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ZombieHell


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Tirant
Veteran Member
Join Date: Jul 2008
Location: Los Angeles, California
Old 11-25-2009 , 22:36   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #101

You can't do this with bots (podbot, czero). If you made them into npc's it would be a while different thing, and i think the mod would have to be rewritten. But if you could write npcs, it would add loadsof fun and possibilities (but laggy).
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HipHopVzla
Senior Member
Join Date: Sep 2009
Location: Venezuela
Old 11-25-2009 , 23:50   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #102

must be a way to integrate counter strike NPC, at an example:

http://www.fpsbanana.com/tools/4226
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frk_14
Senior Member
Join Date: Jan 2009
Location: Argentina
Old 11-26-2009 , 00:53   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #103

this is "monster mod", i like the idea than create a zombie npc independent of "monster mod"
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Tirant
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Join Date: Jul 2008
Location: Los Angeles, California
Old 11-26-2009 , 01:06   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #104

you would have to get monster mod and recode it.
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Stixsmaster
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Join Date: May 2007
Location: I am all around you...I
Old 11-26-2009 , 04:20   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #105

I got this working only problem is none of the provided custom models seem to be used by the bots...they all look like normal T models and CT look default as well...

---Stixsmaster
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Tirant
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Join Date: Jul 2008
Location: Los Angeles, California
Old 11-26-2009 , 05:26   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #106

since mandos server is down for a lil, my server will be running this mod. 63.215.74.167:27015
come and play if you want to have some real fun.
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xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 11-26-2009 , 07:26   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #107

Quote:
Originally Posted by Tirant View Post
come and play if you want to have some real fun.
I don't want to have fun on zombie mods, i want real scary mods! The truly good hl1 mod is BrainBread, i want to do it in cs, but im too lazy to code so many shit
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hectorz0r
Senior Member
Join Date: Oct 2008
Old 11-26-2009 , 08:52   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #108

Quote:
Originally Posted by Stixsmaster View Post
I got this working only problem is none of the provided custom models seem to be used by the bots...they all look like normal T models and CT look default as well...

---Stixsmaster
Well, I dont know how can it be possible. the mod is being tested in two servers, one of them CZ. I would say that the problem could be if you're using CZ but our CZ server has no problems too. Isnt there any error messages?
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Last edited by hectorz0r; 11-26-2009 at 09:07.
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Sa1MaN
Junior Member
Join Date: Nov 2009
Location: Moldova, Orhei
Old 11-26-2009 , 09:13   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #109

Version 1.4c:

- sky is not precaching ? why ?
- why the fire nade explodes ?
- i'm getting this when roundtime goes 0:00 > http://i010.radikal.ru/0911/89/c0d81ea58639.jpg in de_dust2.. OMG!
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DruGzOG
Veteran Member
Join Date: Nov 2007
Location: Unknown
Old 11-26-2009 , 09:15   Re: ZombieHell 1.4c - updated 25/11
Reply With Quote #110

Quote:
Originally Posted by Sa1MaN View Post
Version 1.4c:

- sky is not precaching ? why ?
- why the fire nade explodes ?
- i'm getting this when roundtime goes 0:00 > http://i010.radikal.ru/0911/89/c0d81ea58639.jpg in de_dust2.. OMG!

The sky precaches fine on my server
Thats how the nades were built
That error doesnt happen in my server, do you happen to have any other plugins running? If so, please post your plugins.ini
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