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Biohazard v2.00 Beta 3b (Zombie Mod)


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BeasT
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Join Date: Apr 2007
Location: Lithuania
Old 07-26-2008 , 08:19   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2221

How does knockback work? Where to set knockback power?
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Fry!
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Join Date: Apr 2008
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Old 07-26-2008 , 08:20   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2222

I think it was in biohazard.cfg
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Alexutzu
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Join Date: Jan 2008
Location: Romania
Old 07-26-2008 , 08:33   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2223

i like the beta 3 but takes too much time for players to download the models
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CHyCMyMpNk
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Join Date: Jun 2008
Location: PTZ
Old 07-26-2008 , 09:26   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2224

Cheap_Suit can You write for people (survivors) random_models ?
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SweetiePie
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Join Date: Jul 2007
Location: Germany, Berlin
Old 07-26-2008 , 09:47   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2225

Nice Beta, nice classes, but missing bio_longjump for first (and all zombies), because natives have been changed.
I changed natives in bio_longjump.sma, but it won't compile.

Errors:
Undefined symbol "is_user_infected" on line 24
Undefined symbol "is_user_infected" on line 43

Any solution ?

Greets
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Fry!
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Join Date: Apr 2008
Location: Latvia
Old 07-26-2008 , 11:05   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2226

Hey, can someone help me because if I disable weapon menu i want buy weapons from buy zone but buy zone are blocked.

Code:
// Biohazard mod configuration file
echo Executing Biohazard mod configuration file

// Sets sv_skyname. Note: Leave blank to disable.
bh_skyname "drkg"


// Shows your real health.
bh_showtruehealth 1


// Sets map light value ('a' darkest to 'z' brightest). Note: Leave blank to disable.
bh_lights "d"


// Enable weapons menu.
bh_weaponsmenu 0


// Randomly spawns everyone every new round. Note: Uses csdm spawn points.
bh_randomspawn 0


// Kill suiciders next time they spawn.
bh_punishsuicide 1


// How long till the infected player(s) shows up.
bh_starttime 15.0


//How long players will be able to buy (CS Buy Menu). Note: Use 0 to disable.
bh_buytime 180


// Maximum zombies
bh_maxzombies 31


// Use custom win sounds.
bh_winsounds 1


// Ammo system.
// 0 - off
// 1 - unlimited ammo
// 2 - unlimited clip
bh_ammo 1


// HEs explode on impact.
bh_impactexplode 1


// Flashbangs only blind zombies.
bh_flashbang 1


// Turn NVG on automatically when infected.
bh_autonvg 1


// Cap health display to 255.
bh_caphealthdisplay 1


// Survivors cant be infected till their armor is gone.
bh_obeyarmor 0


// Money gain from infecting a survivor.
bh_infectionmoney 1


// Pain shock free system.
bh_painshockfree 1


// Objects pushed when shot.
bh_shootobjects 1


// Push multiplier for weapons.
bh_pushpwr_weapon 4.0


// Push multiplier for zombies.
bh_pushpwr_zombie 7.0


// Knockback system.
bh_knockback 1


// Disables knockback when zombie is ducking.
bh_knockback_duck 1


// Maximum distance of knockback to take effect.
bh_knockback_dist 380.0


// Enable zombie classes.
bh_zombie_class 1


// Randomize player class.
bh_randomclass 1


// Zombies are respawned as zombies.
bh_respawnaszombie 0


// Frag bonus when killing a zombie.
bh_kill_bonus 1


// Rewards for killing a zombie.
// 0 - off
// 1 - full clip
// 2 - he grenade
// 3 - both 
bh_kill_reward 3


// Starting zombie(s) multiplier. (player count * bh_zombie_multi)
bh_zombie_countmulti 0.15


// Starting zombie(s) health multiplier.
bh_zombie_hpmulti 2.0




// Sub-plugins cvars

// bio_radar.sma
//
// Enable/disable plugin.
bh_zombie_radar 1




//bio_smokeflare.sma
//
// Enable/disable plugin.
bh_flare_enable 1


// Flare life.
bh_flare_duration 999.9




// bio_antiblock.sma
//
// Enable/disable plugin.
bh_antiblock 1




// bio_boatescape.sma
//
// Chopper arrival delay.
bh_rescuetime 20.0




// customflashlight.sma
//
// Enable/disable plugin.
flashlight_custom 1


// Show flashlight to all players or only to the player who is using it.
flashlight_show_all 1


// Time in seconds it will take to flashlight to be fully drained.
flashlight_fulldrain_time 120


// Time in seconds it will take to flashlight to be fully charged.
flashlight_fullcharge_time 20


// Flashlight color.
// 0 - random (predifined) colors
// 1 - team colors
flashlight_color_type 1


// Flashlight color for CTs if flashlight_color_type is set to 1.
flashlight_color_ct 255255255


// Flashlight color for Ts if flashlight_color_type is set to 1.
flashlight_color_te 255255255


// Flashlight radius
flashlight_radius 9


// Max distance in units where you can see the flashlight.
flashlight_distance_max 2000.0


// Attenuation light factor according to distance between player and flashlight.
flashlight_attenuation 5
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Quote:
Originally Posted by wisam187
why all the great scriptors..... always.... leave and let their works go into oblivion ???
i miss your way in making outstanding plugins...
this forum needs lots of the likes of you..... and less of the idiots that spread right now.
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hleV
Veteran Member
Join Date: Mar 2007
Location: Lithuania
Old 07-26-2008 , 11:06   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2227

Nice to see an update. But the only thing I really like is the knockback of the pushable objects. I know there's other changes but that one is a BOMB!

BTW suggesting to remove the knockback of func_pushable if player is using knife.

And WTF happened to HE grenade? Does it explode instantly when hit the ground?
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Last edited by hleV; 07-26-2008 at 11:09.
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SweetiePie
Member
Join Date: Jul 2007
Location: Germany, Berlin
Old 07-26-2008 , 11:40   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2228

Quote:
Originally Posted by SweetiePie View Post
Nice Beta, nice classes, but missing bio_longjump for first (and all zombies), because natives have been changed.
I changed natives in bio_longjump.sma, but it won't compile.

Errors:
Undefined symbol "is_user_infected" on line 24
Undefined symbol "is_user_infected" on line 43

Any solution ?

Greets
OMFG, I'm a fool, lol, sry.

I compiled with type of biohazard.inc of Version 1.92. ;)
Now I compiled successfully with new biohazard.inc of Version 2.0 Beta 3 ! ;)

Greets

PS.: Biolongjump is NOT available anymore. Is it possible, to implement it in the code ? Would be great !
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Last edited by SweetiePie; 07-26-2008 at 12:04. Reason: Compiles successfully but doesn't function !
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BeasT
Senior Member
Join Date: Apr 2007
Location: Lithuania
Old 07-26-2008 , 11:51   Re: Biohazard v2.00 Beta 3 (Zombie Mod)
Reply With Quote #2229

Quote:
Originally Posted by hleV View Post
And WTF happened to HE grenade? Does it explode instantly when hit the ground?
// HEs explode on impact.
bh_impactexplode 1

Heh, great update. I left everything by default and it's quite good equality.

One small bug. I use parachute plugin. When you are leaper (lower gravity), you jump and fly with parachute and then when you get down and try to jump again you have normal (800) gravity.

Last edited by BeasT; 07-26-2008 at 13:08.
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Cheap_Suit
Veteran Member
Join Date: May 2004
Old 07-26-2008 , 13:59   Re: Biohazard v2.00 Beta 3a (Zombie Mod)
Reply With Quote #2230

Quote:
Originally Posted by Hello-World View Post
bio_boatescape , how does it work ?
You can edit the following:
  • Boat speed
  • Lift delay
  • Chopper delay
  • Removal of that blockade
Quote:
Originally Posted by BeasT View Post
How does knockback work? Where to set knockback power?
The only difference from the old knockback is this one has distance limitation. So you cant knockback zombies far away. Knockback power is multipled by the bullet caliber (look in the biohazard.cfg)

Quote:
Originally Posted by Alexutzu View Post
i like the beta 3 but takes too much time for players to download the models
Lucky you mando127 has provided a fast dl server! Look in the 1st post

Quote:
Originally Posted by The_Thing View Post
Hey, can someone help me because if I disable weapon menu i want buy weapons from buy zone but buy zone are blocked.
That is now fixed. Thanks.

Quote:
Originally Posted by hleV View Post
BTW suggesting to remove the knockback of func_pushable if player is using knife.
What for? They cant push it back that far when they are human.


Quote:
Originally Posted by SweetiePie View Post
OMFG, I'm a fool, lol, sry.

I compiled with type of biohazard.inc of Version 1.92. ;)
Now I compiled successfully with new biohazard.inc of Version 2.0 Beta 3 ! ;)

Greets

PS.: Biolongjump is NOT available anymore. Is it possible, to implement it in the code ? Would be great !
Yes! Use the native is_user_infected. But I believe that it would be better if it was a class.
This is only an example: http://www.cheapsuit.ampaste.net/m5103275

Quote:
Originally Posted by BeasT View Post
One small bug. I use parachute plugin. When you are leaper (lower gravity), you jump and fly with parachute and then when you get down and try to jump again you have normal (800) gravity.
Not a bug. The parachute by jtp resets the players gravity to normal. I've provided my version of the parachute plugin. Just change the model because I dont have it anymore.
Attached Files
File Type: sma Get Plugin or Get Source (parachute.sma - 2337 views - 3.7 KB)
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Last edited by Cheap_Suit; 07-26-2008 at 14:12.
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