Jump to content

Dr.Pepper

Member
  • Content Count

    75
  • Joined

  • Last visited

  • Medals

Everything posted by Dr.Pepper

  1. Dr.Pepper

    zombies update

    EDIT: recent links are here: 1st release (with some other stuff and example-missions): (12-20-2009) ftp://ftp.ofpr.info/ofpd/unofaddons2/pepzombies_beta.rar (included in the 1st pack are: kf_dessert.pbo (island with small play-areas like graveyard, castle, swamp, ruin city...), pep_noe2 (nogova with more and better roads and some more houses...), and some other useful things...) Version V1.0 released! klick here to download. (03-29-2010) pepzombies require following addons: fml_hp3.pbo, fml_vorhees.pbo & mig_anim.pbo (that are included in this archive!) Version 1.0 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 - hellgates added - health- & Infections- statusdisplay (needs description.ext) --------------------------- Sadly I lost the newest version cause my PC broke down and then I couldn’t work on for a while... but I still saw there are some people playing, so here I release the beta version of "my" Zombie-mod (in fact it's a community made mod). What is it? Well, this is a combination of OFP-Zombie-addons... and more. I started this, cause I missed the resurrection-feature in the fml_HP3 and I wanted the rotten corpses Alex Cannabis made to be compatible with the other zombies. I also added the “rising†animation so the new zombies don’t just stand there when they are spawned. I reworked the zombie faces. The are now all based on the BIS-faces. Sounds where reworked to. So the zombies now moan while they moving, so you really hear, if they are near, attack and hit sounds were added so the player knows if they touch him... Download pepzombies @ rapidshare I put the zombies in 4 classes: 1. weak and slow: like in the George A. Romero movies (weak means, a headshot (or two) can kill them) 2. weak but fast: like 28days later and other newer zombie movies 3. strong but slow: Mummies: the AC_dead 4. strong & fast: Mutants: inspired by Resident Evil Extinction or I am Legend I made these There are some more units: - Spectre: a ghost-like unit, using the optical camo addon made by Rezin - Skeleton: from the fml_hp3 - A zombie with Knife, chainsaw or Machete: thanks to mig for the Vorhees pack (sadly vorhees attacked everything that moved including other zombies... now he only hunts what u want him to hunt) - Zombie animals: Well, we got zombie-dogs, -cows and -rabbits (yes rabbits! They are kind of freaky, cause they are quite fast and scream when they jump at you they don’t cause much damage, but they are small and not that easy to hit...) There are 4 game logics, which define how challenging your zombie mission will be. - pepzombies – noZres: dead will stay dead, standard-zombies do 0.3 points of damage per hit... - pepzombies – disturbing: dead will respawn as slow zombies - pepzombies – nightmare: dead will respawn as fast zombies - pepzombies – hell: dead will respawn as fast zombies, zombies do not stay dead and do 0.45 points of damage the archiv contains some test and demo-missions and a bunch of other addons I used to create them. More pictures here The mod was tested on a dedicated server and worked good (mission: [z] pepztest.noe ) Thanks to SCOTT TUNSTALL, Farmland-Mod Team (esp. Mig & Dave), Alex Cannabis, CSJ (sorry, no holy handgrenade ;) ), Rezin, BAS-Team. I hope I didn’t forget anyone (due to my data losses), if so contact me and I give you the credits you earn. Things I planed to add (had some of them working already, but lost the data...): They will come, when I find the time. - poisonous gas, which infect all units that are defined as victims (glballtargets) this should be implemented as a gamelogic (just gas, in case u need it...), as grenades to throw and as effect if a mummy dies according to the difficulty-level the mission-maker chose. - new textures for the units from the vorhees-mod, so they would look like leatherface (with chainsaw), michael myers (with knife) and well the vorhees made by mig is not there yet. - Missions... well a mod without missions is half as good, but I hope there are still some zombie-fanatic OFP players around to make some MP missions (there will be a server to play them...) - A sound & music pack, so the missions can stay small, but u can use high qualitiy music and sounds to enhance the atmosphere - some units, that I would call be Necromancers, Cultists, or something like that... - reintegrate the “crawler†and the “headless†If you have any more ideas or think some things are missing, tell me.
  2. 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...)
  3. 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.)
  4. 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.
  5. 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.
  6. Dr.Pepper

    zombies update

    You're right Mr. Peanut. I will change this in the next update. Thanks for bringing this up.
  7. 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;
  8. 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
  9. 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...
  10. 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 ?
  11. 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
  12. 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...
  13. 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.
  14. 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...
  15. 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...
  16. 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.
  17. Dr.Pepper

    zombies update

    Just a quick newsflash... update is in progress. New features are: - Infection Gamelogic: Bitten players will get infected and get damage of 0.1 every 10 (maybe I change that) seconds... until they die or until they get an antidote. - toxic gas, that makes players cough and infects them. the gas can beactivated per Gamelogic (& per script if you know how to) & it occurs, when a Mummy dies. Gas will only be activated, if the Gas-GL is put on the map. - Zombiespawn-GL and spawnscripts that can be used from a bit more expierenced missionmakers (anyone who knows how to use a script). The script-activation will use an array in which you can define: place, type of zombies, number of zombies, time of repetition, object (which if it is defined is the "source" of zombiespawn, so no zombies will respawn anymore, if it is destroyed...) - there will be GLs twith "Respawn-templates" for some other addons (Morecivs, morewomen, peppersuits, fml_civilians, dmx-police, troublemakers, ww4 mod ;) (I really like this) ), so the units will be able to respawn as zombies too. - a GL for Multiplayer-Missions so respawning players will be attacked by zombies too. surely there will be other things in the update you asked for, like - groups of zombies - another attack animation - don't know if I can do something about the dog anim when using ww4mod (it's not mine)... - a readme of how to use this addon and it's features have to do some testing, but so far it's looking god ;)
  18. Dr.Pepper

    zombies update

    Tried already to include the tonali zombies too. But they use differnt models & animations and these animations don't fit to the standard bis models. :( I know the "standstrokefist" is not the best... will see what I can do, but I'm not sure atm.
  19. Dr.Pepper

    zombies update

    Hmm... perhaps this would help: Place a group of zombies on the map... so the textures and stuff are loaded to the memory at the start of the mission and it won't have be done when the units spawn. Don't know if you can delete them after a while... but putting a "this stop true" in the init should help too... (damn it's been a while since I made a zombie-mission... ;) )
  20. Dr.Pepper

    zombies update

    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)...
  21. Dr.Pepper

    Nogova Crimes

    Team "Kanonenfutter" is proud to present: Here´s a list of the available features and possibilities of the mission: First of all: You fight/work for your Team! No player has an individual bank-account, so loners cannot win. How to make money as a gangster: - Rob Civs or women. If they do not want to give you their money immediately, you have the option to beat them up, to change their minds… - Build weed farms, harvest and sell your drugs… - Steal cars and sell them (if you do not want them for yourself ) - Collect protection money from shops - Build a bar or a casino where the cash flows… - Build a brothel and collect women to work there - Rob a Bank - And well,… withdraw money from your teams bankaccount How do Cops make money: - The income depends on the number of gangsters in play - Freeing Women from the brothels - Protect shops from the Gangsters - Arresting Gangsters gives you an award that depends on the “crimerate†of the gangster Other possible actions: - You can make civs and women follow you… be creative in using this (not only for collecting your hookers) - You can recruit gunmen… - Buy a fuel canister… to well refuel a car… you can out it on the ground and shoot at it as well. Cops can use them to burn down the weed plantations (gangsters can do this too, but it´s not recommended ) - Buy a repairkit… to well, guess - Buy better weapons at the gunshop - Buy cars… if necessary… at your HQ or at the cardealer - Feign dead or surrender (hands up)… the ai will not shoot at you, if you do this - Hide handguns… if you don´t have another weapon the ai won´t shoot at you - Gangsters can remove barriers Other Features: - The duration of the arrest depends on the crimerate of the gangster - Copkillers are marked on the map and it is the highest scored crime you can commit - If a player dies he looses all his cash, money and additional weapons (you always start with a handgun)… so it might be better to be arrested - Teams´ vehicles resoawn at HQs and Bases - Gangster can not enter police stations - Showscore-option Cops only - Can jump from one police station to another - Bigger choice of vehicles and weapons… (will depend on “global crimerate†in later version) - Cops don´t need cash, they pay with “police-account-card†- Cops can… well arrest and disarm Gangster - Build barriers at gaz24, helicopter, uaz or brdm - Talk-Menu: they can say short orders, that other players can hear, if they are near. Though the mission is playable and we already had lot´s of fun on our server, we are still working on the improvement of thr mission and there are continuous updates... visit Kanonenfutter.org to get the addons and check our forums and screenshot galleries (You have to register to download the addons) our server OFP-server is: kanonenfutter.myxg1.de here are a few screenshots:
  22. Dr.Pepper

    zombies update

    Thanks for your replies and thanks for the mirror. I will surely do an update (sooner or later). Adding groups is a good suggestion. A short newbie-instruction will be added too, though making good missions esp. with zombies requires some expierience... but we all started as noobs ;) I also have some ideas for mp-missions in mind, that will be playable on our server If you are a missionmaker feel invited to send me your missions (if you want them to be playable at our server only use addons from our kf_serverpack, that can be found on our page: www.kanonenfutter.org) I don't know if I can fix the animation bug, but I'll have a look at it.
  23. Dr.Pepper

    Free Gameserver ! ?

    Well, that sounds interesting. Very interesting We are Kanonenfutter We have a collection of addons and are developing our own missions... the biggest one is Nogova Crimes We could really use a second server Perhaps you have a little bit more detailed info about the performance of your servers? Nogova Crimes need lots of it You can email me to Dr.Pepper@kanonenfutter.org
  24. Dr.Pepper

    Nogova Crimes

    We don't because GG Allin is not funny, just mediocre and disgusting. Did you even played the mission? Please come with some constructive critics or some serious suggestion or ideas how to improve the mission. BTW, we are still working on it and the performance improved a lot. New things: - a ranking system for the gangsters, that will give them a few advantages in the game. if a gangster has reached a rank once in the game, he'll keep the benefits, even if his crimerate decreases again by being arrested. - a gangster that runs over a cop with a car will be recognized as copkiller now - crime-highscore (sum of the current crime-highscores of the gangsters): cops will get some things (weapons, vehicles, recruits) at a particular crimehighscore. - gangsters may choose to start at their HQ or in a random town. - some things have a nice dialog now... no more 100 actions in the menu - cops can do razzias at bars and casinos - cops get a penalty for killing "innocent" gangsters... (that have no weapon and a small crimerate) - retextured buildings for the gangsters next things we will add: - ranking system for cops - improved messaging system with a German and English version (perhaps some more languages, if we find people, who help us to translate) and perhaps later: - the possibility to hire an advocate for the gangsters - different video-cutscenes for killed gangsters (depending on their crimerank) - gangsterbosses for both gangsterteams who has special requests from time to time Unfortunately our previous Provider has quit supporting online games... but there will be a new server soon. Stay tuned.
  25. Dr.Pepper

    Addon-free cti missions?

    Just like mrj-fin said: There are completely addon-free CTI missions! e.g. crcti_1.0_@bis_v2_everon.eden (the @bis is the important marker in the name here) you can find them on our server: kanonenfutter.myxg1.de See you soon
×