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


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kaybeebiscuits
Junior Member
Join Date: Jan 2011
Old 01-09-2012 , 08:15   Re: [L4D2] Mutant Zombies (1.0) [01-Jan-2012]
Reply With Quote #21

Using SDK Hooks 2.1 on Windows, with Sourcemod 1.4.1.

Just had a full game on Swamp Fever. Zero crashes. No issues so far.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-14-2012 , 16:21   Re: [L4D2] Mutant Zombies (1.1) [14-Jan-2012]
Reply With Quote #22

Plugin updated 1.1:
- Added command "sm_mutantsrefresh" to refresh the plugin and reload the data config.
- Fixed "types" config not setting when "random" was set to 0.


After changing settings in the config, you must either:
A) Use this command sm_mutantsrefresh
B) Reload the plugin.
C) Change map.


Plugin updated 1.2:
- Fixed "effects" not setting correctly on "Mind" type.


Thanks everyone for the feedback.
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Last edited by Silvers; 01-15-2012 at 15:01.
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Chronic1
SourceMod Donor
Join Date: Jun 2011
Old 01-15-2012 , 16:33   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #23

Not sure if this is related to this plugin or not but since using it I have seen people people disconnected from the server with the buffer overflow error message. At one point 7 people were kicked all at once and all rejoined saying they got a buffer overflow message. I have removed this plugin and will continue to watch for that error closely as it could be related to something else.
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sojin
Junior Member
Join Date: Apr 2009
Old 01-16-2012 , 06:57   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #24

I just came up with some ideas:
- A mutant zombie may have multiple abilities
- Survivors may drop their weapons when they get hit by Tesla zombies
- Ghost zombies have a chance to dodge bullets being fired
- Thief Zombies? they can steal (destroy) survivor's item when they hit them

Last edited by sojin; 01-16-2012 at 06:59.
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Colder
New Member
Join Date: Jan 2012
Old 01-20-2012 , 07:29   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #25

Plugin works fine, awesome work!


A question though. sm_mutantsrefresh requires me to edit the l4d2_mutants.cfg, save it and exec the command.
But is it possible to have multiple l4d2_mutants.cfg in surcemod\data and exec them quickly in-game when needed? Like from admin menu, exec cfg.

Just imagine walking into the graveyard in the Parish and having most of the zombies as Ghosts. Or in the Carnival, the coaster - Teslas that can push you off a lane.
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chatyak
Senior Member
Join Date: Aug 2011
Old 01-29-2012 , 15:48   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #26

Can't wait to test!

Last edited by chatyak; 01-29-2012 at 15:48.
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KarnageInk
Member
Join Date: Oct 2010
Old 01-31-2012 , 14:22   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #27

Hi

A few ideas for new zombie types
Bruiser : when it hits u, u get the "hit by explosion animation" like being too close to a exploding barrel or charger slams into a wall very near to u. it is a little same to tesla but the bruiser makes u flinch, u cant do anything while being hit, creates valuable opportunites for SI.

Supersonic : moves very fast. 1.5 of normal spd?

Iceman : i forgot which mod i took the idea from, either yr tank mod or machine's tank mod. reduced movement spd when hit.

Darkness : took idea from ztar last boss mod, when hit HUD turns black.

Death crier : chance to trigger mob when hits u

Doomsayer : idea from panxiaohai meteor mod. when zombie die, trigger meteor (tank's rock) from the sky.
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chatyak
Senior Member
Join Date: Aug 2011
Old 01-31-2012 , 14:45   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #28

Mods works well. Great addition. I also like the idea of the supersonic and meteor-showering zombies.

Last edited by chatyak; 01-31-2012 at 14:45.
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disawar1
AlliedModders Donor
Join Date: Aug 2011
Location: Russian
Old 02-02-2012 , 12:27   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #29

take ideas from other plugins - sucks
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-02-2012 , 18:10   Re: [L4D2] Mutant Zombies (1.2) [15-Jan-2012]
Reply With Quote #30

Quote:
Originally Posted by Colder View Post
Plugin works fine, awesome work!


A question though. sm_mutantsrefresh requires me to edit the l4d2_mutants.cfg, save it and exec the command.
But is it possible to have multiple l4d2_mutants.cfg in surcemod\data and exec them quickly in-game when needed? Like from admin menu, exec cfg.

Just imagine walking into the graveyard in the Parish and having most of the zombies as Ghosts. Or in the Carnival, the coaster - Teslas that can push you off a lane.
Could maybe do this but why not just add the map name and "types" options like the example in first post. That way different maps can have different types.




Quote:
Originally Posted by sojin View Post
I just came up with some ideas:
- A mutant zombie may have multiple abilities
- Survivors may drop their weapons when they get hit by Tesla zombies
- Ghost zombies have a chance to dodge bullets being fired
- Thief Zombies? they can steal (destroy) survivor's item when they hit them
- I'll add the weapon drop at some point.
- Ghost zombies - I forgot to make them invincible to bullets, it was one of the ideas.
- Thief I talked about with some, I just thought of a possible thing with this. Might add.




Quote:
Originally Posted by KarnageInk View Post
Hi

A few ideas for new zombie types
Bruiser : when it hits u, u get the "hit by explosion animation" like being too close to a exploding barrel or charger slams into a wall very near to u. it is a little same to tesla but the bruiser makes u flinch, u cant do anything while being hit, creates valuable opportunites for SI.

Supersonic : moves very fast. 1.5 of normal spd?

Iceman : i forgot which mod i took the idea from, either yr tank mod or machine's tank mod. reduced movement spd when hit.

Darkness : took idea from ztar last boss mod, when hit HUD turns black.

Death crier : chance to trigger mob when hits u

Doomsayer : idea from panxiaohai meteor mod. when zombie die, trigger meteor (tank's rock) from the sky.
- Can't make zombies faster short of teleporting them (would look bad).
- I don't have a tank mod...
- HUD turns black - maybe.
- Death Crier - Maybe something the "mimic" type should do if added.




Quote:
Originally Posted by chatyak View Post
Mods works well. Great addition. I also like the idea of the supersonic and meteor-showering zombies.
And then you want Zombies which drop/throw flares, carry flamethrowers and do what every other plugin out there does. No too long, too much.
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