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DoD:S Zombie Mod (Alpha)


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monkman
Senior Member
Join Date: Jul 2007
Location: Killadelphia
Old 10-05-2008 , 01:06   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #21

any updates coming soon?



also the zombie txt file should look like this i think:



"ZombieMod"
{
"Models"
{
"TheOne" "models/player/german_theone.dx80.vtx"
"TheOne" "models/player/german_theone.dx90.vtx"
"TheOne" "models/player/german_theone.mdl"
"TheOne" "models/player/german_theone.phy"
"TheOne" "models/player/german_theone.sw.vtx"
"TheOne" "models/player/german_theone.vvd"
"Zombie" "models/player/german_zombie.dx80.vtx"
"Zombie" "models/player/german_zombie.dx90.vtx"
"Zombie" "models/player/german_zombie.mdl"
"Zombie" "models/player/german_zombie.phy"
"Zombie" "models/player/german_zombie.sw.vtx"
"Zombie" "models/player/german_zombie.vvd"
}

"Materials"
{
"TheOne" "materials/models/player/theone/german_body.vmt"
"TheOne" "materials/models/player/theone/german_body.vtf"
"TheOne" "materials/models/player/theone/german_gear.vmt"
"TheOne" "materials/models/player/theone/german_gear.vtf"
"Zombie" "materials/models/player/zombie/german_body.vmt"
"Zombie" "materials/models/player/zombie/german_body.vtf"
"Zombie" "materials/models/player/zombie/german_gear.vmt"
"Zombie" "materials/models/player/zombie/german_gear.vtf"
}
}
"Sounds"
{
"Critical" "SAS_ZombieMod/zombie_critical.mp3"
"End" "SAS_ZombieMod/zombie_end.mp3"
"FinishHim" "SAS_ZombieMod/finishhim.mp3"
"Join" "SAS_ZombieMod/zombie_join.mp3"
"TheOneDeath" "SAS_ZombieMod/theone_death.mp3"
"TheOneSpawn" "SAS_ZombieMod/theone_spawn.mp3"
"TheOneStart" "SAS_ZombieMod/theone_start.mp3"
"TheOneWin" "SAS_ZombieMod/theone_win.mp3"
"ZombieDeath" "SAS_ZombieMod/zombie_death.mp3"
"ZombieSpawn" "SAS_ZombieMod/zombie_spawn.mp3"
"ZombieStart" "SAS_ZombieMod/zombie_start.mp3"
"ZombieWin" "SAS_ZombieMod/zombie_win.mp3"
}
}

Last edited by monkman; 10-05-2008 at 17:58.
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BenSib
Senior Member
Join Date: Aug 2008
Old 10-22-2008 , 06:28   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #22

I currently try to make zombies win the round, when last allie (human) disconnects in order to lock the teams when round starts. Any idea? I'll post it as soon as I get it.

Last edited by BenSib; 11-28-2008 at 04:37.
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BenSib
Senior Member
Join Date: Aug 2008
Old 11-28-2008 , 04:36   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #23

Found the problem ;) OnClientDisconnectPost should be OnClientDisconnect_Post.

Last edited by BenSib; 11-28-2008 at 04:51.
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DJ Tsunami
DJ Post Spammer
Join Date: Feb 2008
Location: The Netherlands
Old 11-28-2008 , 06:38   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #24

Can't believe I missed that...
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BenSib
Senior Member
Join Date: Aug 2008
Old 11-28-2008 , 07:04   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #25

But it it crashs on mapchange. I localized the problem: Obviously "ChooseZombie" is the reason.
This version does only CheckWin but server is at least stable on mapchange:

PHP Code:
public OnClientDisconnect_Post(client) {
    
g_nomessage[client] = 0;
    if (
g_bRunning) {
        if (
GetTeamClientCount(g_iZombieTeam) == 0) {
            
// ChooseZombie(); // makes crash on mapchange - dont know why
            // ChangeClientTeam(g_iZombie, g_iZombieTeam); // so disabled
            // PrintHintText(g_iZombie, "You are now the Zombie"); // so disabled
        
} else {
            
CheckWin();
        }
    }

or just simply:
PHP Code:
public OnClientDisconnect_Post(client) {
    
g_nomessage[client] = 0;
    if (
g_bRunning) {
        if (
GetTeamClientCount(g_iZombieTeam) != 0) {
            
CheckWin();
        }
    }


Last edited by BenSib; 11-28-2008 at 08:40.
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BenSib
Senior Member
Join Date: Aug 2008
Old 11-28-2008 , 08:41   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #26

Axis get a negative frag when they kill an allie. It will be positiv if we change clients team a bit later

Therefore I added a Timer:

PHP Code:
public Action:Timer_SwitchTeama(Handle:timerany:client) {
    if (
IsClientInGame(client)) {
                
ChangeClientTeam(client,  g_iZombieTeam);
                
CheckWin();
    }

and public Action:Event_PlayerDeath looks now like this

PHP Code:
public Action:Event_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast) {
    if (
g_bRunning) {

    
        
decl String:sWeapon[16];
        new 
iClient   GetClientOfUserId(GetEventInt(event"userid")),
                
iAttacker GetClientOfUserId(GetEventInt(event"attacker"));
        
GetEventString(event"weapon"sWeaponsizeof(sWeapon));
        switch (
GetClientTeam(iClient)) {
            case 
2: {


                
CreateTimer(0.1Timer_SwitchTeamaiClient);
            
                
                if (
IsValidEntity(g_iWeapon[iClient])) {
                    
RemoveWeapon(iClientg_iWeapon[iClient]);
                }

.... 

Last edited by BenSib; 11-28-2008 at 09:36.
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monkman
Senior Member
Join Date: Jul 2007
Location: Killadelphia
Old 12-15-2008 , 20:55   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #27

is this dead? or just on the shelf for now? just curious.
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Crabby
Junior Member
Join Date: Sep 2008
Old 12-22-2008 , 22:35   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #28

Hi
Whats DODS servers are running this mod?
I would really like to try it before i load the plugin
Cheers
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SharpiE_duude
New Member
Join Date: Jan 2009
Old 01-11-2009 , 22:18   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #29

i hope at every end of the round it still has the songs it always plays by linkin park
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mayrbek
New Member
Join Date: Jan 2009
Old 01-19-2009 , 16:08   Re: DoD:S Zombie Mod (Alpha)
Reply With Quote #30

euhm is there any server i can play this mod please give me the ip adres of the server
doesnt matter if i just can play any zombie mod

Last edited by mayrbek; 01-19-2009 at 16:15.
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