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Biohazard v2.00 Beta 3b (Zombie Mod)


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CLLlAgOB
Senior Member
Join Date: Oct 2007
Location: Russia
Old 04-02-2008 , 23:49   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #271

.: Sub Plugin :.
auto cvars

if players <= 5 cvars set:
bh_maxzombies 2
bh_zombie_hp 100
bh_zombie_kb_hp 70
bh_zombie_hp_bonus 15

if players <= 10 and players > 6 cvars set:
bh_maxzombies 6
bh_zombie_hp 110
bh_zombie_kb_hp 65
bh_zombie_hp_bonus 25

if players <= 20 and players > 11 cvars set:
bh_maxzombies 7
bh_zombie_hp 135
bh_zombie_kb_hp 90
bh_zombie_hp_bonus 65

if players <= 32 and players > 21 cvars set:
bh_maxzombies 18
bh_zombie_hp 150
bh_zombie_kb_hp 90
bh_zombie_hp_bonus 105

To change cvars open sourse and change.
Attached Files
File Type: sma Get Plugin or Get Source (bio_autocvars.sma - 928 views - 1.4 KB)

Last edited by CLLlAgOB; 04-03-2008 at 00:31. Reason: new ver
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KWo
AMX Mod X Beta Tester
Join Date: Jul 2004
Location: Poland
Old 04-03-2008 , 02:08   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #272

Why no one didn't approve this plugin yet? Is this only because it's not so match original (there are already some ZOMBIE mods plugins)? But maybe the popularity should make it also as "acceptable to be approved"?
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TrUnKsMaReK
New Member
Join Date: Apr 2008
Old 04-03-2008 , 02:12   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #273

To The First: My English is Bad Sry Boys and Girls

To The Secend : The plugin is very nice....because:


I have for a long Time on a Zombie Server Played and on this Server are this plugin is on this server. But it is a littel bit change. I will write what this server his change.

When a Zombie hit a Human then going the human to the Zombies....i mean it is on you plugin but i dont know you plugin.

Then the smoke granates isnt smoke but the smokes are Ice Granates.....he can you froze for 15-20 seconds.

Then when i write in the CHAT :

/knife

the we can switch on 4 knifes (over the chat is going on 4 versions of knifes as a text). This Knifes can this:

1. More Power, but we run slow
2. higher jump
3. we run faster
4. and what another i dont no what is war

For any knifes wars a another model. from a butcher then a samurai sword etc.

When we have the 3. knife (run faster) then we run faster as the zombies but when we this knife not have then is the zombie faster. But we can as Zombie not all use. The Zombie can use 1. More Power.

But The Importent is the Smoke Granates... The Smokes can Freeze. and this is Good....then the smokes is on the Zombie Plugin wayne.


I hope anybody can me help or can it make for a plugin it was very nice.

THX

B Y : The German Boy TrUnKsMaReK

P.S.: Make more Plugins this Plugin is the best Zombie Plugin what I have see/play.


//EDIT The Zombie Has a Model....in youre plugin he have the original models....i will have she looks we a zombie..... an in the ego perspective he must in the hand a knifes.
And The Weather his must haze ... you understand what i mean ? THX

Last edited by TrUnKsMaReK; 04-03-2008 at 02:45.
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Jay-izi
Senior Member
Join Date: Mar 2008
Location: Estonia Tallinn
Old 04-03-2008 , 05:57   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #274

Cheap_suit can you make 2 or more random models? It will be better if zombies have more than 1 model

TrUnKsMaReK Here is frost nades plugin : http://forums.alliedmods.net/showthread.php?t=41126
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mando127
Veteran Member
Join Date: Dec 2006
Location: virginia
Old 04-03-2008 , 08:08   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #275

@ Jay-izi

more mdls = svc kicks
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AdaskoMX
Member
Join Date: Apr 2008
Location: Z-cie
Old 04-03-2008 , 12:47   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #276

TrUnKsMaReK, it was this mod

+ Knife Mod - http://forums.alliedmods.net/showthread.php?p=378952
+ Frost Nades - http://forums.alliedmods.net/showthread.php?p=350439

if fog (haze) doesn't work for you (did you set FOG_ENABLE to 1 in biohazard.cfg ?), I think that you can use

+ Fog - http://forums.alliedmods.net/showthread.php?p=512661

+ maybe some other mods, you have to install them separately (or maybe there is a ready plugin pack with this somewhere because i saw this on many servers)

You can set any model you want, you have to edit biohazard.cfg and change in this line:

Quote:
new g_zombie_model[] = "models/player/gonome/gonome.mdl"
value to your model path

Last edited by AdaskoMX; 04-03-2008 at 13:24.
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Angelino
Junior Member
Join Date: Mar 2008
Old 04-03-2008 , 12:55   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #277

Hello,i`ve read all the posts, but i can`t find a solution,i`m getting this message in server console and logs:

AMXX] Run time error 10 (plugin "biohazard.amxx") (native "get_pcvar_num") - debug not enabled!
L 04/03/2008 - 05:477: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
L 04/03/2008 - 05:477: Invalid CVAR pointer


Everything become like a normal server , i don`t know what to do.
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AdaskoMX
Member
Join Date: Apr 2008
Location: Z-cie
Old 04-03-2008 , 13:01   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #278

Angelino, that message is useless
put "debug" word after plugin name where you declare to init biohazard.amxx and paste error log here
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bombey
Member
Join Date: Jul 2006
Old 04-03-2008 , 13:39   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #279

I have a question: Could Terrorists and Counrer-Terrorists spawn side by side in this mod without killing each other? I would like to know that for my zombie map which I'm working on.
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AdaskoMX
Member
Join Date: Apr 2008
Location: Z-cie
Old 04-03-2008 , 14:55   Re: Biohazard v1.63 (Zombie Mod)
Reply With Quote #280

I'm not sure what ru asking for
normally half of players spawn as CTs on CT's spawn a half as Terro on Terro's spawn, after few second one player became zombie in terrorists team, everybody else became CT members but without model / position changing
humans can't kill each other even on the start of the round where they on the opposite teams so I think that the answer to your question is: yes


to the author of this plugin:

I think that you should replace:

Quote:
if(strlen(g_zombie_model) > 0)
{
if(file_exists(g_zombie_model))
precache_model(g_zombie_model), g_usingplayermodel = true
else log_amx("^"%s^" not found.", g_zombie_model)
}

if(strlen(g_zombie_claws) > 0)
{
if(file_exists(g_zombie_claws))
precache_model(g_zombie_claws), g_usingknifemodel = true
else log_amx("^"%s^" not found.", g_zombie_claws)
}
with:

Quote:
if(strlen(g_zombie_model))
{
precache_model(g_zombie_model), g_usingplayermodel = true
}

if(strlen(g_zombie_claws))
{
precache_model(g_zombie_claws), g_usingknifemodel = true
}
because not existing model is really big fault and the game shouldn't even start and (whats more important) - file_exists sometimes returns false while precache_model can normally find a file and model is existing but it's not precached and g_using...model is set to false
and sounds's not having this check so it's weird
I had to remove these line locally because models wasn't working

btw strlen wouldn't return anything negative, so i think that you can skip " > 0" here - it's more clearly and intuitional for me

Last edited by AdaskoMX; 04-04-2008 at 08:11.
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