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[TF2] Biohazard [0.0.3.0] [31/03/20]


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Delfy
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Join Date: Jul 2013
Old 10-03-2014 , 14:48   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #41

Any plugin news?
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 10-04-2014 , 01:09   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #42

At this point I still haven't had any feedback on the specific issues with the current build, so I'm not really able to move on in any meaningful way from here right at this moment, especially in-between four different pieces of university coursework.
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Delfy
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Join Date: Jul 2013
Old 10-06-2014 , 06:13   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #43

Well. what about that:
- Allow use sentry guns (more balanse, so humans will stronger?);
- What about new zombie HP system? For exemple, zombie start with 1000 hp, when people kill him - zombie will get 1500 hp on next life, next life 2500, etc etc. This will make game more balansed i think, and at early game people can easy kill some zombies.
- What about make weapon upgrades system?
- What about add cool music?
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 10-06-2014 , 09:38   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #44

There are some good ideas there, but again I'm going to have to finish coursework before doing anything else so it's likely I won't be able to do any work on the plugin before the end of term (ie. mid December).
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Delfy
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Join Date: Jul 2013
Old 10-06-2014 , 16:52   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #45

Alright, keep us tuned
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 01-11-2015 , 00:22   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #46

Quote:
What maps does the plugin run on?

TF Biohazard requires maps with a setup and round timer, and ideally multiple locations for Blue players to spawn. It works best with custom-tweaked maps (some of which are linked below), but some maps can theoretically be converted by using a BSP entity editor to lock objectives and add setup and round time. The downside to this method is that it may become easy for Red players to camp the Blue spawn if there is only a single place for zombies to come from - I haven't tested enough to confirm this, so we'll have to wait and see.
Entspy can do this... Or people could make stripper:source configs and release those, so a whole new copy of a map doesn't need to be made.

(old plugin I guess but lel)
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 01-17-2015 , 05:36   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #47

I'm supposed to get e-mails when this thread is posted to but I didn't, for some reason. What are the errors?
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x6herbius
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Join Date: May 2011
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Old 01-18-2015 , 13:32   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #48

After inspection today, it looks like the OnTakeDamage_Alive hook isn't being called at all any more, so zombification never occurs. I haven't poked around with SourceMod in a long while, so I might well be out of date. I'll do some investigating.

Also that Google Drive link gives me a permissions error.

Last edited by x6herbius; 01-18-2015 at 13:32.
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x6herbius
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Old 01-19-2015 , 06:27   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #49

Good news: I was using a custom extension to hook things but as of SM 1.7 they've become standard, so I should be able to just do away with that extension and have everything back to normal. I'll get a fix built ASAP.

Last edited by x6herbius; 01-19-2015 at 06:28.
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x6herbius
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Old 01-20-2015 , 08:48   Re: [TF2] Biohazard [0.0.1.55] [27/04/14]
Reply With Quote #50

Right, I've updated the main page with a version that seems to work for me. Let me know if there are any problems.
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