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Biohazard v2.00 Beta 3b (Zombie Mod)


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Swuifti
Senior Member
Join Date: Mar 2008
Location: Bulgaria/Sofia
Old 06-16-2008 , 17:44   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1861

marcellus you are owsame ... very good work !!! I love it !
The sounds i couldnt balive it ... the players loved it ! IF you could add more sounds ?
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marcellus
Senior Member
Join Date: Mar 2004
Old 06-16-2008 , 18:02   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1862

Quote:
Originally Posted by Swuifti View Post
The sounds i couldnt balive it ... the players loved it ! IF you could add more sounds ?
you want more sounds, others want less sounds :-)

what kind of sounds would you like to add ?
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WeeDy
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Join Date: May 2008
Old 06-16-2008 , 18:36   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1863

marcellus his the best ,doing a awnsome work here ! bio-marcellus xD,gz dude
Well hope there will be more of classes and other stuff!
What u think to add for the humans up some stuff..?
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hussainmushahid
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Join Date: Oct 2007
Location: Karachi-Pakistan
Old 06-17-2008 , 03:20   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1864

hey can i run these sounds without zombie clases?
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hussainmushahid
Senior Member
Join Date: Oct 2007
Location: Karachi-Pakistan
Old 06-17-2008 , 03:27   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1865

well when i play with zombie in cs_assault the sky is of day how to change it?
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Duster
BANNED
Join Date: Jul 2007
Old 06-17-2008 , 07:23   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1866

erm... i've got a question for marcellus:
why is the plugins name "bh_classes" when it only does the respawn thingie? i was really hoping to find the actual "zombie classes" like fast zombie, classic zombie, durable zombie and stuff like that.
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marcellus
Senior Member
Join Date: Mar 2004
Old 06-17-2008 , 13:29   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1867

Quote:
Originally Posted by Duster View Post
erm... i've got a question for marcellus:
why is the plugins name "bh_classes" when it only does the respawn thingie? i was really hoping to find the actual "zombie classes" like fast zombie, classic zombie, durable zombie and stuff like that.
i dont understand you really ... bh_classes manage zombie classes and bio_zspawn do the respawn thing ... Open SMA and see!

ALL is in the link in my signature
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Last edited by marcellus; 06-17-2008 at 13:35.
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xbatista
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Join Date: Mar 2008
Location: Lithuania
Old 06-17-2008 , 14:03   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1868

Emm marcellus what about bio_top?
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Swuifti
Senior Member
Join Date: Mar 2008
Location: Bulgaria/Sofia
Old 06-17-2008 , 16:54   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1869

Quote:
Originally Posted by marcellus View Post
you want more sounds, others want less sounds :-)

what kind of sounds would you like to add ?
I want more sounds i want some sounds about the hit when people hit zombies or zombies hit people some different zombie miss attack ...
and also i found a bug in the climbing zombie aa nath me a gay from the server made it ... he crowded on the wall then reached the top continued on the wall and then in the ear ... crouching
If you can make a plugin that helps people i dont know what .. but something because for the zombies it is too easy !

For human ideas
Can you make grenades for people ? ins ted of the flash to put a freezing grenade ? I dont want the frost nade plugin it is stuped if you can make one for us?



For human ideas
Can you make grenades for people ? insted of the flash to put a freezing grenade ? I dont whant the frost nade plugin it is stuped if you can make one for us?
Code:
new const model_grenade_frost[] = { "models/biohazard/v_grenade_frost.mdl" }

create_blast3(const origin[3])
{
    // smallest ring
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
    write_byte(TE_BEAMCYLINDER);
    write_coord(origin[0]); // start X
    write_coord(origin[1]); // start Y
    write_coord(origin[2]); // start Z
    write_coord(origin[0]); // something X
    write_coord(origin[1]); // something Y
    write_coord(origin[2] + 385); // something Z
    write_short(g_exploSpr); // sprite
    write_byte(0); // startframe
    write_byte(0); // framerate
    write_byte(4); // life
    write_byte(60); // width
    write_byte(0); // noise
    write_byte(0); // red
    write_byte(100); // green
    write_byte(200); // blue
    write_byte(200); // brightness
    write_byte(0); // speed
    message_end();

    // medium ring
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
    write_byte(TE_BEAMCYLINDER);
    write_coord(origin[0]); // start X
    write_coord(origin[1]); // start Y
    write_coord(origin[2]); // start Z
    write_coord(origin[0]); // something X
    write_coord(origin[1]); // something Y
    write_coord(origin[2] + 470); // something Z
    write_short(g_exploSpr); // sprite
    write_byte(0); // startframe
    write_byte(0); // framerate
    write_byte(4); // life
    write_byte(60); // width
    write_byte(0); // noise
    write_byte(0); // red
    write_byte(100); // green
    write_byte(200); // blue
    write_byte(200); // brightness
    write_byte(0); // speed
    message_end();

    // largest ring
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
    write_byte(TE_BEAMCYLINDER);
    write_coord(origin[0]); // start X
    write_coord(origin[1]); // start Y
    write_coord(origin[2]); // start Z
    write_coord(origin[0]); // something X
    write_coord(origin[1]); // something Y
    write_coord(origin[2] + 555); // something Z
    write_short(g_exploSpr); // sprite
    write_byte(0); // startframe
    write_byte(0); // framerate
    write_byte(4); // life
    write_byte(60); // width
    write_byte(0); // noise
    write_byte(0); // red
    write_byte(100); // green
    write_byte(200); // blue
    write_byte(200); // brightness
    write_byte(0); // speed
    message_end();
}
Zombie ideas
Sound:
Zombie says KILL THEM or Infect them get them ...


Biohazard/server
When zombies wins you hear a sound right the horror sound i think
soo what about the people when the win ? I think now of a song the I FEEL GOOD ... so good soo good i ... you know ? What ever just some song
Lightnings ??

Code:
new const sound_thunder[][] = { "biohazard/thunder1.wav", "zombie_plague/thunder2.wav" }

public lightning_effects()
{
    // Lightning style ["a"-"z"]
    static lights[2]
    get_pcvar_string(cvar_lightning, lights, sizeof lights - 1)
    strtolower(lights)
    
    if (lights[0] == 'a') // pitch black mode
    {
        if (!task_exists(THUNDER_PRE_TASK) && get_pcvar_float(cvar_thunder) > 0.0) // enable thunderclaps?
        {
            switch (random_num(0,2))
            {
                case 0: set_task(get_pcvar_float(cvar_thunder), "thunder_clap1", THUNDER_PRE_TASK)
                case 1: set_task(get_pcvar_float(cvar_thunder), "thunder_clap2", THUNDER_PRE_TASK)
                case 2: set_task(get_pcvar_float(cvar_thunder), "thunder_clap3", THUNDER_PRE_TASK)
            }
        }
        if (!task_exists(THUNDER_TASK))
            engfunc(EngFunc_LightStyle, 0, lights)
    }
    else
    {
        engfunc(EngFunc_LightStyle, 0, lights)
        remove_task(THUNDER_PRE_TASK)
        remove_task(THUNDER_TASK)
    }
    
    set_task(5.0, "lightning_effects")
}

// ThunderClap 1
public thunder_clap1()
{    
    if (g_lights_i == 0) // play sound
        PlaySound(sound_thunder[random_num(0, sizeof sound_thunder - 1)])
    
    engfunc(EngFunc_LightStyle, 0, lights_thunder1[g_lights_i])
    g_lights_i++
    
    if (g_lights_i < sizeof lights_thunder1)
        set_task(0.1, "thunder_clap1", THUNDER_TASK)
    else
        g_lights_i = 0;
}

// ThunderClap 2
public thunder_clap2()
{    
    if (g_lights_i == 0) // play sound
        PlaySound(sound_thunder[random_num(0, sizeof sound_thunder - 1)])
    
    engfunc(EngFunc_LightStyle, 0, lights_thunder2[g_lights_i])
    g_lights_i++
    
    if (g_lights_i < sizeof lights_thunder2)
        set_task(0.1, "thunder_clap2", THUNDER_TASK)
    else
        g_lights_i = 0;
}

// ThunderClap 3
public thunder_clap3()
{    
    if (g_lights_i == 0) // play sound
        PlaySound(sound_thunder[random_num(0, sizeof sound_thunder - 1)])
    
    engfunc(EngFunc_LightStyle, 0, lights_thunder3[g_lights_i])
    g_lights_i++
    
    if (g_lights_i < sizeof lights_thunder3)
        set_task(0.1, "thunder_clap3", THUNDER_TASK)
    else
        g_lights_i = 0;
}
Infection special effects
Code:
// Screen Fade Effect on infection
fadeFX(id)
{
    message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, id)
    write_short(4096)    // Duration
    write_short(0)        // Hold time
    write_short(0x0000)    // Fade type
    write_byte(g_nemesis[id] ? get_pcvar_num(cvar_nemnvgcolor[0]) : get_pcvar_num(cvar_nvgcolor[0])); // Red
    write_byte(g_nemesis[id] ? get_pcvar_num(cvar_nemnvgcolor[1]) : get_pcvar_num(cvar_nvgcolor[1])); // Green
    write_byte(g_nemesis[id] ? get_pcvar_num(cvar_nemnvgcolor[2]) : get_pcvar_num(cvar_nvgcolor[2])); // Blue
    write_byte (250)    // Alpha
    message_end()
}

// Infection special effects
public infectionFX(id)
{
    if (!is_user_alive(id)) // not alive
        return;
    
    // get player origin
    static origin[3], Float:originF[3]
    pev(id, pev_origin, originF)
    FVecIVec(originF, origin)
    
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
    write_byte(TE_DLIGHT);
    write_coord(origin[0]);        //x
    write_coord(origin[1]);        //y
    write_coord(origin[2]);        //z
    write_byte(20);            //visible distance
    write_byte((g_nemesis[id] || g_nodamage[id]) ? get_pcvar_num(cvar_nemnvgcolor[0]) : get_pcvar_num(cvar_nvgcolor[0])); //red
    write_byte((g_nemesis[id] || g_nodamage[id]) ? get_pcvar_num(cvar_nemnvgcolor[1]) : get_pcvar_num(cvar_nvgcolor[1])); //green
    write_byte((g_nemesis[id] || g_nodamage[id]) ? get_pcvar_num(cvar_nemnvgcolor[2]) : get_pcvar_num(cvar_nvgcolor[2])); //blue
    write_byte(2);            //life
    write_byte(0);            //decay rate
    message_end();
    
    if (!g_nemesis[id] && !g_nodamage[id]) // skip for nemesis or zombie madness
    {
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY); // tracers
        write_byte(TE_IMPLOSION);
        write_coord(origin[0]);        // x
        write_coord(origin[1]);        // y
        write_coord(origin[2]);        // z
        write_byte(128);        // radius
        write_byte(20);            // count
        write_byte(3);            // duration
        message_end();
        
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY); // particles
        write_byte(TE_PARTICLEBURST);
        write_coord(origin[0]);        // x
        write_coord(origin[1]);        // y
        write_coord(origin[2]);        // z
        write_short(50);        // radius
        write_byte(70);            // color
        write_byte(3);            // duration (will be randomized a bit)
        message_end();

    }
    else // keep sending for nemesis/madness aura
        set_task(0.1, "infectionFX", id)
}
Make zombies leave footsteps and bloodstains on the floor task


Code:
public make_blood(taskid)
{
    // only bleed when moving on ground
    if(fm_get_speed(ID_BLOOD) < 100 || !(pev(ID_BLOOD, pev_flags) & FL_ONGROUND) )
    {
        set_task(0.5, "make_blood", taskid) // keep calling back the task
        return;
    }
    
    // get user origin
    static origin[3], Float:originF[3]
    pev(ID_BLOOD, pev_origin, originF);
    FVecIVec(originF, origin);
    
    // if ducking set a little lower
    if (pev(ID_BLOOD, pev_bInDuck) == 1)
        origin[2] -= 18
    else
        origin[2] -= 36
    
    // send the decal message
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(TE_WORLDDECAL)
    write_coord(origin[0])        // x
    write_coord(origin[1])        // y
    write_coord(origin[2])        // z
    write_byte(zombie_decals[g_decalnumber[ID_BLOOD]]) // decal number
    message_end()
    
    // increase decal count
    if (g_decalnumber[ID_BLOOD] < sizeof zombie_decals -1)
        g_decalnumber[ID_BLOOD]++
    else
        g_decalnumber[ID_BLOOD] = 0
    
    // keep calling back the task
    set_task(0.5, "make_blood", taskid);
}

// Play idle zombie sounds
public zombie_play_idle(taskid)
{    
    if (g_lastzombie[ID_BLOOD]) // last zombie sound
        engfunc(EngFunc_EmitSound, ID_BLOOD, CHAN_VOICE, zombie_idle_last[random_num(0, sizeof zombie_idle_last - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
    else
        engfunc(EngFunc_EmitSound, ID_BLOOD, CHAN_VOICE, zombie_idle[random_num(0, sizeof zombie_idle - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)

    set_task(random_float(60.0,120.0), "zombie_play_idle", taskid);
}
DOWNLOAD THE SOUNDS AND THE MODELS FROM HEAR !:
Another link:
here you must weight for 1 min then you will Download the rar fail
http://www.webfilehost.com/?mode=viewupload&id=6077184
http://www.uploading.com/files/2W498...ounds.zip.html

Last edited by Swuifti; 06-18-2008 at 09:50.
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makSuS
Junior Member
Join Date: Jun 2008
Old 06-18-2008 , 03:16   Re: Biohazard v1.93 (Zombie Mod)
Reply With Quote #1870

Whether it is possible to establish range of vision for people? If is not present, I ask to realise
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