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Zombie Mode (1.1.4.0 - 19-APR-15) + BFHL


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Originally Posted by PapaCharlie9*:

 

EDIT: The weapon codes have to be updated.

 

EDIT: Yells won't work, which is a major issue. The announcements are pretty important for getting new players to understand how it works. They are still sent in chat, but expect lots of noobs to be confused and f-up.

 

I haven't tested it. Should be pretty fun on Op.Locker.

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  • 2 weeks later...

Originally Posted by Hutchew*:

 

Well, I think I got it.......

 

Zombie Locker

Revolvers/Melee for humans only.

 

Papa, you are admin, if you want to fool with it.

 

Had to turn contact kill for melee off, as counter attacks were turning humans into zombies. Otherwise, looks like it runs fine.

 

When it's all debugged, I'll post up the plugin file.

 

Hutchew

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Originally Posted by PapaCharlie9*:

 

Well, I think I got it.......

 

Zombie Locker

Revolvers/Melee for humans only.

 

Papa, you are admin, if you want to fool with it.

 

Had to turn contact kill for melee off, as counter attacks were turning humans into zombies. Otherwise, looks like it runs fine.

 

When it's all debugged, I'll post up the plugin file.

 

Hutchew

Nice job! Did you change that whole list of weapons? That's what has held me back, so much work!

 

Why shouldn't a counter-attack melee cause infection? It actually makes sense. If a zombie knifes you, you are infected. If you knife a zombie, you are infected. If a zombie knifes you and you counter it and knife the zombie instead, you are infected!

 

But then again, you said "revolvers and melee" for humans? That's a bit unusual for zombie mode. I like shotguns and pistols for humans myself.

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Originally Posted by Hutchew*:

 

Yeah, was a tough decision. Too bad a counter attack isn't stand-alone with melee, then it would have been grand, a regular melee kill would have been infectious, but a counter-melee kill wouldn't be.

 

Both ways make sense, I suppose. The other thing we noticed fooling around was the repair tool is nearly unbeatable by the humans........so might need to take that out of the lineup.

 

Yes, I added all the BF4 weapons, but I really think it can be cleaned up, and for some reason, some weapons cannot be turned on/off. Something with my codes, I suspect.

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Originally Posted by Hutchew*:

 

I'm waiting for Hutchew to put up his modification somewhere. I'd like to review it and if all looks good, I'll post it.

BF4ZombieMode

 

I haven't really messed with it lately, was sickly over Xmas & New Years, but it did seem to work ok. For some reason, some of the human/zombie weapons can't be turned on/off, and I do think weapons can be cleaned up somewhat as well.

 

YMMV

 

Hutchew

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Originally Posted by KaMiKAZEsmartie*:

 

I downloaded and added to plugins folder BF4 But Zombies Mod doesn't Show. :sad: anyone else get this to work

You have to set it unranked, u have to restart the layer &you have to modify the weapon list!
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Originally Posted by PapaCharlie9*:

 

Okay, thanks to Hutchew for the update. I've reviewed it and decided to clean up the weapon list a bit more, removing the duplicates and U? blah, blah. Post #1 has been updated with version 1.1.3.0. Download it from the link in post #1.

 

This version has not yet been tested, so use at your own risk! Once a few people have tested it on both BF3 and BF4, I'll remove this warning.

 

ALSO, if you already installed a modified version, your own or someone elses, you will have to clear out all your Zombie Mode settings or else they may conflict. To do this, exit from Procon (local or layer, wherever the plugin is installed). Find your procon/Configs/(ip_port).cfg file for your game server. Open that file in Notepad and find ALL of the lines with "CZombieMode" in them. Delete ALL lines with "CZombieMode". Don't delete any others. In fact, make a back-up copy the cfg file to a separate folder first, since these are all of your plugin settings, just in case. Save your changes and restart Procon.

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Originally Posted by Chooper*:

 

Okay, thanks to Hutchew for the update. I've reviewed it and decided to clean up the weapon list a bit more, removing the duplicates and U? blah, blah. Post #1 has been updated with version 1.1.3.0. Download it from the link in post #1.

 

This version has not yet been tested, so use at your own risk! Once a few people have tested it on both BF3 and BF4, I'll remove this warning.

 

ALSO, if you already installed a modified version, your own or someone elses, you will have to clear out all your Zombie Mode settings or else they may conflict. To do this, exit from Procon (local or layer, wherever the plugin is installed). Find your procon/Configs/(ip_port).cfg file for your game server. Open that file in Notepad and find ALL of the lines with "CZombieMode" in them. Delete ALL lines with "CZombieMode". Don't delete any others. In fact, make a back-up copy the cfg file to a separate folder first, since these are all of your plugin settings, just in case. Save your changes and restart Procon.

We are trying it on one of our servers. Not sure if it is supposed to do this or not, but it doesn't limit the zombie to only the knife, defib, and repair tool. In fact when a zombie spawns, all weapons are available to him. However, if the zombie uses anything other than what they are supposed to which is a rule violation, it will kick the zombie player.

 

I guess the question is, is the plugin supposed to limit weapon availability?

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Originally Posted by PapaCharlie9*:

 

We are trying it on one of our servers. Not sure if it is supposed to do this or not, but it doesn't limit the zombie to only the knife, defib, and repair tool. In fact when a zombie spawns, all weapons are available to him. However, if the zombie uses anything other than what they are supposed to which is a rule violation, it will kick the zombie player.

 

I guess the question is, is the plugin supposed to limit weapon availability?

Getting kicked for using the wrong weapon is the only limit that can be done for Battlefield, so sounds like it is working as expected.

 

It's going to be harder to run this on BF4 since BF4 doesn't have yelling (full screen messages). Players will have to pay attention to chat messages.

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Originally Posted by KillerpeterNr1*:

 

My German Clan and me tested the Plugin, its very nice and runs good.

We had much fun with it but its nothing that i can Play all day...

So here is a Video:

 

After that we think that the bullet damage shouldnt be go over 30%

 

All in all nice work and thanks for that

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Originally Posted by PapaCharlie9*:

 

My German Clan and me tested the Plugin, its very nice and runs good.

We had much fun with it but its nothing that i can Play all day...

So here is a Video:

 

After that we think that the bullet damage shouldnt be go over 30%

 

All in all nice work and thanks for that

Very good! I agree that it is fun for a while, but not something I'd want to do all the time.
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Originally Posted by PapaCharlie9*:

 

i like this mode but i hate when all the humans camping LOL xD

Turn down the initial bullet damage. The first zombie or two should be practically invincible, even with 8 guys unloading their entire clips into them.
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Originally Posted by naurel*:

 

Sup ! I've tested this mod during 3 hours with 2 servs 64 full of 32 players.

We realy enjoy the mod a lot. Hard to find the perfect combination for damage with so many people.

I've few point of amelioration :

When a player suicide redzone it doesn't count as suicide and so he is respawning somewhere instead of being switch.

Could you add an option where it doesn't matter how many zombie are killed it's the last human who win ? (I had to set zombie kill to 99.999.999). And if this option is activate when a zombie is killed it doesn't show (we could think of just showing a sumup at the end of the game like : Human XXXX wins ! YYY zombies were killed during this infection....)

 

If I think of more way to upgrade this mod i'll let you know.

 

Thank you for your work we had a great time !

 

Naurel

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Originally Posted by PapaCharlie9*:

 

Could you add an option where it doesn't matter how many zombie are killed it's the last human who win ? (I had to set zombie kill to 99.999.999). And if this option is activate when a zombie is killed it doesn't show (we could think of just showing a sumup at the end of the game like : Human XXXX wins ! YYY zombies were killed during this infection....)l

You mean, like this: :smile:

 

Zombie Kill Limit Enabled: On/Off, default is On. If On, Humans must kill the number of zombies specified in Goal For Humans in order to win. If Off, the last human left standing is the winner.

 

It's already there, bud.

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Originally Posted by naurel*:

 

You mean, like this: :smile:

 

Zombie Kill Limit Enabled: On/Off, default is On. If On, Humans must kill the number of zombies specified in Goal For Humans in order to win. If Off, the last human left standing is the winner.

 

It's already there, bud.

Well I had some issue even with the set on "off" I still had to set kill limit to 99.999.999 because it still count--. (i'll check again this soon but I remember things like that).

 

And what about : "what ever how (could solve the red zone issue) you die if you die you go on RU team" ?

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Originally Posted by PapaCharlie9*:

 

Well I had some issue even with the set on "off" I still had to set kill limit to 99.999.999 because it still count--. (i'll check again this soon but I remember things like that).

 

And what about : "what ever how (could solve the red zone issue) you die if you die you go on RU team" ?

I guess the BF3 weapon code for that form of death is different from BF4. I just need the correct weapon code for that death type and I can fix it.
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Originally Posted by naurel*:

 

I guess the BF3 weapon code for that form of death is different from BF4. I just need the correct weapon code for that death type and I can fix it.

Thank you ! Let me know when it's done. I want to test it so bad !
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Originally Posted by PapaCharlie9*:

 

Thank you ! Let me know when it's done. I want to test it so bad !

To be clear, I'm asking you to find out what the correct weaon code is, then I'll fix it. I can't fix anything until someone tells me the correct weapon code.
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Originally Posted by mckimsey*:

 

The DAO-12 from Second Assault isn't allowed in Zombie Mode at current, and I don't see an option in the Plugin Settings to enable it for the Human.

 

The list of new guns added to BF4 from Second Assault, taken from in-game are:

DAO-12

GOL Magnum

M60-E4

AS VAL

F2000

 

Please update when time permits, or post a workaround if known. Let me know if anymore info is needed. Thanks a ton

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Originally Posted by PapaCharlie9*:

 

The DAO-12 from Second Assault isn't allowed in Zombie Mode at current, and I don't see an option in the Plugin Settings to enable it for the Human.

 

The list of new guns added to BF4 from Second Assault, taken from in-game are:

DAO-12

GOL Magnum

M60-E4

AS VAL

F2000

 

Please update when time permits, or post a workaround if known. Let me know if anymore info is needed. Thanks a ton

BF4 Zombie Mode gets its weapons from Procon, so when Procon is updated with the new weapons, Zombie Mode will be also. Ask about those weapons in the Frostbite 1/General forum.

 

BTW, are yells working now, as of R21? Zombie Mode works a lot better for noobs if notices are yelled.

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