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Biohazard v2.00 Beta 3b (Zombie Mod)


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5c0r-|3i0
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Join Date: Nov 2008
Location: Việt Nam
Old 06-26-2010 , 07:28   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3531

@talibana: Give me the Biohazard 1.95 sma , plz ?
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BloodMan
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Join Date: Apr 2008
Location: Lithuania
Old 06-26-2010 , 10:55   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3532

Quote:
Originally Posted by 5c0r-|3i0 View Post
@talibana: Give me the Biohazard 1.95 sma , plz ?
make it on the newest version 2.00 3b
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5c0r-|3i0
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Join Date: Nov 2008
Location: Việt Nam
Old 06-26-2010 , 23:37   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3533

@Bloodman: None of your business , I'll make for both =.=''
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talibana
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Join Date: Oct 2008
Location: United Kingdom
Old 06-29-2010 , 15:05   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3534

Quote:
Originally Posted by 5c0r-|3i0 View Post
@talibana: Give me the Biohazard 1.95 sma , plz ?

Okay
Attached Files
File Type: sma Get Plugin or Get Source (biohazard.sma - 648 views - 50.3 KB)
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5c0r-|3i0
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Join Date: Nov 2008
Location: Việt Nam
Old 07-01-2010 , 01:59   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3535

@talibana : This NVG is used for any version of Biohazard . You just need to look for stock set_zombie_attibutes(index) then remove these lines:
PHP Code:
    set_user_nvg(index)
    if(
get_pcvar_num(cvar_autonvg)) engclient_cmd(index"nightvision")
    
    static 
effectseffects pev(indexpev_effects)
    if(
effects EF_DIMLIGHT)
    {
        static 
msg_flashlight
        
if(!msg_flashlightmsg_flashlight get_user_msgid("Flashlight")
        
        
message_begin(MSG_ONEmsg_flashlight_index)
        
write_byte(0)
        
write_byte(100)
        
message_end()
    
        
set_pev(indexpev_effectseffects & ~EF_DIMLIGHT)
    } 
And download this plugin
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eforie
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Join Date: Dec 2008
Location: Romania
Old 07-01-2010 , 06:59   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3536

gj
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vaan123
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Join Date: Sep 2009
Location: Kuwait
Old 07-01-2010 , 17:15   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3537

Good Job!!
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5c0r-|3i0
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Location: Việt Nam
Old 07-02-2010 , 05:46   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3538

@vaan213 , eforie ,talibana: U should check this plugins on a 32/32 server...I think . If something goes wrong , tell me .....I wonder if my VPS has a weak CPU/downstream/upstream of it's just the plugin fault..I stopped using this for a long time .

One more thing : I'm kinda working on a new gameplay for Biohazard ...
- Both team has some kind of LEVEL . The higher level they are , the higher Damage / Defence multiplier they get.
- Zombies can respawn 4ever until round end / or NOT .
- New changing model method ( From Biohazard 2.07 beta 4 )
....Any suggestions or ideas are welcome...
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Daku
Senior Member
Join Date: Nov 2009
Location: Poland / Polska
Old 07-02-2010 , 13:40   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3539

Please help


Code:
stock set_zombie_attibutes(index)
{
	if(!is_user_alive(index)) 
		return

	g_zombie[index] = true

	if(!task_exists(TASKID_STRIPNGIVE + index))
		set_task(0.1, "task_stripngive", TASKID_STRIPNGIVE + index)

	static Float:health
	health = g_class_data[g_player_class[index]][DATA_HEALTH]
	
	if(g_preinfect[index]) 
		health *= get_pcvar_float(cvar_zombie_hpmulti)
	
	set_pev(index, pev_health, health)
	set_pev(index, pev_gravity, g_class_data[g_player_class[index]][DATA_GRAVITY])
	set_pev(index, pev_body, 0)
	set_pev(index, pev_armorvalue, 0.0)
	set_pev(index, pev_renderamt, 0.0)
	set_pev(index, pev_rendermode, kRenderTransTexture)
	
	fm_set_user_armortype(index, CS_ARMOR_NONE)
	fm_set_user_nvg(index)
	
	if(get_pcvar_num(cvar_autonvg)) 
		engclient_cmd(index, "nightvision")
	
	if(!pev_valid(g_modelent[index]))
	{
		static ent
		ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
		if(pev_valid(ent))
		{
			engfunc(EngFunc_SetModel, ent, g_class_pmodel[g_player_class[index]])
			set_pev(ent, pev_classname, MODEL_CLASSNAME)
			set_pev(ent, pev_movetype, MOVETYPE_FOLLOW)
			set_pev(ent, pev_aiment, index)
			set_pev(ent, pev_owner, index)
				
			g_modelent[index] = ent
		}
	}
	else
	{
		engfunc(EngFunc_SetModel, g_modelent[index], g_class_pmodel[g_player_class[index]])
		fm_set_entity_visibility(g_modelent[index], 1)
	}

	static effects
	effects = pev(index, pev_effects)
	
	if(effects & EF_DIMLIGHT)
	{
		message_begin(MSG_ONE, g_msg_flashlight, _, index)
		write_byte(0)
		write_byte(100)
		message_end()
		
		set_pev(index, pev_effects, effects & ~EF_DIMLIGHT)
	}
}
how to convert it placed a model such as the CS (or by cs_set_user_model (id ,...))
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talibana
Member
Join Date: Oct 2008
Location: United Kingdom
Old 07-02-2010 , 18:15   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #3540

Quote:
Originally Posted by 5c0r-|3i0 View Post
One more thing : I'm kinda working on a new gameplay for Biohazard ...
- Both team has some kind of LEVEL . The higher level they are , the higher Damage / Defence multiplier they get.
- Zombies can respawn 4ever until round end / or NOT .
- New changing model method ( From Biohazard 2.07 beta 4 )
....Any suggestions or ideas are welcome...
@5c0r-|3i0 Cool
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