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[TF2] Zombie Fortress (current version: 2.1.1)


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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 04-03-2010 , 15:12   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #431

Quote:
Originally Posted by MoggieX View Post
howdy,

I just spotted this in the plugins list, I worked on the code a while back.

It would be fab if you could include the zombie vision that I added back in a previous version, there is a screen shot of it in the post below and also in the video link, you'll see its very neat to do and very simple to add, the code for this is in the plugin in the post:

http://forums.alliedmods.net/showpos...&postcount=337

http://secure.xfire.com/video/14404b/
(around 1:2

Matt
Hi Matt, thanks for the info! It's definitely coming time to add in some visual / aural features to ZF, now that gameplay changes are turning into a trickle.

Regarding zombie vision, I remember seeing it before - I'm assuming that the overlay used is custom, and would thus have to be downloaded by clients. Is forcing the client to download this file possible via an SM plugin?
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MoggieX
Veteran Member
Join Date: Aug 2007
Location: n00bville
Old 04-03-2010 , 15:36   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #432

Quote:
Originally Posted by dirtyminuth View Post
Hi Matt, thanks for the info! It's definitely coming time to add in some visual / aural features to ZF, now that gameplay changes are turning into a trickle.

Regarding zombie vision, I remember seeing it before - I'm assuming that the overlay used is custom, and would thus have to be downloaded by clients. Is forcing the client to download this file possible via an SM plugin?
yea, its quite easily done. Look out for the term overlay in the source of the code I referenced, I documented the code quite well.

The file was lifted from zombie panic source and you'll need to use the PrecacheFiles() function, also look for the 'Ambience' set of fucntions, they really add to the game feel too. Again its all in the source and the overlay & sound file is attached in that post

Matt
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MoggieX
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Join Date: Aug 2007
Location: n00bville
Old 04-03-2010 , 15:43   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #433

Some other points of interest:

Sets the Zombies FOV much wider than normal, gives that distorted feel:
Code:
SetEntData(client, offsFOV, 130, true);
Sets the FOV back to Normal
Code:
//EDIT: 2.1.1.2 -  FOV & Render: Using this to set FOV & render back to normal,90,0
		SetEntData(client, offsFOV, 90, true);
Makes the zombie blink
Code:
SetEntityRenderFx(client, 24);
And puts them back to normal:
Code:
SetEntityRenderFx(client, 0);
Makes the Zombie a lovely shade of Green:
Code:
SetEntityRenderColor(client, 0, 100, 0);
And back to normal again:
Code:
SetEntityRenderColor(client, 255, 255, 255, 255);
Note: For FOV you'll need to get the offset in OnPluginStart()

Code:
	offsFOV = FindSendPropInfo("CBasePlayer", "m_iDefaultFOV");
	if (offsFOV == -1)
	{
		SetFailState("Couldn't find \"m_iDefaultFOV\"!");
	}
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crazy-tony
Member
Join Date: Aug 2008
Old 04-04-2010 , 09:47   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #434

would it be possibble to add a cvar for the zombie vision so servers have the choice to have it on or of ???
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 04-04-2010 , 13:17   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #435

Quote:
Originally Posted by crazy-tony View Post
would it be possibble to add a cvar for the zombie vision so servers have the choice to have it on or of ???
Yes, I would likely give both the server and client the option of using it.

I haven't even started to plan things out yet, seeing as I'm on vacation right now.
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DrWagstaff
SourceMod Donor
Join Date: Apr 2010
Location: Livermore
Old 04-09-2010 , 21:42   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #436

Yeah, it just needs an sm_zf_enabled cvar and I'll be all over it. Please do this!
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 04-15-2010 , 20:55   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #437

Zombie Fortress 4.0.4.0
Full Description: (http://forums.alliedmods.net/showpos...&postcount=382)

This version makes available the Sandvich and Dalokohs Bar for the Heavy, and Bonk! for the Scout.

Changelog (4.0.3.1 > 4.0.4.0):
  • [New Features]
    • Sandvich and Dalokohs Bar available for the Heavy.
    • Bonk! available for the Scout.
Credits
  • killthemedic and GFL forums for "motivating" me to submit this release.
Eat and drink well, my zombie friends!
Attached Files
File Type: sp Get Plugin or Get Source (zombiefortress.sp - 426 views - 60.9 KB)
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crazy-tony
Member
Join Date: Aug 2008
Old 04-16-2010 , 02:42   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #438

Quote:
Originally Posted by dirtyminuth View Post
Zombie Fortress 4.0.4.0
Full Description: (http://forums.alliedmods.net/showpos...&postcount=382)

This version makes available the Sandvich and Dalokohs Bar for the Heavy, and Bonk! for the Scout.

Changelog (4.0.3.1 > 4.0.4.0):
  • [New Features]
    • Sandvich and Dalokohs Bar available for the Heavy.
    • Bonk! available for the Scout.

Credits
  • killthemedic and GFL forums for "motivating" me to submit this release.
Eat and drink well, my zombie friends!
many thanks for the update ,,, and also the awsome work and comitment your showing to this plugin ...

You are one main reason for us building the new Zombie Fortress website and also are helping in the comited work going on to make this a major plugin for TF2 ...

Well done matey
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Last edited by crazy-tony; 04-16-2010 at 15:12.
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crazy-tony
Member
Join Date: Aug 2008
Old 04-16-2010 , 02:46   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #439

Quote:
Originally Posted by DrWagstaff View Post
Yeah, it just needs an sm_zf_enabled cvar and I'll be all over it. Please do this!

Well all you need to turn the plugin on or of on a normal server is to use the cvar
sm_zf_force_on "1"

set this to 0 in you your zf cfg file then enable it on your map cfg file ....

This works as i have been beta testing it over the last week on 2 different servers ...
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Last edited by crazy-tony; 04-16-2010 at 15:11.
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KyleS
SourceMod Plugin Approver
Join Date: Jul 2009
Location: Segmentation Fault.
Old 04-24-2010 , 16:39   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #440

dirtyminuth you should create your own thread.
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