• Zombie Escape
    46 replies, posted
[QUOTE=rookwood101;36226307]I think I'll attempt to work on this tomorrow if OP is all right with that?[/QUOTE] Go for it, I really appreciate the work you did and I've merged the pull request with the master branch. I've just started an internship this week, so my free time is limited and my motivation to work on this is low at the moment. :( You might want to look into the [URL="https://developer.valvesoftware.com/wiki/Console_Command_List#Commands_starting_with_letter_.22P.22"]phys_* console commands[/URL], if I recall correctly, some maps changed the value of phys_pushscale to achieve the stronger entity push.
[QUOTE=samm5506;36226802]Go for it, I really appreciate the work you did and I've merged the pull request with the master branch. I've just started an internship this week, so my free time is limited and my motivation to work on this is low at the moment. :( You might want to look into the [URL="https://developer.valvesoftware.com/wiki/Console_Command_List#Commands_starting_with_letter_.22P.22"]phys_* console commands[/URL], if I recall correctly, some maps changed the value of phys_pushscale to achieve the stronger entity push.[/QUOTE] I didn't use them in the end (not customisable on a per weapon, per entity basis) so I worked it out on my own (am very happy) It uses the multipliers defined in the weapons.txt and has its own CVar (an independent multiplier that is applied every time) Anyways please accept my pull request. [code]GM.CVars.PropKnockback = CreateConVar( "ze_propForceMultiplier", '2.0', {FCVAR_REPLICATED}, "Force multiplier for props when shot." ) --Apply physics to props when shot. function PropPhysics(ent, inflictor, attacker, amount, dmginfo) if ent:IsValid() && !ent:IsPlayer() && !ent:IsNPC() then --Check that the entity is of the type we are looking for if inflictor:IsPlayer() then --Calculate the force multiplier to apply local weapMult = GAMEMODE.Multipliers.Weapons[weap] weapMult = weapMult && weapMult || 1.0 local forceMultiplier = GAMEMODE.CVars.PropKnockback:GetFloat() * weapMult --Store the velocity of the hit and the velocity of the object before hit local hitVel = dmginfo:GetDamageForce() local hitLoc = dmginfo:GetDamagePosition() local objectVelOld = ent:GetVelocity() --Calculate the force to apply to the object --local objectVel = objectVelOld + (forceMultiplier * hitVel) local objectVel = forceMultiplier * hitVel --Apply the force to the physics object of the entity local physobj = ent:GetPhysicsObject() physobj:ApplyForceOffset(objectVel, hitLoc) end end end[/code]
I've accepted rookwood101's recent pull requests and merged all recent changes from the master branch to garrysmodbeta.
It's a shame, because there are no Zombie Escape servers.
[QUOTE=soupface;39398110]So, this isn't working with Gmod13? It's a shame, because there are no Zombie Escape servers.[/QUOTE] I actually do work on this occasionally. The version on github does work for Garry's Mod 13. In it's current state, it's still missing a few improvements that I'd eventually like to implement. Here's a few updates since the last time I've posted: - Map patching is no longer required - Implemented more accurate CS:S bullets with penetration, etc. - Added accurate CS:S collision rules - Added CS:S ammo types - Item pick-ups (such as the materia's in Mako Reactor) can be dropped with C - Players can switch between weapons using Q - Added third person animations for zombies - Cleaned and restructured code to be modular There's probably more than that as well. Unfortunately, I haven't had as much time as I'd like to work on Zombie Escape. There's definitely some potential for the gamemode in the Garry's Mod community, but it needs to closer perform to the same as in CS:S. If you decide to try out the gamemode, you'll want to experiment with the knockback values by using the available convars described in the github readme. Eventually I'd like to get this up on workshop, not sure when that will be though.
That's great, I'd love this to be updated. It'd be awesome when Zombie Escape servers start showing up on Gmod.
Any maps in general for this gamemode? thanks
[url]http://csszm.gamebanana.com/maps/cats/2471[/url]
Server up with a bunch of maps. 66.150.188.32
[QUOTE=samm5506;36135613][B]Description[/B] Zombie Escape is a popular gamemode for Counter-Strike: Source, now available for Garry's Mod. Players initially spawn as humans, and after a short amount of time, an infection outbreaks. Humans are able to 'push' zombies back with their weapons. Each weapon has its own stats, which affects the amount of push. The humans must escape the infection by reaching the end of the map, otherwise the zombies will succeed. [B]Features[/B] - Map messages sent to the HUD (instead of chat) - Zombie damage display - Zombie knockback/push system - Bosses display health bars - Zombie arms weapon - Simple weapon selection menu - Win screen overlays (Thanks to [URL="http://steamcommunity.com/id/snoipa/"]Snoipa[/URL]) - Automated map changing after max rounds - Decreased zombie health and infection time with larger amount of players - Disabled Bunny Hop - Configurable settings [B]Media[/B] [TABLE] [TR] [TD] [thumb]http://i44.tinypic.com/2aim2h1.png[/thumb] Boss Health Display (Picture from Sassilization server)[/TD] [TD] [thumb]http://i.imgur.com/S03mS.jpg[/thumb] Zombie Arms[/TD] [/TR] [TR] [TD] [thumb]http://cloud.steampowered.com/ugc/540671188477560474/84B2209C803030B0E5CC761254275605F6A2004F/[/thumb] Map-Specific Player Models (Picture from Sassilization server)[/TD] [TD] [thumb]http://i.imgur.com/LbQQ3.jpg[/thumb] Player Pickup w/ player name in message[/TD] [/TR] [TR] [TD] [thumb]http://i.imgur.com/3lfMd.jpg[/thumb] HUD Messages[/TD] [TD] [thumb]http://i.imgur.com/OTIWo.jpg[/thumb] Player Transparency and Damage Display[/TD] [/TR] [/TABLE] [B]Settings[/B] Although it's suggested to keep these settings at their default, you may change them if you feel necessary. - ze_max_rounds <number> "Maximum amount of rounds played prior to map switch" - ze_ztimer_min <seconds> "Minimum time from the start of the round until picking the mother zombie(s)." - ze_ztimer_max <seconds> "Maximum time from the start of the round until picking the mother zombie(s)." - ze_zhealth_min <number> - ze_zhealth_max <number> - ze_ammo <number> "Amount of ammo to give humans." - ze_buyzone <0/1> "Whether or not players may purchase weapons only in a buyzone." - ze_human_speed <number> - ze_zombie_speed <number> - ze_zombie_ratio <number> - ze_zspawn_latejoin <0/1> "Allow late joining as zombie." - ze_zspawn_timelimit <seconds> "Time from the start of the round to allow late zombie spawning." [B]Developer Support[/B] - Custom human weapons may be added by editing the 'weapons.txt' file. - Map fixes may be added to 'gamemode/maps/[I]mapname[/I].lua' - A selection of hooks are made available for developers looking to implement custom rewards or other features OnRoundChange() OnChangeMap( String nextmap ) OnTeamWin( Integer teamId ) OnInfected( Player ply, Player attacker ) OnNukeLaunched( Player ply ) OnBossDefeated( Table boss, Player attacker ) [I]see sv_boss.lua[/I] [B]Downloads[/B] [URL="https://github.com/samuelmaddock/zombie-escape/zipball/master"]Direct Download[/URL] [URL="https://github.com/samuelmaddock/zombie-escape"]Github[/URL] [URL]https://github.com/samuelmaddock/zombie-escape[/URL] (Svn Checkout URL) Maps can be found [URL="http://gamebanana.com/csszm/maps/cats/2471"]here[/URL][/QUOTE] Hey, so its been awhile when you made this. So i downloaded this (great by the way). But when i spawn, a HUGE Black and Pink Tile Texture pops up. The gamemode works fine, weapons,sound,and you can even walk. But that picture of the black and pink tile is blocking your view. making you blind and cannot see a thing. I tried creating a Lua of a healthbar into the gamemode --> modules --> hud, and put the lua in there, but no luck. I was wondering what can i do to fix this?
Got a server up and running, looks very nice we edited few things it works perfect! Its hard but its worth it. Server IP: 92.108.88.173:27016 Steam: rinaldo208 Special thanks to [B][I]Sam![/I][/B] (We only have to fix some small things, like the Loading screen how to get that 100% fit to each pc :P) Maps are awesome, a few maps have problems at the spawn: when you spawn at begin u spawn stuck into another world prop Example: helicopter things like that.
whats wrong with the map link when you click it the page says "None found"?
[QUOTE=ciyborg_delta1;41638837]whats wrong with the map link when you click it the page says "None found"?[/QUOTE] Apparently the maps for Zombie Escape were moved on gamebanana. I've fixed the link.
hmmm..... the push back is broken when you shoot the zombies when there standing still it will push them 1 step back but if the zombie is running towards you its like no one is shooting them?
[QUOTE=ciyborg_delta1;41694163]hmmm..... the push back is broken when you shoot the zombies when there standing still it will push them 1 step back but if the zombie is running towards you its like no one is shooting them?[/QUOTE] Yeah, this is an issue the gamemode currently has. Make sure to checkout the dev branch on GitHub for the latest changes. [URL="https://trello.com/b/qF2PTdUv/zombie-escape"]Here's a trello board[/URL] I created to track progress. However, as you can probably see, I haven't had motivation to work on the gamemode. If anyone would like to help out by submitting pull requests to the dev branch, that would be awesome.
I've got a server I can try this with. See how it goes.
I look forward for the full release.
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