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Base Builder Zombie Mod v6.5 [01/15/2011]


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t*stylez
BANNED
Join Date: Apr 2010
Old 06-05-2010 , 12:11   Re: Base Builder Zombie Mod
Reply With Quote #61

Quote:
Originally Posted by FlyingHorse View Post
The blocks wont return to where they were when the round is over. Can u fix that?
it's not supposed to.

it only goes back when map changes.

it so other people can use / edit / destroy the current bases.
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xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 06-05-2010 , 12:57   Re: Base Builder Zombie Mod
Reply With Quote #62

Tirant: loop trough all entities on round start and use
engfunc( EngFunc_SetOrigin, iEntity, Float:{ 0.0, 0.0, 0.0 } );
to reset them
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Kreation
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Join Date: Jan 2010
Location: Illinois
Old 06-05-2010 , 13:00   Re: Base Builder Zombie Mod
Reply With Quote #63

Quote:
Originally Posted by xPaw View Post
Tirant: loop trough all entities on round start and use
engfunc( EngFunc_SetOrigin, iEntity, Float:{ 0.0, 0.0, 0.0 } );
to reset them
I knew you'd be posting about resetting them.
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FlyingHorse
Senior Member
Join Date: Apr 2010
Location: Under your bed.
Old 06-05-2010 , 13:49   Re: Base Builder Zombie Mod
Reply With Quote #64

Hope he does make so it resets them on on every new round start
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Seta00
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Join Date: Jan 2010
Location: Berlin
Old 06-05-2010 , 14:14   Re: Base Builder Zombie Mod
Reply With Quote #65

This is a nice idea, but has nothing to do with Zombies... Go play SourceForts and you will see a really good base builder mod.

SourceForts: http://www.sourcefortsmod.com/
Also, you can get HL2: Deathmatch for free to play Sourceforts if you own ATI or nVidia hardware:
steam://hardwarepromo/305 (ATI)
or
steam://hardwarepromo/609 (nVidia)
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fezh
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Join Date: Dec 2008
Location: BANNED
Old 06-05-2010 , 14:33   Re: Base Builder Zombie Mod
Reply With Quote #66

Seta: as far as I know with such offer you don't get Source SDK. So you will need to buy a Source game in order to play mods.
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BloodMan
Senior Member
Join Date: Apr 2008
Location: Lithuania
Old 06-05-2010 , 15:03   Re: Base Builder Zombie Mod
Reply With Quote #67

Yay! I got perm banned, for a bind some shitty server gave me on my enter key... I hitted enter and BOOM:

Join xx.xxx.xxx..xxxx server. and afterwards you're banned for advertisment PERM... I know this is not the right place to say that, but damn, that's so harsh and retarted... I hate binds like that...
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mailkman
Member
Join Date: Jun 2009
Old 06-05-2010 , 15:53   Re: Base Builder Zombie Mod
Reply With Quote #68

[Portugal-Fun-Maps] #2 BASE BUILDER -IP: 82.102.5.83:27016
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Tirant
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Join Date: Jul 2008
Location: Los Angeles, California
Old 06-05-2010 , 15:56   Re: Base Builder Zombie Mod
Reply With Quote #69

Quote:
- You have hardcoded entities ID for map-fixes but it's calculated for 32 slots server. Will not work on less slots.

- Remove map-fixes hardcoded and add per-map file configuration for barrier/ignore/remove and other block types (In my BB, use mapname.bb files in maps folder where you can add type:brushmodel

Example:
It's all automatic, make the maps like I say and you'll have no problem.


Quote:
- For gravity, add one type of block (stone) that falls down if not supported on other block or wall

- Add habilities (for admins) to set manually some blocks like "stone" (as I've said before)
Good idea, it would have to be a different entity, or a func_wall named stone or something. One flaw, if the object is placed in a wall, it will stick.

Quote:
- Add block origin restore at round_end (cvar controlled)
I read xPaws post, I'll try it, but I still think it would crash the server with soo much happening at once.

Quote:
- When some block is grabbed, get the offset of the point from where is grabbed so it will not be moved from entity center (I guess you understood what I'm saying)
I'll have to look through my code and see what I can do, but I don't think it is that big of a deal atm.

Quote:
- Add push/pull habilities (only with knife)
Workin on it. I already got some code to work with. I want to block the attacks happeneing also, or strip users till round start.

Quote:
- Add cvar to change rounds per map
You already have one... If that isn't working for you, change the round cvars, I wasn't sure if it would work, but I wanted to make it easier for the clients. Easy to make something hardcoded, a bitch to make it so everyone can edit what they want and maybe make it not the same as mine.
Quote:
- Add Human respawn command only at building time (for late join)
/fixspawn and it autorespawns the client

Quote:
- Add retry control (to put the player in same team as last connection)
I thought about this already, I'll definitely look into it more. I was thinking that it would mix up their ids though. Like if soem1 enters with id 21 then reconnects as id 22, it would fudge up.

Quote:
- For the market/upgrades system, it will be nice to not have a lot of hardcoded things

- In main post, add details of achievements and upgrade system
I'm not going to post that code. I gotta keep something special for my server, sorry.

Quote:
- Add habilites (for admins) to set manually some blocks as "translucid"
If other people like it, I'll do it.

Quote:
- Permit to have more than one barrier entities (some map designers could need this)
Easy fix... select all different walls you want to be barriers and then tie to entity at once. This will make all separate pieces count as 1 entity and the plugin will act on them as 1 entity. Look at ALL of my maps...

I will not add hardcoded entities, it is too inefficient for people who don't know how to get the entity numbers or model *#. My system allows the map-makers complete control which I think is great because the map makers controls what is used in the maps.
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grimvh2
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Join Date: Nov 2007
Location: Fishdot Nation
Old 06-05-2010 , 16:01   Re: Base Builder Zombie Mod
Reply With Quote #70

Use trie, save his steamid in the Key, and hes teamnumber in the cell. Then check at client connect, save it at disconnect, and destroy the cell at plugin_end
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