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[TF2] Zombie Fortress (Perks [v4.2.0.16] / Vanilla [v4.0.6.4])


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Author
dirtyminuth
Senior Member
Join Date: Sep 2009
Plugin ID:
1781
Plugin Version:
4.2.0.16
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    7 
    Plugin Description:
    Survivors vs. Zombies
    Old 07-03-2010 , 00:21   [TF2] Zombie Fortress (Perks [v4.2.0.16] / Vanilla [v4.0.6.4])
    Reply With Quote #1

    Latest ZF Perks: 4.2.0.16 (Mar 13, 2011)
    Latest ZF Vanilla: 4.0.6.4 (Mar 13, 2011)
    Requires MM 1.8.6, SM 1.3.7, and SDKHooks 2.0

    ZF Communities

    ZF Forums : http://zombiefortress.co.uk/
    [GFL] The Crazy GFL : http://www.thecrazygfl.co.uk/
    [ATG] Addiction To Gaming http://www.addictiontogaming.com

    intox Gaming : http://intoxgaming.com/forum/portal.php

    FAQ

    Why did you create a new thread?
    The code has been completely redone since Sirot went AWOL, and with the major addition of survivor and zombie perks, it's nearly a new mod. If admins have a problem with this, please let me know so we can work out a solution. This thread will focus on ZF Perks. However, it will also include development of ZF Vanilla.
    What is Zombie Fortress?
    Zombie Fortress (ZF) is a TF2 mod that pits two teams, survivors and zombies, against eachother. The survivor team (generally RED) consists of snipers, soldiers, demomen, medics, pyros and engineers. Survivors win if they either 1) Complete the map objective (dependent on map) or 2) Survive until the map timer runs out. When a survivor is killed, they join the zombie team. The zombie team (generally BLU) consists of scouts, heavies, and spies. Zombies win if they either 1) Complete the map objective (dependent on map) or 2) Kill all of the survivors. Zombies are melee-only with the exception of (Scout) Drinks, (Heavy) Food, (Spy) Invis Watch and Cloak & Dagger.
    What is ZF Vanilla?
    ZF Vanilla is the standard ZF that's been maintained and updated for almost a year. Think of it as the basic version of ZF. See below for more details.
    What is ZF Perks?
    ZF Perks is a completely new version of ZF that adds survivor and zombie perks. Think of it as a deluxe version of ZF. See second post for more details.
    How do I play ZF?
    It's easy, just find a server running ZF and join! No special downloads are required.
    How do I install ZF on a server?
    It's simple! If you want to install ZF Vanilla, download zombiefortress_vanilla.smx. If you want to install ZF Perks, download zombiefortress_perk.smx. Place the smx file in your sourcemod directory at tf\addons\sourcemod\plugins. Make sure there is only one zombiefortress smx file in this directory (otherwise you'll be running ZF on top of itself, which would have unexpected results). Restart the server and you should be good to go!
    ZF Vanilla Details

    Server Commands
    • sm_zf_version
      • Current ZF version.
    • sm_zf_enable
      • Enables ZF and restarts the round.
    • sm_zf_disable
      • Disables ZF and restarts the round.
    • sm_zf_ratio [0.01:1.00]
      • Percentage of players that start as survivors.
      • Default: 0.65 (65%)
    • sm_zf_force_on [0|1]
      • 0: Disable ZF for non-"zf_" prefixed maps.
      • 1: Enable ZF for non-"zf_" prefixed maps.
      • Default: 1
    • sm_zf_allowteampref [0|1]
      • 0: Do not allow client team preference.
      • 1: Allow client team preference.
      • Default: 1
    • sm_zf_swapteams
      • Swaps current team roles (RED to BLU, BLU to RED).
    • sm_zf_swaponpayload [0|1]
      • 0: Do not swap team roles on payload maps.
      • 1: Swap team roles on payload maps.
      • Default: 1
    • sm_zf_swaponattdef [0|1]
      • 0: Do not swap team roles on attack/defend maps.
      • 1: Swap team roles on attack/defend maps.
      • Default: 1
    Client Console Commands
    • zf, zf_menu
      • Displays main help / preferences menu.
    • zf_teampref [sur|zom|none]
      • sur: Prefer to start on survivor team.
      • zom: Prefer to start on zombie team.
      • none: No preference.
      • Default: none
    Vanilla Changelog
    • 2011-03-13 (v4.0.6.4)
      • Added Sun-on-a-Stick.
      • Added Fan O' War.
      • Added Conniver's Kunai.
      • Added innate speed penalty to Warrior's Spirit (-100).
      • Added innate speed penalty to Fists of Steel (-50).
      • Respawnroom visualizers are now removed for non-ZF maps.
    • 2011-01-09 (v4.0.6.3)
      • Fixed bug where payload maps running under ZF logic would not start subsequent rounds correctly.
      • Fixed bug where enabling / disabling ZF would not set team roles correctly.
    • 2011-01-03 (v4.0.6.2)
      • Fixed bug where specators could join the winning team after the round ends (to participate in humilation round).
      • Fixed bug where timers would incorrectly persist across map changes.
      • Fixed bug with damage logic that would cause incorrect results.
    • 2010-12-27 (v4.0.6.1)
      • Pulled in perk-based utility files for base, weapon, and preference stocks (likely a preface to merging the two mods completely).
      • Grace period now lasts 45s or until setup time ends, whichever comes first.
      • Fixed bug where Sydney Sleeper kills would not grant ammo.
      • Regular sentries no longer decay ammo below 10.
      • Increased pyro ammo soft limit to 125.
      • Increased scout base speed to 350 (was 340).
      • Decreased heavy base speed to 230 (was 240).
      • Added logic to auto destruct any L2/L3 sentry.
    • 2010-10-05 (v4.0.5.3)
      • Fixed issue regarding fake kills from The Holy Mackerel.
    • 2010-07-23 (v4.0.5.2)
      • Fixed issue where ZF-crit calculation logic would override other valid crit calculations (includes Targe charge).
      • Removed auto-creation of plugin configuration file (prevents CVARs from returning to defaults after each map change).
      • Prevented a few routines from executing when ZF was disabled.
      • Cleaned up a few validity checks on various events.
    • 2010-07-09 (v4.0.5.1)
      • Updated PLUGIN_INFO with new URL.
      • Fixed issue where engineers picking up a sentry would be stuck holding their toolbox.
    Known Issues
    • ZF and Class Restrict plugins do not play nicely together, and can cause server crashes. Issue is known and solution is in the works.
    Plans (for Vanilla)
    • 1.) Fix bugs. 2.) Solicit feature requests.
    Credits
    • Sirot, the original developer of ZF. None of this would be possible without his original work!
    • SnarfyBobo, for general brainstorming, alpha testing, and analysis!
    • The Crazy GFL (especially Tony, Wander, Adjo, Fat Elvis, and ArmysDeath), an excellent ZF community that has provided invaluable amounts of feedback!
    • intox Gaming (especially cLutch), another great ZF community!
    • AlliedMods, for managing this excellent website and development community!
    Attached Files
    File Type: zip zombiefortress_vanilla_src_v4.0.6.4.zip (21.7 KB, 3277 views)
    File Type: smx zombiefortress_vanilla.smx (28.2 KB, 2868 views)
    File Type: zip zombiefortress_perk_src_v4.2.0.16.zip (64.1 KB, 3403 views)
    File Type: smx zombiefortress_perk.smx (80.6 KB, 3459 views)
    __________________

    Last edited by dirtyminuth; 04-24-2011 at 22:16. Reason: V4.2.0.16 / v4.0.6.4 Update
    dirtyminuth is offline
    dirtyminuth
    Senior Member
    Join Date: Sep 2009
    Old 07-03-2010 , 00:25   Re: Zombie Fortress (Perks and Vanilla)
    Reply With Quote #2

    ZF Perk Details

    Server CVARS (in addition to ZF Vanilla commands)
    • sm_zf_cripple [0|1]
      • Determines whether crippling backstabs are enabled. Crippling backstabs do little damage, but prevent victim from gaining health and give them a glow for 45s.
      • 0 = Disabled.
      • 1 = Enabled.
      • Default: 0.
    Server Commands (in addition to ZF Vanilla commands)
    • sm_zf_perk_setmode [0|1|2|3|norm|randplayer|randteam|cvarteam]
      • Sets ZF perk mode. Changes apply on new round.
      • 0|norm = Normal
      • 1|randplayer = Random per player
      • 2|randteam = Random per team
      • 3|cvarteam = Use server CVARs to set team perks (see sm_zf_perk_setteamsurperk and sm_zf_perk_setteamzomperk).
      • Default: 0
    • sm_zf_perk_list [all|allsur|allzom]
      • Lists perks, their enable/disable state and limit.
      • all = Lists all perks
      • allsur = Lists all survivor perks
      • allzom = Lists all zombie perks
    • sm_zf_perk_enable [all|allsur|allzom|<perk>]
      • Enables specified perks. Changes apply on new round.
      • all = Enables all perks.
      • allsur = Enables all survivor perks.
      • allzom = Enables all zombie perks.
      • <perk> = Enables specified perk.
    • sm_zf_perk_disable [all|allsur|allzom|<perk>]
      • Disables specified perks. Changes apply on new round.
      • all = Disables all perks.
      • allsur = Disables all survivor perks.
      • allzom = Disables all zombie perks.
      • <perk> = Disables specified perk.
    • sm_zf_perk_setteamsurperk [<surperk>]
      • Sets survivor perk used for game mode 3 (cvarteam). Changes apply on new round.
    • sm_zf_perk_setteamzomperk [<zomperk>]
      • Sets zombie perk used for game mode 3 (cvarteam). Changes apply on new round.
    • sm_zf_perk_limit [all|allsur|allzom|<perk>] [<limit>]
      • Sets perk limit for specified perks. Changes fully apply on new round. Perk limits only apply for game mode 0 (normal).
      • all = Set limit for all perks.
      • allsur = Set limit for all survivor perks.
      • allzom = Set limit for all zombie perks.
      • <perk> = Set limit for specified perk.
      • <limit> = Limit (-1 = unlimited, 0..N = numeric limit)
      • Default for all perks: -1.
    Client Console Commands (in addition to ZF Vanilla commands)
    • zf, zf_perk
      • Displays main perk selection / description menu.
    • zf_perk_select [<perk>]
      • Selects specified perk. Changes apply on next spawn.
      • <perk> = Selects specified perk.
    Survivor Perks
    • Athletic
      • You have innate speed and rate of fire bonuses. You have innate attack and crit penalties.
    • Carpenter
      • You have an innate defense bonus. You have an innate attack penalty. Call for medic to place a barricade. Barricades have 350 health and can be destroyed by anyone. Ability has a cooldown of 25s.
    • Charitable
      • Each kill or assist grants 'gift points.' Call for medic to redeem these points and toss out a gift for other survivors (or zombies). Gifts grant various temporary bonuses.
    • Cowardly
      • You have a passive 'panic' ability. When hit, you gain temporary speed and defense bonuses. Panic ability lasts 10s and has a cooldown of 25s.
    • Friend
      • Call for medic to select a friend (must be looking at target, setup time only). Friend is randomly selected otherwise. When near your friend, you have attack and regen bonuses. You gain crit time for each kill or assist with your friend. Crit time is activated when your friend dies.
    • Heroic
      • You have innate attack and defense bonuses. You gain crit time for each kill or assist. Crit time is activated when you're the last remaining survivor.
    • Holy
      • You have an innate attack penalty. When crouched and not moving, you heal yourself and nearby survivors.
    • Juggernaut
      • You have innate attack and defense bonuses. You have an innate speed penalty. You are immune to self and fall damage. You knockback and stun zombies with melee hits or fall damage impacts.
    • Leader
      • You have an innate crit bonus. You grant attack and defense bonuses to nearby survivors. Call for medic to place a rally point. You gain attack and defense bonuses for each survivor near your rally point, and survivors gain attack and defense bonuses when they are near your rally point. Rally lasts 60s and has a cooldown of 120s.
    • Ninja
      • You have innate speed and jump bonuses. You have an innate attack penalty. Call for medic to place a decoy retreat point. When hit, you will retreat to that point. Decoy ability lasts 15s and has a cooldown of 30s.
    • Nonlethal
      • You have an innate attack penalty when using bullet-based weapons. Bullet damage causes knockback.
    • Resourceful
      • You receive ammo, health, and metal from kills. You receive temporary attack bonuses from ammopacks and temporary defense bonuses from medpacks.
    • Selfless
      • You explode on death
    • Stash
      • Call for medic to place a secret stash. Stash can't be placed near other survivors or stashes. Stash becomes active after 40s and grants ammo, health, and a temporary attack bonus. Ability has a cooldown of 30s.
    • Stir-Crazy
      • You receive an attack bonus proportional to how much distance you travel.
    • Supplier
      • Your reserve ammo is resupplied periodically, and can hold twice the normal limit. Call for medic to place supply boxes. Other survivors can resupply ammo from these boxes. Supply ability has a cooldown of 10s.
    • Tantrum
      • Call for medic to throw a tantrum. Tantrum grants 100% crits and lasts 15s. Ability has a cooldown of 30s, during which you have a speed penalty.
    • Traitor
      • You have an innate crit penalty. You grant a crit bonus to nearby zombies. When you are one of the last two survivors, you poison the other survivor.
    • Trapper
      • Call for medic to place proximity mines. You can place up to 3 mines. Ability has a cooldown of 15s.
    • Turtle
      • You have an innate defense bonus. You have innate attack and speed penalties. You are immune to backstabs.
    • Wise
      • You gain a permanent attack bonus for each kill or assist. You gain a permanent defense bonus for each melee hit received.
    • Zenlike
      • When crouched and not moving, you regenerate health and accumulate a crit bonus. Crit bonus decreases after each attack.
    Zombie Perks
    • Alpha
      • You acquire minions by killing survivors or assisting existing minions in killing survivors. You receive attack and regen bonuses when near other zombies or minions. Call for medic to summon up to 4 minions. Ability has a cooldown of 15s per minion summoned.
    • Combustible
      • You have an innate defense penalty. You explode on death (unless hit by a melee weapon). You have reduced respawn times. Can't cloak or use Bonk!.
    • Horrifying
      • Each melee hit causes temporary attack, defense, and rate of fire penalties. Survivors' temporary penalties are reduced when you're killed.
    • Hunter
      • Call for medic to place your next spawnpoint. You gain a temporary attack bonus when spawning on your spawnpoint. You have reduced respawn times. Ability can be used once per spawn.
    • Leap
      • You have innate attack and defense penalties. You are immune to fall damage. Call for medic to perform a long jump. Ability has a cooldown of 4s.
    • Magnetic
      • You can't be targeted by and disable nearby sentries. [Synergy] You disable nearby trapper mines.
    • Marked
      • One survivor is randomly selected as your mark. You gain an attack bonus when attacking your mark and an attack penalty otherwise. New mark is chosen after current mark dies and there are more than 2 remaining survivors.
    • Rage
      • Call for medic to activate rage. Rage grants 150% health and a speed bonus. Below 80% health, rage can't be activated and fades if already active.
    • Roar
      • Call for medic to execute a powerful roar. Roar causes knockback and temporary defense penalties. Ability has a cooldown of 15s.
    • Scorching
      • You have an innate speed bonus. You have an innate attack penalty. You are immune to fire damage and ignite survivors on touch or melee hit. Can't use Bonk!.
    • Sick
      • You have an innate defense penalty. Call for medic to spit acid. Acid lasts for 35s or until you die. Damage caused is proportional to distance between you and acid.
    • Swarming
      • You have an innate speed bonus. You have innate attack and defense penalties. You have instant respawn, and zombies that die near you have instant respawn.
    • Tarred
      • Call for medic to spit tar. Tar slicks last for 30s or until you die. You slow survivors with melee hits or when hit with melee.
    • Thieving
      • You have an innate attack penalty. You steal ammo, metal, and ubercharge with each melee hit. If target has no reserve ammo for their primary weapon, you steal it and a limited amount of ammo.
    • Toxic
      • You have an innate attack penalty. You poison survivors with melee hits or when hit with melee. When not moving, you cause damage to nearby survivors.
    • Vampiric
      • You have an innate regen bonus. You leech health when dealing damage.
    • Vindictive
      • You gain permanent attack and defense bonuses for each kill or assist.
    Perks Changelog
    • 2011-04-24 (v4.2.0.16)
      • Updated ZF to utilize new SDK Hooks 2.0 damage features.
      • Removed dependency on "sm_cvar" for ZF enable / disable logic (prevents server log spam).
      • Fixed bug where perk-induced kritzes could be cancelled by medigun healing.
      • Fixed bug where permanent defense bonuses for Wise could go above 75% limit.
      • Fixed bug where Toxic zombies getting hit by melee would be poisoned.
      • Fixed bug where attack penalties of less than 100% would grant health.
      • Carpenter: Can no longer build near other barricades.
      • Carpenter: Barricade HP increased to 350 HP (from 250).
      • Carpenter: Cooldown time reduced to 25s (from 30s).
      • Heroic: Crit time bonus from kills as last survivor reduced to 2s (from 10s).
      • Stash: Can no longer place stashes near other survivors.
      • Stash: Each stash grants a 10% permanent attack bonus.
      • Horrifying: Killing a horrifying zombie reduces temp penalties by 75%.
      • Horrifying: Assisting in killing a horrifying zombie reduces temp penalties by 25%.
    • 2011-03-13 (v4.2.0.15)
      • Added perk limits (see sm_zf_perk_limit).
      • Added ability to see perk of spectator target (spectator mode only).
      • Fixed crash bug associated with Shogun weapon pack.
      • Fixed bug with sentry entity detection.
      • Fixed entity edict 'leak' in sprite logic.
      • Enabled The Fan O'War.
      • Enabled Conniver's Kunai.
      • Re-enabled Warrior's Spirit.
      • Added innate speed penalty to Warrior's Spirit (-100).
      • Added innate speed penalty to Fists of Steel (-50).
      • Added Carpenter (survivor perk).
      • Charitable: Improved HUD notifiactions when at max present count.
      • Ninja: Added 50% fall damage resistance.
      • Stash: Increased radius inwhich no other stashes must be in order to place stash.
      • Horrifying: Decreased defense per-hit penalty for scouts and spies to -10 (was -20).
      • Horrifying: Removed rate-of-fire per-hit penalty for scouts and spies.
      • Horrifying: Decreased duration of per-hit penalties for scouts and spies to 15s (was 25s).
      • Horrifying: Increased attack per-hit penalty for heavies to -30 (was -20).
      • Horrifying: Increased duration of per-hit penalties for heavies to 30s (was 25s).
      • Hunter: Decreased duration of attack bonus on spawn to 10s (was 15s).
      • Hunter: Increased radius inwhich spawn mark can be removed.
      • Hunter: Increased respawn time to 5.5s (was 4.5s).
      • Sick: Removed proximity damage falloff (already occurs using standard damage routines, so this was doubling the effect).
      • Sick: Increased base acid damage to 6 (was 5).
    • 2011-02-26 (v4.2.0.14)
      • Fixed bug where survivor could pickup stash instantly.
      • Fixed compatibility bug where spawn protection would last for hunters spawning on spawn mark.
      • Athletic : Added innate crit penalty.
      • Friend : Can now select friend during setup. Look at friend and call for medic.
      • Magnetic : Can't be auto-targeted by sentries.
      • Ninja : Removed fall damage immunity.
      • Rage : Removed attack bonuses from taking damage (makes perk very close to vanilla Rage).
      • Stir-Crazy : Removed defense bonuses.
    • 2011-02-18 (v4.2.0.13)
      • Added Sun-on-a-Stick (Scout melee weapon)
      • Added Sharpened Volcano Fragment (Pyro melee weapon)
      • Fixed bug where Scorching afterburn from now-dead zombie did extra damage.
      • Fixed bug where changing teams when using Selfless or Combustible would teamkill.
      • Fixed bug where instant/reduced respawn occurred on disconnected client.
      • Sentries now only inherit 50% of owner's attack bonus.
      • Roar: Changed roar effect to non-stackable "dazed" condition (includes adjustments to duration and defense penalties).
    • 2011-01-29 (v4.2.0.12)
      • Fixed bug where particle effects would appear at client's feet.
      • Fixed bugs related to perk selection and non-standard game modes.
      • Fixed bugs with non-damaging explosions.
      • Removed Warrior's Spirit as valid heavy weapon.
      • Implemented crippling backstab (low damage, but prevents health gain and reveals location for 45s).
      • Implemented crippling backstab CVAR, sm_zf_cripple (0 = disabled, 1 = enabled).
      • Increased the amount of poison healed per medpack.
      • Increased the amount of poison healed by medic healing.
      • Respawnroom visualizers are now removed for non-ZF maps.
      • Added small puff effects to various items when they disappear.
      • Consoldated effects logic (reduces code and data footprint).
      • Consoldated player damage and death events (reduces code footprint).
      • Removed use of timers when dealign damage (now entity I/O).
      • Angelic: Removed.
      • Charitable: Bonuses are more random.
      • Leader: Rally lasts 60s (was 20).
      • Leader: Rally cooldown is 60s (was 20).
      • Leader: Reworked passive and rally bonuses.
      • Combustible: Now has reduced respawn times.
      • Combustible: Zombies now explode on all non-melee attacks (including sentries).
      • Horrifying: Decreased defensive penalties.
      • Horrifying: Decreased per-hit penalty duration to 25s (was 30).
      • Horrifying: Removed per-hit speed penalty.
      • Hunter: Increased on-spawn attack bonus to 66% (was 50%).
      • Hunter: Removed on-spawn speed bonus.
      • Hunter: Spawn mark can only be placed once per spawn.
      • Hunter: Increased spawnmark detection radius by 50%.
      • Hunter: Preserve view angles when spawning on spawnmark.
      • Leap: Increased cooldown to 4s (was 2).
      • Rage: Mechanics altered to be more like vanilla ZF implementation.
      • Sick: Increased acid damage radius by 25%.
      • Tarred: Oil patches no longer cause damage.
    • 2011-01-09 (v4.2.0.11)
      • Fixed crash bug with weapons that do not require crit calculation logic.
      • Fixed crash bug(s) with stale client data.
      • Fixed bug where players could select perks not consistent with current game mode.
      • Fixed bug where payload maps running under ZF logic would not start subsequent rounds correctly.
      • Fixed bug where enabling / disabling ZF would not set team roles correctly.
      • Fixed bug where Trapper mine explosions would cause no damage.
      • Fixed bug where Scorching zombies were immune to syringe gun attacks... again!
      • Fixed bug where Supplier self-resupply was causing ammo loss.
      • Stir-Crazy: Made it harder to receive minimum bonus, easier to receive maximum bonus.
      • Trapper: Reduced cooldown to 15s (was 30s).
      • Horrifying: Reduced rate of fire per-hit penalty to 10% (was 25%).
      • Leap: Reduced vertical jump power for non-scouts.
      • Tarred: Reduced rate of fire per-hit penalty to 20% (was 25%).
    • 2011-01-03 (v4.2.0.10)
      • Refactored special effects logic (particles, props, sprites, sounds).
      • Added small debug statement to server logs that will help diagnose further crash issues.
      • Fixed potential crash issues with using IsValidEdict and RemoveEdict.
      • Fixed bug where specators could join the winning team after the round ends (to participate in humilation round).
      • Fixed bug where timers would incorrectly persist across map changes.
      • Fixed bug where rejoining a server would give you incorrect perks.
      • Fixed bug where players could use disabled perks.
      • Fixed bug with damage logic that would cause incorrect results.
      • Hunter: Spawn mark no longer becomes invisible and invulnerable when user is dead.
      • Hunter: Added 10s cooldown between spawn mark placements.
      • Scorching: Melee hits now ignite victims.
      • Toxic: Increased melee poison strength to 5 dmg/s (was 4).
      • Traitor: Poison now does correct damage.
    • 2010-12-27 (v4.2.0.9)
      • This is a major release of ZF. Many features, perks, and abilities have been added. This is an incomplete list.
      • Athletic: Added rate of fire bonus.
      • Charitable: Added.
      • Friend: Added.
      • Heroic: Replaced 100% crits with crit time, granted through kills and assists.
      • Leader: Added (contains aspects of Charismatic and Inspirational).
      • Medieval: Removed.
      • Ninja: Added.
      • Nonlethal: Added.
      • Resourceful: Updated (contains aspects of Relentless, Resourceful, and Survivalist).
      • Stir-Crazy: Increased rate of bonus update. Implies that user must be moving more often to gain max bonuses.
      • Supplier: Added (contains aspects of Brothers).
      • Trapper: Added (contains aspects of Survivalist).
      • Zenlike: Added crit accumulation.
      • Cocoon: Removed.
      • Combustible: Increased damage and defense penalty.
      • Follower: Removed.
      • Hunter: Added reduced spawn times.
      • Leap: Decreased cooldown.
      • Marked: Can't mark when there are 2 or less survivors.
      • Rage: Reworked into two-stage mechanic.
      • Scorching: Added.
      • Tarred: Added.
      • Thieving: Added ability to steal and use weapons.
      • Jumpng and object spitting mechanics have been vastly improved.
      • Explosion logic has been vastly improved (e.g. damage won't go through walls).
      • Updated poison logic. Poison duration, not strength, now stacks. Medic healing, ubers, and medpacks will heal poison at various rates.
      • Updated various weapon damage and ammo stocks to be more robust.
      • Client preferences have been implemented. Perk choices and team preferences now last across map changes and disconnects.
      • Grace period now lasts 45s or until setup time ends, whichever comes first.
      • Normal sentries no longer decay ammo below 10.
    • 2010-10-05 (v4.1.0.3)
      • Fixed issue regarding fake kills from The Holy Mackerel.
    • 2010-07-23 (v4.1.0.2)
      • Fixed issue where ZF-crit calculation logic would override other valid crit calculations (includes Targe charge).
      • Removed auto-creation of plugin configuration file (prevents CVARs from returning to defaults after each map change).
      • Prevented a few routines from executing when ZF was disabled.
      • Cleaned up a few validity checks on various events.
    • 2010-07-09 (v4.1.0.1)
      • Updated PLUGIN_INFO with new URL.
      • Fixed issue where engineers picking up a sentry would be stuck holding their toolbox.
      • Sadistic: Bonuses received when any survivor dies, not just nearby survivors.
      • Sadistic: Crit bonus added on survivor death.
      • Sadistic: Defense bonus decreased on survivor death.
      • Magnetic: Fixed crash issue when generating spark effects on sentries.
      • Toxic: Increased diminishing returns effect for passive damage.
      • Alpha, Leap, Roar: Clarified error notifications to client.
    • 2010-07-02 (v4.1.0.0)
      • Initial release.
    __________________

    Last edited by dirtyminuth; 04-24-2011 at 22:18. Reason: v4.2.0.16 Update
    dirtyminuth is offline
    retsam
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    Location: so-cal
    Old 07-03-2010 , 04:03   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #3

    Ya crazy work. You clearly spent much effort making this. Cant say ive seen a 4000 line .inc file before.

    Also, im not sure but if its supposed to compile with the inc files, it doesnt. (SM 1.3.2)

    //// zombiefortress_4.1.0.0.sp
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_util_fx.inc(317) : error 017: undefined symbol "TF2_AddCondition"
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_util_fx.inc(323) : error 017: undefined symbol "TF2_RemoveCondition"
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_perk.inc(2762) : error 017: undefined symbol "TF2_StunPlayer"
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_perk.inc(2753) : warning 204: symbol is assigned a value that is never us
    ed: "stunDur"
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_perk.inc(3140) : warning 204: symbol is assigned a value that is never us
    ed: "assistIsZom"
    //
    // 3 Errors.
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    Last edited by retsam; 07-03-2010 at 04:07.
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    Vladimir Van Vodka
    Junior Member
    Join Date: Jun 2010
    Location: Here.
    Old 07-03-2010 , 07:44   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #4

    Quote:
    Originally Posted by dirtyminuth View Post

    [...]

    Survivor Perks
    • Wise
      • You receive a permanent attack bonus for each kill. You receive a permanent defense bonus when hit.
    Zombie Perks
    • Rage
      • Receive health and speed bonuses by calling for medic. Ability can't be activated below 80% health. Ability has a cooldown time of 30s.
    [...]
    I have pinned these down because I have problems with these in game

    I'm not sure what version of the mod I was playing with at the time as the server did not specify. please excuse me if it has already been changed.


    Wise seems like a good idea, giving survivors who are doing well some bonuses for their hard work.
    however, this is dreadful when applied on an engineer when his sentry is getting all the kills, and his sentry only gets more and more powerful.
    I was playing on a zf_dustbowl game some time ago, and an engineer was turtling on the fourth point on the map (equivalent to stage two, point two on cp_dustbowl) his sentry was getting stronger and stronger as he got easy kills with it, eventually it instantly killed us with two bullets as zombie heavies, spy zombies would just die after one shot when trying to uncloak behind it, as you could imagine it got us pretty mad, and most of the zombie players left.

    If you could kindly disallow that specific perk of giving extra damage by sentry kills and maybe make it's maximum damage and defense ramp up at 200% it would be very much appreciated.


    Rage is also good in the sense that it helps breaking up a super turtling team of survivor's defence, however, it becomes obsolete for scout zombies because a heavy gains 450 health and runs at you with the scout's speed, it's almost unstoppable without a sentry, or unless you compression blast the heavy with a flamethrower and your entire team focus fires on him.
    this might not be all that terrible, but when three or four of them all have 450 health and run at the speed of a scout it becomes impossible.

    I would suggest that the heavies rage ability does not boost up his speed at a ludicrous amount, instead bringing up his speed at a higher pace.
    (pace of an average class: 100%; pyro, engineer, sniper etc.)
    Or instead, make a player restriction of 2 per perk.
    (It might also help with in game diversity.)

    I also had content suggestions but i guess I'll specify them later, after your reply.

    Last edited by Vladimir Van Vodka; 07-03-2010 at 07:46. Reason: misspelling
    Vladimir Van Vodka is offline
    jameless
    Veteran Member
    Join Date: Jan 2010
    Old 07-03-2010 , 11:38   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #5

    I may sound like a noob. But can you please post installation instructions if you already have the older zombiefortress installed? It might be self explanatory but I like to RTFM to make sure I don't miss anything.
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    dirtyminuth
    Senior Member
    Join Date: Sep 2009
    Old 07-03-2010 , 14:08   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #6

    Quote:
    Originally Posted by retsam View Post
    Ya crazy work. You clearly spent much effort making this. Cant say ive seen a 4000 line .inc file before.

    Also, im not sure but if its supposed to compile with the inc files, it doesnt. (SM 1.3.2)

    //// zombiefortress_4.1.0.0.sp
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_util_fx.inc(317) : error 017: undefined symbol "TF2_AddCondition"
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_util_fx.inc(323) : error 017: undefined symbol "TF2_RemoveCondition"
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_perk.inc(2762) : error 017: undefined symbol "TF2_StunPlayer"
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_perk.inc(2753) : warning 204: symbol is assigned a value that is never us
    ed: "stunDur"
    // C:\GAMES\GAME_SERVERS\TF2_SERVER\orangebox\tf \addons\sourcemod\scripting\incl
    ude\zf_perk.inc(3140) : warning 204: symbol is assigned a value that is never us
    ed: "assistIsZom"
    //
    // 3 Errors.
    Interesting - The .zip of SM 1.3.2 contains an include file which has TF2_AddCondition, TF2_RemoveCondition and TF2_StunPlayer. For confirmation, check sourcemod/scripting/include/tf2.inc for those natives.

    Quote:
    Originally Posted by Vladimir Van Vodka View Post
    Wise Comments
    It's true that sentries inherit the engineer's attack bonus. Have you seen this happen frequently, or was this a rare case? I could see to either 1) reducing the attack bonus granted from a sentry or 2) reduce the amount of attack bonus inherited by sentries.

    Quote:
    Originally Posted by Vladimir Van Vodka View Post
    Rage Comments
    In terms of numbers, a heavy using Rage (340 unit/s) will not be as fast as a scout using Rage (400 units/s). though the heavy will still be faster than any survivors (medic is highest at 320 units/s). Also note that once a zombie using Rage gets below 80% health, they lose their speed bonus.

    Quote:
    Originally Posted by jameless View Post
    I may sound like a noob. But can you please post installation instructions if you already have the older zombiefortress installed? It might be self explanatory but I like to RTFM to make sure I don't miss anything.
    Absolutely. I'll add instructions to the FAQ right after I finish this reply!
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    Vladimir Van Vodka
    Junior Member
    Join Date: Jun 2010
    Location: Here.
    Old 07-03-2010 , 18:52   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #7

    Quote:
    Originally Posted by dirtyminuth View Post
    Interesting

    [...]

    It's true that sentries inherit the engineer's attack bonus. Have you seen this happen frequently, or was this a rare case? I could see to either 1) reducing the attack bonus granted from a sentry or 2) reduce the amount of attack bonus inherited by sentries.


    In terms of numbers, a heavy using Rage (340 unit/s) will not be as fast as a scout using Rage (400 units/s). though the heavy will still be faster than any survivors (medic is highest at 320 units/s). Also note that once a zombie using Rage gets below 80% health, they lose their speed bonus.

    [...]
    I see, the rage bonus was fixed in a later version of ZF, the server I was playing on made the heavies unstoppable as they always had the speed bonus, I'm guessing it was just an older version.

    As for the sentries and the wise perk, I have seen this frequently, engineers on the servers I played on used it everytime I was connected, and as there where multiple engineers they where completely unstoppable. I would rather suggest both of those fixes, and I seriously think that sentry kills should not give you permanent damage boosts, as you need no effort to get sentry kills, you have a shotgun to help you in assisting yourself, after all.

    on a side note, will you release zf_asylum_b2 in the near future?
    Vladimir Van Vodka is offline
    MjrNuT
    SourceMod Donor
    Join Date: Feb 2008
    Location: Under the Beaming CA Sun
    Old 07-03-2010 , 22:02   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #8

    wow, quite exciting to see this unveiling. Coincidentally, I installed your v4.0.5 last night, probably during your compilation of this thread!

    The perks look crazy cool to try out! kudos

    A comment regarding the Sentry attack bonus situation. What about decreasing the bonus based on number of engineers spawned? Akin to the decreasing charge rate when > 1 medic heals the same person. Best analogy I can come up, so maybe not great.

    Look forward to this!
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    crazy-tony
    Member
    Join Date: Aug 2008
    Old 07-04-2010 , 00:33   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #9

    Hello all ,, im tony the creator of the Crazy GFL ,,,We have been helping Dirtyminuth with the testing on the mod for some time ...

    If you would like to help add your comments or download ZF maps ..or even enter the zf map competition we have running on the website we have set up for this mod then feel free ....

    We have a test server set up for anyone wishing to test there maps and we also have people on hand to help fix maps aswel ..

    All we ask is that people also share there maps with the ZF community we are trying to build ..


    Anyway ...great work Dirtyminuth ,,,hope the plugin get approved ...
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    Vladimir Van Vodka
    Junior Member
    Join Date: Jun 2010
    Location: Here.
    Old 07-06-2010 , 19:27   Re: [TF2] Zombie Fortress (Perks and Vanilla)
    Reply With Quote #10

    After searching a few hours and coming back empty handed I'm still wondering how to make a zombie fortress map, or if they require anything special to be compatible with the mod, would I need to add specific entities or set a few things in the map logic or whatnot? If so, would someone please give me an explanation or even a link to a tutorial of how to make one?

    And yes, I do know how to make playable conventional maps, I just don't know if Zombie Fortress maps would be an exception.

    It would be very appreciated as it's in subject due to my attempt at making a zombie fortress map!
    Vladimir Van Vodka is offline
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