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[REQ] TF2 "zombie" mode idea


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gamma
Senior Member
Join Date: Apr 2008
Old 08-10-2008 , 09:48   [REQ] TF2 "zombie" mode idea
Reply With Quote #1

Should only work on attack/defense maps.
Blue team is "zombie"
Red is "normal"

Red: team don't have any changes except + 200% or so respawn time

Blue: team got +300% HP
Only Melee weapon! Except medics with medigun and spy with sapper.
Also blue got +50% movement speed.
And -50% respawn time

Thats all. I believe it not difficult to make, so please someone create it!
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gamma
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Join Date: Apr 2008
Old 08-10-2008 , 13:25  
Reply With Quote #2

Or can someone teach me how to do it ?
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The JCS
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Join Date: Jan 2007
Location: Brazil
Old 08-10-2008 , 17:10   Re: [REQ] TF2 "zombie" mode idea
Reply With Quote #3

I'll try to make it =]

Edit:
200% respawn time = respawntime x2?
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Greyscale
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Join Date: Dec 2007
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Old 08-10-2008 , 17:26   Re: [REQ] TF2 "zombie" mode idea
Reply With Quote #4

You could make it a cvar

tfzm_red_respawn_percentage "200"
tfzm_blu_respawn_percentage "-50"

Then in the code

Code:
new Float:new_respawn = (GetConVarFloat(cvarRedRespawn) / 100) * originalrespawntime
I don't code for TF2 much so I don't know how to get the original respawn length.
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gamma
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Join Date: Apr 2008
Old 08-11-2008 , 04:57   Re: [REQ] TF2 "zombie" mode idea
Reply With Quote #5

Quote:
Originally Posted by The JCS View Post
I'll try to make it =]

Edit:
200% respawn time = respawntime x2?
GREAT!!!
Yes 2x time more, like normal is 12 sec so make it 25. Probably it would be better to change it to final value not percentage. Blue 10 sec respawn, red 20?
And HP 3x time more - heavy guy = 900hp?
But it all need testing for balance. I have some servers with 32 slots so i can use one for testing!?
There is gonna be one problem that every time when valve will release new weapon it need to be removed.
I use to make some mapping for melee weapon use only and i found some problems with achievement's weapon, like when u change weapon in respawn room all weapon comes back. But i don't know how you do it here.... =)
Also can you remove spy's invisible ? If not, it would be better to keep original HP.

sry I have bad englsih
cheerz

Last edited by gamma; 08-11-2008 at 05:32.
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The JCS
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Old 08-11-2008 , 19:44   Re: [REQ] TF2 "zombie" mode idea
Reply With Quote #6

I think it's impossible change the HP on TF2, it will go back to the original HP like a medic buff.

Can you add me on Steam?
Edit: send me the id by pm please =]
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Greyscale
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Old 08-11-2008 , 22:30   Re: [REQ] TF2 "zombie" mode idea
Reply With Quote #7

Quote:
Originally Posted by The JCS View Post
I think it's impossible change the HP on TF2, it will go back to the original HP like a medic buff.

Can you add me on Steam?
Edit: send me the id by pm please =]
Track damage through player_hurt (or w/e it is in TF2) and "godmode" them in a way that will still fire player_hurt, that way you can internally keep track of their HP's and once it gets to <= their max HP then just "un-godmode" them and let the game takeover from there. You would probably have to just block the medic class unless you want to deal with that.
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gamma
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Join Date: Apr 2008
Old 08-12-2008 , 04:32   Re: [REQ] TF2 "zombie" mode idea
Reply With Quote #8

Quote:
Originally Posted by The JCS View Post
I think it's impossible change the HP on TF2, it will go back to the original HP like a medic buff.

Can you add me on Steam?
Edit: send me the id by pm please =]
Ok.... In that case what about removing 65% or so, of damage from all weapons except melee, and remove melee weapon from RED team. That should work, but the problem will be with engineer, he wont be able to update his sentry...
Maybe removing damage from engineer's melee weapon too and block engineer class for blue team ?


Added: Oh NO!There gonna be big problem with removing damage from weapon, - the knockback power hit. BLUE wont be able to be knocked back by rockets and pipes... crap.



Added2!!: What bout find out how much HP going off from buffed player, like -10 hp each second. And adding regeneration to all BLUE players +10 HP each sec?

Is it possible to adjust medigun for 450% buff only for one team, BLUE team? COS if you will add 300% HP to the BLUE, it will act like medic buff and medigun wont buff more. So in that case medigun need to be adjusted for 450% buff instead 150%. = HEAVY GUY 900HP +MEDIGUN = 1350HP.
But in that case buff wont come off so 450% is too much, probably 400 gonna be fine ?

But anyway there should be a way to add hp without buff, like pyro's backburner use to add extra 50HP...

Last edited by gamma; 08-12-2008 at 05:09.
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Old 08-12-2008 , 17:58   Re: [REQ] TF2 "zombie" mode idea
Reply With Quote #9

Quote:
Originally Posted by Greyscale View Post
Track damage through player_hurt (or w/e it is in TF2) and "godmode" them in a way that will still fire player_hurt, that way you can internally keep track of their HP's and once it gets to <= their max HP then just "un-godmode" them and let the game takeover from there. You would probably have to just block the medic class unless you want to deal with that.
Godmode is not invulnerable(is this word correct?)...
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gamma
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Join Date: Apr 2008
Old 08-28-2008 , 06:01   Re: [REQ] TF2 "zombie" mode idea
Reply With Quote #10

Quote:
Originally Posted by The JCS View Post
I think it's impossible change the HP on TF2, it will go back to the original HP like a medic buff.
sm_cvar tf_max_health_boost //1.5modifier of how much health can be overhealed [1.5 = 150%, 50% overheal

sm_cvar tf_boost_drain_time //15 time for medic overheal to drain

Last edited by gamma; 08-28-2008 at 06:04.
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