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Biohazard v2.00 Beta 3b (Zombie Mod)


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dstopgunner
Senior Member
Join Date: Oct 2007
Old 08-16-2008 , 05:50   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2521

Ok Ive just serached its page 160 but ITS NOT according to newest version. I just need to know what to type under
PHP Code:
public register_class(classname[]) 


Thats all , someone tell me code???
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crazyeffect
Veteran Member
Join Date: Jul 2008
Location: Belgium
Old 08-16-2008 , 06:59   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2522

Quote:
Originally Posted by BeasT View Post
In biohazard.cfg I think. Don't forget to recompile it.
I changed some things in biohazard.cfg
This is my biohazard.cfg:
Quote:
*
* This file is provided as is (no warranties).
*/
#if defined _biohazardcfg_included
#endinput
#endif
#define _biohazardcfg_included
// fog settings
#define FOG_ENABLE 1
#define FOG_DENSITY "0.0012"
#define FOG_COLOR "128 128 128"
// default zombie setting
#define DEFAULT_PMODEL "models/player/leaper/leaper.mdl"
#define DEFAULT_WMODEL "models/v_knife_zombie.mdl"
#define DEFAULT_HEALTH 2500.0 //Health value
#define DEFAULT_SPEED 300.0 //Speed value
#define DEFAULT_GRAVITY 1.0 //Gravity multiplier
#define DEFAULT_ATTACK 2.0 //Zombie damage multiplier
#define DEFAULT_DEFENCE 0.087 //Bullet damage multiplier
#define DEFAULT_HEDEFENCE 1.0 //HE damage multiplier
#define DEFAULT_HITSPEED 0.89 //Pain speed multiplier
#define DEFAULT_HITDELAY 0.28 //Pain speed delay value
#define DEFAULT_REGENDLY 0.18 //Regeneration delay value
#define DEFAULT_HITREGENDLY 2.0 //Pain regeneration delay value
#define DEFAULT_KNOCKBACK 1.0 //Knockback multiplier
new g_zombie_weapname[] = "melee"
new g_infection_name[] = "infection"
// primary weapons (menu|game)
new g_primaryweapons[][][] =
{
{ "M4A1", "weapon_m4a1" },
{ "AK47", "weapon_ak47" },
{ "AUG", "weapon_aug" },
{ "SG552", "weapon_sg552" },
{ "Galil", "weapon_galil" },
{ "Famas", "weapon_famas" },
{ "M3", "weapon_m3" },
{ "XM1014", "weapon_xm1014" },
{ "MP5 Navy", "weapon_mp5navy" },
{ "P90", "weapon_p90" },
{ "SG550", "weapon_sg550" },
{ "G3SG1", "weapon_g3sg1" }
}
Just till weapons...

It didnt work...

(Beast said something about recompile... But idk what that is )


---

BTW: Before the 1st zombie comes can the CT kill the T and can the T kill the T, how can i turn it off?
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Virtual-Vybz
Senior Member
Join Date: Apr 2008
Old 08-16-2008 , 07:05   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2523

Quote:
(Beast said something about recompile... But idk what that is)
Recompile means to compile the main plugin again, to do this rightly I would delete the biohazard.amxx in compiled folder an then hit compile.exe.
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crazyeffect
Veteran Member
Join Date: Jul 2008
Location: Belgium
Old 08-16-2008 , 07:26   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2524

Ill check, but what about that:
Before 1st zombie comes can the CT kill T and T kill CT?
How can i fix it?
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crazyeffect
Veteran Member
Join Date: Jul 2008
Location: Belgium
Old 08-16-2008 , 07:28   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2525

Quote:
Originally Posted by Virtual-Vybz View Post
Recompile means to compile the main plugin again, to do this rightly I would delete the biohazard.amxx in compiled folder an then hit compile.exe.



OK, i deleted the biohazard.amxx

What now... Do i need to put my biohazard.cfg in the extracted compile.exe file?
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Virtual-Vybz
Senior Member
Join Date: Apr 2008
Old 08-16-2008 , 12:09   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2526

Ill try to explain in detail:
You have downloaded the Counter-Strike Addon package from amxmodx.org
So you have a folder called scripting.
In this folder there should be a folder called "compiled" and a folder called "includes" and some .exe datas must be there one called "compile.exe"
Make sure you have the newest version of:
amxmodx and biohazard.
Put the biohazard.inc in the "includes" folder.
Put the biohazard.sma and the biohazard.cfg in "scripting" folder.
Like you have allready done, delete the biohazard.amxx in "compiled" folder
Hit the "Compile.exe" in the scripting folder.
A DOS-Window should pop up and should compile Biohazard.sma to Biohazard.amxx
I is really recommended that you have the latest version of biohazard.
Now youre done. If this all doesnt work correctly. I dont really know whats wrong with this then, but you can have a try by downloading the HLDSUpdateTool.exe and reinstall you whole server. this should probaly work!

Hope I'ved helped if no im sorry but thats all i know and for me it works
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crazyeffect
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Join Date: Jul 2008
Location: Belgium
Old 08-16-2008 , 13:43   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2527

I have version 2.00 Beta 3b of Biohazard

I deleted biohazard.amxx in compiled folder in scripting...
I opened the compile.exe and there is standing:
[quote[Biohazard.sma
Already compiled[/quote]

In my biohazard.cfg (Biohazard.cfg is standing in scripting) is standing:
Quote:
/* Biohazard configs
*
* by Cheap_Suit
*
* This file is provided as is (no warranties).
*/
#if defined _biohazardcfg_included
#endinput
#endif
#define _biohazardcfg_included
// fog settings
#define FOG_ENABLE 1
#define FOG_DENSITY "0.0012"
#define FOG_COLOR "128 128 128"
// default zombie setting
#define DEFAULT_PMODEL "models/player/leaper/leaper.mdl"
#define DEFAULT_WMODEL "models/v_knife_zombie.mdl"
#define DEFAULT_HEALTH 2500.0 //Health value
#define DEFAULT_SPEED 300.0 //Speed value
#define DEFAULT_GRAVITY 1.0 //Gravity multiplier
#define DEFAULT_ATTACK 2.0 //Zombie damage multiplier
#define DEFAULT_DEFENCE 0.087 //Bullet damage multiplier
#define DEFAULT_HEDEFENCE 1.0 //HE damage multiplier
#define DEFAULT_HITSPEED 0.89 //Pain speed multiplier
#define DEFAULT_HITDELAY 0.28 //Pain speed delay value
#define DEFAULT_REGENDLY 0.18 //Regeneration delay value
#define DEFAULT_HITREGENDLY 2.0 //Pain regeneration delay value
#define DEFAULT_KNOCKBACK 1.0 //Knockback multiplier
new g_zombie_weapname[] = "melee"
new g_infection_name[] = "infection"
// primary weapons (menu|game)
new g_primaryweapons[][][] =
{
{ "M4A1", "weapon_m4a1" },
{ "AK47", "weapon_ak47" },
{ "AUG", "weapon_aug" },
{ "SG552", "weapon_sg552" },
{ "Galil", "weapon_galil" },
{ "Famas", "weapon_famas" },
{ "M3", "weapon_m3" },
{ "XM1014", "weapon_xm1014" },
{ "MP5 Navy", "weapon_mp5navy" },
{ "P90", "weapon_p90" },
{ "SG550", "weapon_sg550" },
{ "G3SG1", "weapon_g3sg1" }
}
// secondary weapons (menu|game)
new g_secondaryweapons[][][] =
{
{ "Deagle", "weapon_deagle" },
{ "USP", "weapon_usp" },
{ "Elite", "weapon_elite" }
}
// grenade loadout (game)
new g_grenades[][] =
{
"weapon_hegrenade",
"weapon_flashbang",
"weapon_smokegrenade"
}
new Float:g_knockbackpower[] =
{
3.0, // KBPOWER_357SIG
4.0, // KBPOWER_762NATO
9.5, // KBPOWER_BUCKSHOT
3.0, // KBPOWER_45ACP
4.5, // KBPOWER_556NATO
3.0, // KBPOWER_9MM
3.5, // KBPOWER_57MM
12.0, // KBPOWER_338MAGNUM
4.0, // KBPOWER_556NATOBOX
3.8 // KBPOWER_50AE
}
new g_survivor_win_sounds[][] =
{
"biohazard/survivor_win1.wav",
"biohazard/survivor_win2.wav",
"biohazard/survivor_win3.wav"
}
new g_zombie_win_sounds[][] =
{
"biohazard/zombie_win1.wav",
"biohazard/zombie_win2.wav",
"biohazard/zombie_win3.wav"
}
new g_scream_sounds[][] =
{
"biohazard/scream1.wav",
"biohazard/scream2.wav",
"biohazard/scream3.wav"
}
new g_zombie_miss_sounds[][] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav"
}
new g_zombie_hit_sounds[][] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav"
}
new g_zombie_die_sounds[][] =
{
"biohazard/death1.wav",
"biohazard/death2.wav",
"biohazard/death3.wav"
}
And i still have 170 HP???

In BH Cvars is standing this: (Bh_cvars is in Configs)
Quote:
// Biohazard mod configuration file
echo Executing Biohazard mod configuration file
// Sets sv_skyname. Note: Leave blank to disable.
bh_skyname "drkg"

// Shows your real health.
bh_showtruehealth 1

// Sets map light value ('a' darkest to 'z' brightest). Note: Leave blank to disable.
bh_lights "h"

// Enable weapons menu.
bh_weaponsmenu 1

// Randomly spawns everyone every new round. Note: Uses csdm spawn points.
bh_randomspawn 1

// Kill suiciders next time they spawn.
bh_punishsuicide 0

// How long till the infected player(s) shows up.
bh_starttime 15.0

//How long players will be able to buy (CS Buy Menu). Note: Use 0 to disable.
bh_buytime 5

// Maximum zombies
bh_maxzombies 19

// Use custom win sounds.
bh_winsounds 1

// Ammo system.
// 0 - off
// 1 - unlimited ammo
// 2 - unlimited clip
bh_ammo 1

// HEs explode on impact.
bh_impactexplode 1

// Flashbangs only blind zombies.
bh_flashbang 1

// Turn NVG on automatically when infected.
bh_autonvg 1

// Cap health display to 255.
bh_caphealthdisplay 1

// Survivors cant be infected till their armor is gone.
bh_obeyarmor 0

// Money gain from infecting a survivor.
bh_infectionmoney 1

// Pain shock free system.
bh_painshockfree 1

// Objects pushed when shot.
bh_shootobjects 1

// Push multiplier for weapons.
bh_pushpwr_weapon 15.0

// Push multiplier for zombies.
bh_pushpwr_zombie 15.0

// Knockback system.
bh_knockback 1

// Disables knockback when zombie is ducking.
bh_knockback_duck 0

// Maximum distance of knockback to take effect.
bh_knockback_dist 1000.0

// Enable zombie classes.
bh_zombie_class 0

// Randomize player class.
bh_randomclass 0

// Zombies are respawned as zombies.
bh_respawnaszombie 1

// Frag bonus when killing a zombie.
bh_kill_bonus 1

// Rewards for killing a zombie.
// 0 - off
// 1 - full clip
// 2 - he grenade
// 3 - both
bh_kill_reward 3

// Starting zombie(s) multiplier. (player count * bh_zombie_multi)
bh_zombie_countmulti 0.15

// Starting zombie(s) health multiplier.
bh_zombie_hpmulti 2.0


// Sub-plugins cvars
// bio_radar.sma
//
// Enable/disable plugin.
bh_zombie_radar 1


//bio_smokeflare.sma
//
// Enable/disable plugin.
bh_flare_enable 1

// Flare life.
bh_flare_duration 999.9


// bio_antiblock.sma
//
// Enable/disable plugin.
bh_antiblock 1


// bio_boatescape.sma
//
// Chopper arrival delay.
bh_rescuetime 20.0


// customflashlight.sma
//
// Enable/disable plugin.
flashlight_custom 1

// Show flashlight to all players or only to the player who is using it.
flashlight_show_all 1

// Time in seconds it will take to flashlight to be fully drained.
flashlight_fulldrain_time 120

// Time in seconds it will take to flashlight to be fully charged.
flashlight_fullcharge_time 20

// Flashlight color.
// 0 - random (predifined) colors
// 1 - team colors
flashlight_color_type 0

// Flashlight color for CTs if flashlight_color_type is set to 1.
flashlight_color_ct 255255255

// Flashlight color for Ts if flashlight_color_type is set to 1.
flashlight_color_te 255255255

// Flashlight radius
flashlight_radius 9

// Max distance in units where you can see the flashlight.
flashlight_distance_max 2000.0

// Attenuation light factor according to distance between player and flashlight.
flashlight_attenuation 5
WTH CAN THE PROBLEM BE?

I did everything like you said!
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maslyak
Junior Member
Join Date: Aug 2008
Old 08-16-2008 , 17:05   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2528

Quote:
Originally Posted by CHyCMyMpNk View Post
marcellus Your help is needed, can touch up Frost . When people throw it, sometimes freezes it .
It freezes people from opposite team. So if somebody in your team become zombie, it will not be freezed.
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marcellus
Senior Member
Join Date: Mar 2004
Old 08-16-2008 , 17:30   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2529

Quote:
Originally Posted by maslyak View Post
It freezes people from opposite team. So if somebody in your team become zombie, it will not be freezed.
is it this plugin http://forums.alliedmods.net/showthr...530#post665530 ?
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CHyCMyMpNk
Senior Member
Join Date: Jun 2008
Location: PTZ
Old 08-17-2008 , 02:22   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2530

Quote:
Originally Posted by marcellus View Post
No, it other . That was done .
And your without bug's ?
How regarding gas ?
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