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Dr.Pepper

zombies update

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Glad to hear that... If you add those additions + the other things you wanted to include then this will be the none + ultra pack. :D

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Well...

Here's the promised update with a readme in german and ebglish. It does not contain missions, but 3 other addons, that are required...

If the readme leaves questions unanswered, feel free to ask here.

http://rapidshare.de/files/49099588/pepzombies_v0.9.rar.html

Following things were on my 2do-list (you don't have to understand all I write here... it's just for you to see what I did ;) )

DONE:

- Zombie-Groups: BIS-Civs, Soldiers (for each side), Mummies, Mutans,

- "infected"-script & antidode

- scripts for "add player to gbltargets" after Respawn in MP... automatic GL

- mummy-dummies on CIV-side + in respawntemplates!

- Some Items (defined as binoc.): Necronomicon, Bible, Skull, Antidote, Virus-vial

- Toxic Gas: mummies killed-EH + Gas, gasinit-GL, gas-grenade,

- random-spawnscript per array

- new markers & icons

- add Crawler, headless & Dr.Tongue (from the 1st zombiemod)

- fixed dog animations

- add some sounds & music

- infection-pain and interval in difficulty-Gls - Zombies without Scripts... for advanced missiom-makers

- readme: how to use the zombies

- erm... some other stuff not listed here ;)

What I didn't do:

- add tonal zombie-attack anim... the tonal-zombies use other models, so it doesn't fit.

- check the "respawn-all" gl & script... (you can run the hasbeenbit-script for every unit, if u want to...)

But... this is still v 0.9, so next update will come...

Next update or extra-packs:

- compatible pbos für morecivs, morewomen, nc_chars (&dmx police & troublemakers + specials für special characters (Hare, pepper, camboil)), peppersuits, pepperspecials, fml_civilians, ww4-mod, + GROUPS... artchars,

- textures for leatherface & michael myers

- lotd cti addons (yes there will be a "LAND OF THE DEAD CTI")

- integrate some of Berghof's Deco-stuff ;)

- umbrella-securiy textures für ww4 ?

- Necromancers/ Cultists ?

- intergrate fml-bats ?

There's a strange bug:

The zombiedogs will die anomalously when there are other zombies too... don't know why yet...

Edited by Dr.Pepper

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This mod is radical and zombie rabbits are the best :)

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hello im a complete noob at mods i know how to do the game logic for HP3 but not for this could you explain it or a picture please?

because gblalltargets = [player] isent working so what do i type? :S

Edited by Ragdnok

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As far i know those all are in one folder name test missions in your mission folder if you extract them.

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You should extract the test missions into your user missions folder (...OperationFlashpoint\Users\*your user name*\missions), so you can open and freely edit them in the mission editor.

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@Ragdnok:

Go to the first post of this thread and download both files...

there is a detailed readme in the update pack.

You need 2 gls: one that defines the game difficulty and one to set the player to the vicitms-list.

If anyone detects errors in the readme or bugs in the addon, please tell me.

the next update is under prgress...

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thank you so much ive done it now and its really good with the star light city map with fog on :D

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Hey all,

Just tried to download, the first link worked fine but the second one (for the updated with the readmes I think) dos'nt seem to work for me. If I'm somehow being an idiot you all have permission to point and laugh.

Regards,

LEGION7698.

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sry, I uploaded the beta to rapidshare.de, which is closed now...

I do not have that version anymore, but I'm going to release an updated version the next days...

hopefully I will have two mpmissions ready to play too at our server :cool:

stay tuned.

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swampies.jpg

finally I finished the update!

version V1.0 can be downloaded here!

statuj.jpg

I updated the first post of this thread too.

Changelog:

- new markers, items, flags

- revised scripts

- added: Jason Vorhees, Michael Myers,

- 1 Mutant added

- new Gamedifficulty-GL with the possibility of randomly choose the spawntype

- more variables in the Gamedifficulty-scripts

- div. bugfixes

- dellgates added

- health- & Infections- statusdisplay (needs description.ext)

The readme-files are updated too.

I'm working on MPMissions now. The first is already playable on our server (KF_serverpack is needed too, but it's worth it). More missions to come...

hellgate3.jpg

hellgate4.jpg

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Cool! Big thanks. I wonder if this will work with House Divided Mod because I want to create something like zombies in the wild west setting ;)

great job on detailed readme file

Edited by Sudayev

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Maybe we could play the MP Mission "Escape" (mentioned above) next friday (Good Friday!) on our server: 85.131.243.120:2302

8pm? 9pm?

:y:

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Is HP3 required in this pack or can I remove HP3 from it ?

and where is this cool desert island with mini towns for zombie scenarios ?

Edited by Sudayev

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Is HP3 required in this pack or can I remove HP3 from it ?

and where is this cool desert island with mini towns for zombie scenarios ?

i also get confuse with hp3 and this mod.

@dr pepper

can you mix both hp3 and your mod in one mod.

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Quote:

Originally Posted by Sudayev

Is HP3 required in this pack or can I remove HP3 from it ?

and where is this cool desert island with mini towns for zombie scenarios ?

i also get confuse with hp3 and this mod.

@dr pepper

can you mix both hp3 and your mod in one mod.

Yes FML_HP3 is required, do not delete it or pepzombies will not work. All you have to do is look at the config.cpp file to see how much HP3 is used.

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Ok, thanks Zulu1 for making things clear. Also I found this awesome zombie map - you have to download pack from the first link on the first page. kf_dessert will be included in its addons folder withs ome extra goodies as well. Great map for zombie action

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i also get confuse with hp3 and this mod.

@dr pepper

can you mix both hp3 and your mod in one mod.

It's nice to hear that you like the zombie-pack, but... guys... I don't understand you.

There is a reason why I included other addons in to the pepzombiesV1.0 archive.

And writing a readme in english and german took some time too. You just have to read it. Please.

The first line in the readme says:

This Pack requires following addons: fml_hp3.pbo, fml_vorhees.pbo & mig_anim.pbo

If I missed anything in the readme or if something is hard to understand, I'd appreciate a note,

but questions that you have because you just did not read the readme are quite annoying. :mad:

I do NOT recommend to mix hp3 zombies and the pepzombies... (like posted before: )

Can I use those with the Horror Pack 3 ?
well... you can, but I don't know why you should...

victims killed by the fml hp3 won't respawn as zombies and the hp3 zombies do not use the "rising" animations...

this is a kind of updated version of the fml_hp3 (some things were already there I just activated them...) & some more stuff...

take a look at the example missions in the pack to see how to use them (esp. pepztest)...

Yes FML_HP3 is required, do not delete it or pepzombies will not work. All you have to do is look at the config.cpp file to see how much HP3 is used.

Thanks for your help Zulu, but it really isn't necessary to unpack the pbo and check the config.cpp... there is a readme...

Still don't understand why readmes aren' t read... :confused:

As I said before Missions will come. They all will be MP.

The first in already online and playable at the

Kanonenfutter-Server (85.131.243.120:2302)

And they will need the kf_serverpack (1.5) which can be found at http://kanonenfutter.org/news.php

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If I missed anything in the readme or if something is hard to understand, I'd appreciate a note,

but questions that you have because you just did not read the readme are quite annoying. :mad:

I do NOT recommend to mix hp3 zombies and the pepzombies... (like posted before: )

now i solve the problem,which i making,i mix them so problem arises,i have make many mission of zombies and really enjoying them,

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