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Suggestion / Subplugin Request [REQ] Garg in a zombie plague (sub-round).


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Hammerfallerz
Senior Member
Join Date: Feb 2008
Old 11-24-2008 , 04:16   [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #1

Attachment 34029Hello. I've been trying to create it myself, however, I've failed, my skills are too low for it So I'm asking here with hope that l33t coders will make it

Does anyone remembers garg?

Model may be found here:
http://forums.alliedmods.net/showpos...postcount=1123
And all of his sounds maybe be found in valve/sound/garg folder.

Also, I've seen flame zombie plugin:
http://forums.alliedmods.net/showpos...postcount=1745

So what's the idea?

Can anyone make a new subround called "Garg's Attack?". It's like a nemesis round (e.g. 1 player is a Garg, all others are humans). Garg has nemesis health * X (for example nemhp*2), very slow and he's able to throw fire, so it is his main weapon against humans. Also, humans may receive damage if Garg steps on them or is too close.

Talking about cvars:
* How much Garg's health should be multiplied (e.g. cvar nemhp*x).
* Nemesis-like leap system
* Cvar for his gravity & movement speed (should be veeery slow).
* Cvar for how much damage humans are receiving if very close to the Garg.
* Garg doesn't lose hp if he's throwing flames.
* Garg throws flames with +attack, not with +use
* Cvar for his flames: distance, damage, but no cooldown for his attack.
* Of course he should be able to attack with his flame thru simple stuff like vents, boxes etc (cuz he's slow and if humans will be camping somewhere deep in a vent, it will take hours for Garg with low velocity (what will be even more slower while crounching) to get to them.
* Pain-shock free feature.
* No models explode when dies!
* Should work with zombie classes turned off.
* Pain sounds, respawn sounds, roar sound -> uploaded now
* Yeah, also some kind of "Roar" stuff -> humans screens will shake like insane for a few seconds after this "roar" if player was near Garg in X units. Can be used with +use once in a X seconds. Ofc only nearby players will hear roar sound and will be affected.
* Humans will not respawn after death, just like in a nemesis round.
* Has a RGB customized night vision.

I've tried to create it myself, however, I have no idea how to modify & implement (did I spelled that correctly?) flame zombie plugin into the ZP main plugin so this will be ONLY used in a sub-round, without turning on additional zombie classes.

Anyone with l33t skillz will take it? This is very hard in my opinion.

FORGOT!
* Cvar for minimum players
* Cvar for his chance to appear.
* Admin commands to force this sub-round.
* Ignores frags/ammo packs reward.
* Check if there was already a garg-round in a previous round.
* Sounds for his foot steps.

Here are the sounds & model that can be used!

Attached Files
File Type: rar garg_model.rar (189.6 KB, 299 views)
File Type: rar garg_sounds.rar (101.8 KB, 256 views)

Last edited by Hammerfallerz; 11-24-2008 at 04:50.
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SonicSonedit
Veteran Member
Join Date: Nov 2008
Location: Silent Hill
Old 11-24-2008 , 04:24   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #2

Very nice idea, it will be fun ti see Garg again)

btw, leap jump? xD THIS THING CAN'T JUMP!!!
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Hammerfallerz
Senior Member
Join Date: Feb 2008
Old 11-24-2008 , 04:25   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #3

Quote:
Originally Posted by SonicSonedit View Post
btw, leap jump? xD THIS THING CAN'T JUMP!!!
Then how Garg can get to the humans in some high structures or towers without ladders & stuff?
For example let's take zm_death_alley: humans will break the brigde and what Garg should do then to get them?

Last edited by Hammerfallerz; 11-24-2008 at 04:32.
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Fry!
Veteran Member
Join Date: Apr 2008
Location: Latvia
Old 11-24-2008 , 12:58   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #4

Now way... You are requesting new mode, it's hard work to do it...
__________________
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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Hammerfallerz
Senior Member
Join Date: Feb 2008
Old 11-24-2008 , 13:32   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #5

Quote:
Originally Posted by The_Thing View Post
Now way... You are requesting new mode, it's hard work to do it...
As I said: anyone has some l33t skillz to make it?

I'm trying to edit sourcecode, however, I'm not quite sure if I transfered flamezombie class correctly and made him work as a new g_garg (all other stuff I did correct and I'm sure about it).
Of course there won't be stuff like roar, but hey, I'm a newbie ^_^
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Hammerfallerz
Senior Member
Join Date: Feb 2008
Old 11-24-2008 , 16:14   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #6

Failed again
Code:
Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2006 ITB CompuPhase, AMX Mod X Team

Error: Undefined symbol "native_register_extra_item2" on line 974
Error: Undefined symbol "native_register_extra_item2" on line 975
Error: Undefined symbol "native_register_extra_item2" on line 976
Error: Undefined symbol "native_register_extra_item2" on line 977
Error: Undefined symbol "native_register_extra_item2" on line 979
Error: Undefined symbol "load_spawns" on line 1524
Error: Undefined symbol "fm_get_user_team" on line 1640
Error: Undefined symbol "save_stats" on line 1646
Error: Undefined symbol "fnGetZombies" on line 1664
Error: Undefined symbol "PlaySound" on line 1671
Error: Number of arguments does not match definition on line 1671
Error: Undefined symbol "fnGetHumans" on line 1677
Error: Undefined symbol "PlaySound" on line 1684
Error: Number of arguments does not match definition on line 1684
Error: Undefined symbol "PlaySound" on line 1695
Error: Number of arguments does not match definition on line 1695
Error: Undefined symbol "set_user_gnvision" on line 1729
Error: Undefined symbol "set_user_gnvision" on line 1744
Error: Undefined symbol "reset_vars" on line 1761
Error: Undefined symbol "load_stats" on line 1764
Error: Undefined symbol "check_round" on line 1795
Error: Undefined symbol "save_stats" on line 1798
Error: Undefined symbol "fm_remove_model_ents" on line 1812
Error: Undefined symbol "fm_get_user_team" on line 1846
Error: Undefined symbol "do_random_spawn" on line 1856
Error: Undefined symbol "reset_vars" on line 1861

Compilation aborted.
26 Errors.
Strange thing is that I didn't even touched this stuff

Maybe forgot or added some unused "," or ";", dunno wth
Hammerfallerz is offline
Fry!
Veteran Member
Join Date: Apr 2008
Location: Latvia
Old 11-24-2008 , 16:26   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #7

show the full code.
__________________
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.
Fry! is offline
Hammerfallerz
Senior Member
Join Date: Feb 2008
Old 11-25-2008 , 00:34   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #8

PM'd ^_^
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Hammerfallerz
Senior Member
Join Date: Feb 2008
Old 11-25-2008 , 01:24   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #9

PS: Sorry for triple post :S

I lol'd. Forgot one ), that's why all other stuff compiler didn't understood . Already only 3 errors to fix
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Hammerfallerz
Senior Member
Join Date: Feb 2008
Old 11-25-2008 , 02:38   Re: [REQ] Garg in a zombie plague (sub-round).
Reply With Quote #10

Freakin' done, woohoo 0 errors, 0 warning, now trying to implement flamezombie stuff into the new "nemesis" called Garg (don't worry, it won't replace original Nemesis), but more accuratly this time

However, I have 0 idea how to make a "roar" stuff. Can anyone give a hint?
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