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View Full Version : Request: Night of the LIving Dead module and plugin [DoD]


pendragon
04-19-2004, 02:16
ok guys... here goes... I hope it all makes sense. This is something that we do on our DoD servers,

On one of the servers we are planning on running at Me109 is a permanent alteration of a lot of cool things that are able to be activate manually on sturmbot. The only problem is that it takes a LOT of admin time and effort to "activate" what we have so lovingly come to call NOLD (Night of the Living Dead).
What we like to do is we basically force all human players to the allied side and make all bots be on the axis side. THe bots outnumber the humans at least 2 - 1 and to make things harder and feakier we enable a few special modes for the bots that are monster mode and ghost mode and force all the bots to only carry their spades. Monster mode ups their health by at least 200% which makes them that much harder to kill, ghostmode makes the bots fade in and out of transperancy (we use ghostmode 2 which is *mostly allways transparent untill they are fired upon or will "fire" on you).
Our fanbase has come to LOVE NOLD and so we tend to activate it quite a lot on special nights. But its annoying and it gets canceled on mapchanges.
So my question is this... can you guys tink of a way to make this automated via two methods;

1) a module that enforces this at all times on the server, as well as on each each mapchange.
conditions:
all humans to allies
all bots to axis
all bots to carry only knifes
all bots have monstermode enabled on them
50% bots ghostmode enabled on them
2) a plugin that allows our admins to enable/disable this feature.

the following is our failed attempt at creating a workable cfg file that could be executed bythe server; failed in the sense that it works exactly as we want it on a listen server but fails miserable on a dedicated server.

Server start Logic: HLds Loads -> calls up metamodx.dll -> which in turn calls up sturmbot.dll and sturmbot.dll loads bot.cfg
bot.cfg content:
select_password xxxxxxxxx
# Sturmbot config file
#This file is executed before the game starts
# Reaction delay from 0.6 sec to 1.1 sec
min_reaction 60
max_reaction 110

# Ranks are turned on.
rank 1

# If you want the random bots to have higher skills, put random_skill to 80 or 90,
# if you think the bots are too hard put random_skill to 60 or lower
# The range is 0 - 100
random_skill 70

# How much the bots prioritize the learning... Set learn_priority to a higher value if you want
# the bots to prioritize the learning more.
# The range is 0 - 1000
learn_priority 990

#Turn blood off, change bloodmode 0 to bloodmode 2 for more blood
bloodmode 2

// -------- Me109 NOLD settings below -------

rcon mp_teamlimit 14
sturmbot maxbots 14
sturmbot minbots 14

echo 3.1 - other settings
botteambalance off
bloodmode 0
maxbodies 4

echo 4.0 - add ghosts: addbot [team] [class] [skill] [name]
addbot 2 1 8 Bane
addbot 2 2 8 Jethro
addbot 2 3 8 Shredder
addbot 2 4 8 Incinerator
addbot 2 5 8 Requiem
addbot 2 6 8 Vengeance
addbot 2 7 8 Desperado
addbot 2 8 8 Destroyer
addbot 2 9 8 Obliteration
addbot 2 1 8 Crush

echo 4.1 - Enable Ghost mode
ghostmode 2 2

//4.2 - add zombies - addbot [team] [class] [skill] [name]
addbot 2 1 8 Decapitator
addbot 2 2 8 Battleaxe
addbot 2 3 8 Domination
addbot 2 4 8 Blitzkrieg
addbot 2 5 8 Stormbringer
addbot 1 6 8 Butthead
addbot 1 7 8 Halfdead
addbot 1 8 8 Bevis
addbot 2 9 8 Fluffy
addbot 2 1 8 Pansyass

//5 - enable monstor mode
monsterbot 0
monsterbot 1
monsterbot 2
monsterbot 3
monsterbot 4
monsterbot 5
monsterbot 6
monsterbot 7
monsterbot 8
monsterbot 9
monsterbot 10
monsterbot 11
monsterbot 12
monsterbot 13
monsterbot 14
monsterbot 15
monsterbot 16
monsterbot 17
monsterbot 18
monsterbot 19
monsterbot 20

// 6 - enable knifes only
knifeonly on


next map logic: when a map change happens, we added exec nold.cfg to each maps cfg file.

nold.cfg content:
rcon mp_teamlimit 14
sturmbot maxbots 14
sturmbot minbots 14

echo 3.1 - other settings
botteambalance off
bloodmode 0
maxbodies 4

echo 4.0 - add ghosts: addbot [team] [class] [skill] [name]
addbot 2 1 8 Bane
addbot 2 2 8 Jethro
addbot 2 3 8 Shredder
addbot 2 4 8 Incinerator
addbot 2 5 8 Requiem
addbot 2 6 8 Vengeance
addbot 2 7 8 Desperado
addbot 2 8 8 Destroyer
addbot 2 9 8 Obliteration
addbot 2 1 8 Crush

echo 4.1 - Enable Ghost mode
ghostmode 2 2

//4.2 - add zombies - addbot [team] [class] [skill] [name]
addbot 2 1 8 Decapitator
addbot 2 2 8 Battleaxe
addbot 2 3 8 Domination
addbot 2 4 8 Blitzkrieg
addbot 2 5 8 Stormbringer
addbot 1 6 8 Butthead
addbot 1 7 8 Halfdead
addbot 1 8 8 Bevis
addbot 2 9 8 Fluffy
addbot 2 1 8 Pansyass

//5 - enable monstor mode
monsterbot 0
monsterbot 1
monsterbot 2
monsterbot 3
monsterbot 4
monsterbot 5
monsterbot 6
monsterbot 7
monsterbot 8
monsterbot 9
monsterbot 10
monsterbot 11
monsterbot 12
monsterbot 13
monsterbot 14
monsterbot 15
monsterbot 16
monsterbot 17
monsterbot 18
monsterbot 19
monsterbot 20

// 6 - enable knifes only
knifeonly on


------- ---------------------

now please remember that this EXACT same configuration works perfectly in a listen server but NOT in a dedicated server.
I would appreciate any and all feedback on this and so would my clan and fanbase. I thank you all for your time.

SidLuke
04-19-2004, 11:44
What doesn't work on a dedicated server ? Bots configuration ?


all humans to allies
all bots to axis

It's not a problem. Just track "jointeam" command.

pendragon
04-19-2004, 17:44
What doesn't work on a dedicated server ? Bots configuration ?

on a dedicated server the bot.cfg initiates and works because it is executed in the initial startup... so the FIRST map played does work with our current setup.

what doesnt work is the NOLD.CFG which is called up on mapchanges.

It's not a problem. Just track "jointeam" command

how would i go about that on these cfg files?

====== thank you for your reply

SidLuke
04-19-2004, 18:28
It's not a problem. Just track "jointeam" command

how would i go about that on these cfg files?

You must create amx plugin for this.

try this:

#include <amxmodx>

public plugin_init() {
register_plugin("(NOLD) Validate Team","1.0.0","SidLuke")
register_cvar("amx_nold_team","1") // 1-allies , 2-axis
register_clcmd("jointeam","cmd_jointeam")
return PLUGIN_CONTINUE
}

public cmd_jointeam(id){
if ( is_user_bot(id) || read_argc() < 1 )
return PLUGIN_CONTINUE
new szCmd[8]
read_argv(1,szCmd,7)
new iteam = str_to_num(szCmd)
if ( !iteam || iteam<1 || iteam>2 )
return PLUGIN_CONTINUE

if ( iteam != get_cvar_num("amx_nold_team") ){
client_print(id,print_chat,"[NOLD] You can't join this team! ")
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}

pendragon
04-21-2004, 00:30
thanks - i have a working configuration now and all i need is what you just posted... if this works ill love you even more man!

thank you

pendragon
04-21-2004, 00:34
oh SidLuke.... is there any way to amend to that script you just made so that all bots are forced onto axis? or so that we have control of what side they go to?

im assuming its a daunting task to do so since dod teams are more complex than CS ones what with all the classes for each team.

if this is too much work.. no worries.. i can live without it. But honestly thank you both for your help!

pendragon
04-23-2004, 19:00
I keep getting FATAL ERROR (shutting down): Tried to create a message with a bogus message type ( 0 ) now =( and the server crashes... =(

Lord_Destros
08-23-2005, 15:55
There wasn't a zombie plugin for cs that did something like this? except instead of invis it gave pitch black as well as the hl zombie using monstermod. I'm not sure if it was cs only but it did work ok, few bugs on the team thing but that won't work for dod or can't be edited?