Changing the camera to first person from the original third person. If I cannot get it working I will return to third person. My issue is trying to find a way to make a FPS camera display a weapon that will fire. I have used the GAx3 to have a trigger action to hide the unit actor, but I need to find a model of a weapon or somehow to display the weapon int he FPS camera.
Original Post
Here is my concept. All specifics can and will be adjusted at some point. I have completed most of the crucial aspects such as the traceline and lag-less WASD movement (camera limits and fog help a lot), and in previous projects I have created many missions (especially in my Operation Dominion Mainframe map). I am new to items and somewhat new to abilities. I have tried adding new textures for a more "zombie" feel to the enemy, but have failed miserably.
Title
Unknown but thinking of "28 Parsecs Later" and I am open to ideas.
Category
Third person shooter horror survival inspired by Black Ops 2 Zombies.
Purpose
Receive transmissions that direct missions with each kill and mission completion gives all players minerals and which can be spent on upgrades. Each player has a battery which is used for their flashlight and spells (if I add spells). All missions completed and enemies killed adds to your score at which when the mean average of all player scores reach a specific amount after the current mission has been completed the final mission will occur which will involve you racing to the shuttle which appears at a random location. Dying will result in losing score. The only way to survive dying is to be revived by another player or sacrifice score points.
Difficulties
Casual, Normal, Hard, and Brutal. Each increases enemy Life and their weapon damage as well as the score needed to gain final mission.
Missions
The missions include surviving a specified duration, killing a number of zombies, rescuing or escorting colonists, finding a number of objects, and repairing structures. I am open to new mission ideas.
Items
Not yet implemented but figuring they will mimic Black Ops 2.
Immunity: gives immunity to all damage to all players for a short time.
Battery: gives the players a specific amount of charge for their batteries.
Nuke Nearby (not all enemies).
Double Points (aka minerals).
Double Damage (aka insta-kill).
Minerals (specific amount): minerals are for purchasing upgrades, call downs, and weapons.
Weapons (does not drop from the enemy): only one weapon can be equipped at a time with unlimited ammo (may add a limit) but must reload.
Max Ammo (if I add a limit to ammunition).
Abilities
Might add spells that use the player's battery executed via number keys and aimed using traceline. All spells unless specified will use a Search Area effect to inflict negative effects or give a beneficial effect. Each player would be able to choose which an ability at levels 1, 3, 7, 13, and 21. No abilities are self only and must target ground nearby to effect self. To name a few:
Charge
Blink
Psi Shield
Cloak (self): turns off all attacks and abilities. Might give a sort of Ambush bonus to the "out-of-stealth" damage bonus. Might add movement speed bonus too.
Damaging and Healing spells that include one with a casting time, instant, direct and periodic.
Drop-pods: can either be a Predator that assists you with an area effect melee attack or a Science Vessel renamed Medical Droid that is scaled down and height lowered to make a sort of hovering droid that will heal most damaged nearby ally. Both drop-pod pets will follow you and cannot be controlled.
Placed Turrets: can either be a Perdition Turret or Auto-Turret.
Spider Mines: duration of 2 minutes and with a cooldown.
Enemy
Enemies include all ground Zerg units and structures. I have added a day and night lighting to the map but without any enemy changes. May add a Dominion or Protoss aspect later on.
Current Bugs/Issues
If you have any knowledge on how to fix these bugs or issues please respond with a fix.
Traceline will only work if you aim about height of 1 (or about the head of the enemy unit).
Firing from low ground will result in a near-impossible aim.
Updates
Original Post
Here is my concept. All specifics can and will be adjusted at some point. I have completed most of the crucial aspects such as the traceline and lag-less WASD movement (camera limits and fog help a lot), and in previous projects I have created many missions (especially in my Operation Dominion Mainframe map). I am new to items and somewhat new to abilities. I have tried adding new textures for a more "zombie" feel to the enemy, but have failed miserably.
Title
Unknown but thinking of "28 Parsecs Later" and I am open to ideas.
Category
Third person shooter horror survival inspired by Black Ops 2 Zombies.
Purpose
Receive transmissions that direct missions with each kill and mission completion gives all players minerals and which can be spent on upgrades. Each player has a battery which is used for their flashlight and spells (if I add spells). All missions completed and enemies killed adds to your score at which when the mean average of all player scores reach a specific amount after the current mission has been completed the final mission will occur which will involve you racing to the shuttle which appears at a random location. Dying will result in losing score. The only way to survive dying is to be revived by another player or sacrifice score points.
Difficulties
Casual, Normal, Hard, and Brutal. Each increases enemy Life and their weapon damage as well as the score needed to gain final mission.
Missions
The missions include surviving a specified duration, killing a number of zombies, rescuing or escorting colonists, finding a number of objects, and repairing structures. I am open to new mission ideas.
Items
Not yet implemented but figuring they will mimic Black Ops 2.
Abilities
Might add spells that use the player's battery executed via number keys and aimed using traceline. All spells unless specified will use a Search Area effect to inflict negative effects or give a beneficial effect. Each player would be able to choose which an ability at levels 1, 3, 7, 13, and 21. No abilities are self only and must target ground nearby to effect self. To name a few:
Enemy
Enemies include all ground Zerg units and structures. I have added a day and night lighting to the map but without any enemy changes. May add a Dominion or Protoss aspect later on.
Current Bugs/Issues
If you have any knowledge on how to fix these bugs or issues please respond with a fix.