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


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Originally Posted by PapaCharlie9*:

 

Console output when I suicide in red zone :

player.onKill Naurel06 Death false

 

I think it's what you're looking for. If it's not let me know how to find it.

 

Thank You

 

Naurel

Hmm, that's tricky. Might need a code change in the plugin. The plugin thinks that anyone killed with Death was killed by an admin, since the server is supposed to be Infantry Only mode.

 

Can you do one more investigation for me? Get an admin to admin.killPlayer you (@kill command, if In-Game Admin plugin is running) and send me the console.log lines for that. There should be an admin.killPlayer line and a player.onKill line. I need both to fix the plugin.

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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

Latest (1.4.1.6) Procon update contains these Second Assault weapons now. They show up in Zombie Mode settings.
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  • 1 month later...

Originally Posted by DreamingSheep*:

 

Absolutely love this plugin, except when people camp in really hard to get areas of maps :@ but there's nothing you can really do about that :smile:.

 

The only thing I'd like to know is if there's any way to detect when a player is counter knifing? While this wasn't an issue in BF3, now that a single knife swing from the front can be cause a death it's changing the balance too much for my liking. I doubt you can, as it will probably detect the kill/death as a melee kill, but if I don't ask, I'll never know.

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Originally Posted by PapaCharlie9*:

 

Absolutely love this plugin, except when people camp in really hard to get areas of maps :@ but there's nothing you can really do about that :smile:.

The way I've dealt with that in the past is to allow zombies to use grenades, rockets and/or mortar (though not all three at once), as appropriate for the map. Like when the humans can get up on the roof of a tall building, mortar is good for that. Just pretend it's a super vomit-zombie from Left4Dead or flying zombie bombs or whatever.

 

The only thing I'd like to know is if there's any way to detect when a player is counter knifing? While this wasn't an issue in BF3, now that a single knife swing from the front can be cause a death it's changing the balance too much for my liking. I doubt you can, as it will probably detect the kill/death as a melee kill, but if I don't ask, I'll never know.

Hmm. So auto-infecting is not working? If a human knifes a zombie normally, not as a counter, the human is automatically infected and killed. That's what should be happening for counters. Which means I don't have the right BF4 weapon code for a counter.

 

Are you willing to do some research for me? Get a friend to spawn in on the enemy team, have him knife you and you counter. What is the weapon code generated? It will show up in Procon Console tab if you have the Events checkbox clicked (but do NOT enable Debug). It should look something like this:

 

[09:44:20] player.onKill DreamingSheep Friend? false

 

My guess is that? is "Death", because I don't check for that and what else could it be? If it were "Melee" it would be working.

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  • 5 months later...

Originally Posted by PapaCharlie9*:

 

In BF4, to prevent players from using an exploit of suiciding by going into the out-of-bounds area and not becoming a zombie, find this code in the function OnPlayerKilled:

 

Code:

// Killed by admin_
			if (info.DamageType == "Death")
				return;
And write // comment marks at the beginning of each line that doesn't already have one, like this:

 

Code:

// Killed by admin_
			//if (info.DamageType == "Death")
			//	return;
Now "Death" causes something to happen. To make it be treated like a Suicide, find this code in the same function:

 

Code:

if (KillerName == VictimName)
and change it to this:

 

Code:

if (KillerName == VictimName || info.DamageType == "Death" || info.DamageType == "Suicide")
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  • 1 month later...

Originally Posted by PapaCharlie9*:

 

Hi

 

Great plugin

 

But the damage percentage agaisnt zombies isnt working on my server. Any suggestions ?

BF3 or BF4? Describe how your server is configured, or post your startup.txt config file, but delete you password.

 

My guess is that you are running BF4 Ranked. You have to run Private or Unranked, as specified in post #1.

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  • 4 weeks later...

Originally Posted by naurel*:

 

Ok so I didn't checked for the suicide because we were 32 and I was quite busy. But I noticed some issues :

1- There is a huge problem with spectator. If we are 30 and 2 spectators the plugin will think that we are 32. And sometimes spectators can be chosen as Zombies.

2- The zombie kill limit Enabled even set on Off count the kills.

3- If we are hiding somewhere to survive and afk until they found us the server will kick us at the restart of round.

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Originally Posted by PapaCharlie9*:

 

Ok so I didn't checked for the suicide because we were 32 and I was quite busy. But I noticed some issues :

1- There is a huge problem with spectator. If we are 30 and 2 spectators the plugin will think that we are 32. And sometimes spectators can be chosen as Zombies.

2- The zombie kill limit Enabled even set on Off count the kills.

3- If we are hiding somewhere to survive and afk until they found us the server will kick us at the restart of round.

#1 can be fixed, though note this only works on BF4.

 

Find the function (line of code) that looks like this:

 

Code:

public override void OnListPlayers(List<CPlayerInfo> Players, CPlayerSubset Subset)
Below that line (within that function), find this code:

 

Code:

foreach (CPlayerInfo Player in Players)
			{
				KillTracker.AddPlayer(Player.SoldierName.ToString());
Change it to this:

 

Code:

foreach (CPlayerInfo Player in Players)
			{
				if (Player.Type != 0) 
				{
					RemoveJoinQueue(Player.SoldierName);
					continue;
				}
				KillTracker.AddPlayer(Player.SoldierName.ToString());
I don't understand what you mean by #2. Is it related to #1?

 

#3 is a feature. Hiders and afk's are supposed to be kicked, even if it is the start of a new round. If you don't want to be kicked, go kill a zombie.

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  • 5 months later...

Originally Posted by PapaCharlie9*:

 

Does this plugin work on BFHL?

 

Regards,

On Team Deatmatch, it should work, though I haven't tried it myself. Give it a go and report back.

 

EDIT: Well, I checked the code. The Weapon permissions will not work, since the codes are different for BFH. The Zombie weapons are close, but the Human weapons will be completely wrong.

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Originally Posted by PapaCharlie9*:

 

hmm, cant get it to work in hardline.

Every weapon isnt allowed to use.

Also when a zombie knifes it says its not allowed.

 

Im missing the part you can set the weapons:

Are you sure you installed the latest version? That looks like the old version. What version number do you see on the Detail tab?

 

This is what I see on a Hardline server:

 

Posted Image

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Originally Posted by PapaCharlie9*:

 

Can you please look at it? We love this plugin. Used it on BF3 and BF4 also for events.

I'm not sure what I can do. It works fine when I try it. You want to PM me your game server host name/IP address, RCON port number and game server password? I'll connect to your game server and try it. If it works for me, that means it is something about your installation or set up.
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Originally Posted by Wilgis*:

 

I'm not sure what I can do. It works fine when I try it. You want to PM me your game server host name/IP address, RCON port number and game server password? I'll connect to your game server and try it. If it works for me, that means it is something about your installation or set up.

nvm, i did try to connect directly to the server from my comp. Then it works. it only doesnt work when i have it on the procon host server.
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Originally Posted by PapaCharlie9*:

 

nvm, i did try to connect directly to the server from my comp. Then it works. it only doesnt work when i have it on the procon host server.

That probably means your procon layer has not been updated. It has an old or missing BFHL.def file.
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