Difference between revisions of "Team Fortress Wiki:Archived discussions/Talk:Tf zombie"

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:{{c|Support}} At this point, since tf_zombies are now used as the Skeletons, and are official, there's not really a dividing line now, is there? They certainly aren't able to be classed playerbots anymore, and are quite unique in a way similar to the other Halloween Entities, such as Merasmus, the HHH, and Monoculus. And, the previous form of tf_zombies could be documented briefly on a merged page. It's also redundant to have 2 pages; 1 on general information, and the other about more detailed workings, when you could merge both into one. [[User:SilverHurricane|SilverHurricane]] ([[User talk:SilverHurricane|talk]]) 21:21, 10 November 2013 (PST)
 
:{{c|Support}} At this point, since tf_zombies are now used as the Skeletons, and are official, there's not really a dividing line now, is there? They certainly aren't able to be classed playerbots anymore, and are quite unique in a way similar to the other Halloween Entities, such as Merasmus, the HHH, and Monoculus. And, the previous form of tf_zombies could be documented briefly on a merged page. It's also redundant to have 2 pages; 1 on general information, and the other about more detailed workings, when you could merge both into one. [[User:SilverHurricane|SilverHurricane]] ([[User talk:SilverHurricane|talk]]) 21:21, 10 November 2013 (PST)
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*{{c|Support}} If tf_zombie is just the internal name for the skeletons, then it makes sense to merge them. Once merged, however, there should be some mention of the pre-skeleton Voodoo-Cursed Soul versions of the tf_zombies, perhaps with a link to [[http://www.youtube.com/watch?v=PwtZ7_Ei54o this video]] as an example. --[[User:PeabodySam|PeabodySam]] ([[User talk:PeabodySam|talk]]) 19:49, 7 December 2013 (PST)
  
 
==Entity Testing==
 
==Entity Testing==
 
I've been doing some testing with the zombie entity and discovered some interesting things. One, filters (like team and weapon slot) can be applied to them in hammer with 'damagefilter' key manually. Two, they have a tendency to damage each other in groups (This can be prevented with a filter_multi that has red and blue team filters on it and is set to 'OR'). Three, they will not attack players in nav areas connected to re-spawn rooms though they may walk though said nav areas to get to players outside of those navs. Four, their skin number cannot be changed. Even if you use commands or map editing the zombie will change it's skin back to 'blue zombie' each time. Five, the reason they have missing bits when killed is because those bits are the sub models used for voodoo souls and the sub models are killed when the zombie ragdolls. That's all I got for now. Hope Valve will fix them for next Halloween.--[[User:Mzullos5|Mzullos5]] 13:26, 17 April 2013 (PDT)
 
I've been doing some testing with the zombie entity and discovered some interesting things. One, filters (like team and weapon slot) can be applied to them in hammer with 'damagefilter' key manually. Two, they have a tendency to damage each other in groups (This can be prevented with a filter_multi that has red and blue team filters on it and is set to 'OR'). Three, they will not attack players in nav areas connected to re-spawn rooms though they may walk though said nav areas to get to players outside of those navs. Four, their skin number cannot be changed. Even if you use commands or map editing the zombie will change it's skin back to 'blue zombie' each time. Five, the reason they have missing bits when killed is because those bits are the sub models used for voodoo souls and the sub models are killed when the zombie ragdolls. That's all I got for now. Hope Valve will fix them for next Halloween.--[[User:Mzullos5|Mzullos5]] 13:26, 17 April 2013 (PDT)
 
:Interesting stuff, I notice that sometimes they spawn in the spawn rooms and attack players for a couple of seconds before freezing. Can you tell what their health level is? It seems to be at around 120-150 i think --[[User:Addam|Addam]] ([[User talk:Addam|talk]]) 10:11, 7 June 2013 (PDT)
 
:Interesting stuff, I notice that sometimes they spawn in the spawn rooms and attack players for a couple of seconds before freezing. Can you tell what their health level is? It seems to be at around 120-150 i think --[[User:Addam|Addam]] ([[User talk:Addam|talk]]) 10:11, 7 June 2013 (PDT)

Revision as of 03:49, 8 December 2013

Merge

This information might be better suited to the Bots page under a "Zombies" sub-section. If the entity isn't even used in the Halloween MvM mission (other areas of the Wiki state they are robot reskins), then it might not be worth documenting here at all, in which case it would be a topic suited for the VDC. i-ghost 11:04, 30 December 2012 (PST)

Pictogram plus.png Support Sounds good to me. They're just reskinned Bots anyway. RED Point and Shoot.pngBlk_Mage_Ctype 20:19, 30 January 2013 (PST)
You are wrong, these are not reskinned bots. They have their own classname and do not behave in the same way. These zombies do not make noises, they dont use the virtual keyboard and mousepad, they know where players are at all times and they fall dead if they get stuck.
I think this topic shouldn't be merged, but improved, its kinda hard to improve it though since valve wont give us any info. MrRatermat2 05:01, 29 March 2013 (PDT)
Pictogram nope.png Nope I really want this to be It's own article, like other entities created via the Create_Entity console command. Super Prototype... not so super. 08:41, 15 April 2013 (PDT)
Pictogram plus.png Support I'm having mixed feelings about this. While they don't technically behave like regular bots we could make the argument that anything that's not a player is a "bot". I say merge it with Bots but make the distinction that they behave differently. That being said, I don't think the bot cvars do affect them, at least from my research they don't. I could be wrong here. Pumodi 03:16, 22 April 2013 (PDT)
Pictogram plus.png Support The two topics are similar enough to be on the same page. I don't see what would be lost in merging them. Ratermat, if Valve won't give us more info, wouldn't it be better to be merged rather than have a low quality page that can't be improved? Demoman emblem RED beta2.pngMedic emblem BLU.png "Thanks, Doc!" 18:22, 11 May 2013 (PDT)
Pictogram nope.png Nope I think this should be kept as its own page, maybe with a shift in the focus to the unreleased zombie hord game mode that and then the entities information, instead of just the zombie entity. Addam 08:47, 30 May 2013 (PDT)
Pictogram plus.png Support I agree with the point that although these entities do not behave entirely like bots, if the differences are made clear, there should not be an issue with merging. If we are unable to provide anymore information about these entities, we should make this stub into a section. Radiophone [✌*] 02:41, 31 May 2013 (PDT)
Pictogram nope.png Nope Honestly I feel like they should be left as it's own article. A stub, though it may be, that can be expanded and, for now, be added to the unused content list. ~Sven~ 09:22, 31 May 2013 (PDT)
Pictogram nope.png Nope I think until scream fortress comes around again this year and we may get a little more info on them, Then we can decide but for now lets just leave it as a stub. KingSloth 13:23, 29 June 2013 (PDT)

Remarking as a Merge because tf_zombie is, apparently, now what the skeletons are called internally. Resume discussion!~Sven~ (talk) 12:47, 31 October 2013 (PDT)

Pictogram plus.png Support At this point, since tf_zombies are now used as the Skeletons, and are official, there's not really a dividing line now, is there? They certainly aren't able to be classed playerbots anymore, and are quite unique in a way similar to the other Halloween Entities, such as Merasmus, the HHH, and Monoculus. And, the previous form of tf_zombies could be documented briefly on a merged page. It's also redundant to have 2 pages; 1 on general information, and the other about more detailed workings, when you could merge both into one. SilverHurricane (talk) 21:21, 10 November 2013 (PST)
  • Pictogram plus.png Support If tf_zombie is just the internal name for the skeletons, then it makes sense to merge them. Once merged, however, there should be some mention of the pre-skeleton Voodoo-Cursed Soul versions of the tf_zombies, perhaps with a link to [this video] as an example. --PeabodySam (talk) 19:49, 7 December 2013 (PST)

Entity Testing

I've been doing some testing with the zombie entity and discovered some interesting things. One, filters (like team and weapon slot) can be applied to them in hammer with 'damagefilter' key manually. Two, they have a tendency to damage each other in groups (This can be prevented with a filter_multi that has red and blue team filters on it and is set to 'OR'). Three, they will not attack players in nav areas connected to re-spawn rooms though they may walk though said nav areas to get to players outside of those navs. Four, their skin number cannot be changed. Even if you use commands or map editing the zombie will change it's skin back to 'blue zombie' each time. Five, the reason they have missing bits when killed is because those bits are the sub models used for voodoo souls and the sub models are killed when the zombie ragdolls. That's all I got for now. Hope Valve will fix them for next Halloween.--Mzullos5 13:26, 17 April 2013 (PDT)

Interesting stuff, I notice that sometimes they spawn in the spawn rooms and attack players for a couple of seconds before freezing. Can you tell what their health level is? It seems to be at around 120-150 i think --Addam (talk) 10:11, 7 June 2013 (PDT)