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Dr.Pepper

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Posts posted by Dr.Pepper


  1. 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:

    Hi All,

    And Do you have Permission to create this Download Link? If you put this on OFPR you havent asked permission and you be in the sh*t.

    [/url]

    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 maybe You will ask for permission about faces from T-virus mod? I saw that inside are a few Resident Evil persons :)

    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. 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. Hmm. My kaspersky antivirus don't said me that this web is infested ... Nevermind

    Miho maybe You will ask for permission about faces from T-virus mod? I saw that inside are a few Resident Evil persons :)

    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.


  4. Mission sent to your cannon fodder address. As I say in my email, it worked tonight, but yesterday it did not. My clan really wants your pack!

    For the MP player init GL, how do you transmit the data to the server? Through a "disposable" GL init?

    edit: unpbo to look at MP GL, and I see that it is more for respawn not for first unit creation. From that I infer that for MP the global target array must be defined.

    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;


  5. I made the most basic of MP missions. One playable unit(west), one zdummy(east), active hellgate, MP init gamelogic and Difficulty gamelogic. On a dedicated server I am finding that after the first spawn wave more and more of the newly spawned stand around mindlessly, like, er, zombies. Lazy zombies. They groan a lot.

    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


  6. 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.

    This has already been in form of the T-Virus MOD....Not sure why we need this...

    http://t-virus-ofp.tk/

    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...


  7. Great zombies but, does units with knife and machet dont attack, does weapons not work, the second bug i've found is the zombie rabbit, i have 3 normal rabbits not one zombie

    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 ?


  8. 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


  9. 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


  10. 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.


  11. @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...


  12. 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...


  13. Only 1 thing left I like to know and that's about the script commands. I want some specific Zombies attacking some specific guys....

    Because now all preplaced Zombies on the entire map will start running for those indiviuals. Any ideas ? I have my doubts that Name dofire Name will do the trick here. ^^

    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.

    Is there a readme explaining all available commands or a wiki?

    there will ne one.

    Your Zombies don't count as East units nor as Resistance units. Therefore a simple trigger with East not present within the trigger Radius wont work.

    Instead I must work now with !not alive group units. Maybe you can fix that little issue in the next round.

    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 ----------

    Only 1 thing left I like to know and that's about the script commands. I want some specific Zombies attacking some specific guys....

    Because now all preplaced Zombies on the entire map will start running for those indiviuals. Any ideas ? I have my doubts that Name dofire Name will do the trick here. ^^

    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.

    Is there a readme explaining all available commands or a wiki?

    there will ne one.

    Your Zombies don't count as East units nor as Resistance units. Therefore a simple trigger with East not present within the trigger Radius wont work.

    Instead I must work now with !not alive group units. Maybe you can fix that little issue in the next round.

    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.


  14. 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 ;)


  15. Little question: Would it be possible to use the new (and better in my opinion) zombie attack animation from BAS Tonali Zombies ?

    Or what is exactly the zombie punch animation file namds, so I could do it myself ?

    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.


  16. For my next mission I would like to create those zombies on the fly, so i wrote a little spawnscript, but i cant get rid of the lag. I use a dummygroup for the first zombie in group, preplaced every zombietype once in the editor in a safe area and even included a one second wait after each createunit command, but still there is that lag after each spawned zombie. Some ideas, anyone?

    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... ;) )


  17. 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)...


  18. 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.


  19. 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.

    chainsawv.jpg

    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

    rising.jpg

    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

    mutantb.jpg

    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.

    kapelle2.jpg

    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 “headlessâ€

    If you have any more ideas or think some things are missing, tell me.


  20. 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.


  21. Your ideas sound good.

    But I wonder what addons did you plan to use.

    Will you create own ones or collect a pack of the many good existing ones...

    Or will your mod just be a pack of missions?

    I’m working on some zombiestuff by myself... perhaps we could exchange some work and experiences.

    And we ( Kanonenfutter ) have a server, where we could put your missions, when they are done.

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