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Biohazard v2.00 Beta 3b (Zombie Mod)


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Krtola
Veteran Member
Join Date: Oct 2013
Location: Serbia
Old 10-17-2014 , 19:16   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4011

Quote:
Originally Posted by yokomo View Post
Really? i'm so curious to know what makes you thing it no lag? So far my patched version is stable? how long your server can online without crash? 3 days 7 days? My ZP server always crash at least once a day LOL.
When I have in the past online server wyth your bio version,server was online wythout crash 4-5-6 days.
Average statistics of players in last 24h was then 18.
But I have not used much extra plugins ( 3 extra special class and 3-4 extra weapons )
In order to avoid lag,not used flare(biohazard flare is BAD), background music,no napalm,no frost,without unnecessary sprites.
On Zp mod,lag causes first of all thunderstorm with sudden changes in lighting and then grenades(flare napalm...).
I see it at all Zp servers.
Now i play your patch in LAN with neighbors from building.
what makes me thing it no lag?
-Compared wyth Zp mod,Bio is like PUB ( about lag )

Last edited by Krtola; 10-17-2014 at 19:29.
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yokomo
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Old 10-18-2014 , 02:56   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4012

Quote:
Originally Posted by Krtola View Post
When I have in the past online server wyth your bio version,server was online wythout crash 4-5-6 days.
Average statistics of players in last 24h was then 18.
But I have not used much extra plugins ( 3 extra special class and 3-4 extra weapons )
In order to avoid lag,not used flare(biohazard flare is BAD), background music,no napalm,no frost,without unnecessary sprites.
On Zp mod,lag causes first of all thunderstorm with sudden changes in lighting and then grenades(flare napalm...).
I see it at all Zp servers.
Now i play your patch in LAN with neighbors from building.
what makes me thing it no lag?
-Compared wyth Zp mod,Bio is like PUB ( about lag )
Sounds good, gonna try play with bots first. I see in Hong Kong, Taiwan most of servers are running Biohazard too.
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Krtola
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Join Date: Oct 2013
Location: Serbia
Old 10-18-2014 , 05:50   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4013

Do not forget,than NVG is bad.I think it causes owerflow and server crash ( I'm not sure ).
Basically I threw the piece of that code for NVG,and instal NVG from ZP.
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Old 11-24-2014, 13:27
alexclaudiu2003
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MarLeo94
Junior Member
Join Date: Jul 2013
Location: Reino de Europa.
Old 01-14-2015 , 16:17   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4014

Hey, guys. New version, updated by Dias, in this link: http://idiasvn.net/enter/gameplay-biohazard-v2-5-old.
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TickTack
Member
Join Date: Dec 2009
Old 01-23-2015 , 08:05   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4015

Can somebody help me with Knockback?

I remember being able to change knockback for each weapon. How can I do this?
I have set the default multiplier for zombie classes and rage, but I also want to change this for weapons as well.

And can anybody tell me the relation between weapon knockback value and zombie knockback value? As well as the default multiplier in biohazard configuration?
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GuskiS
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Join Date: Aug 2007
Location: Latvia
Old 01-23-2015 , 13:44   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4016

You can change it before compiling plugin, in scripting folder there was some kind of cfg file, if I remember correctly. Also, I suggest you to use ZP as it doesn't crash that much. If you like, you can configurate it the same way as Biohazard.
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TickTack
Member
Join Date: Dec 2009
Old 01-24-2015 , 04:13   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4017

I understand that Plague is more stable and has more support, but the main reason I am making an Biohazard server is because a lot of old players requested it.
Where the main difference is that in biohazard you can shoot zombies and they fly away, they dont have that slowdown crap, and you do move more/explore as CT(human).

Pretty much I wont use a lot of extra plugins with it (Except team semiclip, parachute, lasers and a simple motd display for rules).

But I do want to make some balance between weapons with knockback (opposed to zombie classes i made). As well as probably primary ammo quantity latter, and if simple damage for some weapons.

I found this in the biohazard.amxx :

Code:
new const g_weapon_ammo[][] =
{
	{ -1, -1 },
	{ 13, 52 },
	{ -1, -1 },
	{ 10, 90 },
	{ -1, -1 },
	{ 7, 32 },
	{ -1, -1 },
	{ 30, 100 },
	{ 30, 90 },
	{ -1, -1 },
	{ 30, 120 },
	{ 20, 100 },
	{ 25, 100 },
	{ 30, 90 },
	{ 35, 90 },
	{ 25, 90 },
	{ 12, 100 },
	{ 20, 120 },
	{ 10, 30 },
	{ 30, 120 },
	{ 100, 200 },
	{ 8, 32 },
	{ 30, 90 },
	{ 30, 120 },
	{ 20, 90 },
	{ -1, -1 },
	{ 7, 35 },
	{ 30, 90 },
	{ 30, 90 },
	{ -1, -1 },
	{ 100, 100 }
}

new const g_weapon_knockback[] =
{
	-1, 
	KBPOWER_357SIG, 
	-1, 
	KBPOWER_762NATO, 
	-1, 
	KBPOWER_BUCKSHOT, 
	-1, 
	KBPOWER_45ACP, 
	KBPOWER_556NATO, 
	-1, 
	KBPOWER_9MM, 
	KBPOWER_57MM,
	KBPOWER_45ACP, 
	KBPOWER_556NATO, 
	KBPOWER_556NATO, 
	KBPOWER_556NATO, 
	KBPOWER_45ACP,
	KBPOWER_9MM, 
	KBPOWER_338MAGNUM,
	KBPOWER_9MM, 
	KBPOWER_556NATOBOX,
	KBPOWER_BUCKSHOT, 
	KBPOWER_556NATO, 
	KBPOWER_9MM, 
	KBPOWER_762NATO, 
	-1, 
	KBPOWER_50AE, 
	KBPOWER_556NATO, 
	KBPOWER_762NATO, 
	-1, 
	KBPOWER_57MM
}
I remember there being an separate Config file that I could alter (after compile), but I can not remember.
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Krtola
Veteran Member
Join Date: Oct 2013
Location: Serbia
Old 01-24-2015 , 19:08   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4018

@TickTack
You're looking in the wrong place.What you need to change is(probably):
// Push multiplier for weapons.
bh_pushpwr_weapon 2.0

// Maximum distance of knockback to take effect.
bh_knockback_dist 200.0

This cvar you can find in bh_cvars.cfg
For example,if you set bh_pushpwr_weapon 4.0 This means that the rifles have very strong knockback (1.0 = very low)
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yokomo
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Join Date: May 2010
Location: Malaysia
Old 01-25-2015 , 00:39   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4019

Quote:
Originally Posted by TickTack View Post
I understand that Plague is more stable and has more support, but the main reason I am making an Biohazard server is because a lot of old players requested it.
Where the main difference is that in biohazard you can shoot zombies and they fly away, they dont have that slowdown crap, and you do move more/explore as CT(human).

Pretty much I wont use a lot of extra plugins with it (Except team semiclip, parachute, lasers and a simple motd display for rules).

But I do want to make some balance between weapons with knockback (opposed to zombie classes i made). As well as probably primary ammo quantity latter, and if simple damage for some weapons.

I found this in the biohazard.amxx :

Code:
new const g_weapon_ammo[][] =
{
	{ -1, -1 },
	{ 13, 52 },
	{ -1, -1 },
	{ 10, 90 },
	{ -1, -1 },
	{ 7, 32 },
	{ -1, -1 },
	{ 30, 100 },
	{ 30, 90 },
	{ -1, -1 },
	{ 30, 120 },
	{ 20, 100 },
	{ 25, 100 },
	{ 30, 90 },
	{ 35, 90 },
	{ 25, 90 },
	{ 12, 100 },
	{ 20, 120 },
	{ 10, 30 },
	{ 30, 120 },
	{ 100, 200 },
	{ 8, 32 },
	{ 30, 90 },
	{ 30, 120 },
	{ 20, 90 },
	{ -1, -1 },
	{ 7, 35 },
	{ 30, 90 },
	{ 30, 90 },
	{ -1, -1 },
	{ 100, 100 }
}

new const g_weapon_knockback[] =
{
	-1, 
	KBPOWER_357SIG, 
	-1, 
	KBPOWER_762NATO, 
	-1, 
	KBPOWER_BUCKSHOT, 
	-1, 
	KBPOWER_45ACP, 
	KBPOWER_556NATO, 
	-1, 
	KBPOWER_9MM, 
	KBPOWER_57MM,
	KBPOWER_45ACP, 
	KBPOWER_556NATO, 
	KBPOWER_556NATO, 
	KBPOWER_556NATO, 
	KBPOWER_45ACP,
	KBPOWER_9MM, 
	KBPOWER_338MAGNUM,
	KBPOWER_9MM, 
	KBPOWER_556NATOBOX,
	KBPOWER_BUCKSHOT, 
	KBPOWER_556NATO, 
	KBPOWER_9MM, 
	KBPOWER_762NATO, 
	-1, 
	KBPOWER_50AE, 
	KBPOWER_556NATO, 
	KBPOWER_762NATO, 
	-1, 
	KBPOWER_57MM
}
I remember there being an separate Config file that I could alter (after compile), but I can not remember.
Humph humph i believe i can fly
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
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TickTack
Member
Join Date: Dec 2009
Old 01-25-2015 , 10:42   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4020

I do not need the global multiplier i need specific knockback for each weapon.
I latter noticed it is now dependent on AMMO TYPE instead of specific weapon (located in biohazard.cfg).

So I will change that.

---

Does anybody have that flare plugin that does not lag as much? It deploys the smoke bomb model and a small light source.
Also I would like to know is there an damage modifier for weapons that works with biohazard? Or maybe insert the modifier code into biohazard.sma.
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