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[L4D & L4D2] Mutant Zombies (1.27) [19-Feb-2023]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-17-2021 , 16:47   Re: [L4D & L4D2] Mutant Zombies (1.13) [12-Sep-2021]
Reply With Quote #101

Quote:
Originally Posted by WhatsAnName View Post
Is there a way to make it to where all common spawns are mutant instead of every 1 common there is one mutant?
In the config: "Settings" section set "random" "1" and use the latest plugin version.
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marki89
Senior Member
Join Date: Jun 2020
Location: Argentina
Old 09-24-2021 , 13:24   Re: [L4D & L4D2] Mutant Zombies (1.13) [12-Sep-2021]
Reply With Quote #102

Plugin failed to compile! Please try contacting the author.

SourcePawn Compiler 1.8.0.5969
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2015 AlliedModders LLC

176169.attach(733) : error 017: undefined symbol "RemoveEntity"

10 Errors.

Hi, I want to download the plugin but I get an error :/
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-24-2021 , 19:26   Re: [L4D & L4D2] Mutant Zombies (1.13) [12-Sep-2021]
Reply With Quote #103

I forgot to change the compiler to 1.10. Fixed now. Thanks.
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marki89
Senior Member
Join Date: Jun 2020
Location: Argentina
Old 09-24-2021 , 19:47   Re: [L4D & L4D2] Mutant Zombies (1.13) [12-Sep-2021]
Reply With Quote #104

Quote:
Originally Posted by Silvers View Post
I forgot to change the compiler to 1.10. Fixed now. Thanks.
thanks silvers
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ddd123
Senior Member
Join Date: May 2021
Old 09-26-2021 , 21:06   Re: [L4D & L4D2] Mutant Zombies (1.13) [12-Sep-2021]
Reply With Quote #105

I've using this plugin since i think around 1.6
I always wonder but do you have any plans for more mutation types?

Last edited by ddd123; 09-26-2021 at 21:06.
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TBK Duy
Member
Join Date: Jun 2017
Location: Vietnam
Old 02-03-2022 , 06:56   Re: [L4D & L4D2] Mutant Zombies (1.13) [12-Sep-2021]
Reply With Quote #106

Quote:
Mind:
Getting near to these zombies will change your screen color.
I wonder if you could make that function turn into a night vision standalone version, because is so useful to see in the dark with that "mind" change screen color effect.
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Winn
Junior Member
Join Date: Feb 2016
Old 06-06-2022 , 04:48   Re: [L4D & L4D2] Mutant Zombies (1.13) [12-Sep-2021]
Reply With Quote #107

whenever I set "random" to "0" in the config, it doesnt actually disable random spawns.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-06-2022 , 08:33   Re: [L4D & L4D2] Mutant Zombies (1.13) [12-Sep-2021]
Reply With Quote #108

Quote:
Originally Posted by ddd123 View Post
I've using this plugin since i think around 1.6
I always wonder but do you have any plans for more mutation types?
No plans, no time.


Quote:
Originally Posted by TBK Duy View Post
I wonder if you could make that function turn into a night vision standalone version, because is so useful to see in the dark with that "mind" change screen color effect.
Could be done, someone could easily take the "CreateCorrection" function I wrote with all the fog volume handling to make it work.


Quote:
Originally Posted by Winn View Post
whenever I set "random" to "0" in the config, it doesnt actually disable random spawns.
Thanks, fixed!

Code:
1.14 (07-Jun-2022)
    - Fixed mutant zombies spawning when their "random" data config setting values were set to "0". Thanks to "Winn" for reporting.
    - Removed minimum and maximum value restriction for individual mutants "random" data config setting.
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Last edited by Silvers; 06-07-2022 at 00:52.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-15-2022 , 10:43   Re: [L4D & L4D2] Mutant Zombies (1.16) [15-Aug-2022]
Reply With Quote #109

Code:
1.16 (15-Aug-2022)
    - Changes to load the "l4d_mutants.cfg" data config based on the z_difficulty value if the file exists.
    - Valid filenames are "l4d_mutants_easy.cfg", "l4d_mutants_normal.cfg", "l4d_mutants_hard.cfg" and "l4d_mutants_impossible.cfg".
    - Requested by "Hawkins".
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Mi.Cura
Veteran Member
Join Date: Dec 2016
Location: Brazil
Old 11-23-2022 , 11:01   Re: [L4D & L4D2] Mutant Zombies (1.16) [15-Aug-2022]
Reply With Quote #110

Hello, I don't know if it's related to the last update of L4d2, but after updating I started to receive this:

Code:
L 11/22/2022 - 02:02:06: SourceMod error session started
L 11/22/2022 - 02:02:06: Info (map "bdp_bunker03") (file "d:\tcafiles\users\scotts1\41067\left4dead2\addons\sourcemod\logs\errors_20221122.log")
L 11/22/2022 - 02:02:06: [SM] Exception reported: Entity 392 (392) is not a CBaseEntity
L 11/22/2022 - 02:02:06: [SM] Blaming: l4d_mutant_zombies.smx
L 11/22/2022 - 02:02:06: [SM] Call stack trace:
L 11/22/2022 - 02:02:06: [SM]   [0] AcceptEntityInput
L 11/22/2022 - 02:02:06: [SM]   [1] Line 2506, /home/forums/content/files/8/5/7/7/8/176169.attach::CreateEnvSprite
L 11/22/2022 - 02:02:06: [SM]   [2] Line 2068, /home/forums/content/files/8/5/7/7/8/176169.attach::MutantMindSetup
L 11/22/2022 - 02:02:06: [SM]   [3] Line 1686, /home/forums/content/files/8/5/7/7/8/176169.attach::SpawnCommon
L 11/22/2022 - 02:02:06: [SM]   [4] Line 1602, /home/forums/content/files/8/5/7/7/8/176169.attach::OnSpawnCommon
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Last edited by Mi.Cura; 11-23-2022 at 11:02.
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