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ZombieMod for The Specialists 3.0 08/19/07


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[H]itch
Junior Member
Join Date: Jan 2008
Old 01-27-2008 , 00:28   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #101

Er, guys, is this mod is not like MD's infection mode.There is already a mod like this (Zombie swarm).I actually wanted a mod like that and wish some1 could make that. Nice one though.
Cheers,
[H]itch
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stupok
Veteran Member
Join Date: Feb 2006
Old 01-27-2008 , 10:28   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #102

You're talking about Counter-Strike. This is "ZombieMod for The Specialists 3.0".
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TaG
Junior Member
Join Date: Oct 2006
Old 01-29-2008 , 18:00   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #103

Could you add an infinite ammo cvar to go along with this plugin that would be great.
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Suzaku
New Member
Join Date: Feb 2008
Old 02-07-2008 , 03:26   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #104

I don't know if it's just me, but does the darkness level work? It never seems to change no matter what amount I put it at.
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awwhailnaw
Member
Join Date: Jul 2007
Old 02-18-2008 , 01:51   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #105

I run a dedicated server and installed your plugin
The map keeps changing over and over
I have used both dll's the original one doesnt spawn any bots at all, the one you posted spawns them but says dropping fakeclient on level change and it changes the map

EDIT:
[ts_zombiemod.amxx] Team #1 must be the human team!

Last edited by awwhailnaw; 02-18-2008 at 02:20.
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stupok
Veteran Member
Join Date: Feb 2006
Old 02-18-2008 , 19:35   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #106

I tried to make the plugin as brainless for the end user as possible, but it seems my efforts have come back to bite me in the ass.

Read the instructions in the .sma:

Code:
========INSTRUCTIONS

1)	Add the modified mp.dll to your dlls folder. Make sure that you backup the original.

2)	* * * PLEASE NOTE * * *

	This plugin will automatically configure your server.cfg and game.cfg.
	
	If you wish, you can manually edit these files, but it is unnecessary:

>		server.cfg

		Add these lines if they do not exist already:

			mp_teamlist "Humans;Zombies"
			mp_teammodels "gordon;laurence;merc;seal|domo;zombie1"
			bottalk 0

		NOTE:
		You can use any player models you'd like for mp_teammodels.
		However, you should not change the names or the order of the teams.

>		game.cfg

		Add this line if it does not exist already:

			"mp_teamplay" "1"
The part in bold is particularly important. The plugin will check if the FIRST team has any bots on it, and if it does then the server will restart with your server.cfg and game.cfg fixed by the plugin so that no zombies will join the first team the next time the server starts. I suppose your problem is that your server.cfg or game.cfg is set to read-only or something like that, preventing my plugin from fixing your files (I think).

Also, try shutting down the server and then starting it up again. That means exiting the program, NOT just restarting the server.
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awwhailnaw
Member
Join Date: Jul 2007
Old 02-25-2008 , 01:11   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #107

Here's my server.cfg
Code:
echo Executing server.cfg

hostname "Zombie Server"
sv_aim 0
pausable 0
respawntime 3
mp_timelimit 30
slowmatch 0
roundtime 180
weaponstay 10
ammocount 0
weaponrestriction 0
realbullet 0
mp_friendlyfire 0
spectacularness 0
lastmanstanding 0
mp_theonemode 0
mp_teamlist "Humans;Zombies"
mp_teammodels "merc;hitman|zombie1"
sv_cheats 0
sv_voicecodec voice_speex
sv_voicequality 5
sv_maxspeed 330
sv_lan 0
nopowerup 0

bottalk 0
zm_notify 1
zm_zombies 15
zm_zombiehp 30
zm_lights 26
zm_clientzombies 1
zm_clientzombiehp 100
zm_zombiespeed 330
zm_knockback 0
and game.cfg
Code:
// Half-Life Server Configuration Settings
// DO NOT EDIT, GENERATED BY HALF-LIFE
// File generated:  Fri Jul 18 02:26:03 PM
//
//
// Cvar    -    Setting

"mp_fraglimit"        "0.000000"
"mp_timelimit"        "30.000000"
"initial_cash"        "3000.000000"
"roundtime"        "180.000000"
"respawntime"        "5.000000"
"globalslow"        "0.000000"
"mp_teamlist"        "agent;castor;gordon;laurence;seal;merc;hitman"

;ZombieMod requires mp_teamplay to be 1

"mp_teamplay" "1"

"usecash"        "0"
"slowmatch"        "1"
"theonematch"        "0"
"lastmanstanding"        "0"
"superjump"        "0"
"spectacularness"        "50.000000"
"ammocount"        "0"
"weaponrestriction"        "0"
"realbullet"        "0"
"mp_friendlyfire"        "0"
"sv_sendvelocity"        "1"
And no, they're not read only
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stupok
Veteran Member
Join Date: Feb 2006
Old 02-25-2008 , 17:30   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #108

Well, sorry. I don't have The Specialists installed anymore, so I can't do any more testing. I know that doesn't help, but there is nothing I can do right now. When I was testing it some time ago, it worked just fine.
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Last edited by stupok; 02-25-2008 at 17:34.
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chimmychenka
Junior Member
Join Date: May 2008
Old 05-13-2008 , 14:22   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #109

is this the zombiemod that sublime gaming use?
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Tomppaduulis
Junior Member
Join Date: Apr 2008
Old 05-15-2008 , 14:31   Re: ZombieMod for The Specialists 3.0 08/19/07
Reply With Quote #110

Anyone up to creating a hud to this plugin that tells you the experience and level you are at. And you would get access to one more weapon when you gain one level.
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Last edited by Tomppaduulis; 05-16-2008 at 14:32.
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