rcon spawner pickup_zombie[R-DEV]Rudd wrote:just create kits for the bots that only feature melee weapons for now and you've basically got half the gameplay done right there.
PR & Zombies!
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Agemman
- Posts: 383
- Joined: 2007-02-13 12:57
Re: PR & Zombies!

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illidur
- Posts: 521
- Joined: 2009-05-13 12:36
Re: PR & Zombies!
i honestly dont see how this isn't a raging topic right now..... i have wanted to see a realistic zombie shooter for awhile now.
zombie + caches = epic win idea.
zombie + caches = epic win idea.
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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: PR & Zombies!
...actually.... YEA! that is an epic idea.illidur wrote:i honestly dont see how this isn't a raging topic right now..... i have wanted to see a realistic zombie shooter for awhile now.
zombie + caches = epic win idea.
but it have to be a totally different mod. same maps and rules, but different kits.
fun stuff like a mk19 kit or a grenade launcher that shoots sticky bombs, or or...
A hello kitty combine harvestor that spews out zombie guts from the side pipe...
or is that too much
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LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: PR & Zombies!
Just wait until my team gets done with our super secret PR:Ar... I mean I like my little pony
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: PR & Zombies!
That would be awesome
. I would like to see this in PR. I know that FH2 got a zombie mod and it works pretty well, the zombies are really hard sometimes and intelligent.
An Error Has Occurred!
You can find some vids on youtube, but they are all from the old version.
An Error Has Occurred!
You can find some vids on youtube, but they are all from the old version.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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RikiRude
- Retired PR Developer
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Re: PR & Zombies!
I personally think a map like muttrah would be a perfect starting map, get from point a to point b, stop at locations 1 2 and 3 for supplies, start off with hand guns and limited ammo.
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rushn
- Posts: 2420
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Re: PR & Zombies!
awesome except they might need to exclude specialist kit because of the rope since people would be able to climb on top of building and just snipe there or... give all zombies ropes so that they could create ambushes on roofs and just down I wonder if you can change the jumping so that zombies can jump higher?RikiRude wrote:I personally think a map like muttrah would be a perfect starting map, get from point a to point b, stop at locations 1 2 and 3 for supplies, start off with hand guns and limited ammo.
I would love to see multiplayer zombies vs civilians although that will take a lot of work
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LITOralis.nMd
- Retired PR Developer
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Re: PR & Zombies!
I like the idea of parachuting in Blufor survivors randomly, having them meet at flags, treat the flags as caches in the sense that they blow up (disappear) when the blufor cap the flag and causing the next flag/cache combo to spawn, have some single spawn permanent kits at the flags exactly like insurgents have preplaced RPKs and RPGs at main in Al Basrah as reward for capping the flag/cache.
(Or be quick and dirty in coding and give the Blufor incindiaries to burn the cache to cause their next flag to appear)
With the upcoming AASv4 , all you'd need would be an increase in the number of flags on existing maps so the flow is randomized.
Example: Al Basrah, add several escape flags/caches as final flags: the east bridge, the southeast river by boat, the south highway, the eastern north highway, the southern west highway, the helipad by chopper.
Give Blufor parachutes and a paradrop spawn such as Silent Eagle over any region on the outskirts of the urban area in Al Basrah, and any combo of flag/caches will work, hundreds of Sean of the Dead pathways would be created...
Or make the Blufor kill zombies to gain intelligence on their next unknown cache/flag, which would change very little code.
THe small 1km maps could then have pretty random gameplay, E to W, W to E, S to N, N to S, etc each time woud be different.
Quite a bit of python programming, but most of the code is already written, the logic of having a cap zone for a cache would have to be cobbled together.
Bear Grylls meets Sean of the Dead.
EDIT: You could randomly spawn the first random cache/flag as spawnable for 5 minutes, no parachutes needed.
EDIT: I have never made such a big suggestion, and I'm sure everything I just wrote has been mentioned before, but probably not in context of a Zombie minimod. Not trying to step on anyone's toes, I just watched airsoft's videos and got inspired.
(Or be quick and dirty in coding and give the Blufor incindiaries to burn the cache to cause their next flag to appear)
With the upcoming AASv4 , all you'd need would be an increase in the number of flags on existing maps so the flow is randomized.
Example: Al Basrah, add several escape flags/caches as final flags: the east bridge, the southeast river by boat, the south highway, the eastern north highway, the southern west highway, the helipad by chopper.
Give Blufor parachutes and a paradrop spawn such as Silent Eagle over any region on the outskirts of the urban area in Al Basrah, and any combo of flag/caches will work, hundreds of Sean of the Dead pathways would be created...
Or make the Blufor kill zombies to gain intelligence on their next unknown cache/flag, which would change very little code.
THe small 1km maps could then have pretty random gameplay, E to W, W to E, S to N, N to S, etc each time woud be different.
Quite a bit of python programming, but most of the code is already written, the logic of having a cap zone for a cache would have to be cobbled together.
Bear Grylls meets Sean of the Dead.
EDIT: You could randomly spawn the first random cache/flag as spawnable for 5 minutes, no parachutes needed.
EDIT: I have never made such a big suggestion, and I'm sure everything I just wrote has been mentioned before, but probably not in context of a Zombie minimod. Not trying to step on anyone's toes, I just watched airsoft's videos and got inspired.
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Ridge
- Posts: 95
- Joined: 2011-02-14 19:26
Re: PR & Zombies!
If you make a zombie game mode it should be realistic. No crazy weapons or anything. I think it would be a lot funner. Something that could happen in this time not the future.
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Punkbuster
- Posts: 879
- Joined: 2008-10-24 23:12
Re: PR & Zombies!
I personally never liked zombies and I don't think I ever will.
They walk weirdly, they sound weirdly, they look weirdly and they act weirdly
They walk weirdly, they sound weirdly, they look weirdly and they act weirdly
In-game name: =[BF]= Rudy_PR
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AnimalMother.
- Posts: 2476
- Joined: 2007-02-25 15:38
Re: PR & Zombies!
as opposed to someone who welcomes zombies with open arms? cause that'd just end badly for said person really... i mean giving a zombie a hugPunkbuster wrote:I personally never liked zombies and I don't think I ever will.
They walk weirdly, they sound weirdly, they look weirdly and they act weirdly![]()
ex |TG-31st|
AnimalMotherUK - YouTube
AnimalMotherUK - YouTube
vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl
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Arte et Marte
for example I thought AnimalMother was a girl
Arte et Marte
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: PR & Zombies!
although i support, i cant believe i finished reading the first page and no one has complained about this suggestion yet...
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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illidur
- Posts: 521
- Joined: 2009-05-13 12:36
Re: PR & Zombies!
you mean that this isn't in the suggestion area? well probably because the OP isn't suggesting it to the mod team.Bringerof_D wrote:although i support, i cant believe i finished reading the first page and no one has complained about this suggestion yet...
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: PR & Zombies!
well really not much coding will have to be done unless you want more weapons and more models (perhaps some civilians that are not from middle east?) maybe new maps and more buildings and maybe a few new weapons?
i am totally for this will make single player that much more interesting and multiplayer will probably skyrocket just like COD did even though I hate call of duty; zombies in COD was really fun
i am totally for this will make single player that much more interesting and multiplayer will probably skyrocket just like COD did even though I hate call of duty; zombies in COD was really fun
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Valleyforge3946
- Posts: 210
- Joined: 2009-12-09 18:53
Re: PR & Zombies!
Okay i confess you guys. i have ever been watchful of the PR forums for over 2 years now andi had been working for over a year on the one and only modded bf2 demo server that is like PR did AIX 2.0. Many do not know of it because well.. its invite only. only about a 100 people have the IP address. I made this "server side mod" for my clan but due to low funds and a decline in members, i shut down the server 6 months ago and me and 3 others began of the laborious task of creating a new zombie mod. With both realism.. and fun in mind. The result.. Think of the Bluecommunity's Omnicide mod. Which is by far the best zombie mod to date. This mod inspired me and three others to work on our new mod. We are missing things and i TRULY hope thePR community can fill the gap. The mod needs better weapons and textures. and the PR has some of the best. We have 3 maps created... weapons tweaked... the zombies behave more or less like zombies.. (except they still run away from Grenades -_- am working hard to resolve this problem) it is mine and my teams hope that the current DEV's will agree on assisting. i DONT need manpower. i have that. what i dont have is Awesome non nilla textures/Animations/Vechiles/weapons. Those take HOURS to make. In 3 months we've only sucessfully created zombbies.. made them look like zombies.. edited 3 vanilla maps specifically for our zombie mod.. Gameplay is great....but has its obvious flaws. Sadly... i was already turned down by the bluecommunity on any assistance whatsoever. I am not doing this for me. i am doing this for the community. Its free honestly. And for those of you who do not believe. Screenies and a Vid to follow. Will be uploading tomorrow as it is late here. i do have the files on my private server but i cant give it to you... it has to be sorted first so you can see what we've been working on and not custom hats for TF2. Lol. For funz.. i will throw you a bone to prove my private server is real. https://secure.nullh.net
HAF.
HAF.
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: PR & Zombies!
Hmm, think you could post a video as a proof? Just to give people an idea?
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: PR & Zombies!
so let me get this straight this is for PR right? just like PR Vietnam?Valleyforge3946 wrote:Okay i confess you guys. i have ever been watchful of the PR forums for over 2 years now andi had been working for over a year on the one and only modded bf2 demo server that is like PR did AIX 2.0. Many do not know of it because well.. its invite only. only about a 100 people have the IP address. I made this "server side mod" for my clan but due to low funds and a decline in members, i shut down the server 6 months ago and me and 3 others began of the laborious task of creating a new zombie mod. With both realism.. and fun in mind. The result.. Think of the Bluecommunity's Omnicide mod. Which is by far the best zombie mod to date. This mod inspired me and three others to work on our new mod. We are missing things and i TRULY hope thePR community can fill the gap. The mod needs better weapons and textures. and the PR has some of the best. We have 3 maps created... weapons tweaked... the zombies behave more or less like zombies.. (except they still run away from Grenades -_- am working hard to resolve this problem) it is mine and my teams hope that the current DEV's will agree on assisting. i DONT need manpower. i have that. what i dont have is Awesome non nilla textures/Animations/Vechiles/weapons. Those take HOURS to make. In 3 months we've only sucessfully created zombbies.. made them look like zombies.. edited 3 vanilla maps specifically for our zombie mod.. Gameplay is great....but has its obvious flaws. Sadly... i was already turned down by the bluecommunity on any assistance whatsoever. I am not doing this for me. i am doing this for the community. Its free honestly. And for those of you who do not believe. Screenies and a Vid to follow. Will be uploading tomorrow as it is late here. i do have the files on my private server but i cant give it to you... it has to be sorted first so you can see what we've been working on and not custom hats for TF2. Lol. For funz.. i will throw you a bone to prove my private server is real. https://secure.nullh.net
HAF.
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LITOralis.nMd
- Retired PR Developer
- Posts: 5658
- Joined: 2010-04-10 16:15
Re: PR & Zombies!
SO as someone said on this thread, Forgotten Hope 2 has a zombies mod already.
Here is a review in GErman, with youtube vids, maps and pics:
Modvorstellung: FH2 Zombies ver?ffentlicht ? BF-Games.net
Here is the forum for the mod:
FH2:Zombies
Here is a review in GErman, with youtube vids, maps and pics:
Modvorstellung: FH2 Zombies ver?ffentlicht ? BF-Games.net
Here is the forum for the mod:
FH2:Zombies
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lukeyu2005
- Posts: 226
- Joined: 2010-11-01 02:48
Re: PR & Zombies!
Like this guy said start small and gradually get better and better weapons. But then of course why would soldiers have **** weapons to start with?RikiRude wrote:I personally think a map like muttrah would be a perfect starting map, get from point a to point b, stop at locations 1 2 and 3 for supplies, start off with hand guns and limited ammo.
So just make it you are a civilian as opposed to a solider.
Start with basic weapons like a m9 then pick up like a shotgun or a sks something easy to get something you can buy from a gunshop then you've got to make your way to a FOB to get some real military weapons.
Sounds like Left 4 Dead?
Yes it does but PR has way more guns and a bigger map so it should have more potential.
Also about the Bot Zombie kit. Isn't there already such a kit?
The unarmed kit. Don't give the zombies ridiculous damage. After all they were once people. Just make bots rush at you trying to punch you. Think of it as knives with out the one hit kill. Bots and their knives are deadly enough. Now imagine that with less damage and a big horde of bots with fists. Zombie mod done!
Also is there anyway to change the time of day?
Muttrah will be a awesome zombie map at night.
It can't be that hard seeing how they did make Operation Barracuida a night map last year.
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Valleyforge3946
- Posts: 210
- Joined: 2009-12-09 18:53
Re: PR & Zombies!
A video? Hmm. i'm afraid its a bit premature right about now but i suppose a video may be needed. i will include a few screens followed by a short video giving you the basics. ;PArcturus_Shielder wrote:Hmm, think you could post a video as a proof? Just to give people an idea?
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