This is update v1.2 of Dobby's Zombie mod More info can be found here.
This is update v1.2 of my zombie mod, at http://callofduty.filefront.com/file/Dobbys_Zombie_Mod;89201 Changes: *Added a new zombie class, 'rabid dog'. -Special ability: Avoid mines (lasts 15 secs, dogs slow down whilst using it) -Health: 200 -(Bite) damage: 15 -Can't mantle or climb ladders -130% speed *Hunters become immune to poison after 3 (poison) hits. This is pretty rare because it takes two hits to kill them after all of the damage, but hunters can pick up healthpacks. *Removed scr_maxscore and replaced with scr_lastcamp *Overhauled class picking menu system - there's a picture for each class, you can see them in my signature *Improved FX e.g. ring of fire & lightning strike, to add distortion and use cloud shaders instead of blobs *Each class of zombie has a different effect when their body disappears *Hunters don't drop weapons if they die before a zombie is picked; to stop people cheating and getting two weapons *Zombies can knife/bite by clicking (when they're not holding the USE key) *Mines spin whilst they fly up to explode *Fixed bug where two mines/healthpacks would be dropped if a zombie was killed by a mine *Fixed bug where a zombie picking a class would get killed, if a mine was close enough and a live zombie triggered it *Added an autofix for when g_gametype isn't 'zom' - rotates the map after 20 seconds *Added back the scorebar borders in the bottom left of the screen *Modded all English intel to be relevant to the mod *Added protection against map IWD's in the modfolder, and an unpure folder called 'zomdb1.2' as this is the one I'll use *Made graves rotate to a random angle when they are spawned *Tweaked some zombie skins *Improved healthpack models *Replaced Fire zombie scoreboard icon *Made team radar icons invisible *Semi-fixed bug where the console would scroll for a zombie who is picking a class- it doesn't scroll, but sometimes messages cover up the pick menu *Cut down on mine explosion effect *Dogs growl instead of moaning *Added scoreboard icons for the hunters' states of health: <33 = red, <66 = orange, 67+ = green *Added red FX thingy around poison zombies when they use zombie call *Changed lightning strike damage to 30 *Added a crosshair for thirdperson (doesn't help much but some people asked) *Changed fire zombie icon *Fixed mantle/ladder bug whilst holding a skull - it would switch to the knife when you get off All of the custom dvars: set lastfirstzom "lolol" *Ignore it, used to avoid picking the same person to be a zombie twice in a row set scr_mines 1 *1/0 - enable/disable mines set scr_darkskies 0 *0/1 - er, not actually used anymore, I should get rid of this. set scr_unlimitedammo 1 *1/0 - enable/disable unlimited ammo for the hunters set scr_c4 0 *-1/0/1 - 0 = disable c4, 1 = 3 packs of c4 at a time, -1 = as many as you want (unstable) set scr_zommusic 3 *Music to use, 0 = disable, 1 = the mp3 in the IWD of the mod, 2-5 = various COD4 tracks set zom_debug 0 *1/0 - Only works for me, tied to my GUID set scr_hunskull 10 *The an amount of hunters at or below this number, and fast zombies will be given skulls set scr_graves 1 *1/0 - enable/disable graves when hunters die set scr_zomfire 0 *-1/0/1 - FX control for fire zombies, -1 = no effect, 0 = simple sprites, 1 = sprites + lights + distortion set scr_health 100 *Default starting health of hunters set scr_invert 1 *1/0 - enable/disable inverted screen when the lastman is active set scr_gl 0 *0/1 - enable/disable grenade launchers set scr_fog 0 *0/1/2 - 0 = no fog, 1 = map fog, 2 = black zombie fog set scr_drops 1 *0/1/2 - 0 turns healthpacks/mines when zombies die off, 1 makes all zombies drop healthpacks, 2 does the same but the first picked zombie drops a mine set scr_ignorelastzom 0 *Set to 1 if the mod is having trouble picking zombies. It'll only try to pick one if there are 3+ active hunters. set scr_lastman 1 *1/0 - enable/disable lastman with laser set scr_gravity 800 *Persistent gravity setting set scr_class "" *Force zombies to pick a specific class. Options: fast, poison, normal, electric, fire, dog set scr_starttime 120 *Time in seconds until a zombie is picked - minimum is 10 set scr_showteam 1 *1/0 - enable/disable overhead team names set scr_killerdrops 1 *1 = only let the hunter who killed the zombie pick up his healthpack/mine, 0 = let anyone set scr_falldamage 1 *1/0 - enable/disable fall damage set scr_lastcamp 0 *0 = anticamp for lastman, 1 = none set scr_msgdelay 25 *delay between iprintln server messages (seconds) There are several errors that the mod will tell you about. A message will come up on the server, and the server name will be changed to what it currently is + the error message. This is the only way I can think of, as you won't usually be in the server when it doesn't work. -Using my modfolder (mods/zomdb1.2) and putting any other IWD file in there will error the server -Using any modfolder and putting map IWD's (mp_mapname) in there will error the server (put them in usermapsmapname!) -Not using zom.cfg will error the server -Using my modfolder and modifying z_zomdb_ext.iwd will error the server -Using the modfolder 'zomdb' will error the server If g_gametype is not set to zom, then the server will set it to that and rotate the map after 20 seconds. No-one else can use the name 'novemberdobby' (capital letters anywhere) apart from me. I've seen namefakers in 1.1 servers and I won't stand for it :D Due to engine limitations, there is no icon on the scoreboard for players who are connecting or dead. Dogs can sometimes get stuck mantling. Just suicide if this happens, I can't fix this easily. On servers with *a lot* of players, the class picking menu will sometimes be invisible. I can only assume this is an engine bug as it's been simplified endlessly to try and make it work. There are several admin functions also: *scr_say - prints a large message on the server *scr_saysmall - prints a small message on the server *scr_spectateplayer <playerslot> - puts a player into full spectate. Several admins asked for this function to see if people get out of the map. *scr_killplayer <playerslot> - take action after seeing a player is out of the map. *scr_pausegame -1/0, stops all players moving and puts up a 'paused' message
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