Zerg Rush FPS

General Info

  • This is a little FPS survival map I whipped up in a little over a week. Goes on forever, dying causes you to spawn again.
  • Use the WASD keys to move, 1-0 keys to switch weapons, left mouse button to shoot, right mouse button to aim down the sights, and the mouse to aim.
  • Post any questions or comments, and I'd love suggestions for future versions!
  • You may want to play on low settings, FPS maps like this use lots of RAM.
  • Feel free to implement this code for your own maps!
  • THIS IS A BETA: Not everything is done. I plan to add ammo and other things to it. Tell me what you want.
  • This doesn't use the actual model heights to detect the bullets, so sometimes a projectile goes right through a unit. I was going to use the attachment points on the units, but the editor refuses to let me find their height. Sorry!
  • Credit to Backlit for the traceline system.

Making your own Weapons

  1. 1: First, choose one of the current weapons and do the following to it OR duplicate one of the weapon triggers, and then change the event, condition and "Set weapon =" values to an unused value.
  2. 2: Change "Explode," "AOE in Flight?," "Full Auto," and "Visual" to whether or not you want those certain attributes. Explode makes the projectile explode on impact, AOE in Flight causes it to damage enemies around it during flight (think FlameThrower), Visual determines if you see the projectile, and Full Auto determines if the player can just hold the trigger down to shoot. LEAVE "CAN SHOOT" ALONE!!!
  3. 3: Set Sound to the desired Sound Effect, Launch FX to the desired muzzle flash thingy, Projectile to the desired bullet (only needed for visual weapons), and Weapon Effect to the effect that the weapon causes (damage, slow-down, etc).
  4. 4: Set Trajectory Change to the amount that the weapon will shoot from the crosshair from the hip, and ADS Tchange to the amount while aiming down the sights.
  5. 5: Set Horizontal Multiplier to what the Horizontal velocity will multiply itself by each loop, and Vertical change to how much the Z velocity will lower. Hint: Keep Horizontal multiplier to 1 and Vertical change to 0 to make bullets fly straight.
  6. 6: Set Range to how many loops a bullet can go through, cooldown to the amount of time between shots, Recoil to how much the player's camera Pitch changes by, salvo to the amount of shots per trigger pull, and salvo delay to how long it takes for each salvo bullet to be fired.
  7. 7: I think that's it! Tell me if I forgot anything :P

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About This Project

  • Project ID
    26233
  • Created
    Sep 11, 2010
  • Last Released File
    Never
  • Total Downloads
    2,173
  • License

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