View Full Version : A Zombie Mod For DoD Maybe?
{SR} *Raggy*
09-02-2006, 05:52 PM
I was wondering if anyone could do a Zombie Mod for DoD. There is a few Zombie Mods for CS and other HL1 mods but not for DoD. I was just wondering if someone could give it a try please
Wilson [29th ID]
09-02-2006, 08:32 PM
Can you tell more about what they do exactly or give us a link to one? I come from a "realism" background so this isn't something I'm too familiar with.
{SR} *Raggy*
09-02-2006, 08:51 PM
I found a server called Dopeys Zombie Bot Server and it had this mod with Zombie bots. I found something like it on the AlliedModders forums but it has been locked due to the modder not wanting it anymore. I've found the one for source if that is any help to ya?
diamond-optic
09-02-2006, 09:40 PM
hmm probably something 'similar' to monster-mod... but i was never able to get that to work with dod.. always locked up when you killed a monster..
but the zombie mod might be something different
PopeHannibal
09-03-2006, 05:00 AM
He probably means something like this:
http://forums.alliedmods.net/showthread.php?t=5730&highlight=zombiemod
Dopeys, as far as I know, is simply a bot server, with bots set to spawn on axis with knives only...
Also, check out these models, they'd be oh so sexy with a zombie mod: http://www.dodskins2.de/thread.php?threadid=482&sid=c0ca763d97789c0a82d512703155633f
{SR} *Raggy*
09-03-2006, 07:31 AM
Dopey's is a server with Zombies on axis that are the bots. I'm sure he has a Zombie plugin. As for the Zombie Mod that you pointed out I wasn't really on about that one I was actually on about the one by Hawk but that one looks alrite too :)
KidTwisted
09-03-2006, 08:01 PM
hmm probably something 'similar' to monster-mod... but i was never able to get that to work with dod.. always locked up when you killed a monster..
but the zombie mod might be something different
I’ve actually been doing testing with monster-mod on DoD and have gotten it pretty stable. For some reason the monster-mod.dll has trouble in the precache of all the required files it need from Half-Life.
Screenshot from test:
http://mysite.verizon.net/res8kmjf/sitebuildercontent/sitebuilderpictures/servertest003.jpg
Still very must a work in progress.
I’m sure it must be possible to force a client side player model change to let say all of the axis players aka bots? I wonder if it’s possible to use the models from Half-Life.
Hmmmm.
Wilson [29th ID]
09-03-2006, 10:39 PM
Woah, oldschool HUD?!
KidTwisted
09-06-2006, 12:50 AM
Not completly, just modded a bunch of bits and pieces
etothep
02-01-2007, 07:44 PM
is this completely dead? This would kick soo much *ss! People ask me all the time to install one, all I can say is it dont exist. =(
Freeze
02-28-2007, 02:55 PM
ok not trying to be a b!t*h or anything and forr for sware word but did'nt i say something about a zombie mod just before christmas and everyone was like meh ya its already done. grrrr what am i chopped liver. Good day to you sir's p.s sorry for any spelling mistakes. I said good day pufff. :p
would be nice for a zombie mod plus that pic of the zombie mod someone has done already looks really great i would kiss you if i wasnt afraid that i might be banned and called gay :)
jakethedeadly
08-30-2007, 07:51 PM
I’ve actually been doing testing with monster-mod on DoD and have gotten it pretty stable. For some reason the monster-mod.dll has trouble in the precache of all the required files it need from Half-Life.
Screenshot from test:
http://mysite.verizon.net/res8kmjf/sitebuildercontent/sitebuilderpictures/servertest003.jpg
Still very must a work in progress.
I’m sure it must be possible to force a client side player model change to let say all of the axis players aka bots? I wonder if it’s possible to use the models from Half-Life.
Hmmmm.
PLEASE i need to know when you will havea server and is it DoD or DoD:S
{RSR}Crazyhorse_cdn
10-03-2007, 12:10 PM
hey kid what is ur ip for ur server, i want to check out ur monster mod , if i like it i might be able to put it on my server, oh, by the by , would you be able to turn it on or off when ever you want or deal with it when it is installed??, what i'm looking for is a similair mod but one that you can turn on and off , or have the zombies leave as soon as the server reaches a certain amount of players on it :rolleyes:
blobby
10-03-2007, 01:49 PM
hey kid what is ur ip for ur server, i want to check out ur monster mod , if i like it i might be able to put it on my server, oh, by the by , would you be able to turn it on or off when ever you want or deal with it when it is installed??, what i'm looking for is a similair mod but one that you can turn on and off , or have the zombies leave as soon as the server reaches a certain amount of players on it :rolleyes:
May i ask where it says he has his server with a mod on or plugin ??
Draagun
10-12-2007, 07:04 PM
we would also like a zombie mod for the mornings when nobody is on - just for the few stragglers who are up late/early - but we want it to turn off at a certain time too - like noon (thats when most of the clan gets out of bed i guess).
Anybody know of such a thing?
TigerMan4
12-09-2007, 04:16 PM
http://forums.alliedmods.net/showthread.php?t=29626
I`m not 100% sure on codings...this is for counter strike...but could it work for dod ?
blobby
12-10-2007, 12:53 PM
It would need a little bit of porting but from what i can see nothing to hard ill have a go at this for you on Monday as i have alot to do this week for x-mas coming but ill start on it if i have time before then
WARDOG
12-28-2007, 06:40 PM
Needs a bit of work but something I played with a while back...
http://i141.photobucket.com/albums/r54/WW2WARDOG/th_Zombienew.jpg (http://i141.photobucket.com/albums/r54/WW2WARDOG/Zombienew.jpg)
TigerMan4
12-31-2007, 01:23 AM
here is a new one from alliedmodders http://forums.alliedmods.net/showthread.php?t=60101
my fault....this is a source mod plugin
sparky99
01-02-2008, 09:20 AM
http://www.dayofdefeatmod.com/forums/showthread.php?threadid=15302&perpage=15&pagenumber=1
For monstermod to work google botmans stripper2 & monstermod. You can add light beams etc with a little skill.
Here is my dod_donner_str.cfg file to get u started for monstermod. Or you can precache them in a sma file.
[strip]
[add]
{
PRECACHE_MODEL(models/agibs.mdl)
PRECACHE_MODEL(models/hgibs.mdl)
PRECACHE_MODEL(models/grenade.mdl)
}
That should get u stable enuff and tax ur CPU to the max.
As for NOLD.....
Here is the Sturmbot config file bot.cfg for it to work....in ghostmode
select_password xxxxxxxxx
# Sturmbot config file
# This file is executed before the game starts
# Reaction delay from 0.6 sec to 1.1 sec
min_reaction 70
max_reaction 110
# Ranks are turned on.
# rank 1
# If you want the random bots to have higher skills, put random_skill to 80 or 90,
# if you think the bots are too hard put random_skill to 60 or lower
# The range is 0 - 100
# random_skill 70
# How much the bots prioritize the learning... Set learn_priority to a higher value if you want
# the bots to prioritize the learning more.
# The range is 0 - 1000
# learn_priority 990
# Turn blood off, change bloodmode 0 to bloodmode 2 for more blood
# bloodmode 0
ghostmode 2 2
random_skill 70
sturmbot maxbots 20
sturmbot minbots 10
learn_priority 0
botchat off
rank off
botteambalance off
bloodmode 0
maxbodies 3
sturmbot_password 666
formsquad off
echo 4.0 - add ghosts: addbot [team] [class] [skill] [name]
ghostmode 2 2
addbot 2 1 8 Bane
addbot 2 2 8 Jethro
addbot 2 3 8 Shredder
addbot 2 4 8 Incinerator
addbot 2 5 8 Requiem
addbot 2 6 8 Vengeance
addbot 2 7 8 Desperado
addbot 2 1 8 Destroyer
addbot 2 1 8 Obliteration
addbot 2 1 8 Crush
addbot 2 1 8 Decapitator
addbot 2 1 8 Battleaxe
addbot 2 3 8 Blitzkrieg
addbot 2 4 8 Stormbringer
addbot 2 5 8 Butthead
//addbot 2 6 8 Halfdead
//addbot 2 7 8 Bevis
;addbot 2 1 8 Pain
;addbot 2 1 8 Suffer
ghostmode 2 2
//5 - enable monstor mode
monsterbot 0
monsterbot 1
monsterbot 2
monsterbot 3
monsterbot 4
monsterbot 5
monsterbot 6
monsterbot 8
monsterbot 9
monsterbot 10
monsterbot 11
monsterbot 12
monsterbot 13
monsterbot 14
monsterbot 15
;monsterbot 16
;monsterbot 17
;monsterbot 18
;monsterbot 19
;monsterbot 20
// 6 - enable knifes only
knifeonly on
addbotmenu
sturmbotmenu
learn save
You will have to restart the map to make this work or wait till each is killed once before they will all appear as a ghost. I suggest you use amx_lights to dim the map.
jondoe
01-12-2008, 05:59 PM
@sparky99
Do you have to use sturmbot for this sparky or can i use Shrikebot as well ?
sparky99
01-17-2008, 01:02 AM
as far as I'm aware it only works with sturmbot, however there may be a way to have it apply to shrikebot and real players....as its really just similar to makig players invisable or reder light a good hint is to see the half life code for transpeancy and holographic models... I won't be looking into this.. it can be done but I have other things to do right now. Of course the monster mod stuff works without sturmbot. Sorry my typing as i ONLY HAVE A ps3 RIGHT NOW.
|TUK| Turkish
10-28-2008, 08:32 PM
Hi i have the dopey zombie server setup running 195.242.236.51:27090 well but as you all no axis are zombies how can i change the bots to look like zombies ??
Thank you
Koolman
WARDOG
10-29-2008, 05:44 AM
Hi i have the dopey zombie server setup running 195.242.236.51:27090 well but as you all no axis are zombies how can i change the bots to look like zombies ??
Thank you
Koolman
Download Jeds Half Life Model viewer, open the axis_infantry.mdl with it, go to the textures tab, get familliar with the tool, find the faces, AKA skins and click the extract button to extract it to a folder.
Open the texture in Photoshop or other paint editor, change the file from indexed 256 colors to rgb, edit the texture to your liking, zombie face, clothes.
When done turn the texture back to 256 indexed color and import it back into the model with Jeds HL model viewer. Save the model when done.
You will probably have to have some kind of skin changing plugin so your clients will downlod them, and not overwrite the default skins, some one here may know more about that plugin and how to use it if needed.
You can make something like this, needs a little work but click the picture.
http://i141.photobucket.com/albums/r54/WW2WARDOG/th_Zombienew.jpg (http://i141.photobucket.com/albums/r54/WW2WARDOG/Zombienew.jpg)
|TUK| Turkish
10-29-2008, 11:49 AM
Big thank you m8
gunsofnavarone
12-07-2008, 03:03 PM
You may want to hang-out on this server, they're working on converting their server to a Zombie Mod of DoD: 8.9.3.134:27015
Maybe they can help you. I know their working on their own plugins to get it all working.
|TUK| Turkish
03-09-2009, 08:53 AM
I did some changes now the bots stay on one axis team like i need them to but only some connect to axis team the rest stay in spectator ?? can some one help
# Sturmbot config file
#This file is executed before the game starts
# Reaction delay from 0.6 sec to 1.1 sec
min_reaction 60
max_reaction 110
# Ranks are turned on.
rank 0
# If you want the random bots to have higher skills, put random_skill to 80 or 90,
# if you think the bots are too hard put random_skill to 60 or lower
# The range is 0 - 100
random_skill 70
# How much the bots prioritize the learning... Set learn_priority to a higher value if you want
# the bots to prioritize the learning more.
# The range is 0 - 1000
learn_priority 990
#Turn blood off, change bloodmode 0 to bloodmode 2 for more blood
bloodmode 2
// -------- settings below -------
sturmbot maxbots 12
sturmbot minbots 0
botteambalance off
bloodmode 0
# addbot [team] [class] [skill] [name]
addbot 2 1 8 Bane
addbot 2 2 8 Jethro
addbot 2 3 8 Shredder
addbot 2 4 8 Incinerator
addbot 2 5 8 Requiem
addbot 2 6 8 Vengeance
addbot 2 7 8 Desperado
addbot 2 8 8 Destroyer
addbot 2 9 8 Obliteration
addbot 2 1 8 Crush
addbot 2 1 8 Decapitator
addbot 2 2 8 Battleaxe
// 6 - enable knifes only
knifeonly on
gunsofnavarone
08-16-2009, 08:43 AM
You may want to hang-out on this server, they're working on converting their server to a Zombie Mod of DoD: 8.9.3.134:27015
Maybe they can help you. I know their working on their own plugins to get it all working.
This server is no longer running. But, the gentleman who ran the server, as I understand it, is now part of the "Violent Hill" group. Their server IP is8.6.77.166:27015. The Violent Hill server though, IS NOT, a zombie mod server.
snake26
08-16-2009, 02:46 PM
server with zombie mod?
please
or someone working on it?:D
=*MDMILBURN*=
10-13-2009, 06:55 PM
Let's just say at the moment i am seeking the information to get one running
<AAC>MDMILBURN*BOT*
http://cache.www.gametracker.com/server_info/66.55.146.227:27015/b_560x95.png (http://www.gametracker.com/server_info/66.55.146.227:27015/)
http://cache.www.gametracker.com/server_info/68.232.161.36:27015/b_560x95.png (http://www.gametracker.com/server_info/68.232.161.36:27015/)
el Gato
12-08-2009, 09:24 PM
Hello people when it leaves the zombimod for Day of Defeat v1.3? thanks ^ ^
Greetings from Argentina
pd: sorry for my English
thomaskirk
06-19-2010, 03:57 AM
blah blah blah - post the mod or stfu
thomaskirk
06-20-2010, 02:41 PM
Like the title says we have the only plugin for zombies on dod 1.3 so why would you tell me to stfu? You certainly are not going to recieve any help with that attitude.
I simply asked if people want to check it out, here it is. If this whole communtiy is full of idiots than I will remove the server. If you want to be descent human beings than I will help.
"spanning the universe in search for Klingons orbiting Uranis"
and guess what I just found some....Jimkirk...Over and 0ut
Sorry for being rude - However, you are not helping anyone by advertising for your/a server, that is just spam...
thomaskirk
06-20-2010, 04:22 PM
It's all good, did not mean to spam, well maybe, but I wont do it again.
My brother made this plugin so I will be limited with what i can help on.
He will not release it. But I can give you advise on how to make one for yourself.
He first used sturmbots, but sturm will not work on a linux server. So we decided to go with shrikebot and find models for them. He changed their health, and gave them only a spade, night vision, and "unlimited stamina."
He used a combinations of plugins from cs and from dod, it took many attempts at working out bugs and many hours but it works flawlessly.
If you need more info let me know I will contact my bro and ask.
Kirk..........Out
sparky99
06-21-2010, 11:49 AM
Sturmbots 1.6 do work with Dod you need to install the Compat libs.
A good start for this is https://forums.alliedmods.net/archive/index.php/t-1202.html
Use amx_lights and set the server ambient light to green, change player view model to chopping axe add plug-in to restrict weapons for players or set server cvars and sv_weaponstay 0 and amx_sky to a night sky, change tracers to blue and longer, use a team manager to stop peeps from jointing bot team, rework your way-points. Give bots monster mode. Play around with the individual (bots only) gravity so they jump a bit higher.
Ghost-mode sometimes wont work until the bot dies and a server restart is needed to change maps with this. A plug-in to kill them the first time they spawn is helpful.
Unfortunately I have been unsuccessful in changing the bots model I believe this is because Sturm bot is not a meta mod plug-in but a DLL, this might now be possible with Orpheu but I have not put thought into it yet.
All these (plug-ins) exist now and looks pretty and works. Add a lil monster mod with stripper2 to chache the agibs etc and add cockroaches running on the floor too. Dont set tick-rate over 60 and you wont lag too much.
or alternative : Maybe just play with one teams model to render mode set to additive with a slow fade. Should be easy enuff and u wont need bots, like a realism plugin but totally not.
thomaskirk
07-17-2010, 11:44 AM
I got the sturmbots to work in ghost mode, like the old ME109 server.
The axis only have extra health for the first map after restarting the server, then they go back to normal health on the next map change.
How can I keep these buggers with lots of health?
thomaskirk
07-19-2010, 03:50 AM
"Ok I got it working. Is this ok to change health in this manner?"
Beek's axis health plugin
#include <amxmodx>
#include <fakemeta_util>
#include <hamsandwich>
#include <fun>
#define PLUGIN "Zombie Health Increaser"
#define VERSION "1.0"
#define AUTHOR "Beek"
#define AXIS 2
#define HEALTH 600
public plugin_init(){
register_plugin(PLUGIN, VERSION, AUTHOR)
RegisterHam(Ham_Spawn, "player", "hamSpawn", 1)
}
public hamSpawn(id)
{
if (!is_user_alive(id) || get_user_team(id) != AXIS)
return
set_user_health(id,HEALTH)
}
ME109 NOLD.....
Here is the Sturmbot config file "bot.cfg" for it to work....in ghostmode
select_password xxxxxxxxx
# Sturmbot config file
# This file is executed before the game starts
# Reaction delay from 0.6 sec to 1.1 sec
min_reaction 70
max_reaction 110
# Ranks are turned on.
# rank 1
# If you want the random bots to have higher skills, put random_skill to 80 or 90,
# if you think the bots are too hard put random_skill to 60 or lower
# The range is 0 - 100
# random_skill 70
# How much the bots prioritize the learning... Set learn_priority to a higher value if you want
# the bots to prioritize the learning more.
# The range is 0 - 1000
# learn_priority 990
# Turn blood off, change bloodmode 0 to bloodmode 2 for more blood
# bloodmode 0
ghostmode 2 2
random_skill 70
sturmbot maxbots 20
sturmbot minbots 10
learn_priority 0
botchat off
rank off
botteambalance off
bloodmode 0
maxbodies 3
sturmbot_password 666
formsquad off
echo 4.0 - add ghosts: addbot [team] [class] [skill] [name]
ghostmode 2 2
addbot 2 1 8 Bane
addbot 2 2 8 Jethro
addbot 2 3 8 Shredder
addbot 2 4 8 Incinerator
addbot 2 5 8 Requiem
addbot 2 6 8 Vengeance
addbot 2 7 8 Desperado
addbot 2 1 8 Destroyer
addbot 2 1 8 Obliteration
addbot 2 1 8 Crush
addbot 2 1 8 Decapitator
addbot 2 1 8 Battleaxe
addbot 2 3 8 Blitzkrieg
addbot 2 4 8 Stormbringer
addbot 2 5 8 Butthead
//addbot 2 6 8 Halfdead
//addbot 2 7 8 Bevis
;addbot 2 1 8 Pain
;addbot 2 1 8 Suffer
ghostmode 2 2
//5 - enable monstor mode
monsterbot 0
monsterbot 1
monsterbot 2
monsterbot 3
monsterbot 4
monsterbot 5
monsterbot 6
monsterbot 8
monsterbot 9
monsterbot 10
monsterbot 11
monsterbot 12
monsterbot 13
monsterbot 14
monsterbot 15
;monsterbot 16
;monsterbot 17
;monsterbot 18
;monsterbot 19
;monsterbot 20
// 6 - enable knifes only
knifeonly on
addbotmenu
sturmbotmenu
learn save
The plugin will give the axis bots 600 hp.
then use ME109 Night of the living dead's bot.cfg file to achieve
ghost bots that move and attack very fast.
But after map change they are not ghost's anymore and their health goes back to normal. So we are using Beek's plugin to give them 600 health for every map but it slow's them down when they are being shot.
What can we do next to keep their speed while being shot, and to keep them as a vanishing ghost when they die? Jimkirk........
Facetious
07-25-2010, 10:34 PM
In my searches for zombie mod, I come across this post (and many other like it) that only shows zombie mod with bots. Is there going to be a mod made where it's similar to CS zombie mod? It ends up being one person on Axis with a knife and extra health against everyone on Allied (all of whom have class restrictions... i.e only mp44s, only pistols, etc...). When he knifes someone, they get moved over to Axis and attempt to knife Allied. It keeps going until everyone is on Allied side and then restarts... being completely random at choosing the next zombie. Sound like something someone can create for DoD 1.3 ???
@thomaskrik
Yes that code should be ok
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