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-   -   [L4D2] Nightmarish Common (Updated: 5/5/14) (https://forums.alliedmods.net/showthread.php?t=239492)

Mortiegama 04-28-2014 14:15

[L4D2] Nightmarish Common (Updated: 5/5/14)
 
2 Attachment(s)
General

This plugin requires Sourcemod 1.5 or higher


Description

Nightmarish Infected is a plugin to bring a sense of fear and urgency to dealing with even the common infected. This will allow for four types of common infected, to be setup any way that you like. By default there are four types that can be further customized (or changed completely).

  • Type 1: Tiny Fist
    • Smallest of the common infected and extremely fast
    • Deals high amount of damage
    • Is extremely fragile and takes extra damage from attacks
  • Type 2: Defensive Bolt
    • Medium sized common with above average speed
    • Deal low amount of damage
    • Highly durable and able to take reduced damage
  • Type 3: Destructive Shadow
    • Large sized common with above average speed
    • Deals medium amount of damage
    • Relatively fragile and prone to taking extra damage
  • Type 4: Titanic Sloth
    • Massive sized common with extremely slow speed
    • Deals very low amount of damage
    • Incredibly durable and resilient against all damage

Cvars

  • Note: There are four types of zombie, change type? to type(1-4) to modify.
  • l4d_ncm_type?size: Size the zombie when spawned.
  • l4d_ncm_type?hpmin: Minimum HP the zombie can be spawned with.
  • l4d_ncm_type?hpmax: Maximum HP the zombie type can be spawned with.
  • l4d_ncm_type?speedmin: Minimum speed multiplier for the zombie type.
  • l4d_ncm_type?speedmax: Maximum speed multiplier for the zombie type.
  • l4d_ncm_type?armor: Damage multiplier for damage received by this type of zombie.
  • l4d_ncm_type?damage: Damage multiplier for damage done to survivors by this type of zombie.
  • l4d_ncm_nightmarechance: Chance that a common zombie will be nightmarified. (Def 90)(90 = 900%)

Cvars


<*>To change these values edit the plugin.L4D2.NightmarishCommon.cfg in the CFG/Sourcemod folder.


Installation
  • Download and copy L4D2 Nightmarish Common.smx to Addons/Sourcemod/Plugins
  • Delete plugin.L4D2.NightmarishCommon.cfg from the CFG/Sourcemod folder.


Recommended Plugins



Version History

Version 1.1 - (5/5/14)
<*>Added a Cvar to randomize chance of getting a modified common
<*>Added Cvars to control the size of each type of Zombie
Version 1.0 - (4/28/14) - 51 Views
<*>Original launch of the plugin


Special Thanks

AtomicStryker - Damage Mod (SDK Hooks):
https://forums.alliedmods.net/showthread.php?p=1184761

Bacardi - Cleaning up code:

https://forums.alliedmods.net/showpo...53&postcount=4

Known Issues

<*>None

slamatl92 04-29-2014 04:22

Re: [L4D2] Nightmarish Common (Updated: 4/28/14)
 
umm hello can you please tell me what this do

slamatl92 04-29-2014 04:39

Re: [L4D2] Nightmarish Common (Updated: 4/28/14)
 
when i got into a next map im frozen and cant move and everyone eles is too is there something wrong with this

Mortiegama 04-29-2014 08:09

Re: [L4D2] Nightmarish Common (Updated: 4/28/14)
 
Quote:

Originally Posted by slamatl92 (Post 2131072)
when i got into a next map im frozen and cant move and everyone eles is too is there something wrong with this

This plugin basically modifies the common infected so that they're harder to deal with. I've been running this for a week on my server (with ReadyUp) and haven't seen any problems with being frozen after a map change. What other plugins are you running?

Edit: If you downloaded this plugin I didn't takeoff the Debug mode before posting. I posted one without the debug to prevent spam.

slamatl92 04-29-2014 13:16

Re: [L4D2] Nightmarish Common (Updated: 4/28/14)
 
oh roger

Oraclesoldier 05-05-2014 00:42

Re: [L4D2] Nightmarish Common (Updated: 4/28/14)
 
Not sure if it's an option already but looking at the cvars it doesn't look like the modded common zombies from your mod are rare/unique/frequent, but rather they affect every single common zombie with either of the choices correct? Will there be any probabilities made to whether the commons would be changed to each of your types in the future?

Mortiegama 05-05-2014 15:12

Re: [L4D2] Nightmarish Common (Updated: 4/28/14)
 
Quote:

Originally Posted by Oraclesoldier (Post 2133720)
Not sure if it's an option already but looking at the cvars it doesn't look like the modded common zombies from your mod are rare/unique/frequent, but rather they affect every single common zombie with either of the choices correct? Will there be any probabilities made to whether the commons would be changed to each of your types in the future?

Added in a cvar to control the chance of getting a nightmarish common. Also added in extra cvars for each type to control their size.

Oraclesoldier 05-20-2014 15:37

Re: [L4D2] Nightmarish Common (Updated: 5/5/14)
 
I just noticed the update after taking a break, thanks for the cvar additions, they make your mod a lot more convenient. The whole idea behind it is great, I can't wait to use this and the Mutants mod together.

scarface50 06-06-2014 13:29

Re: [L4D2] Nightmarish Common (Updated: 5/5/14)
 
Awesome mod, but is there a way to make the Special Infected Bigger and smaller?? Such as a Bigger/ smaller tank :D?

Uncle Jessie 09-07-2017 07:00

Re: [L4D2] Nightmarish Common (Updated: 5/5/14)
 
l4d_ncm_type?speedmin: Minimum speed multiplier for the zombie type.
l4d_ncm_type?speedmax: Maximum speed multiplier for the zombie type.

No effect, it's not working.

PHP Code:

        AcceptEntityInput(entity"Disable"); 
        
SetEntPropFloat(entityProp_Data"m_flSpeed"1.0*iSpeed);
        
AcceptEntityInput(entity"Enable"); 



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