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Dr.Pepper

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About Dr.Pepper

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  1. Dr.Pepper

    T-Virus mod

    Why should I be jealous? Seems you didn't understand my point. So I try to get rid of the confusion here: The thing is, that someone (who is not even the author of the mod) wanted to forbid a download-mirror for T-Virus-mod. :confused: But apart from this nonsense talk about permissions of somebody elses mod (each author should speak for himself here), the T-Virus mod itself has so many addons WITHOUT permissions... Well, I don't really care if someone uses my stuff, but then make it open to use for everyone else too! And PLEASE give CREDITS to the original authors, because if you don't, more confusion might come up: Miho and I were talking about making some "umbrella units"... and now we should ask the author of T-Virus mod, if we could use MY own work... :eek: Got my point? The rules that exist have a reason. So, enough of that (I don't really need to talk more about this). I think we all agree, that there should be a mirror of the T-Virus-Mod on OFPr.Info. More interesting question (and on topic again) is: Are there any missions to download for the T-Virus-Mod ? (yes I know it's old, but so is OFP...)
  2. Dr.Pepper

    T-Virus mod

    this whole discussion about permission mirroring the T-Virus mod is ridiculous and absurd... until the maker of the T-Virus mod shows his list of permissions of all the mods he used himself... (e.g. a face texture I released that was used in it... I don't care if he uses it, BUT then there's no sense in forbidding anyone to use his stuff.)
  3. Dr.Pepper

    Legend Of Madness - WIP

    wow! that looks really scary :eek:. This will take OFP-Horror to the next level, great work so far. :ok: Hope to see more soon.
  4. Dr.Pepper

    Umbrella Units W.I.P.

    NOT necessary. I made the face of Milla that the guy from the T-Virus mod took without asking... if you unpack the pbos and look at the faces he made by himself you see a big difference in qualitiy.
  5. Dr.Pepper

    zombies update

    You're right Mr. Peanut. I will change this in the next update. Thanks for bringing this up.
  6. Dr.Pepper

    zombies update

    yes, you're right. the gl starts two scripts: - one that only runs on the server and checks if a new target is to add to the gblalltagets. - the second script runs for the client and checks if he dies, then sends the data of the respawned player to the server-script. so it might be the best to define a target-lists for the start of the mission. the glballtargets-array is defined already in the zombie-init (with the gamedifficulty-gl). so you need to add all tagets to the gblalltargets like this: maybe at the end of your init.sqs ;waits for all global vars to be set... @gblInitDone==1 ;playunits is the array with all players... defined previously gblalltargets = gblalltargets+playunits;
  7. Dr.Pepper

    zombies update

    Thanks for your reply. This is a bug-report about the mp-targetplaer-init-gl, if I understand you right. Maybe your "respawn delay" should be longer? Could you send me the mission, so I can take a look at it for myself? Dr.Pepper at kanonenfutter.org
  8. Dr.Pepper

    Umbrella Units W.I.P.

    Well, first I just thought of making a few umbrella units and add them to the "pepzombies"... But it seems the umbrella part will become a bit bigger now. Well.... yes. The so called "T-virus mod" is a big bunch of wildly mixed addons and modified stuff... (2,15 GB) a few addons are modified with borrowed (not to say stolen) textures... Are there any missions to download for the t-virus mod? Never found one... I for my part didn't like it very much, because there's so much chaos. The Umbrella Units Miho and I are going to release will be compatible with the pepzombies. For my part I'll set the focus on MP-Missions...
  9. Dr.Pepper

    zombies update

    The "Zombie Rabbits" are found under EAST or RES "Pep horror" and they are working until the first beta... Same for the chainsaw, machete and knife - zombies. Are you sure you put the gamelogics right and added the player to the target-list ?
  10. Dr.Pepper

    zombies update

    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: ) 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
  11. Dr.Pepper

    zombies update

    finally I finished the update! version V1.0 can be downloaded here! 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...
  12. Dr.Pepper

    zombies update

    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.
  13. Dr.Pepper

    zombies update

    @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...
  14. Dr.Pepper

    zombies update

    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...
  15. Dr.Pepper

    zombies update

    I will add some Zombies with no scripts attached, so advanced missionmakers can do their own modified zombie-move-scripts. I will add an editable one too. there will ne one. Well ;) Zombies are undead, so "alive zombie" doesn't work :P Jokes aside... the zombies enter the map kind of dead... and it takes about 3 seconds until the "alive" or "present" commands work on them. (each zombie) So your script or trigger has to wait 3 seconds after you can work with it. ---------- Post added at 06:58 PM ---------- Previous post was at 06:50 PM ---------- I will add some Zombies with no scripts attached, so advanced missionmakers can do their own modified zombie-move-scripts. I will add an editable one too. there will ne one. Well ;) Zombies are undead, so "alive zombie" doesn't work :P Jokes aside... the zombies enter the map kind of dead... and it takes about 3 seconds until the "alive" or "present" commands work on them. (each zombie) So your script or trigger has to wait 3 seconds after you can work with it.
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