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[L4D1/2] Zombie Character Select v0.9.7


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[X]BetaAlpha
AlliedModders Donor
Join Date: Aug 2009
Old 05-05-2010 , 21:24   Re: [L4D2] Zombie Character Select
Reply With Quote #101

banz,

zcs_count_fake_bots set to 1 is what you require for bots to be counted also (this is for limits though). And bots are fakeclients essentially as they are not controlled by a human player.

The director spawn times are governed by two cvars:

z_ghost_delay_max
z_ghost_delay_min

Cooldown currently is enabled for human players, as opposed to bots. Perhaps using that cvar above I'll implement it for bots also sometime.

-XBetaAlpha

Last edited by [X]BetaAlpha; 05-05-2010 at 21:36.
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ne0cha0s
Senior Member
Join Date: Mar 2010
Old 05-05-2010 , 21:28   Re: [L4D2] Zombie Character Select
Reply With Quote #102

Hey XBetaAlpha, any chance you'll add Left 4 Dead 1 support?
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[X]BetaAlpha
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Join Date: Aug 2009
Old 05-05-2010 , 21:40   Re: [L4D2] Zombie Character Select
Reply With Quote #103

ne0cha0s,

Probably will when I've had time to update my old l4d1 server. Been too busy with work at the minute.
[X]BetaAlpha is offline
ne0cha0s
Senior Member
Join Date: Mar 2010
Old 05-06-2010 , 17:03   Re: [L4D2] Zombie Character Select
Reply With Quote #104

Quote:
Originally Posted by [X]BetaAlpha View Post
ne0cha0s,

Probably will when I've had time to update my old l4d1 server. Been too busy with work at the minute.
Okay, sounds good.
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generaltso
Junior Member
Join Date: May 2010
Old 05-06-2010 , 17:31   Re: [L4D2] Zombie Character Select
Reply With Quote #105

This is an awesome plugin... thanks for doing it.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 05-10-2010 , 06:13   Re: [L4D2] Zombie Character Select
Reply With Quote #106

hm... Any chance this plugin gets ported to l4d1? I tried it for 2 hours and it worked but server crashed many times during usage
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 05-11-2010 , 15:50   Re: [L4D2] Zombie Character Select
Reply With Quote #107

It seems if you respawn and change your class - you get full health. Could you set the respawned infected health to their damaged state? I know they all have different health, so set their health to a proportional amount (eg: charger ghosts at 300 health - half, and respawns as a boomer.. he should only half 25 - half health).
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generaltso
Junior Member
Join Date: May 2010
Old 05-12-2010 , 14:56   Re: [L4D2] Zombie Character Select
Reply With Quote #108

Quote:
Originally Posted by dirka_dirka View Post
It seems if you respawn and change your class - you get full health. Could you set the respawned infected health to their damaged state? I know they all have different health, so set their health to a proportional amount (eg: charger ghosts at 300 health - half, and respawns as a boomer.. he should only half 25 - half health).
Why dont you just disable the ability to change class after respawning?
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 05-12-2010 , 15:12   Re: [L4D2] Zombie Character Select
Reply With Quote #109

that doesnt solve the "problem", only removes an option.

if he chose not to do something about it, that will be the result on my server. but i would rather allow class changing w/o free health gains.
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[X]BetaAlpha
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Join Date: Aug 2009
Old 05-15-2010 , 14:56   Re: [L4D2] Zombie Character Select
Reply With Quote #110

dirka dirka,

I can understand the reason for why you might want something to that effect, however I'm not sure if this is something I want to implement - simply because being able to change character by running out of range after having actually using a previous infected isn't something that should be allowed - i have made it configurable - but my original design choice was not to allow it at all - for the reason of it being abused. I think looking towards making it playable by changing around health would just add unnecessary complexity to the gameplay/plugin - you would always have to look into a percentage of health to reduce AND possibly increase, for example if they had very close to 0 health like 10, they would choose their next character and have %25-50 more health they had? or just 25-50% less health fixed from the next infected's full health no matter how much the previous was played? Depending on character is this actually any benefit at all? as most infected are fairly weak anyway and increasing/decreasing health by small-to-half margins are not going to help a great deal in my view and not likely to discourage players running out of range. I may consider it but it's probably unlikely - it's noted though.

XBetaAlpha

Last edited by [X]BetaAlpha; 05-15-2010 at 15:29.
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