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Request: Testers (New Zombie Mod)


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s3r
Senior Member
Join Date: Aug 2007
Old 02-09-2008 , 07:35   Re: Request: Testers (New Zombie Mod)
#11

Ill test it! I have made from zombie swarm 2.5 lugin zombie mod. Its a plugin mix, that makes look zombie swarm to zombie mod, one zombie and other cts.
EDIT:
its not working to me amxx 1.76d and it failed to compile
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Last edited by s3r; 02-09-2008 at 08:31.
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neogeo
Senior Member
Join Date: Jul 2005
Old 02-09-2008 , 10:11   Re: Request: Testers (New Zombie Mod)
#12

sometimes i've this error :
Code:
Error: server failed to transmit file 'AY&SY
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Alexutzu
Member
Join Date: Jan 2008
Location: Romania
Old 02-09-2008 , 11:19   Re: Request: Testers (New Zombie Mod)
#13

It takes to much to download........Can you make it to use the motels of zimbie_swarm ?
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merong
Member
Join Date: Feb 2008
Old 02-09-2008 , 13:10   Re: Request: Testers (New Zombie Mod)
#14

nice plugin coooooooooooooooooooooooooooool
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hleV
Veteran Member
Join Date: Mar 2007
Location: Lithuania
Old 02-09-2008 , 13:58   Re: Request: Testers (New Zombie Mod)
#15

What about treating CTs and Ts as Humans and all the others - Zombies?
I mean when the round starts and the first infected zombie is chosen, other Ts are alive-transfered to CT's team. Thats cool but what about not changing transfered ones models? I mean if T is transfered to CT, he's model is still T. I just love the idea that the Counter-Terrorists and Terrorists unites to survive the infection.
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Old 02-09-2008, 15:01
maplebest
This message has been deleted by maplebest. Reason: My mistake..
maplebest
BANNED
Join Date: May 2007
Location: Sweden, Sverige
Old 02-09-2008 , 15:07   Re: Request: Testers (New Zombie Mod)
#16

Is this zombie infection? I can't try it because I crashed my game computer
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Cheap_Suit
Veteran Member
Join Date: May 2004
Old 02-09-2008 , 15:47   Re: Request: Testers (New Zombie Mod)
#17

Quote:
Originally Posted by hleV View Post
One more suggestion:

I think the first infected zombie should have double HP because everyone is shooting him or can you make a cvar where I can set the first zombie's HP?
Request Added.

Quote:
Originally Posted by s3r View Post
Ill test it! I have made from zombie swarm 2.5 lugin zombie mod. Its a plugin mix, that makes look zombie swarm to zombie mod, one zombie and other cts.
EDIT:
its not working to me amxx 1.76d and it failed to compile
You need the latest AMXX which is 1.8.0

Quote:
Originally Posted by Alexutzu View Post
It takes to much to download........Can you make it to use the motels of zimbie_swarm ?
edit these lines on the zombiestrike.sma files

PHP Code:
new const g_zombie_short[]   = "zombie2"
new const g_zombie_model[]   = "models/player/zombie2/zombie2.mdl" 
Quote:
Originally Posted by hleV View Post
What about treating CTs and Ts as Humans and all the others - Zombies?
I mean when the round starts and the first infected zombie is chosen, other Ts are alive-transfered to CT's team. Thats cool but what about not
changing transfered ones models? I mean if T is transfered to CT, he's model is still T. I just love the idea that the Counter-Terrorists and
Terrorists unites to survive the infection.
I might consider, because some people dont want to use the zombie model
I had these in version 0.3 though but I took it off.

Quote:
Originally Posted by hleV View Post
Ok, I have tested the mod and I didn't see any bugs there.
Now these are my suggestions:

1. Completely remove fog or make it better.
2. Set cvar, that makes map into dark and zombies have NVGs (unable to turn off). And if map is bright, then no NVGs for zombies (or the same as in dark map, your decide).
3. I think would be nice if the infection (I mean the moment, when infecting) would have some effects.
4. My friend was using the mod, but the problem is that when a first zombie is chosen, if he disconnects, game restarts.
He was using this code for an older Zombie Mod:

Code:
public client_disconnect(id) {
 if (zombie_enabled != 1) 
  return PLUGIN_CONTINUE
 zombies[id] = 0
 old_team[id] = CsTeams:0
 if (get_playersnum() == 0) {
  zombie_off()
  return PLUGIN_CONTINUE
 }
 if (randzombie!=id)
  return PLUGIN_CONTINUE
 if (zombie_count() == 0) { 
  randzombie = 0
  random_zombie()
 }
 return PLUGIN_CONTINUE
}
So, if a zombie disconnects, server automatically chooses a new one that the game wouldn't restart. I'm afraid that the code isn't working on this mod so I hope cheap_suit could do something about this.
That's all for now. I hope my suggestions are nice and will be granted.
I forgot about zombies quiting, thanks! The Evironment is totally configurable to your liking look at CVAR INFO.txt
Edit: Found no solution for this yet..

Quote:
Originally Posted by luffy67 View Post
Maybe Add a cvar : On/Off Customs Zombies Models

And When I Play with this Mod , The pump knockback plugin Dont Work Plz fix it ^.^


And And lol , Plz Add the HP/AP monitor Like in The Zombie Swarm Mod by Midget
Models can be changed by editing the zombiestrike.sma.

PHP Code:
new const g_zombie_short[]   = "zombie2"
new const g_zombie_model[]   = "models/player/zombie2/zombie2.mdl" 
Knockback plugin
http://forums.alliedmods.net/showthread.php?p=226381

HP/AP monitor
http://forums.alliedmods.net/showthread.php?t=36540

Quote:
Originally Posted by hleV View Post
One more suggestion:

I think the first infected zombie should have double HP because everyone is shooting him or can you make a cvar where I can set the first zombie's HP?
Request Added.

Quote:
Originally Posted by s3r View Post
Ill test it! I have made from zombie swarm 2.5 lugin zombie mod. Its a plugin mix, that makes look zombie swarm to zombie mod, one zombie and other cts.
EDIT:
its not working to me amxx 1.76d and it failed to compile
You need the latest AMXX which is 1.8.0

Quote:
Originally Posted by Alexutzu View Post
It takes to much to download........Can you make it to use the motels of zimbie_swarm ?
Edit these lines on the zombiestrike.sma files

PHP Code:
new const g_zombie_short[]   = "zombie2"
new const g_zombie_model[]   = "models/player/zombie2/zombie2.mdl" 
Quote:
Originally Posted by hleV View Post
What about treating CTs and Ts as Humans and all the others - Zombies?
I mean when the round starts and the first infected zombie is chosen, other Ts are alive-transfered to CT's team. Thats cool but what about not
changing transfered ones models? I mean if T is transfered to CT, he's model is still T. I just love the idea that the Counter-Terrorists and Terrorists unites to survive the infection.
I might consider, because some people dont want to use the zombie model
I had these in version 0.3 thoughm but I took it off.

Quote:
Originally Posted by maplebest View Post
Is this zombie infection? I can't try it because I crashed my game computer
You didnt install the models or your not running AMXX 1.8.0.
__________________
HDD fried, failed to backup files. Sorry folks, just don't have free time anymore. This is goodbye.

Last edited by Cheap_Suit; 02-10-2008 at 04:12.
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AkiRo
Junior Member
Join Date: Feb 2008
Location: Portugal
Old 02-09-2008 , 16:07   Re: Request: Testers (New Zombie Mod)
#18

you can count on me! Making a server right now with this plugin (hope it doesn't lagg, im hosting mini_midget's too..)
ill edit later to say the results..
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maplebest
BANNED
Join Date: May 2007
Location: Sweden, Sverige
Old 02-09-2008 , 16:57   Re: Request: Testers (New Zombie Mod)
#19

@Cheap_Suit I dont know if you thought that the amx crashed my computer but it was myself....
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hleV
Veteran Member
Join Date: Mar 2007
Location: Lithuania
Old 02-09-2008 , 18:07   Re: Request: Testers (New Zombie Mod)
#20

More about the infection effect suggestion:

When a zombie hits a human, human's screen will go fuzzy (like in Zombie Swarm, when zombie hits 55 or more damage to a human). Human player is also freezed for a few seconds (2-3) or at least slowed down. Then the NVGs turns on and he can go eat other humans brains.

What do you guys think about it?
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