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[TF2] Zombie Fortress (current version: 2.1.1)


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crazy-tony
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Join Date: Aug 2008
Old 03-16-2010 , 17:23   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #421

Quote:
Originally Posted by dirtyminuth View Post
Very interesting, I may have to implement this for future releases!

There are no known crash / stability issues with ZF. The only recent issue is from the WAR! update, where the soldier's speed is no longer upped to 280 (i.e. it's back to 240). This isn't a huge issue, given the soldier's increased mobility options with Gunboat RJing and using the Equalizer.

I hope you enjoy ZF! If you have suggestions / comments, let me know in this thread.
I can personally say that we suffer no crashing what so ever ... the plugin is currently more stable than it has ever been in my opinion ...great work on the last version update by the way !!
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dirtyminuth
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Join Date: Sep 2009
Old 03-17-2010 , 03:31   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #422

Quote:
Originally Posted by crazy-tony View Post
What i think we need is to reintroduce the team swap function so it can run pl maps again ..

If this is not a option then is there a team swap plugin i can run with zf to swap the teams ???
Though I'm working on a major update, I can sneak this feature in beforehand. The plan would be to add a cvar that, when set, will (ideally) automatically swap teams on attack/defend and payload maps.
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 03-22-2010 , 00:39   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #423

Zombie Fortress 4.0.3.0
Full Description: (http://forums.alliedmods.net/showpos...&postcount=382)

This version adds team role swapping features (zombies are RED, survivors are BLU). This includes a server command to swap teams and two convars to automatically swap teams on payload and attack / defend maps.

Changelog (4.0.2.0 > 4.0.3.0):
  • [New Features]
    • Team swap (by server command)
      • Server command: sm_zf_swapteams
    • Team swap (on payload maps)
      • Server convar: sm_zf_swaponpayload <0/1>
    • Team swap (on attack / defend maps)
      • Server convar: sm_zf_swaponattdef <0/1>
Credits
  • Charles 'Hawkeye' Mabbott
    • Matchmod - Attack/Defend mode detection code.
  • goerge
    • Full/mini round detection code.
Enjoy!

P.S. Mods: Is there some way for me to take over the original post in this thread? Or, failing that, is it ok to create a new thread? Considering ZF has been completely rewritten, it seems appropriate.
Attached Files
File Type: sp Get Plugin or Get Source (zombiefortress.sp - 371 views - 60.3 KB)

Last edited by dirtyminuth; 03-22-2010 at 00:49.
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crazy-tony
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Join Date: Aug 2008
Old 03-22-2010 , 07:02   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #424

great work mate ..il get to testing the payload type as soon as the first map is finished ..
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xamuli
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Join Date: Feb 2010
Old 03-31-2010 , 11:10   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #425

Spy is overpowered, he shouldn't be able to instantly kill red players, it would be balanced if a backstab takes half of the health, not all of the health.
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crazy-tony
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Join Date: Aug 2008
Old 03-31-2010 , 12:52   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #426

ok have tested the pl function and it works ok ..

Only prob is the health and ammo they get from the cart ..is it possible to stop that from happening by editing the plugin at all .. or will it have to be done by the map ??
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 03-31-2010 , 18:26   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #427

Quote:
Originally Posted by xamuli View Post
Spy is overpowered, he shouldn't be able to instantly kill red players, it would be balanced if a backstab takes half of the health, not all of the health.
Balancing the spy is tough - he needs to be able to slip into a large group of survivors (as they tend to cluster together) and take out at least one. I argue the backstab should always be an instant kill. However, there is an opportunity to adjust cloaking and decloaking times. The solution may be to increase the decloak time, make them fade form invisibility more slowly, make them move more slowly, or a related adjustment.

Do any other people have opinions on this?

Quote:
Originally Posted by crazy-tony View Post
ok have tested the pl function and it works ok ..

Only prob is the health and ammo they get from the cart ..is it possible to stop that from happening by editing the plugin at all .. or will it have to be done by the map ??
The health and ammo coming from the payload is actually an invisible dispenser attached near the back. Here's proof, from a bug during the early payload days: http://www.youtube.com/watch?v=Ui64I6gpcGM

It should be possible to disable this dispenser, and I will implement this fix as soon as possible.
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dirtyminuth
Senior Member
Join Date: Sep 2009
Old 03-31-2010 , 23:54   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #428

Zombie Fortress 4.0.3.1
Full Description: (http://forums.alliedmods.net/showpos...&postcount=382)

Changelog (4.0.3.0 > 4.0.3.1):
  • [Gameplay Updates]
    • Disabled payload cart dispensers on payload maps.
Have fun!
Attached Files
File Type: sp Get Plugin or Get Source (zombiefortress.sp - 323 views - 60.5 KB)
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MoggieX
Veteran Member
Join Date: Aug 2007
Location: n00bville
Old 04-03-2010 , 12:46   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #429

Quote:
Originally Posted by dirtyminuth View Post
Zombie Fortress 4.0.3.1
Full Description: (http://forums.alliedmods.net/showpos...&postcount=382)

Changelog (4.0.3.0 > 4.0.3.1):
  • [Gameplay Updates]
    • Disabled payload cart dispensers on payload maps.
Have fun!
howdy,

I just spotted this in the plugins list, I worked on the code a while back.

It would be fab if you could include the zombie vision that I added back in a previous version, there is a screen shot of it in the post below and also in the video link, you'll see its very neat to do and very simple to add, the code for this is in the plugin in the post:

http://forums.alliedmods.net/showpos...&postcount=337

http://secure.xfire.com/video/14404b/
(around 1:2

Matt
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MoggieX
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Join Date: Aug 2007
Location: n00bville
Old 04-03-2010 , 14:07   Re: [TF2] Zombie Fortress (current version: 2.1.1)
Reply With Quote #430

Also, if I remember correctly I messed with the FOV, it'll all be in the code

Matt
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