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ZombieMod 1.1.0
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c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post ZombieMod 1.1.0 Reply with quote
This release adds a new feature to try and balance out the way rounds were ending.
View the change log for the full list of changes.

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Mirrors, please update and email or PM me with the link.
Thu May 25, 2006 1:30 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
lex_talionis
Uber Elite


Joined: 26 Apr 2006
Posts: 278
Location: Austin, TX

Post Reply with quote
Thanks a million! I'm giving it a whirl on our test server.

Lex

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Thu May 25, 2006 1:39 pm View user's profile Send private message Visit poster's website
magicyan
Newbie


Joined: 15 May 2006
Posts: 4

Post Reply with quote
Hi,

And the bug of unlimited ammo ?

Bye
Thu May 25, 2006 1:53 pm View user's profile Send private message
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
As previoulsy stated, it isnt a bug.

When you add the ammo_ cvars, they are CS:S cvars not Zombie cvars, so its not my place to set them or not.
Thu May 25, 2006 2:16 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
lex_talionis
Uber Elite


Joined: 26 Apr 2006
Posts: 278
Location: Austin, TX

Post Reply with quote
There are no "stupid questions" right? Cool

This is merely for clairification. So if:

Code:
// When enabled, after zombie_balancer_player_ratio amount of players are zombies, each additional new zombies health is reduced by this percentage. 0 Disables.
zombie_balancer_health_ratio   30

// The ratio of players whom must be a zombie to start reducing new Zombies health. So when this percentage of the server is a zombie, new zombies health is reduced by the percentage of zombie_balancer_health_ratio.
zombie_balancer_player_ratio   3

// If this is 1, zombie_balancer_player_ratio is the ratio of players who must be zombies before health is decreased. Otherwise, zombie_balancer_player_ratio is the count of Zombies ex:6.
zombie_balancer_type      0


This setup makes it so when the 3rd, 4th, 5th, 6th, and so on zombie each of these will get 30% less of what zombie_health is set to correct?

Thanks,
Lex

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HeLLsGamers.com HLStatsX
Fri May 26, 2006 12:32 am View user's profile Send private message Visit poster's website
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
Well, your right except that its exponential.
The 4th will get 30% less, 5th 60%, 6th 90%. Thats how I thought you wanted it >.<
Fri May 26, 2006 12:42 am View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
lex_talionis
Uber Elite


Joined: 26 Apr 2006
Posts: 278
Location: Austin, TX

Post Reply with quote
c0ldfyr3 wrote:
Well, your right except that its exponential.
The 4th will get 30% less, 5th 60%, 6th 90%. Thats how I thought you wanted it >.<


Yes perfect! Maybe you should put this description into the change log and/or comment for the cvars, just so everyone is clear.

Thanks again!
Lex

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Fri May 26, 2006 1:05 am View user's profile Send private message Visit poster's website
Undisclosed
Uber Elite


Joined: 24 Apr 2006
Posts: 332
Location: Los Angeles

Post Reply with quote
when r the multiple random zombies coming?
Fri May 26, 2006 4:10 am View user's profile Send private message Send e-mail Visit poster's website
SauceHelmet
Media Guru


Joined: 26 Apr 2006
Posts: 190
Location: San Francisco, CA

Post Reply with quote
Multiple random zombies, what joo talkin' bout Willis?

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Fri May 26, 2006 5:57 am View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Games
Moderator


Joined: 05 May 2006
Posts: 578
Location: Netherlands

Post Reply with quote
Let's say i got it like this:
zombie_health 1500
zombie_balancer_health_ratio 10
zombie_balancer_player_ratio 10
zombie_balancer_type 1

20 players on the server the 1st zombie (head zombie ) has 3000hp, the 2nd has 1500hp, the 3rd has 1350hp ,the 4th has 1200hp, the 5th has 1050hp etc right ?
Fri May 26, 2006 7:07 am View user's profile Send private message Send e-mail Visit poster's website
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
Yup correct Games.
Fri May 26, 2006 2:47 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
lex_talionis
Uber Elite


Joined: 26 Apr 2006
Posts: 278
Location: Austin, TX

Post Reply with quote
this is great c0ld! I feel this will greatly imporve the game-play now. the only thing is now is that it's damn hard to tell how good or bad we have our balancer cvars setup Confused none-the-less, it's a great thing!

Lex

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Fri May 26, 2006 3:11 pm View user's profile Send private message Visit poster's website
Games
Moderator


Joined: 05 May 2006
Posts: 578
Location: Netherlands

Post Reply with quote
Well reset the stats and we'll know soon enough Wink

Offcource people still don't always get it, that teamplay is important.
Fri May 26, 2006 3:16 pm View user's profile Send private message Send e-mail Visit poster's website
Haas
I'm here!


Joined: 13 May 2006
Posts: 18

Post Reply with quote
can we balanced it ingame?
@ games put it in the mani menu Wink
Fri May 26, 2006 4:20 pm View user's profile Send private message
personaljihad
One of them.


Joined: 29 Apr 2006
Posts: 139

Post Reply with quote
I thought this was supposed to be a survival game where the humans chance of victory exponentially decreases as more of them become zombies.
Sat May 27, 2006 2:43 pm View user's profile Send private message Visit poster's website
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