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[TF2] Biohazard [0.0.3.0] [31/03/20]


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hkkelvin1995
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Join Date: Jun 2009
Location: Hong Kong
Old 04-28-2014 , 11:55   Re: good plugin...
Reply With Quote #21

Quote:
Originally Posted by eovldkdlel1 View Post
Hi, I'm from South Korea Resident Evil is one of the plug- in , open the server

Popular right now people are awesome !

Zombies have more fun than the old fortress of innovative ideas

But just regret it

I do not have a zombie skin does not fit with you , and yet the balance

In most cases the problem is that there's no map is only one ...

Align the plug roughly balance one another somewhat

I think it 's okay

If this does not help , and other zombie zombie zombie skin model of the pier even find the game to put a banana in the same forum would be appreciated

It is the largest wind maps and more .

114.200.105.125:27018 a private server, but now

Hosting soon to see the reaction of people will be taking

Have you ever been friends with me you can if you have steam : eovldkdlel1 thank you

And thank you for reading this gingeul just ask
Go try some existing Zombie a Fortress map
Most of them do work fine
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Last edited by hkkelvin1995; 04-30-2014 at 14:19.
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 04-28-2014 , 16:38   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #22

After ages trying to find out what was bugging the hell out of vrad, I've uploaded a Biohazard-tweaked version of Lumberyard which is linked on the main post of this thread.
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nergal
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Join Date: Apr 2012
Old 04-28-2014 , 20:36   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #23

biohazard BAHH

The original K1ll3rs Zombie mod for Call of Duty One: United Offensive expansion pack was the best.

zombies had throwable body parts and the last player alive got SUPER WEAPONS.
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hkkelvin1995
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Join Date: Jun 2009
Location: Hong Kong
Old 04-28-2014 , 21:58   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #24

In the past, when we still hosting Zombie Fortress, we figured out a fact that switching BLU team's models into custom models would result a corruption of entity, and also in Versus Saxton Hale mode.
Things got worse in escape maps. Doors didn't open, trains didn't move.
But it seems had been solved by Valve in a minor update before.
It worth a try of giving BLU team zombie models.
My friend used to say, Zombie Fortress is just a bunch of armed players fighting against unarmed players.
And those "zombies" were just respawning unlimitedly with normal health, trying to wipe RED team out. That was why ZF couldn't be popular as ZR in CSS.
I really hope things can be changed.
And now I see the light.

Last edited by hkkelvin1995; 04-28-2014 at 22:08.
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AeroAcrobat
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Join Date: Apr 2011
Location: lives in a circus
Old 04-28-2014 , 22:12   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #25

Code:
L 04/29/2014 - 04:03:47: Info (map "bh_lumberyard_b1") (file "errors_20140429.log")
L 04/29/2014 - 04:03:47: [SM] Native "CreateEntityByName" reported: Cannot create new entity when no map is running
L 04/29/2014 - 04:03:47: [SM] Displaying call stack trace for plugin "TFBiohazard.smx":
L 04/29/2014 - 04:03:47: [SM]   [0]  Line 1925, C:\Users\Jonathan\Documents\SourceMod Scripts\git\TFBiohazard\addons\sourcemod\scripting\TFBiohazard.sp::ControlPointMaster()
L 04/29/2014 - 04:03:47: [SM]   [1]  Line 1948, C:\Users\Jonathan\Documents\SourceMod Scripts\git\TFBiohazard\addons\sourcemod\scripting\TFBiohazard.sp::GetControlPointMasterName()
L 04/29/2014 - 04:03:47: [SM]   [2]  Line 1654, C:\Users\Jonathan\Documents\SourceMod Scripts\git\TFBiohazard\addons\sourcemod\scripting\TFBiohazard.sp::OnRoundTimerSpawned()
L 04/29/2014 - 04:03:47: Failed to auto generate config for TFBiohazard.smx, make sure the directory has write permission
Not sure about the last error because I've added the config :/
Probably something on my end because my TF2 folders are symlinked.
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 04-29-2014 , 05:18   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #26

That error is confusing me - it's coming from when the round timer is being created, yet it's saying it's too early to be creating entities...?
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Oshizu
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Join Date: Nov 2012
Location: Warsaw
Old 04-29-2014 , 07:26   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #27

Quote:
Originally Posted by x6herbius View Post
That error is confusing me - it's coming from when the round timer is being created, yet it's saying it's too early to be creating entities...?
Maybe add extra check like this:
PHP Code:
public OnMapEnd()
{
       
CreatingEntitiesAllowed false;
}

public 
OnConfigsExecuted()
{
       
CreatingEntitiesAllowed true;

Plugin for some reason might be trying to create entity too early or too late:
- Tries to create entity before or during map loading
- Tries to create entity after map ended (Timer could be)
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Last edited by Oshizu; 04-29-2014 at 07:29.
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x6herbius
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Location: West Sussex, UK
Old 04-29-2014 , 07:44   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #28

Ah, that's a good idea. I'd tried to get around it before by using IsValidEntity(0), but OnConfigsExecuted() is probably better.

The only thing is that the error above comes from trying to hook up the round timer to fire outputs to a team_control_point_master in order to win the round. If no team_control_point_master exists at the time, it's created. If I can't create the tcpm at that point then the timer is just going to end up without the I/O connection and so the round won't end when it should.
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Powerlord
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Join Date: Jun 2008
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Old 04-29-2014 , 14:28   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #29

Quote:
Originally Posted by x6herbius View Post
Ah, that's a good idea. I'd tried to get around it before by using IsValidEntity(0), but OnConfigsExecuted() is probably better.

The only thing is that the error above comes from trying to hook up the round timer to fire outputs to a team_control_point_master in order to win the round. If no team_control_point_master exists at the time, it's created. If I can't create the tcpm at that point then the timer is just going to end up without the I/O connection and so the round won't end when it should.
Don't do it when the timer is created... add a Spawn hook to the timer there, then connect the two in the spawn hook.

Otherwise, you could do like PropHunt Redux does and do it from the other direction... do it from the tcpm spawn event and create the tcpm if it's not spawned yet when teamplay_round_start is called (which will in turn cause the tcpm spawn event to fire).
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Last edited by Powerlord; 04-29-2014 at 14:29.
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danne2
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Old 05-01-2014 , 00:56   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #30

In terms of using the zombie models, on my server I created standalone versions of the zombies for SZF that we used as replacement player models. I already did three of the nine classes, and it's not that hard to do. Once the gamemode is in a state where I have it on my server as a regular gamemode (once it's fully stable, has sounds, maps, etc), I can make the other player model replacements.

It's perfectly stable in my custom version of SZF, so I don't see why it'd have any issues with this gamemode.
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