Raised This Month: $12 Target: $400
 3% 

[L4D & L4D2] Mutant Zombies (1.27) [19-Feb-2023]


Post New Thread Reply   
 
Thread Tools Display Modes
Al3xander
Junior Member
Join Date: May 2016
Old 07-30-2016 , 15:56   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #41

Is There a way to add the glow on the mutant zombies like the pictures on this page?
Al3xander is offline
Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-02-2016 , 12:50   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #42

Look at the example config, search for glow
__________________
Silvers is offline
bazrael
Senior Member
Join Date: Jan 2010
Location: Where Lucy became superw
Old 01-23-2017 , 14:36   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #43

What's the difference between WHITE bomb mutants and BLACK bomb mutants? I mean their heads.
--EDIT--
Do you still remember why you set 2 different head models?
__________________
Kill all the son of a bitches, that's my official instructions.
L4Dε Modified Talker

Last edited by bazrael; 01-29-2017 at 06:17. Reason: Another question
bazrael is offline
Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-26-2017 , 22:58   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #44

I think only the model is different, nothing else.
Edit: For variation and because I can.
__________________

Last edited by Silvers; 03-05-2017 at 17:24. Reason: Reply
Silvers is offline
Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 09-11-2017 , 01:14   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #45

If I set all random values to 0, will all commons be mutants?
__________________

Last edited by Psyk0tik; 10-22-2017 at 10:58.
Psyk0tik is offline
edu.1962
Member
Join Date: Mar 2010
Old 09-22-2017 , 13:09   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #46

Not work on my windows server. There will be an update?
edu.1962 is offline
Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 09-22-2017 , 14:38   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #47

Quote:
Originally Posted by edu.1962 View Post
Not work on my windows server. There will be an update?
Not working won’t give you any answers. Need to provide more information and logs, if possible.
__________________
Spirit_12 is offline
Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-22-2017 , 17:20   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #48

Quote:
Originally Posted by Crasher_3637 View Post
If I set all random values to 0, will all commons be mutants?
You would have to try it, I think 0 means disabled though, so setting to 1 should do it. I guess you tested already, if you see this, let us know the result. Thanks



Quote:
Originally Posted by Spirit_12 View Post
Not working won’t give you any answers. Need to provide more information and logs, if possible.
This. Works for me. Thanks for your comment lol
__________________

Last edited by Silvers; 09-22-2017 at 17:21.
Silvers is offline
Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 10-06-2017 , 04:29   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #49

Quote:
Originally Posted by Silvers View Post
You would have to try it, I think 0 means disabled though, so setting to 1 should do it. I guess you tested already, if you see this, let us know the result. Thanks
Well I tried it and it just disabled the plugin completely. I'm guessing it's because the plugin is looking for a value higher than 0 to determine when to mutate a common infected.

The closest you can get to having most zombies be mutants is setting all random values to 1 (as you mentioned, Silvers), and editing the .sp file to allow way more mutants to spawn at once. The down side to this is that if you decide to add the outline glow to all the mutant types, you'd see all these glowing zombie outlines everywhere. Plus, too many mutants could lag or crash the server.


For anyone interested, right now I just have it set to:

Max amount of mutants at once: 70
How many commons before a mutant appears: 10 (11th common that spawns will be a mutant)
How many of each mutant can there be at once: 10 (because there are 7 types of mutants and max amount of mutants at once is 70)

The above settings seem to diversify the population and don't make these mutants too redundant or seldom/scarce.
__________________

Last edited by Psyk0tik; 10-22-2017 at 10:58.
Psyk0tik is offline
Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 03-20-2018 , 08:53   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #50

Hi, Silvers. Many thanks for the plugin.

What is mean:
Quote:
L 03/19/2018 - 21:10:10: [SM] Plugin encountered error 17: Stack memory leaked by native
L 03/19/2018 - 21:10:10: [SM] Native "FloatToString" reported:
L 03/19/2018 - 21:10:10: [SM] Displaying call stack trace for plugin "mutant.smx":
L 03/19/2018 - 21:10:10: [SM] [0] Line 1664, plugin.sp::BombDetonate()
L 03/19/2018 - 21:10:10: [SM] [1] Line 820, plugin.sp::OnTakeDamage()
Code:
FloatToString(g_fConfBombDistance, sTemp, sizeof(sTemp));
Does String:sTemp[16]; is not enough to hold float?
Dragokas is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 17:08.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode