the jump boost isn't as big a problem (as jumping around with slowness ten isn't very usefull) but the resistance kinda messes up the idea.


    Use health -19 as i said...

    and you can add modifiers to generic.movementspeed :)

    E: raah mcedit erosion takes so long on large scale. Any ideas to keep me from raging?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Eeriewolf

    Question: Do people like exploring villages? Like Rage-Piglet Village in UT2? I've been longing to build a village with loot to be scavenged.. Probably will in any case, just wondering if people like them. I know I sure do.


    Yes. I like having 100's of houses to explore, with new loot and spawners in every house. But I liked lush ruins as well, so maybe people don't like it. Try keep the houses variated though.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from shaymin_rocks

    Ok I have a new idea for a weapon in 1.6 (that I will likely use in an area in my current project) these are my thoughts:

    A bow with:
    Power 100 (instakill anything)
    Slowness 10 (you can't move)
    Jump Boost -10 (you can't jump)
    Resistance -100 (you get 1 hit by anything)

    This would function as a sniper rifle like weapon with increased power and vulnerability combined with decreased mobility. Any suggestions to make his more balanced, or do you think it is good as it is.


    It's cool. But, if there are no skellies around its OP...
    Can't think of anything to fix that out of less durability.
    And resistance -100 is impossible use maxhealth -19. With that you will need to regenerate all your health back though.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from hoodvire

    Yes you can tie it to the potion or when you drink it.


    Yeah, i can make it so it works if you hold it. But can you make it work if you drink it? And how?

    E: nvm. As far as i can tell this is hard-coded. Won't be easy to modifie that i guess...
    Posted in: Maps Discussion
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    posted a message on =Monstrosity=
    Oh btw can you add bricks to your zistonian supply chests? I LOVE bricks/clay and there is no way (yet) to get those...
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    So working on "some" more loot (have to wait for SPC to update right now), just wondering. Can you add attributes to potions?
    Posted in: Maps Discussion
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    posted a message on I need help, I'm making a map.
    It will do nothing :P
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from taschneide

    So, uh, I'm having some trouble with NBT tags. Anyone know how to stack mobs/entities using them? I'm trying to create a "boss mob" a la Amlup, but for some reason Sethbling's entity-stacking filter doesn't work properly for me, and the only other way I can find to stack mobs is to use an NBT editor.

    edit and before this is labelled as off-topic: There are really no good nbt tutorials out there, and I figured that people who do mapping would be most likely to know. Also, when I searched the forums for help with nbt editing, one of the top results was this thread.

    It works as following:

    You should have a tag named Properties.
    In that tag, you need to create a new compound tag called Riding.
    You copy the contents of the properties tag from the entity you want your entity to ride.
    Then you stick that under Riding
    Done.

    Hope this helps :)

    BTW i saw the same posts with the wool that gave me the idea, but those enchants don't work it seems like.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Well i want players not be able to see what enchantments an item has, only that it has them. Like a little easter egg. It can be crap, but can be very cool as well...
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from T0z

    There currently isn't a resistance-like attribute AFAIK, unless you mean maxHealth.
    Source: http://www.minecraft.../wiki/Attribute

    @Rubisk. Why do you want to hide the enchantment text?


    do you want to know this?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I use 1.6, how to do that?
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Been working on some custom loot for a while, is there a way to remove the visible enchantment strings saying stuff like: Protection IV, but have the enchantment work?
    Posted in: Maps Discussion
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    posted a message on =Monstrosity=
    Exactly halfway through the map now, playing on hard for the challenge. My review on what i've done till here:


    The white core and starting area
    This area is pretty cool designed. I liked the broken houses, and all the loot hidden in them. Jumped into the lava ring 2 times, so 2 deaths. The ghost are very strong, maybe to strong. You can easily get swarmed by them, but with some zistonian tactics it was a fun challenge. I broke all the spawners and then easily got the core. White core get, deathcount of 2.

    The magenta core area
    This is my favorite area. I really like the lava under the floor, and broke up the floor a lot, to let the feesh fall in it. I hit a silverfish 1 time, which caused a lot of lava to spill and some time to clean up. The core was quite easy to get, the zombie guys where not much of a problem. No deaths and magenta core get.

    The orange core area
    I really hated this area. I fell of the tower two times and had to spend a lot of time on tree farming, to get the wood and the ladders to climb the tower. The spawners were no pain (there was like 5 of them), but i got really unlucky with skeleton spawns. I suggest you remove some of the void down below the tower. I suggest you add some creeper/zombie spawners to draw off skeleton spawning spaces. The trap at the top off the ladder was cool btw :)

    The water slide core
    I went down the slide as soon as i found the intersection and got the lapis chest. However, blaze spawned and i ran away with my leather armor set. After i found the core array i went back and got it quite easily using a fire resist potion. Not much of a problem and nicely hidden. I really liked this core, and it's the best hidden objective so far.

    The grand intersection and creeper hideout core
    Yeah, so i decided to build my house here, up at the sky. Not a smart idea, i fell of 6 times and died 6 times. However, the area is cool and i went down pretty fast (actually i fell of with feather boots. I found the chest down in the original spawn place and accidentally found the creeper area (I just wanted the lamps). I think is too well hidden, and many people will never find it. The dungeon itself is really easy though with a lava bucket. The core array itself, i was promised to have it open up new areas, but it hasn't done that yet... is that a bug?

    to be continued...


    Posted in: Maps
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