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Biohazard v2.00 Beta 3b (Zombie Mod)


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mats
Senior Member
Join Date: Jan 2005
Old 04-11-2008 , 10:33   Re: Biohazard v1.72 (Zombie Mod)
Reply With Quote #431

Quote:
Originally Posted by DA View Post
hmm. Crashed again. I test it to disable amxbans.
for amxbans you have to use the nightly build amxx
with 1.8 amxbans is not working correctly (crashes all the time)
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CLLlAgOB
Senior Member
Join Date: Oct 2007
Location: Russia
Old 04-11-2008 , 10:45   Re: Biohazard v1.72 (Zombie Mod)
Reply With Quote #432

I wish to allocate with special opportunities of the first zombie. But at me a problem:
How to define the first Zombie?

PS. I have noticed:
If the server is more than on 24 players starts to kick players

Last edited by CLLlAgOB; 04-11-2008 at 10:48.
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Old 04-11-2008, 11:10
dangerix
This message has been deleted by dangerix. Reason: muaha, nvm
DA
Veteran Member
Join Date: Nov 2005
Location: Germany/Münster
Old 04-11-2008 , 11:11   Re: Biohazard v1.72 (Zombie Mod)
Reply With Quote #433

Quote:
Originally Posted by mats View Post
for amxbans you have to use the nightly build amxx
with 1.8 amxbans is not working correctly (crashes all the time)
I have nightly builds.
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both___
Junior Member
Join Date: Apr 2008
Old 04-11-2008 , 12:38   Re: Biohazard v1.72 (Zombie Mod)
Reply With Quote #434

Quote:
Originally Posted by Cheap_Suit View Post
You did something wrong. The plugin is not the problem. Make sure you use the one you compiled.
Where i need to change to make my zombie model random?
I changed the precache of ...player/zombie/zombie.mdl to my zombie folder...

And compiled then and put it on the plugin pastes, actived him... but the zombie stay looking like a half life zombie...
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Cheap_Suit
Veteran Member
Join Date: May 2004
Old 04-11-2008 , 17:59   Re: Biohazard v1.8 (Zombie Mod)
Reply With Quote #435

Quote:
Originally Posted by F.E.A.R. View Post
i'm glad. i'm not alone. so it isn't my mistake.

I think that some functions of two plugins may block each other.
but i'm not a scripter.

Cheap_Suit, take a look pls.
  • Does this only happend when map is changing?
  • Get version 1.8 and post back if it still does.
Quote:
Originally Posted by dekken View Post
Code:
 Error: server failed to transmit file 'AY&SYJV'
End of round.
Right when the round ended? Or 1.5 seconds after?

Quote:
Originally Posted by AdaskoMX View Post
Last 32 messages parsed.
13403 0008 svc_time
13403 0013 svc_clientdata
13403 0030 svc_deltapacketentities
13403 0169 svc_pings
13404 0008 svc_time
13404 0013 svc_clientdata
13404 0030 svc_deltapacketentities
13404 0158 svc_pings
13406 0008 svc_time
13406 0013 svc_clientdata
13406 0030 svc_deltapacketentities
13406 0158 svc_pings
13407 0008 svc_time
13407 0013 svc_clientdata
13407 0030 svc_deltapacketentities
13407 0158 svc_pings
13409 0008 svc_time
13409 0013 svc_clientdata
13409 0030 svc_deltapacketentities
13409 0128 svc_pings
13409 0008 svc_time
13409 0013 svc_clientdata
13409 0030 svc_deltapacketentities
13409 0129 svc_pings
13411 0008 svc_time
13411 0013 svc_clientdata
13411 0030 svc_deltapacketentities
13411 0116 svc_pings
13413 0008 CurWeapon
13413 0012 CurWeapon
13413 0016 svc_filetxferfailed
BAD: 27:svc_bad
Host_Error: CL_ParseServerMessage: Illegible server message - svc_bad
When does this happened?

Quote:
Originally Posted by lomax View Post
Cheap_suite ... what is the need of making sub plugin for randomness in zombie models ?

I made some changes of the code ... and will do a cvar 0,1 that will enable or disable the random models when infected. Will post it when i'm back from work ... and:

1. Still have those nasty errors on svc_bad crap. And once in a while i have an immortal zombie that can't be killed. Hi's controlls are messed all of a sudden and even though 10 plp are shooting at him it doesn't die.

2. (sugestion) Some random events like fog, light and density will spice up the gameplay. I did it for myself but it's too sloppy for public usage.
  • Because random model was not possible because of the frequent svc_bad kicks.
    1. It would help me if you also include the event that the svc_bad happened.
    2. Was the zombie the first zombie? Or the one that got infected?
  1. Fog is only configurable when the map is loaded, so this is not possible.
Quote:
Originally Posted by both___ View Post
Where i need to change to make my zombie model random?
I changed the precache of ...player/zombie/zombie.mdl to my zombie folder...

And compiled then and put it on the plugin pastes, actived him... but the zombie stay looking like a half life zombie...
That is a problem in your end. Just make sure you compiled it correctly.
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r013x
Member
Join Date: Feb 2008
Location: Russian Federation
Old 04-11-2008 , 18:36   Re: Biohazard v1.8 (Zombie Mod)
Reply With Quote #436

IMHO: I think it is necessary to remove a crosshair for the zombie
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hleV
Veteran Member
Join Date: Mar 2007
Location: Lithuania
Old 04-11-2008 , 18:51   Re: Biohazard v1.8 (Zombie Mod)
Reply With Quote #437

Quote:
Originally Posted by r013x View Post
IMHO: I think it is necessary to remove a crosshair for the zombie
So it's necessary to remove human's crosshair when using a knife too?
Stop suggesting stupid things and think about something more important.
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Last edited by hleV; 04-11-2008 at 18:53.
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lomax
Junior Member
Join Date: May 2006
Old 04-11-2008 , 19:21   Re: Biohazard v1.8 (Zombie Mod)
Reply With Quote #438

switch(random_num( 1, 4 ))
{

case 1:{
formatex(DENSITY, 9, "0.00%d", clamp(FOG_DENSITY, 1, 99))
fm_set_kvd(fog, "density", DENSITY, "env_fog")
fm_set_kvd(fog, "rendercolor", FOG_COLOR, "env_fog")

}
case 2:{
formatex(DENSITY, 9, "0.00%d", clamp(FOG_DENSITY1, 1, 99))
fm_set_kvd(fog, "density", DENSITY, "env_fog")
fm_set_kvd(fog, "rendercolor", FOG_COLOR1, "env_fog")

}
case 3:{
formatex(DENSITY, 9, "0.00%d", clamp(FOG_DENSITY2, 1, 99))
fm_set_kvd(fog, "density", DENSITY, "env_fog")
fm_set_kvd(fog, "rendercolor", FOG_COLOR2, "env_fog")

}
case 4:{


}
}




and this is the infection part ...



if(pev_valid(ent))
{
set_pev(ent, pev_classname, "player_model")
set_pev(ent, pev_movetype, MOVETYPE_FOLLOW)
switch(random_num( 1, 8 ))
{
case 1:{

engfunc(EngFunc_SetModel, ent, g_zombie_model)

}
case 2:{

engfunc(EngFunc_SetModel, ent, g_zombie_model2)

}
case 3:{
engfunc(EngFunc_SetModel, ent, g_zombie_model3)

}
case 4:{
engfunc(EngFunc_SetModel, ent, g_zombie_model4)

}

Cheap_suite .. .what i men't to have random sets of map environment with variable fog,light and density, not that will change on new round ... on new map.
And about the immortal zombie ... Yes the first one just refuses to die

Last edited by lomax; 04-11-2008 at 19:32.
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dekken
Veteran Member
Join Date: Jul 2007
Old 04-12-2008 , 04:25   Re: Biohazard v1.8 (Zombie Mod)
Reply With Quote #439

Quote:
Originally Posted by Cheap_Suit View Post

Right when the round ended? Or 1.5 seconds after?
Probably 1.5Seconds after...


and also can anyone Test 1.8 with AmxBans?
i dont want to install it without knowing it wont crash

and am i the only one getting 70-80% CPU Load when the server has more then 24Players?
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Last edited by dekken; 04-12-2008 at 04:36.
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DA
Veteran Member
Join Date: Nov 2005
Location: Germany/Münster
Old 04-12-2008 , 04:37   Re: Biohazard v1.8 (Zombie Mod)
Reply With Quote #440

The server crash by myself with biohazard 1.8 and Amxbans 5.0.

Amxx log. cs_747 is the default map from the server and not in the mapcycle.

Code:
L 04/12/2008 - 10:37:05: -------- Mapchange to zm_lila_panic --------
L 04/12/2008 - 10:37:06: [amxbans.amxx] [BANLIST] AMXBans 5.0 is online
L 04/12/2008 - 10:45:27: -------- Mapchange to cs_747 --------
My plugins.ini
Code:
; AMX Mod X plugins

; Admin Base - Always one has to be activated
;admin.amxx			; admin base (required for any admin-related)
;admin_sql.amxx		; admin base - SQL version (comment admin.amxx)
admin_amxbans.amxx    	; AmxBans own SQL version of admin_sql if you are using amxbans web interface to manage admins
amxbans.amxx			; AmxBans 5.0

; Basic
admincmd.amxx			; basic admin console commands
;adminhelp.amxx		; help command for admin console commands
xredirect.amxx		; Server Redirect & AdminSlots
;adminslots.amxx		; slot reservation
multilingual.amxx		; Multi-Lingual management

; Menus
menufront.amxx		; front-end for admin menus
cmdmenu.amxx			; command menu (speech, settings)
plmenu.amxx			; players menu (kick, ban, client cmds.)
;telemenu.amxx			; teleport menu (Fun Module required!)
mapsmenu.amxx			; maps menu (vote, changelevel)

; Chat / Messages
admincolor_chat.amxx		; Colored AdminChat
adminchat.amxx		; console chat commands
;antiflood.amxx		; prevent clients from chat-flooding the server
;scrollmsg.amxx		; displays a scrolling message
;imessage.amxx		; displays information messages
adminvote.amxx		; vote commands

; Map related
nextmap.amxx			; displays next map in mapcycle
;mapchooser.amxx		; allows to vote for next map
timeleft.amxx			; displays time left on map

; Configuration
pausecfg.amxx			; allows to pause and unpause some plugins
statscfg.amxx			; allows to manage stats plugins via menu and commands

; Counter-Strike
;restmenu.amxx			; restrict weapons menu
statsx.amxx			; stats on death or round end (CSX Module required!)
miscstats.amxx		; bunch of events announcement for Counter-Strike
;stats_logging.amxx		; weapons stats logging (CSX Module required!)

; Enable to use AMX Mod plugins
;amxmod_compat.amxx		; AMX Mod backwards compatibility layer


; Custom - Add 3rd party plugins here
;walkguard.amxx		; WalkGuard
roll_the_dice.amxx		; Roll the Dice
;cs13.amxx			; Counter-Strike 1.3 Mod
;ClientChecker.amxx		; Client Checker
;weapon_icon.amxx		; Weapon Icons
server_version.amxx		; Server Version
;loadingsongadvanced.amxx	; Advanced Connect-Sound
;Bullet_Whizz.amxx		; Bullet Whizz
;fakefull_original.amxx	; FakeFull Original
;adminlisten.amxx        	; Adminlisten
amx_ejl_adminchat.amxx  	; Admin HUD Messages
advertising_filter.amxx 	; Advertising Filter
dontsayips.amxx		; Don't say IP's
autolang.amxx			; AutoLang
ad_manager.amxx		; Autoresponder and Advertiser
precacher.amxx		; Precache
record_kick_management.amxx	; Demo Recording Management
dailyrestart.amxx		; Daily Restart
bad_camper.amxx
Metamod 1.9p32 & Amxmodx v1.8.1.3679
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