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[TF2] Biohazard [] [20/04/14]

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#1 Adminek AMXX.PL

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Napisano 20.04.2014 14:53

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<div>I've been sitting on this plugin for over a year now, doing work on it on and off between other things, and while it's not fully finished or polished I thought it might be a good idea to actually release an alpha into the wild and see what people think of it and whether it's worth pursuing. Who knows, it might even be fun.<br /><br />So without further ado:<br /><br /><u><font size="5">Team Fortress: Biohazard</font></u><br /><br /><b>What is it?</b><br /><br />TF Biohazard is a zombie game mode plugin for Team Fortress 2 servers. The survivors (Red) have to hold out for a certain amount of time against the zombies (Blue), who can only use melee. If all survivors fall, the zombies win!<br /><br /><b>Hang on! I thought there was already a zombie mode for TF2?</b><br /><br />There is! However, speaking as a previous CS:CZ zombie mod addict, there were a couple of things Zombie Fortress 2 lacked in comparison (at least when I last played it, which was admittedly quite a while ago):<br /><ul><li>When zombified, players died and respawned on the opposite team, in constrast to converting in-place on the battlefield. This ruined the clutch gameplay involved with having a team mate become a zombie in the middle of a densely packed group of players, which was the best part of the original CS mode. TF Biohazard retains this conversion mechanic, meaning team mates who fall to the infection will remain in whatever stronghold you're holding out in until you kill them (or they kill you).</li>
<li>Players were limited in their class and weapon choices. In TF Biohazard all 9 classes and (very nearly) all weapons are available for selection - with zombies obviously being limited to melee - allowing you to mix and match your loadouts as you would in a normal TF2 game. Weapon stats and abilities will be tuned as time goes on and gameplay is tested more thoroughly (I've only tested this with a few friends and some bots up until now).</li>
</ul><br /><b>What maps does the plugin run on?</b><br /><br />TF Biohazard requires maps with a setup and round timer, and ideally multiple locations for Blue players to spawn. It works best with custom-tweaked maps (some of which are linked below), but some maps can theoretically be converted by using a BSP entity editor to lock objectives and add setup and round time. The downside to this method is that it may become easy for Red players to camp the Blue spawn if there is only a single place for zombies to come from - I haven't tested enough to confirm this, so we'll have to wait and see.<br /><br /><u><font size="5">In-depth game mode details</font></u><br /><br />During setup time, all players are moved to Red and are able to scatter through the map and prepare to hold out against Blue zombies. However, no players know which of them will become zombies until the infection occurs once the setup time has ticked down to zero, so the team mate next to you could spontaneously morph into an enemy and throw a wrench into your defensive plans.<br /><br />When a Blue player beats a Red survivor to death, the Red player immediately becomes a zombie. Blue players are able to respawn and their health is modified depending on how many survivors are left alive at the point of spawning - settings are configurable, but the standard modifier is up to 16x the class' base amount of health. The less survivors left alive, the less health each zombie is given.<br /><br />On the prototype Offblast map conversion linked below, Blue players are also provided with a short period of spawn protection once leaving their spawns, in pre-emption of sticky traps etc.<br /><br /><b>Survivors</b><br /><br /><i>All classes</i><ul><li>The darker a zombie is coloured, the more health they have. Use this information to pick off weaker targets or prioritise threats.</li>
<li>Upon zombification, your class will remain the same. Make a trade-off between the usefulness of your class and loadout as a survivor versus immediately after zombification.</li>
<li>When two survivors are left, mini-crits are granted. When only one survivor is left, a speed boost is also granted.</li>
</ul><br /><i>Weapons disallowed:</i><ul><li>Cloak and Dagger - replaced with Invis Watch to prevent indefinite invisible camping.</li>
<li>Fists of Steel - replaced with Fists as the Fists of Steel cause bugs with zombification.</li>
<li>Baby Face's Blaster - replaced with Scattergun to discourage overly tedious Scout chases.</li>
</ul><br /><i>Scout</i><ul><li>Hitting a zombie with Mad Milk will apply a penalty to their rage generation rate.</li>
</ul><br /><i>Pyro</i><ul><li>Pushing zombies with airblast increases their rage by 3%.</li>
</ul><br /><i>Engineer</i><ul><li>Sentries forced to be mini-sentries. TO EVALUATE: add an advantage to using the normal wrench, which ends up building mini-sentries with the metal cost of a normal sentry. Alternatively, evaluate ways of including regular sentries.</li>
</ul><br /><i>Medic</i><ul><li>Syringe and crossbow bolt hits add Ubercharge.</li>
</ul><br /><i>Sniper</i><ul><li>Hitting a zombie with Jarate will apply a penalty to their rage generation rate.</li>
</ul><br /><i>Spy</i><ul><li>Crits and a speed boost are granted on a successful backstab.</li>
<li>Disguising as a zombie tints your player model to blend in with the other team.</li>
</ul><br /><b>Zombies</b><br /><br /><i>All classes</i><ul><li>Knockback from survivors is increased, and zombies spawn with a health advantage that scales up depending on how many survivors are alive at the time. The respawn frequency of zombies gets longer the less survivors are left alive.</li>
<li>Patient Zero zombies (those chosen at the beginning of the round) are granted critical hits for the duration of the round.</li>
<li>Pressing space while already airborne will activate a super-jump in order to reach high-up places. For the Scout, the super-jump is activated once all standard double/Atomiser jumps have taken place.</li>
<li>Rage builds depending on the average distance from the survivors. Raging will stun any survivors or sentries in the vicinity and will activate temporary crits!</li>
</ul><br /><i>Non-melee weapons allowed (reskins included):</i><ul><li>Bonk! Atomic Punch</li>
<li>Cloak and Dagger</li>
<li>Dead Ringer</li>
<li>Disguise Kit</li>
<li>Invis Watch</li>
<li>Mad Milk</li>
<li>Red-Tape Recorder</li>
</ul><br /><i>Melee weapons disallowed:</i><ul><li>Holiday Punch - replaced with fists to prevent zombies with the Patient Zero crit boost being unable to deal any damage at all if they are the only player on their team. TO EVALUATE: disable Patient Zero crits only when the wearer is the only zombie?</li>
</ul><br /><i>Engineer</i><ul><li>Can teleport to a random survivor on rage, when teleport meter is full. TO EVALUATE: bring along an extra player on teleport.</li>
</ul><br /><i>Pyro</i><ul><li>Rage also ignites players.</li>
</ul><br /><i>Heavy</i><ul><li>Crouching negates weapon knockback.</li>
</ul><br /><i>Medic</i><ul><li>Raging grants surrounding players mini-crits.</li>
</ul><br /><i>Sniper</i><ul><li>Jarate jar explosions push players, allowing you to knock them off high perch points.</li>
</ul><br /><i>Spy</i><ul><li>Crits and a speed boost are granted on a successful backstab, and rage is filled to 100%.</li>
<li>Disguising as a survivor removes your player model tint.</li>
</ul><br /><b>Planned future improvements - under evaluation</b><ul><li>Sounds/effects/general polish.</li>
<li>Make Blue players use the actual Halloween zombie skins.</li>
<li>Allow survivors to select the class they wish to change to upon zombification.</li>
<li>Increase sticky launcher reload speed by 50%.</li>
<li>Increase minigun firing speed by 25%.</li>
<li>Have zombie Ubersaw hits grant 25% rage.</li>
</ul><br /><u><font size="5">Details for server admins</font></u><br /><br /><b>Dependencies</b><br /><br />The plugin requires the following to be installed on the server:<br /><ul><li>SourceMod (obviously)</li>
<li>TF2Items extension (<a href="https://forums.allie...d.php?p=1050170" target="_blank">https://forums.allie...p?p=1050170</a>)</li>
<li>SDKHooks (should now ship with SourceMod, unless you're using a crazy outdated version)</li>
<li>DHooks (<a href="https://forums.allie...180114?t=180114" target="_blank">https://forums.allie...14?t=180114</a>)</li>
</ul><br /><b>Installation</b><br /><br />To install, extract the following to your /tf directory. Alternatively, a local attachment of this zip is listed at the end of this post.<br /><a href="" target="_blank"></a><br /><br />Maps are in BZ2 format for easier hosting and downloading. At the moment only Offblast is converted, but conversions don't take too much work - I'll try to do some more over the next few days.<br /><ul><li><a href="" target="_blank">Offblast B1</a></li>
</ul><br /><b>Configuration</b><br /><br />The plugin contains a whole host of convars in order to tweak the game experience. You'll probably want to change these as testing progresses to help balance the mode. Report back with good configurations if you wish, in order to help inform the plugin's default values.<br /><br /><b>NOTE:</b> Most of these convars take effect immediately, but some may require a round restart/player resupply, or even a map change.<br /><br /><b>tfbh_version</b> - Plugin version.<br /><br /><b>tfbh_enabled [Def. 1]</b> - Enables or disables the plugin.<br /><br /><b>tfbh_debug [Def. 0]</b> - Bit mask for debugging output options. Sum the flags of the ouput you want and stick the value in this convar. Current flags are:<br /><br /><!-- BEGIN TEMPLATE: bbcode_code_printable -->
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px">Code:</div>
<hr /><code style="margin:0px" dir="ltr" style="text-align:left">DEBUG_GENERAL&nbsp; &nbsp; &nbsp; (1 &lt;&lt; 0)&nbsp; &nbsp; // General debugging. 1<br />DEBUG_TEAMCHANGE&nbsp; &nbsp; (1 &lt;&lt; 1)&nbsp; &nbsp; // Debugging team changes. 2<br />DEBUG_HEALTH&nbsp; &nbsp; &nbsp; &nbsp; (1 &lt;&lt; 2)&nbsp; &nbsp; // Debugging health calculations. 4<br />DEBUG_DAMAGE&nbsp; &nbsp; &nbsp; &nbsp; (1 &lt;&lt; 3)&nbsp; &nbsp; // Debugging OnTakeDamage hook. 8<br />DEBUG_DATA&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (1 &lt;&lt; 4)&nbsp; &nbsp; // Debugging data arrays. 16<br />DEBUG_CRASHES&nbsp; &nbsp; &nbsp; (1 &lt;&lt; 5)&nbsp; &nbsp; // Debugging crashes. NOTE: These are probably caused by an<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // outdated SM, so check the latest branch first. 32<br />DEBUG_ZOMBIFY&nbsp; &nbsp; &nbsp; (1 &lt;&lt; 6)&nbsp; &nbsp; // Debugging creation of zombies. 64<br />DEBUG_RAGE&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (1 &lt;&lt; 7)&nbsp; &nbsp; // Debugging zombie rage. 128<br />DEBUG_HEALTHPACKS&nbsp; (1 &lt;&lt; 8)&nbsp; &nbsp; // Debugging zombie health pack touches. 256</code><hr />
<!-- END TEMPLATE: bbcode_code_printable -->Some of these may or may not provide useful output or indeed function at all, as they were mainly for personal use when testing. Any output will be printed to the server console and log.<br /><br /><b>tfbh_debug_rage [Def. 0]</b> - If 1, enables rage charging rate output to the HUD. You probably won't need this.<br /><br /><b>tfbh_pushback_scale [Def. 2.0]</b> - General multiplier for zombie pushback.<br /><br /><b>tfbh_sentry_pushback_scale [Def. 0.5]</b> - Multiplier for sentry pushback.<br /><br /><b>tfbh_zhscale_min [Def. 1.0]</b> - Minimum zombie health multiplier when against number of players specified in tfbh_zhscale_minplayercount (see below).<br /><br /><b>tfbh_zhscale_minplayercount [Def. 1]</b> - When player count is &lt;= this value, zombies will be given minimum health.<br /><br /><b>tfbh_zhscale_max [Def. 16.0]</b> - Maximum zombie health multiplier when against number of players specified in tfbh_zhscale_maxplayercount (see below).<br /><br /><b>tfbh_zhscale_maxplayercount [Def. 24]</b> - When player count is &gt;= this value, zombies will be given maximum health.<br /><br /><b>tfbh_zombie_player_ratio [Def. 7]</b> - At the beginning of a round, the number of zombies that spawn is (Red players/this value), rounded up. For example, with a team of 16 players and a ratio value of 7, ceil(16/7) = 3 players will become zombies.<br /><br /><b>tfbh_zrespawn_min [Def. 1]</b> - Minimum respawn time for zombies, when all survivors are alive.<br /><br /><b>tfbh_zrespawn_max [Def. 6]</b> - Maximum respawn time for zombies, when one survivor is left alive.<br /><br /><b>tfbh_zrage_maxrate [Def. 6.0]</b> - The max percentage rate at which a zombie's rage will charge every second when they are close to Red players.<br /><br /><b>tfbh_zrage_minrate [Def. 0.5]</b> - The min percentage rate at which a zombie's rage will charge every second when they are far from Red players.<br /><br /><b>tfbh_zrage_close [Def. 128.0]</b> - 'Close' distance to Red players, when zombie rage will charge fastest.<br /><br /><b>tfbh_zrage_far [Def. 1024.0]</b> - 'Far' distance to Red players, when zombie rage will charge slowest.<br /><br /><b>tfbh_zrage_duration [Def. 3.0]</b> - How long a zombie's rage lasts, in seconds.<br /><br /><b>tfbh_zrage_radius [Def. 350]</b> - The radius within which players and sentries will be stunned when a zombie rages.<br /><br /><b>tfbh_zrage_stunduration [Def. 3]</b> - Duration to stun players when a zombie rages.<br /><br /><b>tfbh_always_zombify [Def. 1]</b> - If 0, suicides will not make Red players turn into zombies. If 1, all deaths result in zombification.<br /><br /><b>tfbh_superjump_force [Def. 800.0]</b> - Upward force to apply when a zombie super-jumps, in units per second.<br /><br /><b>tfbh_zrage_wetpenalty [Def. 2.0]</b> - Penalty to apply per second to a zombie's rage when they are Jarate'd or milked.<br /><br /><b>tfbh_zjarate_force [Def. 850]</b> - Force with which to push players when a zombie Jarate jar explodes.<br /><br /><b>tfbh_survivor_jarate_pushes [Def. 1]</b> - Whether survivor Jarate also pushes zombies.<br /><br /><b>tfbh_uber_added_on_hit [Def. 3.0]</b> - How much uber a Medic is given per syringe hit.<br /><br /><b>tfbh_uber_added_on_bolt [Def. 3.0]</b> - How much uber a Medic is given per crossbow bolt hit.<br /><br /><b>tfbh_setup_respawn_delay [Def. 0.5]</b> - If &gt;= 0, specified the delay after which a player who dies in setup will be respawned. If &lt; 0, plugin does not force respawn (map might).<br /><br /><b>tfbh_teleport_charge_per_sec [Def. 1.66]</b> - How fast a zombie Engineer's teleport ability should charge, in points per second.<br /><br />And that's pretty much it! I'm not sure how far this will go, but if anyone trials it up on a server then let me know and I'll pop by to check out the tests.</div>

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<legend>Attached Files</legend>
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<td><img class="inlineimg" src="https://forums.allie.../attach/zip.gif" alt="File Type: zip" width="16" height="16" border="0" style="vertical-align:baseline" /></td>

<a href="https://forums.allie...38;d=1398002108"></a> (75.6 KB)

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<td><img class="inlineimg" src="https://forums.allie...s/attach/sp.gif" alt="File Type: sp" width="16" height="16" border="0" style="vertical-align:baseline" /></td>

<a href="http://www.sourcemod...?file_id=132841"><strong>Get Plugin</strong></a> or
<a href="https://forums.allie...38;d=1398002108">Get Source</a> (TFBiohazard.sp - 137.0 KB)

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