Author Topic: Zombies Script **3.8**  (Read 28987 times)

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Offline -Snowy-

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Zombies Script **3.8**
« on: December 24, 2007, 11:46:32 am »
See this script in action at:
150.101.19.146:23074 (semi permanent for now, hosted by jezza)

Heres a short vid of the deathmatch version in action (this is old, but its still the same idea):
http://youtube.com/watch?v=QVVX7N-54Uc

Script Name:
Zombies
Script Description:
My first shot at doing anything with pascal. Took me just this afternoon/evening.

Deathmatch version - The main object of the game is to stay alive. The game starts with one red player (the 'zombie') with all the next players to join being put onto the blue team. The red player has to attack and kill the blue players, who then are changed to the red team ('zombified'). The last blue left alive is the winner of the round and they get a point when they are finally killed. The teams are then reversed with the winner being the zombie for the next round.

Team version - This is more of a team effort when the humans win if there are any alive at the end of the round. The zombies win if they manage to kill all of the humans. Everything from the DM version still applies, but you get 5 points for being the last survivor in the round. I recommend using maps where the blue team is at great advantage, because once a few blues are red, its gonna be hell hard to survive the whole time.

CTF version - This style works similarly to the team version, but the humans dont win simply by surviving, they have to get into the zombie's base and steal their flag then bring it back to their base to get points, or they lose. But once again if all the humans die, they lose. And zombies can also capture the flag, so humans have to defend against that too. This mode also has a wide range of special abilities for either team available, such as mines, hoards of zombie bots, flash bombs, etc.

INF version - This style works basically the same as the CTF version, but the blue players simply have to defend to get points.
Other info:
You may want to disable weapon anticheat in your server if you dont have the flame god bonus available, since it will kick players when they pick up the flame god bonuses that spawn from zombies.
It was evident that the humans were getting owned, so I've added a few extra special weapons for them, being spawning stat guns, mines, bonus drops from zombies, air strikes, flash bombs, and having a rambo bow if the last human (type /scommands). Any can be disabled if you don't like them.
Zombies have a few abilities too. They have more health than normal players (can be changed), their health regenerates slowly, they can explode and do massive damage, they can summon hoards of zombie bots, and they get full health when they kill.
Zombies can only use the saw as a weapon (unless the first zombie and firstzombieweapon is enabled, then they can choose any). What weapons other players use it up to you.
As far as i know, this script is fully compatible with bots. The only issue i have seen is that in the deathmatch gamemode they attack each other even when they are on the same team. Hopefully someone fixes the bot targetting system for 1.5 (it only needs to be changed from if gamemode = 0 or if gamemode = 2 and targetteam <> botteam to if targetteam <> botteam or botteam = 0)
Original Author(s):
~Snowy~ (more info in /about)
Core Version: (Version of the Dedicated Server you made this script with)
2.6.3
Code:
Code: [Select]
//spawns explosion and kit on zombie

if GetPlayerStat(Victim,'team') = '1' then begin

if ZOMBIEBOOM = 1 then begin
CreateBullet(GetPlayerStat(Victim,'x'), GetPlayerStat(Victim,'y'), 0, 0,100, 4, Killer);
end;

//spawn bonus on zombies

if ZOMBIEBONUS = 1 then begin
Ran := Random(1,23);
if Ran > 15 then begin
SpawnObject(GetPlayerStat(Victim,'x'),GetPlayerStat(Victim,'y'),Ran);
end;
end;

end;

If you want to use this in a server on your home computer, i suggest you look at these:
Allowing people to join your server
Installing scripts

Change log and script attatched
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|
V

Offline pinOi32

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Re: Zombies Script
« Reply #1 on: December 24, 2007, 02:16:43 pm »
the infecting zombie should:

-have auto heal if no damage is done to him for about x seconds
-have a bulletproof vest on

can u tell me how to do these things, pls??
« Last Edit: December 24, 2007, 04:24:51 pm by pinOi32 »
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Offline BombSki

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Re: Zombies Script
« Reply #2 on: December 24, 2007, 02:40:21 pm »
^just use a weapon mod with less damage to the weapons besides saw. giving them a vest works too.

nice script, gotta try it.

Offline Thinkto urself

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Re: Zombies Script
« Reply #3 on: December 24, 2007, 02:46:43 pm »
Nice, finnaly someone makes an infectious zombie script. From a haxxor too.

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Offline pinOi32

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Re: Zombies Script
« Reply #4 on: December 24, 2007, 03:34:51 pm »
I am running the script right now in this server:

Name: Zombie Alert!! w/script
IP: 192. 168. 0. 1
Port: 23073



also, I need to know how to make the infector zombie:

-have auto heal if no damage is done to him for about x seconds
-have a bulletproof vest on

can u tell me how to do these things, pls??





« Last Edit: December 24, 2007, 04:28:11 pm by pinOi32 »
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Offline BombSki

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Re: Zombies Script
« Reply #5 on: December 24, 2007, 07:06:57 pm »
dude, thats your local IP.
www.whatismyip.com

Offline pinOi32

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Re: Zombies Script
« Reply #6 on: December 24, 2007, 07:53:44 pm »
hmm I didnt kno that lol.

EDIT: err the whatismyip.com site says that my ip is 74.234.26.69 -.-
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Offline BombSki

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Re: Zombies Script
« Reply #7 on: December 24, 2007, 07:54:51 pm »
i cant join it.

Offline DorkeyDear

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Re: Zombies Script
« Reply #8 on: December 24, 2007, 10:11:05 pm »

Offline BombSki

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Re: Zombies Script **update 1.3**
« Reply #9 on: December 25, 2007, 02:32:27 pm »
nice updates, really makes the script complete. i like the powerup idea.

Date Posted: December 25, 2007, 04:05:41 pm
ok, ive played this. theres some bugs:

- when someone left the game the entire server crashed (this happened once..)
- zombies can throw away their saw infinitely (thus spamming the server with saws)
- letting players spawn boogie man sucks. make it admin-only
- zombies dont get reset on map change

zombies always win? u should make it possible for the humans to win. make the zombie very strong, add vest. also make u wanna disable certain weapons, barret/m79, or mod them with a weapon mod.
IMO you should make the zombie very strong, but force them to spec when they die. if all zombies died, humans win.
number of zombies at the start of a map should be more in this scenario. for example 1 zombie for every 2-3 humans.

Offline Mr. Domino

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Re: Zombies Script **update 1.3**
« Reply #10 on: December 25, 2007, 03:10:17 pm »
zombies always win? u should make it possible for the humans to win. make the zombie very strong, add vest. also make u wanna disable certain weapons, barret/m79, or mod them with a weapon mod.
IMO you should make the zombie very strong, but force them to spec when they die. if all zombies died, humans win.
number of zombies at the start of a map should be more in this scenario. for example 1 zombie for every 2-3 humans.

My suggestion:

No one gets removed. Game is set up a la INF with a timer. Zombies win when they convert all the humans. Humans win when they survive for a specified period of time. Alternately, let the game run clock-less until there is only one human left, then start the timer. That last person standing needs to survive, say, 3 minutes against everyone (now a zombie) to win.

Offline BombSki

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Re: Zombies Script **update 1.3**
« Reply #11 on: December 25, 2007, 03:57:18 pm »
3 minutes? waaaay too long.
other than that, the humans will try to run through the map to get the timer out, u would need a narrow map for this to prevent this laming.
not a bad idea.

Offline -Snowy-

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Re: Zombies Script **update 1.3**
« Reply #12 on: December 25, 2007, 06:12:45 pm »
- when someone left the game the entire server crashed (this happened once..)
this has never happened to me...and ive had the server running all night :/
- zombies can throw away their saw infinitely (thus spamming the server with saws)
yeah i know but theres not a lot i can do, i tried setting only saw and all other weapons unavailable to red team members when they die, but it lagged out somethin shocking. ill try checking if they have weapon 0 (ie no weapon) and not spawn another in that case

done
- letting players spawn boogie man sucks. make it admin-only
yeah i might look into this, but my server has been on all night and it still has the 3 bots i added when it started, so its not like anybody uses them

done
- zombies dont get reset on map change
i dont see why it cant start with a few zombies...itd take a lot of effort just to fix this

sort of fixed, just changes map after each round so the game probably wont get a chance to end (my server has 0 time so it runs forever anyway :D)

IMO you should make the zombie very strong, but force them to spec when they die. if all zombies died, humans win.

i kind of meant this to still be a single player winning game, not a team effort (trying to get your teammates killed is all part of the fun). and the zombies already have twice the health and refill health on kill, i think they are strong enough.

@ mr domino...to get that all you would need to do it run this on an inf gamemode by removing the code that changes the gamemode on server start, or by changing it manually after the server has started, and then making the zombies die or explode when they pick up a flag. then if there are any humans left at the end, it will say humands win, because their score would have been slowly going up while the zombies were unable to cap.
done - added inf version

Offline BombSki

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Re: Zombies Script **update 1.3b**
« Reply #13 on: December 25, 2007, 07:51:41 pm »
hmm, ok. i missed the idea i guess, when i played it with a few people the humans were kinda helping eachother and the zombie didnt really have a chance..

thx for fast update

Offline miketh2005

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Re: Zombies Script **update 1.6b**
« Reply #14 on: December 26, 2007, 01:42:36 pm »
nice script but you need to make a ctf version there is no one ever in the server.
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Offline BombSki

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Re: Zombies Script **update 1.6b**
« Reply #15 on: December 26, 2007, 04:17:15 pm »
nice updates again.

suggestions:
- try to avoid use of setweaponactive. it sucks to select a weapon every time when u know a zombie can be near.
- put a 5 second timer between rounds so its clear who won.
- give the last human a powerup when he becomes the last one. (or full health?)
- fully heal a zombie if he kills (im not sure if this is the case, but i thought its a set bonus)
- give the first zombie a vest or anything that will help him
- dont allow humans to have saw
- if theres more than 6 players, start with 2 zombies
- dont make the winner of previous round the first zombie (its like a punishment). u could make it random or add a bot until someone else dies.

Offline -Snowy-

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Re: Zombies Script **update 1.6b**
« Reply #16 on: December 26, 2007, 07:35:34 pm »
suggestions:
- try to avoid use of setweaponactive. it sucks to select a weapon every time when u know a zombie can be near.

i use that?

- put a 5 second timer between rounds so its clear who won.

i dont get it. it says who won after each mini round, and the winner in the scoreboard wins the overall round when it changes to the next map. i dont c how it can be any more clear

- give the last human a powerup when he becomes the last one. (or full health?)

not a bad idea...but full health is basically useless vs-ing a zombie because they kill 1-hit with saw most every time

- fully heal a zombie if he kills (im not sure if this is the case, but i thought its a set bonus)

he does, and it says 'the delicious flesh restores your health' or smth

- give the first zombie a vest or anything that will help him

ive tried spawning objects on zombies when they respawn, problem is that if i say somethin like createobject(x,y,19) it will spawn the object where the player died rather than where they spawn, so the killer will get it instead (thats what gave me the idea for zombies dropping powerups). and if i put a sleep (500) or smth, instead of just making it wait longer to do the object spawn, it delays the spawn, meaning that it still spawns the object where u die, and it takes another 500 to spawn. but i dont really think i need to bother as zombies have double health as it is.

- dont allow humans to have saw

why? its their funeral when they saw a zombie and get blown up :D

- if theres more than 6 players, start with 2 zombies

personally i think the game becomes easier for zombies with more players, it gets crowded and less organised, and its easier to start picking them off. but if u want more zombies u can add them with /zombie (and they stay zombies, not like boogie man /bots)

- dont make the winner of previous round the first zombie (its like a punishment). u could make it random or add a bot until someone else dies.

this is more of a balance thing. if there is a player that is really good and they dont become a zombie when they win, they are gonna get all the points every time. but this way at least someone else will win while the last winner is zombified.

Offline Szewczuq

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Re: Zombies Script **update 1.6b**
« Reply #17 on: December 26, 2007, 07:57:08 pm »
snowy - i remamber u when u re cheating :( - u made hacks? :(



Offline BombSki

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Re: Zombies Script **update 1.6b**
« Reply #18 on: December 26, 2007, 08:37:40 pm »
- try to avoid use of setweaponactive. it sucks to select a weapon every time when u know a zombie can be near.

i use that?

*well every time i spawn i have to pick weapons again even if i disabled weapon menu?

- put a 5 second timer between rounds so its clear who won.

i dont get it. it says who won after each mini round, and the winner in the scoreboard wins the overall round when it changes to the next map. i dont c how it can be any more clear

*its not clear when the respawn time is low.. maybe i should change it, however that would ruin it for the zombies imo.

- give the last human a powerup when he becomes the last one. (or full health?)

not a bad idea...but full health is basically useless vs-ing a zombie because they kill 1-hit with saw most every time

*well, flamegod isnt always nice, because flamer doesnt do that much damage vs a few bots. maybe a pred/beserker..

- dont allow humans to have saw

why? its their funeral when they saw a zombie and get blown up Smile

*its confusing :p

- if theres more than 6 players, start with 2 zombies

personally i think the game becomes easier for zombies with more players, it gets crowded and less organised, and its easier to start picking them off. but if u want more zombies u can add them with /zombie (and they stay zombies, not like boogie man /bots)

*in my experience, the first kill takes a long time, and then as there are more zombies there are more kills. this opposes your 'chaos' idea kinda. im wondering, on which map do u play it and with how many people?

- dont make the winner of previous round the first zombie (its like a punishment). u could make it random or add a bot until someone else dies.

this is more of a balance thing. if there is a player that is really good and they dont become a zombie when they win, they are gonna get all the points every time. but this way at least someone else will win while the last winner is zombified.

* well people dont really look at the points, i think. but ok, fair enough


also: maybe u should add this modded gun for humans :)

[HK MP5]
Damage=0
FireInterval=3
Ammo=200
ReloadTime=20
Speed=300
BulletStyle=6
StartUpTime=0
Bink=0
MovementAcc=1
Recoil=0
« Last Edit: December 26, 2007, 08:40:14 pm by BombSki »

Offline -Snowy-

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Re: Zombies Script **update 1.6b**
« Reply #19 on: December 26, 2007, 08:52:04 pm »
*well every time i spawn i have to pick weapons again even if i disabled weapon menu?

i swear i dont have setweaponactive anywhere in my script, i use forceweapon and only on zombie :/

*its not clear when the respawn time is low.. maybe i should change it, however that would ruin it for the zombies imo.

i kinda c what you are getting at, but if someone actually cared who won they would take the time to look at the text up top

*well, flamegod isnt always nice, because flamer doesnt do that much damage vs a few bots. maybe a pred/beserker..

actually i think the flamer has been buffed a bit since 1.3.1, it can actually be quite lethal (especially vsing things that have to get close to you to kill, and lots of them)

- dont allow humans to have saw
*its confusing :p

thats the idea, confusion = fun

*in my experience, the first kill takes a long time, and then as there are more zombies there are more kills. this opposes your 'chaos' idea kinda. im wondering, on which map do u play it and with how many people?

i usually play arena2 or arena whatever its called (the one with big grey blocks and a sky blue bg). the players vary from 2 to about 5 has been the most. and from what ive seen, its easier to kill more than to kill less (watch animal planet and see the lions and tigers hunt the massive flocks of birds...they almost always get one)

Offline BombSki

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Re: Zombies Script **update 1.7**
« Reply #20 on: December 26, 2007, 09:26:07 pm »
okok.. well in my experience the start of a game = zombie gets shot by 2-3 ppl everywhere he goes, and has basicly no chance with the saw.. until he suddenly respawns in between them. as soon as he gets the 2nd zombie its over quite fast...
ive played arena2 but also some bigger maps. imo bridge is kinda good for this mode, but youll need 4-8 people (ive had 8 at some moment)

Offline pinOi32

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Re: Zombies Script **update 1.7**
« Reply #21 on: December 26, 2007, 10:16:34 pm »
are u still able to /kill yourself and become a zombie?? if so, I think u should change that.
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Offline -Snowy-

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Re: Zombies Script **update 1.7**
« Reply #22 on: December 27, 2007, 09:25:21 am »
i dont c why you shouldnt become a zombie, seeing that if you were to suddenly collapse on the ground and die randomly in an area with a large zombie population, the zombies would begin to munch on you until you were reanimated into one of their own...speaking from a strictly logical point of view. if i were to remove it, it could be used as an exploit to stop themselves from being killed by zombies, which is no fun.

@ bomski - just add zombie bots like i said

Offline Flamingo

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Re: Zombies Script **update 1.7**
« Reply #23 on: December 27, 2007, 09:31:37 am »
The zombies are way too strong, You need to shoot them twice with a barret to kill them.
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Offline BombSki

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Re: Zombies Script **update 1.8**
« Reply #24 on: December 27, 2007, 10:04:53 am »
thats fine.

Offline -Snowy-

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Re: Zombies Script **update 1.8**
« Reply #25 on: December 27, 2007, 10:09:50 am »
the idea is to make them hard to kill, them dying in 1 shot makes it near impossible for the first zombie to get a kill. if you could make m79 not kill in 1 shot, id do that too.

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Re: Zombies Script **update 1.8**
« Reply #26 on: December 27, 2007, 10:35:27 am »
the idea is to make them hard to kill, them dying in 1 shot makes it near impossible for the first zombie to get a kill. if you could make m79 not kill in 1 shot, id do that too.
function OnPlayerDamage(Victim, Shooter: byte; Damage: integer): integer;
begin
  if Damage > 4000 then
    Damage := 100{or whatever dmg you want it to be};

Also it does additional splash damage so you might want to make it something like 50

some additional ideas:
store the player's primary before turning him into a zombie and give it back when the round resets, or kill everybody on reset. Cause everyone runs with the saws in the beginning of the round which confuses people (at least me)
And DrawText the name of the zombie guy in the beginning of the round

PS: your code melts my brain >.<
By using cases and some for loops you can make the code like 10 times shorter... Come on =/
« Last Edit: December 27, 2007, 10:54:57 am by danmer »

Offline -Snowy-

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Re: Zombies Script **update 1.8**
« Reply #27 on: December 27, 2007, 10:51:01 am »
function OnPlayerDamage(Victim, Shooter: byte; Damage: integer): integer;
begin
 if Damage > 4000 then
 Damage := 100{or whatever dmg you want it to be};
Also it does additional splash damage so you might want to make it something like 50

ive tried reducing the m79 damage to 0 to make the super zombie invincible, but it still kills on a direct hit

some additional ideas:
store the player's primary before turning him into a zombie and give it back when the round resets, or kill everybody on reset. Cause everyone runs with the saws in the beginning of the round which confuses people (at least me)
that shouldnt happen since being a zombie uses forceweapon and doesnt change what is selected in the weapon menu, so you should have to click the weapon you want when u are human again, not automatically get a saw :/

And DrawText the name of the zombie guy in the beginning of the round
yeah maybe ill do that cuz ppl are too lazy to look at the chat or use /zombies

Offline Mr. Domino

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Re: Zombies Script **update 1.8**
« Reply #28 on: December 27, 2007, 11:11:10 am »
Would it be possible for either the Super Zombies or another type of zombie (ie., a Zombie Lord) to spawn three normal zombies in its place upon death? Also, would the TM mode fix how the bots just end up attacking each other as they do in your DM test server?

Offline pinOi32

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Re: Zombies Script **update 1.8**
« Reply #29 on: December 27, 2007, 11:24:50 am »
The zombies are way too strong, You need to shoot them twice with a barret to kill them.

1.6b-1.7
added ctf game style (use .ini to change it)
zombies have 3x normal health instead of 2x  <----------------


I found something else: a zombie can just drop their chainsaw and pick up any weapon that is on the ground. I think u should disable this somehow...ooh, and I like mr. domino's idea too (except it should be only 2 instead of 3)! lol
« Last Edit: December 27, 2007, 01:29:07 pm by pinOi32 »
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Offline danmer

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Re: Zombies Script **update 1.8**
« Reply #30 on: December 27, 2007, 12:37:41 pm »
ive tried reducing the m79 damage to 0 to make the super zombie invincible, but it still kills on a direct hit
try -4000

Offline Mr. Domino

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Re: Zombies Script **update 1.8**
« Reply #31 on: December 27, 2007, 01:47:39 pm »
I found something else: a zombie can just drop their chainsaw and pick up any weapon that is on the ground. I think u should disable this somehow...

The current script already fixes it. Sure, you can pick up another the weapon, but the instant that happens it turns into a chainsaw.

Offline xmRipper

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Re: Zombies Script **update 1.8**
« Reply #32 on: December 27, 2007, 03:27:03 pm »
omg v1.8.
really fast updates.
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Offline BombSki

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Re: Zombies Script **update 1.8**
« Reply #33 on: December 27, 2007, 03:43:40 pm »
yep.

- remove debugging numbers ?
- stop turning on ff? :O
should at least be an option imo

also getting the usual windows-related out of range errors and sometimes it starts spitting out AVs.
« Last Edit: December 27, 2007, 03:59:57 pm by BombSki »

Offline -Snowy-

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Re: Zombies Script **update 1.8b**
« Reply #34 on: December 29, 2007, 02:37:10 am »
- remove debugging numbers ?
- stop turning on ff? :O
should at least be an option imo

i went ahead and removed the counting players thing (i didnt know what writeln was for originally and i thought it might have been part of the inc() function since it was used in the example)

but the friendly fire thing is a part of the script...it turns on when the only zombie in the game leaves or turns to spec mode, so that the next player killed becomes the new zombie (because originally someone would have to kill themselves). you can see it constantly turning itself off because it does so when it is possible that a player has filled the position as the zombie (whenever a player joins red team). id make it so it only turned it off once after it had been turned on, but i dont know how to find whether it is currently on.

and i dont know what causes the occasional access violations...but i havnt seen one since i cleaned up the script a bit, so hopefully they will die out

Offline Sauron

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Re: Zombies Script **update 1.8b**
« Reply #35 on: December 30, 2007, 11:25:04 am »
I don`t know why snowy isn`t banned here.Who don`t know what he is.Look this: http://www.youtube.com/profile?user=xXSnowyXx  . I hope you will be banned very soon.One script can`t delete your history.Go back to AN.

Offline -Snowy-

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Re: Zombies Script **update 1.8b**
« Reply #36 on: December 30, 2007, 12:10:35 pm »
I don`t know why sauron isn`t banned here.Who don`t know what he is.Look this:

I don`t know why snowy isn`t banned here.Who don`t know what he is.Look this: http://www.youtube.com/profile?user=xXSnowyXx . I hope you will be banned very soon.One script can`t delete your history.Go back to AN.

I hope you will be banned very soon.Being a hack hunter can`t delete the fact that you cant speak english.Go back to czech land.

btw noc and stay on topic, i think weve been through this anyway *looks at his sig*

Offline pinOi32

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Re: Zombies Script **update 1.8b**
« Reply #37 on: December 30, 2007, 04:15:09 pm »
shut up, sauron!! u just said something that doesnt even have to do with the topic at all!!
Pls use my amazing interface:
http://forums.soldat.pl/index.php?topic=27584


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Offline Flamingo

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Re: Zombies Script **update 1.8b**
« Reply #38 on: December 30, 2007, 04:24:06 pm »
shut up, sauron!! u just said something that doesnt even have to do with the topic at all!!
So did you... Fail!

Snowy, Giving the zombies 2x health means way too much reloading.
Banned

Offline Iq Unlimited

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Re: Zombies Script **update 1.8b**
« Reply #39 on: December 30, 2007, 05:34:15 pm »
fyi you cant get banned for hacking here unless you physically talk about them or post them or something.

Offline Szewczuq

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Re: Zombies Script **update 1.8b**
« Reply #40 on: December 30, 2007, 06:02:31 pm »
snowy!! u re hacker.... ehh.....



Offline -Snowy-

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Re: Zombies Script **update 1.8b**
« Reply #41 on: December 30, 2007, 06:43:57 pm »
Snowy, Giving the zombies 2x health means way too much reloading.

yeah but otherwise they barely have a chance (u can change the damage anyway though, its declared at the top as a constant so its easy for noobs to configure)

Offline Arbiter

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Re: Zombies Script **update 1.8b**
« Reply #42 on: December 30, 2007, 07:28:32 pm »
yea why do you advertise ppl to hack and get banned

bad snowy >:(

That's Off-Topic and pathetically stereotypical.
snowy!! u re hacker.... ehh.....

I don`t know why snowy isn`t banned here.Who don`t know what he is.Look this: http://www.youtube.com/profile?user=xXSnowyXx  . I hope you will be banned very soon.One script can`t delete your history.Go back to AN.

Exact Same.  This two three need warnings, eh?

"Why beat kids when you can beat women?" - Espadon
"markin marknousky wont kno what hit him!" - Some loser.
[/i]

Offline -Snowy-

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Re: Zombies Script **update 1.8b**
« Reply #43 on: December 30, 2007, 09:49:58 pm »
do we really need to wreck this topic by continuously going off it...if you wanna discuss this rubbish you should make another topic for it, heck, even have a vote to ban me if u want (not that i wont re-register a 3rd time  ;D)

edit: lol chris got mah back :D i <3 being grouped with half of australia (bigpond owns)

Offline chrisgbk

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Re: Zombies Script **update 1.8b**
« Reply #44 on: December 30, 2007, 10:37:18 pm »
Alright, time to lay down the law. I'm going to actively start enforcing this section of the rules:

Quote
Do not post to tell us about some encounter with a hacker, and do not name any hackers, hacks, or say anything about details.  We know hacks exists, and the people who can are doing things to bring hacking to an end.

Next person to post about it gets a warning. Both for violating this, and for being offtopic spam.

Before you think about mentioning this part of the rules:

Quote
Any members found to be affiliated with any hacking groups will be immediately banned.

Be aware that moderators (like me) can't ban people, or delete accounts, or otherwise disable someones access to the forums; we can only delete posts, lock topics, etc. Only FliesLikeABrick, ElephantHunter, or other Administrators can do anything. If you have a serious issue with him being here, take it up with them via private message, not in this topic.

My (personal) view is that as long as he's contributing usefully to the community, and not encouraging hacking, or linking to anywhere that does, ie: not being in violation of any rules other than the one quoted above, he can stay. But it's not my decision to make.

Realistically, it's also very difficult to actually ban him as his ISP has a rediculously large range of literally millions of IPs. We would essentially have to ban all of Australia to stop him if we were intent on keeping him out.



We now return to your regularily scheduled programming.

Offline chrisgbk

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Re: Zombies Script **update 1.9**
« Reply #45 on: January 01, 2008, 04:04:12 pm »
shut up, sauron!! u just said something that doesnt even have to do with the topic at all!!
So did you... Fail!

Snowy, Giving the zombies 2x health means way too much reloading.

oh, pls. just because I was trying to tell the spammers to stop, you....FAIL

User was warned for this post for spam. In the future, don't tell spammers to stop, report them. You are just furthering the spam otherwise.

Offline pinOi32

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Re: Zombies Script **update 1.9**
« Reply #46 on: January 01, 2008, 04:11:07 pm »
...




anyways, is there a way to set the gamestyle before running the server, so I dont have to change it ingame??
Pls use my amazing interface:
http://forums.soldat.pl/index.php?topic=27584


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Offline -Snowy-

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Re: Zombies Script **update 1.9**
« Reply #47 on: January 01, 2008, 07:39:19 pm »
yes, you just need to change the gamestyle in soldat.ini to the one you want (0 = dm, 2 = tm, 3 = ctf)

lol i dont have a warning level and joo do :D

Offline pinOi32

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Re: Zombies Script **update 1.9**
« Reply #48 on: January 02, 2008, 03:41:39 pm »
thanx!

...anyways, your script is getting better and better :D

 and I dont care about the warning level :/


Pls use my amazing interface:
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Offline Mercury92

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Re: Zombies Script **update 1.9**
« Reply #49 on: January 03, 2008, 08:07:50 am »
Everybody gets banned for not allowed wep. Whats wrong. I have disabled Mini, sniper, ruger. When joining team automatically go to Bravo team. Its annoying when joing spectators.
And how many bots to add?
[saw]  on 1.5.1

Offline -Snowy-

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Re: Zombies Script **update 1.9**
« Reply #50 on: January 03, 2008, 08:17:09 am »
Quote
You may want to disable weapon anticheat in your server if you dont have the flame god bonus available, since it will kick players when they pick up the flame god bonuses that spawn from zombies.


thats why

and as many as you want i guess

Offline Mercury92

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Re: Zombies Script **update 1.9**
« Reply #51 on: January 03, 2008, 08:25:05 am »
You mean disable BE? Or will this help :
Bonus_Frequency=0
Bonus_FlameGod=1
?

[saw]  on 1.5.1

Offline -Snowy-

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Re: Zombies Script **update 1.9**
« Reply #52 on: January 03, 2008, 08:38:39 am »
i dont think that will help because i think it will still kick you if there is no bonuses at all.

what you need to do is either make it so bonuses appear normally, or go into soldat.ini and find Disable_AntiCheat_Kick=0 and change it to Disable_AntiCheat_Kick=1. that should disable the anti cheat and ignore when people pick disabled weapons.

but then again i dont have my soldat server on this computer and u may have to disable something in server.ini i think its called, because im not sure if the weapon anti cheat is in soldat normally or if it is only in the dedicated server.

you can leave battleye on btw

Offline Mercury92

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Re: Zombies Script **update 1.9**
« Reply #53 on: January 03, 2008, 10:05:19 am »
So Survival mode CTF is not working. I just wanted to know. But what about like CSS ZM. When zombie die, he will spawn as human. When all humans are dead = +1 score to zombies. Zombies dead = +1 score to humans. What you think about that? And why map changes when all humans are dead ?!

What means that?
Code: [Select]
ZOMBIEDEF = 3; //defence for zombie players and bots
« Last Edit: January 03, 2008, 10:08:22 am by Mercury92 »
[saw]  on 1.5.1

Offline -Snowy-

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Re: Zombies Script **update 1.9**
« Reply #54 on: January 03, 2008, 10:39:30 am »
i dont know why ctf mode wouldnt be working, it works for me

thats an interesting idea, but i dont think i should bother persuing it because...i just dont want to

and that is how much harder zombies are to kill that humans (3 = 3x harder, 2 = 2x harder to kill)

Offline Mercury92

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Re: Zombies Script **update 1.9**
« Reply #55 on: January 03, 2008, 10:45:41 am »
No CTF is working fine But Survival mode not.
[saw]  on 1.5.1

Offline -Snowy-

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Re: Zombies Script **update 2.0**
« Reply #56 on: January 03, 2008, 10:47:57 am »
well what is wrong with it? its working fine for me.

wait...by survival u mean when people are out of the round when they die? or do u mean the survivor (deathmatch) mode of this script. because i dont recommend using survival mode in conjunction with this, because then people dont become zombies when they die, they just turn back into people in the next round.

Offline Mercury92

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Re: Zombies Script **update 2.0**
« Reply #57 on: January 03, 2008, 11:06:18 am »
Heh, already a new update. Thats Crazy :D
[saw]  on 1.5.1

Offline Amida

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Re: Zombies Script **update 2.0**
« Reply #58 on: January 03, 2008, 11:14:42 am »
This just keeps getting better...

Keep up the good work  8)

Offline -Snowy-

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Re: Zombies Script **update 2.0**
« Reply #59 on: January 03, 2008, 11:41:53 am »
amida u disable weapon anti cheat yet? cuz it screws u over when u pick up a flame kit.

Offline Amida

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Re: Zombies Script **update 2.0**
« Reply #60 on: January 03, 2008, 11:44:19 am »
amida u disable weapon anti cheat yet? cuz it screws u over when u pick up a flame kit.

Yeah, it works fine now, thanks.

Offline KwS Pall

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Re: Zombies Script **update 2.0b**
« Reply #61 on: January 14, 2008, 09:07:32 am »
I found a bug or it's not a bug, when zombiefied you can go to bravo team before end of round using esc menu
I'm going to write Tibia for Soldat

Offline -Snowy-

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Re: Zombies Script **update 2.1**
« Reply #62 on: January 14, 2008, 09:19:47 am »
yer i just uploaded a new update this second to fix that, they go to spec mode if they change manually. id make them go to there old team but unfortunately i cant really tell what it was because onteamjoin only shows the team they are going to and if u use getplayerstat(team) in onteamjoin it also gets the team they are going to, and i dont know an easy way to store the current teams for every player without...doing it for every single player (i might do that later when im more bored). at least they lose their score if they change manually, so they may be discouraged for now

Offline DorkeyDear

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Re: Zombies Script **update 2.1**
« Reply #63 on: January 14, 2008, 08:43:45 pm »
Seems that when I'm alone, I can join alpha or bravo.. and if i do /kill while on bravo team, it basically does /nextmap and sets me to alpha.. on ur server.

Also seems that dead zombies lay m79 eggs and they fall to kill whomever may be below them. Supost2 be a feature, but just to give my opinion, I don't like it very much.

Offline -Snowy-

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Re: Zombies Script **update 2.1**
« Reply #64 on: January 14, 2008, 10:52:59 pm »
well on ctf, inf, or tm, one of the objectives of the humans is to survive, or they lose, so if there is only one person on bravo and they die, they become zombified, humans lose, and the map changes.

and zombies are supposed to explode when they die, and putting m79 bullets up there ass is the only way i could think of to get that affect.

Offline DorkeyDear

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Re: Zombies Script **update 2.1**
« Reply #65 on: January 15, 2008, 06:23:19 am »
Lack of time to look for my self ATM, is it ezly disableable?

Offline -Snowy-

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Re: Zombies Script **update 2.1**
« Reply #66 on: January 15, 2008, 06:56:07 am »
yer just remove the only createbullet in the script (i think its the only one anyway)

Offline DorkeyDear

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Re: Zombies Script **update 2.2**
« Reply #67 on: January 15, 2008, 05:38:41 pm »
I meant by like setting a constant BotExplode = true; to false or something like that... but that works too.

Offline -Snowy-

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Re: Zombies Script **update 2.3**
« Reply #68 on: January 17, 2008, 01:15:17 am »
well i was gonna put that option in ages ago but i guess i forgot...but its there now

Offline chutem

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Re: Zombies Script **update 2.7**
« Reply #69 on: January 21, 2008, 03:47:03 pm »
I was a playing on Snowys zombie server, and when you're a zombie and do /boom, if the round ends before you explode, you get a m79 up your ass and die when your on bravo.
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs

Offline -Snowy-

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Re: Zombies Script **update 2.7**
« Reply #70 on: January 21, 2008, 05:19:45 pm »
i c your problem...i will fix this when i bother uploading a new one

Offline Vilde123 [Fin]

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Re: Zombies Script **3.8**
« Reply #71 on: February 08, 2009, 09:32:21 am »
Is there a chance of getting some information about changing the script a little...?

I was thinking to make the first zombies to spawn as bots in small waves, and the last survivor of the last round could then be a human also, not the first zombie. (I've got complaints about this and I think also myself it could be great)

Thanks.

Offline Dpulse

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Re: Zombies Script **3.8**
« Reply #72 on: July 31, 2009, 03:53:54 pm »
I know this topic hasn't been posted in for awhile, but for this script is there anyway you can edit it so you have more than 1 life, i browsed through it and i didn't see anything?
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Offline miketh2005

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Re: Zombies Script **3.8**
« Reply #73 on: July 31, 2009, 06:43:36 pm »
I know this topic hasn't been posted in for awhile, but for this script is there anyway you can edit it so you have more than 1 life, i browsed through it and i didn't see anything?

I thought you script???? It should be easy enough to look through it and add some lines or edit or take away, whatever...
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Offline Dpulse

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Re: Zombies Script **3.8**
« Reply #74 on: July 31, 2009, 10:07:50 pm »
eh, yea the script didnt work anyway = / i scripted a bit of a zombie script but then i foudn a better one so yea
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