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Biohazard v2.00 Beta 3b (Zombie Mod)


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SweetiePie
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Join Date: Jul 2007
Location: Germany, Berlin
Old 08-14-2008 , 23:36   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2501

Quote:
Originally Posted by crazyeffect View Post
The Model Is missing... Can someone send it?
Quote:
Originally Posted by crazyeffect View Post
This plugin doesnt work

There comes:
Plugin failed to compile! Please try contacting the author.
Welcome to the AMX Mod X 1.76-300 Compiler.Copyright (c) 1997-2006 ITB CompuPhase, AMX Mod X Team/home/groups/alliedmodders/forums/files/2/9/2/9/3/30192.attach(2) : fatal error 100: cannot read from file: "fakemeta_util"Compilation aborted.1 Error.

(Does there is a model with it? If it works )
You mean:
Code:
#define D_PLAYER_MODEL "models/player/scary/scary_zombie.mdl"
#define D_CLAWS "models/v_knifeblood.mdl"
Just change this to the default-model:
Code:
#define D_PLAYER_MODEL "models/player/slum/slum.mdl"
  #define D_CLAWS "models/v_knife_zombie.mdl"
Quote:
Originally Posted by crazyeffect View Post
It doesnt work???
(I test it out with bots... Can it do something with it?)

And i have another problem...
The First 10 second before the first zombie appeers can i shoot the other team... Is there a solution for it?
(I test it out with bots... Can it do something with it?)

Are there any good plugins who i should add?
1. Post your plugins-list, please.
2. If you want to add plugins, just search the thread a little bit ... here you can find plugins like frostnades, napalmnades, thermal goggles, no-footsteps for zombies, laser tripmines for survivors, custom sounds and many, many more ! ;)

Greets
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Last edited by SweetiePie; 08-14-2008 at 23:44. Reason: Misunderstood
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crazyeffect
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Join Date: Jul 2008
Location: Belgium
Old 08-15-2008 , 07:08   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2502

Quote:
Originally Posted by tuty View Post
dont use the webcompiler because is verry old.. and dont have much include's ...compile with your compiler!
$

Where can i get a compiler :s:s:s
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crazyeffect
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Join Date: Jul 2008
Location: Belgium
Old 08-15-2008 , 07:12   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2503

Quote:
Originally Posted by SweetiePie View Post
You mean:
Code:
#define D_PLAYER_MODEL "models/player/scary/scary_zombie.mdl"
#define D_CLAWS "models/v_knifeblood.mdl"
Just change this to the default-model:
Code:
#define D_PLAYER_MODEL "models/player/slum/slum.mdl"
  #define D_CLAWS "models/v_knife_zombie.mdl"
1. Post your plugins-list, please.
2. If you want to add plugins, just search the thread a little bit ... here you can find plugins like frostnades, napalmnades, thermal goggles, no-footsteps for zombies, laser tripmines for survivors, custom sounds and many, many more ! ;)

Greets
I putted in my plugins.ini:
Quote:
biohazard.amxx
I putted in my plugins-bio.ini:
Quote:
; Biohazard plugins

; Core
biohazard.amxx ; main plugin

; Sub-plugins
bio_smokeflare.amxx ; transform smokegrenades into flares
bio_radar.amxx ; shows the last survivor on the radar
bio_antiblock.amxx ; allows users to go through teammates
bio_boatescape.amxx ; adds customizability of various things on zm_boatescape
customflashlight.amxx ; custom flashlight
spawn_editor.amxx ; random spawn editor
pump_knockback.amxx ; KnockBack
bio_painsounds2_lite.amxx ; PainSounds
amx_parachute.amxx ; CrazY Parachute
amx_super.amxx ; SUPER
; bio_climbingzombie.amxx ; ClimbingZombie (doest work)
ne_unlimitedammo.amxx ; UNAMMO
I should wanna add some more zombie classes, but i still needs the model...
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CHyCMyMpNk
Senior Member
Join Date: Jun 2008
Location: PTZ
Old 08-15-2008 , 07:31   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2504

marcellus Your help is needed, can touch up Frost . When people throw it, sometimes freezes it . And if not hardness, it is possible as early as Gas to add a white effect, as in napalm & frost .
Attached Files
File Type: sma Get Plugin or Get Source (bio_frost.sma - 1034 views - 23.2 KB)
File Type: sma Get Plugin or Get Source (bio_gasnades.sma - 1105 views - 9.6 KB)
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CHyCMyMpNk
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Old 08-15-2008 , 07:37   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2505

And it is possible to disconnect in this version zombie class system ?
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SweetiePie
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Join Date: Jul 2007
Location: Germany, Berlin
Old 08-15-2008 , 07:57   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2506

Quote:
Originally Posted by crazyeffect View Post
I putted in my plugins.ini:
Quote:
biohazard.amxx
Nonsense ! Delete this entry in plugins.ini

Quote:
Originally Posted by crazyeffect View Post
I putted in my plugins-bio.ini:
Quote:
; Biohazard plugins

; Core
biohazard.amxx ; main plugin

; Sub-plugins
bio_smokeflare.amxx ; transform smokegrenades into flares
bio_radar.amxx ; shows the last survivor on the radar
bio_antiblock.amxx ; allows users to go through teammates
bio_boatescape.amxx ; adds customizability of various things on zm_boatescape
customflashlight.amxx ; custom flashlight
spawn_editor.amxx ; random spawn editor
pump_knockback.amxx ; KnockBack ????
bio_painsounds2_lite.amxx ; PainSounds
amx_parachute.amxx ; CrazY Parachute
amx_super.amxx ; SUPER
; bio_climbingzombie.amxx ; ClimbingZombie (doest work)
ne_unlimitedammo.amxx ; UNAMMO ????
Biohazard has got its own knockback- and ammo-management.
Probably these plugins collide with biohazard.

Quote:
Originally Posted by crazyeffect View Post
I should wanna add some more zombie classes, but i still needs the model...
Then use the in-thread search for model-packs. There are plenty of them.

Quote:
Originally Posted by CHyCMyMpNk View Post
And it is possible to disconnect in this version zombie class system ?
Edit ...
// Enable zombie classes.
bh_zombie_class 0

... in bh_cvars.cfg

Greets
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Boje
New Member
Join Date: Aug 2008
Old 08-15-2008 , 08:55   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2507

I have a question i just don't understand this i'm from sweden so i ain't verry good at english but please try to understand 1) i have amx mod x 1.8.0 and i have download all the files in this zombie mod and i copy everything to cstrike/addons/amxmodx/plugins and so on. am i doing the right cuz when i start my detective server im just a normal ''terrorist'' not an zombie or anything no plague no swarm nothing please conntact me [email protected]
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CHyCMyMpNk
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Join Date: Jun 2008
Location: PTZ
Old 08-15-2008 , 09:10   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2508

In the last version when become a zombiе a flashlight is not turned off and long jump does not work . In tuning bh_zombie_class 0 .
But as to regulate HP ?
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dstopgunner
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Join Date: Oct 2007
Old 08-15-2008 , 10:10   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2509

Hey all I have problem when I edit the biohazard.sma
I saw there was already a "public register_class(classname[])"

How do I add my own class INTERNALLY in the plugin??? (Not by the bh_zombieclasses.ini)

I edited but does not work ->

public register_class(classname[])
{
if(g_classcount >= MAX_CLASSES)
return -1

copy(g_class_name[g_classcount], 31, classname)
copy(g_class_pmodel[g_classcount], 63, DEFAULT_PMODEL)
copy(g_class_wmodel[g_classcount], 63, DEFAULT_WMODEL)

g_class_data[g_classcount][DATA_HEALTH] = DEFAULT_HEALTH
g_class_data[g_classcount][DATA_SPEED] = DEFAULT_SPEED
g_class_data[g_classcount][DATA_GRAVITY] = DEFAULT_GRAVITY
g_class_data[g_classcount][DATA_ATTACK] = DEFAULT_ATTACK
g_class_data[g_classcount][DATA_DEFENCE] = DEFAULT_DEFENCE
g_class_data[g_classcount][DATA_HEDEFENCE] = DEFAULT_HEDEFENCE
g_class_data[g_classcount][DATA_HITSPEED] = DEFAULT_HITSPEED
g_class_data[g_classcount][DATA_HITDELAY] = DEFAULT_HITDELAY
g_class_data[g_classcount][DATA_REGENDLY] = DEFAULT_REGENDLY
g_class_data[g_classcount][DATA_HITREGENDLY] = DEFAULT_HITREGENDLY
g_class_data[g_classcount++][DATA_KNOCKBACK] = DEFAULT_KNOCKBACK

return (g_classcount - 1)

//My additional class that I need to add internally for some fucntions...
classname=leaping zombie
DESC=Ability to Leap
PMODEL=models/player/leap/leap.mdl
HEALTH=2500.0
SPEED=300.0

}


DOes not work someone help???
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marcellus
Senior Member
Join Date: Mar 2004
Old 08-15-2008 , 10:21   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2510

Quote:
Originally Posted by dstopgunner View Post
Hey all I have problem when I edit the biohazard.sma
I saw there was already a "public register_class(classname[])"

How do I add my own class INTERNALLY in the plugin??? (Not by the bh_zombieclasses.ini)

I edited but does not work ->

public register_class(classname[])
{
if(g_classcount >= MAX_CLASSES)
return -1

copy(g_class_name[g_classcount], 31, classname)
copy(g_class_pmodel[g_classcount], 63, DEFAULT_PMODEL)
copy(g_class_wmodel[g_classcount], 63, DEFAULT_WMODEL)

g_class_data[g_classcount][DATA_HEALTH] = DEFAULT_HEALTH
g_class_data[g_classcount][DATA_SPEED] = DEFAULT_SPEED
g_class_data[g_classcount][DATA_GRAVITY] = DEFAULT_GRAVITY
g_class_data[g_classcount][DATA_ATTACK] = DEFAULT_ATTACK
g_class_data[g_classcount][DATA_DEFENCE] = DEFAULT_DEFENCE
g_class_data[g_classcount][DATA_HEDEFENCE] = DEFAULT_HEDEFENCE
g_class_data[g_classcount][DATA_HITSPEED] = DEFAULT_HITSPEED
g_class_data[g_classcount][DATA_HITDELAY] = DEFAULT_HITDELAY
g_class_data[g_classcount][DATA_REGENDLY] = DEFAULT_REGENDLY
g_class_data[g_classcount][DATA_HITREGENDLY] = DEFAULT_HITREGENDLY
g_class_data[g_classcount++][DATA_KNOCKBACK] = DEFAULT_KNOCKBACK

return (g_classcount - 1)

//My additional class that I need to add internally for some fucntions...
classname=leaping zombie
DESC=Ability to Leap
PMODEL=models/player/leap/leap.mdl
HEALTH=2500.0
SPEED=300.0

}


DOes not work someone help???
Internally? why ?
doing this will not give you something good.

create you zombie class as a subplugin
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