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


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jking
AlliedModders Donor
Join Date: Jan 2012
Old 02-04-2012 , 00:03   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #31

deleted.

Last edited by jking; 07-19-2016 at 13:13.
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Tiger50
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Join Date: Feb 2010
Location: Southampton UK
Old 02-10-2012 , 05:16   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #32

This is a brilliant mod.

Its well thought out, and the configuration options are great.

I have played 2 campaign's on the parish, 1 on the swamp, and verious surival matches with no problems.

Many thanks Silvers for this mod and all the hard work.

Brilliant job, keep up the good work.
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Blazen123
Junior Member
Join Date: Jul 2011
Old 04-29-2012 , 16:12   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #33

and for me the type of Spit works only and all.
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Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 06-22-2013 , 02:31   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #34

I think Silver has become inactive... A shame, since he's one of the best L4D2 coders I know!
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-22-2013 , 06:33   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #35

Hiya
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Mr. Man
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Join Date: Mar 2011
Location: Huh?
Old 06-22-2013 , 10:29   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #36

YES!
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Munch
Senior Member
Join Date: May 2012
Location: Liverpool UK
Old 10-17-2013 , 20:36   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #37

One of the best mods around. However I wish I could have only mutants and no regular Z's, or at least have a section in the ../data/l4d2_mutants.cfg for regular Z,s and an entry in the types section:

//1=Bomb, 2=Fire, 4=Ghost, 8=Mind, 16=Smoke, 32=Spit, 64=Tesla, 128=regular, 255=All
// Minimum: "0"
// Maximum: "255"
"types" "127"

This way I could at least disable the regular Z's

I currently run a server with just specials and the SuperTank mod.
Having a dozen or so Mutant Zombies would be the cherry to top the cake.
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Last edited by Munch; 12-01-2013 at 18:05.
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darktemplarr
Member
Join Date: Jun 2010
Old 08-05-2014 , 00:01   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #38

I really wish I could get this working considering how cool it looks.
I've put sdkhooks.inc in my sourcemod/scripting/include folder. I've placed the .sp file provided via the Get Source link in my sourcemod/scripting folder. I've used the compile.exe application that comes with 1.6.0 and gotten the final product (.smx file) in the sourcemod/scripting/compiled folder. I've then taken that and put it in my plugins folder with all the other working .smx plugin files, but still no luck. The convars will not show up in console and thus the plugin will not load for me. I don't understand how to do this. I hate vague instructions that just assume I even knew what plugin compiling was for sourcemod, and why I had to do it myself rather than download a .smx beforehand. A lovely not-obscure tutorial or something would be nice for people who aren't coders in the slightest themselves but still want to have these kinds of intricate plugins loaded on their servers.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 03-27-2015 , 11:38   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #39

You don't need to compile it yourself, as the instructions say "Download the .zip and extract the files to their respective folders in your servers \addons\sourcemod\ folder." that is all you need to do, it works out the box so to say.
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Diabolik001
Member
Join Date: May 2010
Old 10-22-2015 , 21:31   Re: [L4D2] Mutant Zombies (1.3) [10-May-2012]
Reply With Quote #40

Hello Silvers. you could do the same but for L4D1.
It would be excellent as there are still many who play L4D1.
the plugin is excellent use it on my L4D2 and I loved...

Last edited by Diabolik001; 10-22-2015 at 21:32.
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