| closedA Zombie Mod For DoD Maybe? |
| Started by {SR} *Raggy* on 09-02-2006, 04:52 PM |
Threads: 27
Joined: Apr 2006
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
Threads: 57
Joined: Oct 2005
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.
Threads: 27
Joined: Apr 2006
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?
Threads: 103
Joined: May 2005
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..nnbut the zombie mod might be something different
Threads: 0
Joined: Nov 2005
He probably means something like this: nnhttp://forums.alliedmods.net/showthread.php?t=5730&highlight=zombiemodnnDopeys, as far as I know, is simply a bot server, with bots set to spawn on axis with knives only... nnAlso, check out these models, they'd be oh so sexy with a zombie mod: http://www.dodskins2.de/thread.php?threadid=482&sid=c0ca763d97789c0a82d512703155633f
Threads: 27
Joined: Apr 2006
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 :)
Threads: 3
Joined: Apr 2006
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..rnrnbut the zombie mod might be something differentrnrnI’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. rnrnScreenshot from test:rnhttp://mysite.verizon.net/res8kmjf/sitebuildercontent/sitebuilderpictures/servertest003.jpgrnrnStill very must a work in progress.rnrnI’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.rnHmmmm.
Threads: 57
Joined: Oct 2005
Woah, oldschool HUD?!
Threads: 3
Joined: Apr 2006
Not completly, just modded a bunch of bits and pieces
Threads: 5
Joined: Aug 2006
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. =(
Threads: 1
Joined: Jan 2007
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. :prnrnwould 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 :)
Threads: 0
Joined: Aug 2007
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. rnrnScreenshot from test:rnhttp://mysite.verizon.net/res8kmjf/sitebuildercontent/sitebuilderpictures/servertest003.jpgrnrnStill very must a work in progress.rnrnI’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.rnHmmmm.rnrnrnPLEASE i need to know when you will havea server and is it DoD or DoD:S
Threads: 47
Joined: Sep 2006
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:
Threads: 47
Joined: Apr 2007
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:rnrnMay i ask where it says he has his server with a mod on or plugin ??
Threads: 2
Joined: Jun 2007
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).rnrnAnybody know of such a thing?
Threads: 37
Joined: Aug 2006
http://forums.alliedmods.net/showthread.php?t=29626rnrnI`m not 100% sure on codings...this is for counter strike...but could it work for dod ?
Threads: 47
Joined: Apr 2007
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
Threads: 14
Joined: Jan 2006
Threads: 37
Joined: Aug 2006
here is a new one from alliedmodders http://forums.alliedmods.net/showthread.php?t=60101rnrnrnmy fault....this is a source mod plugin
Threads: 49
Joined: Jan 2006
http://www.dayofdefeatmod.com/forums/showthread.php?threadid=15302&perpage=15&pagenumber=1rnrnFor monstermod to work google botmans stripper2 & monstermod. You can add light beams etc with a little skill.rnHere is my dod_donner_str.cfg file to get u started for monstermod. Or you can precache them in a sma file.rnrn[strip]rnrn[add]rnrn{rn PRECACHE_MODEL(models/agibs.mdl)rn PRECACHE_MODEL(models/hgibs.mdl)rn PRECACHE_MODEL(models/grenade.mdl)rn}rnrnrnrnrnThat should get u stable enuff and tax ur CPU to the max.rnrnAs for NOLD.....rnrnHere is the Sturmbot config file bot.cfg for it to work....in ghostmodernrnselect_password xxxxxxxxx rn# Sturmbot config file rn# This file is executed before the game starts rn# Reaction delay from 0.6 sec to 1.1 sec rnmin_reaction 70 rnmax_reaction 110 rnrn# Ranks are turned on. rn# rank 1 rnrn# If you want the random bots to have higher skills, put random_skill to 80 or 90, rn# if you think the bots are too hard put random_skill to 60 or lower rn# The range is 0 - 100 rn# random_skill 70 rnrn# How much the bots prioritize the learning... Set learn_priority to a higher value if you want rn# the bots to prioritize the learning more. rn# The range is 0 - 1000 rn# learn_priority 990 rnrn# Turn blood off, change bloodmode 0 to bloodmode 2 for more blood rn# bloodmode 0 rnrn rnghostmode 2 2rnrandom_skill 70rnsturmbot maxbots 20 rnsturmbot minbots 10rnlearn_priority 0 rnbotchat offrnrank off rnbotteambalance off rnbloodmode 0 rnmaxbodies 3rnsturmbot_password 666rnformsquad offrn rnrn rnrnecho 4.0 - add ghosts: addbot [team] [class] [skill] [name]rnrnghostmode 2 2rnrnaddbot 2 1 8 Bane rnaddbot 2 2 8 Jethro rnaddbot 2 3 8 Shredder rnaddbot 2 4 8 Incinerator rnaddbot 2 5 8 Requiem rnaddbot 2 6 8 Vengeance rnaddbot 2 7 8 Desperado rnaddbot 2 1 8 Destroyer rnaddbot 2 1 8 Obliteration rnaddbot 2 1 8 Crush rnaddbot 2 1 8 Decapitator rnaddbot 2 1 8 Battleaxe rnaddbot 2 3 8 Blitzkrieg rnaddbot 2 4 8 Stormbringer rnaddbot 2 5 8 Butthead rn//addbot 2 6 8 Halfdead rn//addbot 2 7 8 Bevis rn;addbot 2 1 8 Pain rn;addbot 2 1 8 Suffer rnrnghostmode 2 2rnrnrn//5 - enable monstor mode rnmonsterbot 0 rnmonsterbot 1 rnmonsterbot 2 rnmonsterbot 3 rnmonsterbot 4 rnmonsterbot 5 rnmonsterbot 6 rnmonsterbot 8 rnmonsterbot 9 rnmonsterbot 10 rnmonsterbot 11 rnmonsterbot 12 rnmonsterbot 13 rnmonsterbot 14 rnmonsterbot 15 rn;monsterbot 16 rn;monsterbot 17 rn;monsterbot 18 rn;monsterbot 19 rn;monsterbot 20rnrn// 6 - enable knifes only rnknifeonly on rnrnrnaddbotmenurnsturmbotmenurnlearn savernrnrnYou 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.
Threads: 6
Joined: Aug 2005
@sparky99rnrnDo you have to use sturmbot for this sparky or can i use Shrikebot as well ?
Threads: 49
Joined: Jan 2006
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.
Threads: 1
Joined: May 2007
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 ?? nnThank younKoolman
Threads: 14
Joined: Jan 2006
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 ?? rnrnThank yournKoolmanrnrnrnDownload 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. rnrnOpen 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.rnrnWhen 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.rnrnYou 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.rnrnYou can make something like this, needs a little work but click the picture.rnrn

Threads: 1
Joined: May 2007
Big thank you m8
Threads: 28
Joined: Sep 2008
You may want to hang-out on this server, they're working on converting their server to a Zombie Mod of DoD: 8.9.3.134:27015rnrnMaybe they can help you. I know their working on their own plugins to get it all working.
Threads: 1
Joined: May 2007
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 rnrn
# Sturmbot config filern#This file is executed before the game startsrn# Reaction delay from 0.6 sec to 1.1 secrnmin_reaction 60rnmax_reaction 110rnrn# Ranks are turned on.rnrank 0rnrn# If you want the random bots to have higher skills, put random_skill to 80 or 90,rn# if you think the bots are too hard put random_skill to 60 or lowerrn# The range is 0 - 100rnrandom_skill 70rnrn# How much the bots prioritize the learning... Set learn_priority to a higher value if you wantrn# the bots to prioritize the learning more.rn# The range is 0 - 1000rnlearn_priority 990rnrn#Turn blood off, change bloodmode 0 to bloodmode 2 for more bloodrnbloodmode 2rnrn// -------- settings below -------rnrnsturmbot maxbots 12rnsturmbot minbots 0rnrnbotteambalance offrnbloodmode 0rnrnrn# addbot [team] [class] [skill] [name]rnaddbot 2 1 8 Banernaddbot 2 2 8 Jethrornaddbot 2 3 8 Shredderrnaddbot 2 4 8 Incineratorrnaddbot 2 5 8 Requiemrnaddbot 2 6 8 Vengeancernaddbot 2 7 8 Desperadornaddbot 2 8 8 Destroyerrnaddbot 2 9 8 Obliterationrnaddbot 2 1 8 Crushrnaddbot 2 1 8 Decapitatorrnaddbot 2 2 8 Battleaxernrnrnrnrnrn// 6 - enable knifes onlyrnknifeonly onThreads: 28
Joined: Sep 2008
You may want to hang-out on this server, they're working on converting their server to a Zombie Mod of DoD: 8.9.3.134:27015rnrnMaybe they can help you. I know their working on their own plugins to get it all working.rnrnThis 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.
Threads: 3
Joined: Oct 2008
server with zombie mod?rnpleasernrnor someone working on it?:D
Threads: 11
Joined: Jun 2008
Threads: 3
Joined: Nov 2009
Hello people when it leaves the zombimod for Day of Defeat v1.3? thanks ^ ^rnrnGreetings from Argentinarnrnpd: sorry for my English
Threads: 4
Joined: Jan 2008
blah blah blah - post the mod or stfu
Threads: 4
Joined: Jan 2008
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.rnI 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.rn "spanning the universe in search for Klingons orbiting Uranis"rn and guess what I just found some....Jimkirk...Over and 0ut
Threads: 75
Joined: Nov 2007
Sorry for being rude - However, you are not helping anyone by advertising for your/a server, that is just spam...
Threads: 4
Joined: Jan 2008
It's all good, did not mean to spam, well maybe, but I wont do it again.rnrnMy brother made this plugin so I will be limited with what i can help on.rnHe will not release it. But I can give you advise on how to make one for yourself.rnrnHe 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."rnrnHe 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.rnrnIf you need more info let me know I will contact my bro and ask.rnrnKirk..........Out
Threads: 49
Joined: Jan 2006
Sturmbots 1.6 do work with Dod you need to install the Compat libs. nA good start for this is https://forums.alliedmods.net/archive/index.php/t-1202.htmlnnUse 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.nnGhost-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.nnUnfortunately 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.nnnnAll 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.nnor 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.
Threads: 4
Joined: Jan 2008
I got the sturmbots to work in ghost mode, like the old ME109 server.rnThe 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.rnrnHow can I keep these buggers with lots of health?
Threads: 4
Joined: Jan 2008
"Ok I got it working. Is this ok to change health in this manner?"rnrnrnBeek's axis health pluginrnrn#include <amxmodx> rn#include <fakemeta_util> rn#include <hamsandwich> rn#include <fun>rnrn#define PLUGIN "Zombie Health Increaser"rn#define VERSION "1.0"rn#define AUTHOR "Beek"rn#define AXIS 2 rn#define HEALTH 600rnrnpublic plugin_init(){rnregister_plugin(PLUGIN, VERSION, AUTHOR) rnRegisterHam(Ham_Spawn, "player", "hamSpawn", 1)rn}rnrnpublic hamSpawn(id) rn{ rnif (!is_user_alive(id) || get_user_team(id) != AXIS)rnreturnrnset_user_health(id,HEALTH)rn}rnrnrnrnrnME109 NOLD.....rnrnHere is the Sturmbot config file "bot.cfg" for it to work....in ghostmodernrnselect_password xxxxxxxxx rn# Sturmbot config file rn# This file is executed before the game starts rn# Reaction delay from 0.6 sec to 1.1 sec rnmin_reaction 70 rnmax_reaction 110 rnrn# Ranks are turned on. rn# rank 1 rnrn# If you want the random bots to have higher skills, put random_skill to 80 or 90, rn# if you think the bots are too hard put random_skill to 60 or lower rn# The range is 0 - 100 rn# random_skill 70 rnrn# How much the bots prioritize the learning... Set learn_priority to a higher value if you want rn# the bots to prioritize the learning more. rn# The range is 0 - 1000 rn# learn_priority 990 rnrn# Turn blood off, change bloodmode 0 to bloodmode 2 for more blood rn# bloodmode 0 rnrnrnghostmode 2 2rnrandom_skill 70rnsturmbot maxbots 20 rnsturmbot minbots 10rnlearn_priority 0 rnbotchat offrnrank off rnbotteambalance off rnbloodmode 0 rnmaxbodies 3rnsturmbot_password 666rnformsquad offrnrnrnrnrnecho 4.0 - add ghosts: addbot [team] [class] [skill] [name]rnrnghostmode 2 2rnrnaddbot 2 1 8 Bane rnaddbot 2 2 8 Jethro rnaddbot 2 3 8 Shredder rnaddbot 2 4 8 Incinerator rnaddbot 2 5 8 Requiem rnaddbot 2 6 8 Vengeance rnaddbot 2 7 8 Desperado rnaddbot 2 1 8 Destroyer rnaddbot 2 1 8 Obliteration rnaddbot 2 1 8 Crush rnaddbot 2 1 8 Decapitator rnaddbot 2 1 8 Battleaxe rnaddbot 2 3 8 Blitzkrieg rnaddbot 2 4 8 Stormbringer rnaddbot 2 5 8 Butthead rn//addbot 2 6 8 Halfdead rn//addbot 2 7 8 Bevis rn;addbot 2 1 8 Pain rn;addbot 2 1 8 Suffer rnrnghostmode 2 2rnrnrn//5 - enable monstor mode rnmonsterbot 0 rnmonsterbot 1 rnmonsterbot 2 rnmonsterbot 3 rnmonsterbot 4 rnmonsterbot 5 rnmonsterbot 6 rnmonsterbot 8 rnmonsterbot 9 rnmonsterbot 10 rnmonsterbot 11 rnmonsterbot 12 rnmonsterbot 13 rnmonsterbot 14 rnmonsterbot 15 rn;monsterbot 16 rn;monsterbot 17 rn;monsterbot 18 rn;monsterbot 19 rn;monsterbot 20rnrn// 6 - enable knifes only rnknifeonly on rnrnrnaddbotmenurnsturmbotmenurnlearn savernrnThe plugin will give the axis bots 600 hp.rnthen use ME109 Night of the living dead's bot.cfg file to achievernghost bots that move and attack very fast.rnrnBut 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.rnWhat can we do next to keep their speed while being shot, and to keep them as a vanishing ghost when they die? Jimkirk........
Threads: 0
Joined: Jul 2010
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 ???
Threads: 75
Joined: Nov 2007
@thomaskrik nnYes that code should be ok

