I just downloaded ZM source and running it but when i create a game its stuck on 'waiting more players' how do i add players?
About Zombie Panic: The basic idea of the Zombie Panic is to create solid game play that is based on a classic zombie outbreak scenario, the living dead are coming for the last remaining humans, and these survivors must fight them off and live through the day. The game works like this: Everyone joins a server, in the beginning you can either choose to join the human team or you can volunteer to be the first zombie.
If no one volunteers the game will pick one human randomly and the game begins. The starter zombie's goal is to, of course kill the humans while the human goal is to stay alive as long as possible, complete objectives, or even wipe out all the zombies. The catch is that when a human is slayed he will simply join the ranks of the undead, now ready to finish off his old living teammates.
The humans can't tell by the player list who's alive and who's not, eventually there will only be one survivor still standing if all goes wrong, facing all the zombies which use to be allies, with his back to a wall. The zombies only have a certain number of reinforcements (lives), when a zombie is killed they lose 1 life from the counter.
However, when a human is killed they gain 1 life. If the zombies only have 1 respawn left the humans can win the round by killing off the remaining undead left on the map. This is the main concept of how the game works but of course, but with additional game modes there is a bit more variety to it. Human Advantages: Speed - A zombie can only run at about 80% of the top speed of a human player. Though, the more weaponry and ammo a human picks up, the more it will slow him down tremendously, making him an easy target for the undead.
If carrying nothing a human can easily outrun a zombie. Watch out so you don't get cornered. Weapons - The humans will have a wide selection of different weapons to use for defending themselves, like firearms, explosives and melee weapons. It is essential for humans to locate weapons and ammo around the map in order to survive, since you only spawn with a random melee weapon and handgun scavenging is a must. Remember that your inventory is limited and hogging weapons will slow you down, so sharing with your teammates is a must which also promotes teamwork. Numbers - At the beginning of the round, there is only one zombie and everyone else is a Survivor. This means that they can easily watch each others backs and provide cover fire.
However, once their ammo starts to run dry and they begin to squabble amongst themselves for the few precious clips of ammo available. Communication - Instead of typing messages to each other (occupying busy hands), which can be really dangerous when the zombies are lurking in the shadows, the humans will have the ability to communicate by voice commands. There will be a menu with several commands that can help the humans to organize a defense, trade ammunition and request help. Zombie abilities and advantages: Regeneration - Zombies will over time regenerate hit points making it more difficult for survivors to make dead the undead. Carrier - The first Zombie of the round will differ a lot from the other undead, he will look different, sound different and have abilities that the average zombie can only dream of. He is the Carrier! More info on this will come later.
Persistence - Zombies may seem to die often, but they won't give up. They just keep re-spawning over and over until your pistol runs out of bullets, your back is to the wall, and there is no escape. Numbers - Later on in the game, as the undead ranks swell with the freshly dead, the last few humans will find their superior weaponry small compensation for the hordes of zombies that close in.
Zombie Vision - With the zombies not being able to use a flashlight, we have given them the ability to use Zombie Vision. Z-vision works in a way that it brightens up any possible light source in a room to make it more viewable.
More importantly, humans that keep active will slowly begin to glow red making it easier for a zombie to track their prey. To prevent games of hide and seek a survivor over a period of time of sitting still will also start to glow red by fear of the unknown.
We want the mod to feel creepy and give you a sense of desperation, and yet not take itself so seriously that you can't laugh at the way you got slayed. Overall fun and playability is the priority, where is realism and horror while important are just a bonus when possible. We want a mod that you can easily play with any number of people, even with small numbers or uneven numbers. Plus, there's a certain sense of satisfaction in tearing apart the heartless survivors who failed to protect you while you were alive, limb from limb.
Just had a 5 hour session, its awesome, I still miss the old ZP though. Those who are new to it will find that zombies will win majority of the time. The trick is to group up, find a place to hold out (best with only 1 entrance and junk to block the entrance), try to share ammo if possible, don't grab everything you see in site, and use your ammo sparingly. Happy hunting fellas.
I like the little feature of ammo and guns spawning differently after each round. It stop people from rushing straight to the good stuff. I kinda don't like the zombie sprint ability. Makes it to easy for the zombies as they are already hard to kill and especially in higher numbers. If it is necessarily to give them a sprint ability it should be about 1/3 the duration of what it currently is. The beauty of this game is the non-seriousness of it all. I had a crack at it last night and all the people who were there were very easy going fun people.
It's nice to play something that you can just randomly yarn on about things with people about with no whinging 'h4rdc0r3' players telling you to shutup because they can't concentrate or becuase they feel they are '1337'. The first thing they need to fix is bunny hopping. Had some guy as a survivor who had dropped everything and was bunny hopping around. He was pretty much uncatchable until we split up and cornered him. It got really annoying when he started doing it over and over, especially as a zombie. This has a good lot of potential.
I'd like to see some fire damage weapons like molotov's and the ability to carry items in your hands (you couldn't do anything attack wise though due to your hands being full) eg. Chairs and jerry cans, small filing cabinets for barricades and traps. Bear traps would be cool, but they would only be good if anybody could get stuck in them, including survivors.
Originally posted by:So when you go to create a server could you create a server with bots in it then to play offline using that command? I know it's a weird question but i've always liked the idea of bots in this game. You can, but their AI won't be active unless you activate it via cvar - 'botai', I think it is. I can't remember what value you want, but a value of either '2' or '3' should get them to run around and attack, I believe (I don't use it too often, so sorry). Survivors won't attack I don't think though, and they'll only really run around randomly, and won't jump or crouch (they only do that when you enable 'botmimic', which makes them mimic your commands). Originally posted by:So when you go to create a server could you create a server with bots in it then to play offline using that command? I know it's a weird question but i've always liked the idea of bots in this game.
You can, but their AI won't be active unless you activate it via cvar - 'botai', I think it is. I can't remember what value you want, but a value of either '2' or '3' should get them to run around and attack, I believe (I don't use it too often, so sorry). Survivors won't attack I don't think though, and they'll only really run around randomly, and won't jump or crouch (they only do that when you enable 'botmimic', which makes them mimic your commands).