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#11. Posted:
Moderatez1v8
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iHax_XeX wrote
I_sLaP_ZoMbIeZ wrote
iHax_XeX wrote Holy **** this is epic!!! If you pull this off... O.O I would love to have this. GOGOGOGO

(also +rep)


calm down m8, b4 you need a nappy change lol.


haha, i wasn't that happy in real life. i'm just happy some one is finally trying to code something like this


im just having a giggle m8, but yeah, its sounds awesome.
#12. Posted:
Viper-
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Updating a few pictures and videos soon!
#13. Posted:
-Arctic-
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Isn't this the same as mw2 zombies?
#14. Posted:
coolbunny1234
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Motto: The Original Bunny
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If you hve figured out the code for players to kill other players successfully then I respect you greatly hahaha
#15. Posted:
iHax_XeX
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coolbunny1234 wrote If you hve figured out the code for players to kill other players successfully then I respect you greatly hahaha


Hey bunny, did you look at your sticky yet?i posted my question for you to look at.
#16. Posted:
Viper-
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coolbunny1234 wrote If you hve figured out the code for players to kill other players successfully then I respect you greatly hahaha


I have had that for a while now lol:

DeathCheck()
{
   if ( self.deaths > 0 )
   {
      self thread PlayerZombie();
   }
   else
   {
      self thread PlayerHuman();
   }
}


PlayerZombie()
{
   self SetClientDvar( "player_sprintSpeedScale", "0.5" ); //slow sprint
   self setClientDvar( "jump_height", "1" ); //no jump xD
   self setorigin( (-2000 ,10, 1.125) );
   self TakeAllWeapons();
   self GiveWeapon( "zombie_melee", 0 ); //only weapon is hands HAHA
   self SwitchToWeapon( "zombie_melee" );
   self.ignoreme = true;
   self.is_zombie = 1;
   self.team = "axis";
   self.health = 300;
   self setclientdvar( "r_colorMap", "1" );
   self SetClientDvar( "r_fullbright", "0" );
   self SetClientDvar( "r_flamefx_enable", "0" );
   self SetClientDvar( "r_revivefx_debug", "1" );
   self setClientDvar( "player_lastStandBleedoutTime", "1" );
   wait 1;
   self iPrintlnBold( "^1Zombie" );
   wait 5;
   self iPrintlnBold( "^1Kill the Humans!" );
}

PlayerHuman()
{
   self setorigin( (750 ,100, 1.125) );
   self TakeAllWeapons();
   self GiveWeapon( "sw_357", 1 );
   self SwitchToWeapon( "sw_357" );
   self setclientdvar( "r_colorMap", "1" );
   self SetClientDvar( "r_fullbright", "0" );
   self SetClientDvar( "r_flamefx_enable", "0" );
   self SetClientDvar( "r_revivefx_debug", "0" );
   self setClientDvar( "player_lastStandBleedoutTime", "1" );
   self.team = "allies";
   self.health = 100;
   self.is_zombie = 0;
   wait 1;
   self iPrintlnBold( "^4Human" );
   wait 3;
   self iPrintlnBold( "^4Kill the Zombies" );
   wait 5;
   self iPrintlnBold( "^4Hint: Get to the Safe House" );
   wait 1;
}



IT came from the nzp code like this:

zombify_player()
{
   self maps\_zombiemode_score::player_died_penalty();

   if( !IsDefined( level.zombie_vars["zombify_player"] ) || !level.zombie_vars["zombify_player"] )
   {
      self thread spawnSpectator();
      return;
   }

   self.ignoreme = true;
   self.is_zombie = true;
   self.zombification_time = getTime();
   
   self.team = "axis";
   self notify( "zombified" );
   
   if( IsDefined( self.revivetrigger ) )
   {
      self.revivetrigger Delete();
   }
   self.revivetrigger = undefined;
      
   self setMoveSpeedScale( 0.3 );
   self reviveplayer();

   self TakeAllWeapons();
   self starttanning();
   self GiveWeapon( "zombie_melee", 0 );
   self SwitchToWeapon( "zombie_melee" );
   self DisableWeaponCycling();
   self DisableOffhandWeapons();
   self VisionSetNaked( "zombie_turned", 1 );

   maps\_utility::setClientSysState( "zombify", 1, self );    // Zombie grain goooo

   self thread maps\_zombiemode_spawner::zombie_eye_glow();
   
   // set up the ground ref ent
   self thread injured_walk();
   // allow for zombie attacks, but they lose points?
         
   self thread playerzombie_player_damage();
   self thread playerzombie_soundboard();
}

playerzombie_player_damage()
{
   self endon( "death" );
   self endon( "disconnect" );
   
   self thread playerzombie_infinite_health();  // manually keep regular health up
   self.zombiehealth = level.zombie_health;
   
   // enable PVP damage on this guy
   // self EnablePvPDamage();
   
   while( 1 )
   {
      self waittill( "damage", amount, attacker, directionVec, point, type );
      
      if( !IsDefined( attacker ) || !IsPlayer( attacker ) )
      {
         wait( 0.05 );
         continue;
      }
      
      self.zombiehealth -= amount;
      
      if( self.zombiehealth <= 0 )
      {
         // "down" the zombie
         self thread playerzombie_downed_state();
         self waittill( "playerzombie_downed_state_done" );
         self.zombiehealth = level.zombie_health;
      }
   }
}
#17. Posted:
iHax_XeX
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hey, do you know where i can get a moddable version of cod5 for the pc so i can test my iso mods before i burn. Also, do youn know how to conver the ff files to the version for pc?
#18. Posted:
Viper-
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iHax_XeX wrote hey, do you know where i can get a moddable version of cod5 for the pc so i can test my iso mods before i burn. Also, do youn know how to conver the ff files to the version for pc?


I do...thats how i test these, along with my jtag..pm me
#19. Posted:
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Video Updated! Shows what happens when getting selected as human. Still need to add some teleporters though.
#20. Posted:
Viper-
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UPDATED! New pics + video of zombie
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