| Hollywood's Stray zombie problem FN 1.2 | |
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aneumann01 Methuselah
Posts : 253 Join date : 2012-03-02 Age : 43 Location : Kentucky, USA
| Subject: Hollywood's Stray zombie problem FN 1.2 Fri Jan 18, 2013 11:15 am | |
| I wanted to make sure I posted a separate thread on this because it's a completely different subject.
Have you considered the stray zombies in the graveyard Zer0? Is that something that could be done easily? I don't want to sound weird but I love exploring the hollywood graveyard and the stray zombies would be sweet. As I said before that's the only thing that really ever bugged me about the game is Romero tells you about these zombies but you don't see any until you take his quest. It's kind of sad. LOL
If you listen to what he says, Romero invites this situation to happen. He's only there to keep them from getting out and he's a bit lazy so I can totally see him only going out there once in a while to thin out the herd before they over run the gates. Of course. there could be some here and there wondering around without his knowledge because he's in his cabin watching T.V. They're learned to avoid him but that doesn't stop them from walking around. They do have some intelligence. The girl at the Giovanni mansion tells you that they usually don't attack but for some reason they pick a fight with you. So anyways...that's my only other idea. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Hollywood's Stray zombie problem FN 1.2 Fri Jan 18, 2013 3:41 pm | |
| I think a few zombies in the cemetary are a good idea. Could make the pimping quest more interesting... And you can hear them, even if you're not on the quest. For the zombies in Giovanni mansion, that's another matter. Nadia belongs to one of the families connected to the Giovanni clan, so the zombies don't attack her. But the pc definitevely is no Giovanni. So that triggers the guarding instincts of the zombies and they go aggro. - | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 44 Location : United States
| Subject: Re: Hollywood's Stray zombie problem FN 1.2 Sun Jan 20, 2013 11:16 am | |
| I like this idea, you're 2 for 2 aneumann01! Should these zombies be aggressive towards the PC or just walk around and ignore the PC until provoked? Also, if you kill the zombies, should they return when you leave the map and come back? I would need to know these answers for technical reasons. How should we handle this TCI members? I'm waiting for your opinions! | |
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Feral Beyond Caine
Posts : 7617 Join date : 2010-08-15 Age : 40 Location : Poland
| Subject: Re: Hollywood's Stray zombie problem FN 1.2 Sun Jan 20, 2013 11:26 am | |
| I think they should wander and ignore the PC, unless they are in detection range. So circle them and they don't mind, caqme too close... If this scriptable, of course. | |
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aneumann01 Methuselah
Posts : 253 Join date : 2012-03-02 Age : 43 Location : Kentucky, USA
| Subject: Re: Hollywood's Stray zombie problem FN 1.2 Sun Jan 20, 2013 11:30 am | |
| - Feral wrote:
- I think they should wander and ignore the PC, unless they are in detection range. So circle them and they don't mind, caqme too close... If this scriptable, of course.
yes my thoughts exactly! I definitely think they should be there when you make your way in and out. The pedestrians have the street and the zombies have the graveyard. LOL OOO I love it! | |
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Jad.3 Caine
Posts : 3303 Join date : 2010-09-11 Age : 41 Location : near Prague
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| Subject: Re: Hollywood's Stray zombie problem FN 1.2 | |
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| Hollywood's Stray zombie problem FN 1.2 | |
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