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Server #4 Zombie

Bogi

Member
Member
#62
Error was caused by incorrect wave format since we didn't know how the waves actually worked, and @ElementX , u were also there and assembling the waves with me, don't you put all blame on me.

Also we will probably play with the waves some more, since they are now stock, but we removed the first boss zombie...
 

Uriel

\\\ Night Watch ///
Kickrighted
Warteam Member
Donator
#64
... we removed the first boss zombie...
Good, But You removed the final zombie wave too, and i think to increase zombies numbers . Is there a script which control zombies number by increasing them when there are more playes on the served and decreasing when only a few players are playing???


- the waves are random or sorted???


Write them down and once you retry them then report, but not in this thread, ...
Whitch one then???

that one??
 

ElementX

Braindead
Game Admin
#65
yee, it was in the end my wave formation , i kinda mixed it up, seems it doesnt combine the waves in a way we thought it would. SO, i just shifted the blame on @Bogi ihiihih. Sry man, its how i was raised, watching the news in my country made me naturally shift blame to the next person involved. But my moral code forced me to admit it. you know i love you man :rolleyes: and i cant wait for our next meeting to work on zombie waves
 

GammaDeltaII

RiddleBox
Senior Admin
#66
@Uriel, yes, the number of zombies depends on the wave and number of players, as you can see below. The number of zombies per player and wave could be increased to make it harder. The waves are semi-random; you can put fixed waves in there and random special waves. (@ElementX @Bogi Instructions are in the comments. How hard could it be? :D :p)

Code:
// Zombies per actively participating player
set surv_zombies_perplayer 5

// Zombies added per wave passed
set surv_zombies_perwave 5

// Choose a way the wave amount is calculated
// Wavesystems:
// 0 : wavesize = players * surv_zombies_perplayer
// 1 : wavesize = wave# * surv_zombies_perwave
// 2 : wavesize = players * (wave# * surv_zombies_perwave + players * surv_zombies_perplayer)
// 3 : wavesize = players * surv_zombies_perplayer + wave# * surv_zombies_perwave
set surv_wavesystem 2

// NEW: Set the order of waves you want to have on your server. Be creative! Split waves with a ';'
// 0 = Normal, 1 = Dogs, 2 = Burning, 3 = Hellhounds, 4 = Crawlers, 5 = Hell, 6 = Scary
// 7 = Boss, 8 = grouped, 9 = FINALE (game ends after it!), ? = Random special wave
// 20 = Increase Shop Costs and Zombie HP/Damage
// DEFAULT: set surv_waves "0;?;0;?;?;?;7;20;?;?;?;?;0;7;9"
set surv_waves "0;?;0;?;?;?;7;20;?;?;?;?;0;7;9"
 

Uriel

\\\ Night Watch ///
Kickrighted
Warteam Member
Donator
#67
...How hard could it be? :D :p...
Make it hard, but possible to go thru - to easy its so booooring. now i allways have over 50 000 money to spend for nothing after 10th wave. last time i finished map (GasStation) with 98 000, 3 semiturrets on map and full weapon upgrade <-- that was to easy.
 

Uriel

\\\ Night Watch ///
Kickrighted
Warteam Member
Donator
#69
set surv_zombies_perplayer 10
set surv_zombies_perwave 10

set surv_wavesystem 3

set surv_waves "0;1;2;3;4;5;6;8;?;?;20;0;1;2;3;4;5;6;8;?,7;9"
 

Bogi

Member
Member
#74
Thunder upped the number of zombies from 5 to 7 (@GammaDeltaII you have the old config), for waves, i thought that maybe u can define mixed waves like 0;01;02 , i figured it out late, after the 1st waves were made (after seeing that 20 if a value)...

I guess i can write up the changes:
1. Prices for ammo, health, cure... were decreased.
2. Number of barrels allowed to be placed was upped from 15 to 25
3. Price of secondary upgrades is lowered (it was not logical that upgrading primary and secondary has the same values)
4. Scouts last secondary was replaced (From AK-47 silenced to desert eagle, because it was a downgrade, not an upgrade)....P.S. Not sure if this worked
5. We tried playing with the waves, and as u can tell it failed so we reset them to default
Also we will probably play with the waves some more, since they are now stock
6. Points per round missed (for late game joiners) was upped from 3000 to 4000 per wave
7. We disabled fog even more, since even i was getting fps with a good pc, cant even imagine what people with bad pc were having
8. Zombie spawn protection is disabled now
9. Changed the welcome message

We will play more with the config later, since atm I don't have much free time.

We will gladly take recommendations about the fixes,patches,etc. Just remember that we cant play with too many options.
(We tried playing with medic and engineers packs, but we didn't have configs for that, we tried changing the time of the pack when a player dies)

And lastly the formula used to calculate the amount of zombies per round is: wavesize = players * (wave# * surv_zombies_perwave + players * surv_zombies_perplayer)
 

PrOvokator

Slaps you silly
#78
Guys reduce the number of waves please. Currently it is 22/23 I think, every map is more than 2 hours. 15 waves was OK, leave it, at least until we've run multiple maps. We play one map for 2 hours, and after you are done you feel tired, and people just leave after a single map. Not to mention when you play for over an hour and a half and it crashes and then you are again on village map for another 2 hours or a crash :p.
 
#79
this server was awesome until people realized they can just sit in front of every zombie spawn for and hour and a half just spamming bullets mindlessly into the same spot and getting **** loads of points for it. same with setting up turrets in front of spawns. rayguns, miniguns and some others are so OP its not even fun. imo game would be more fun with turrets, raygun and some others disabled altogether.
 

SIPKODAR

Ban Evasion hunter.
Kickrighted
#80
this server was awesome until people realized they can just sit in front of every zombie spawn for and hour and a half just spamming bullets mindlessly into the same spot and getting **** loads of points for it. same with setting up turrets in front of spawns. rayguns, miniguns and some others are so OP its not even fun. imo game would be more fun with turrets, raygun and some others disabled altogether.
Lol Puma :D You've learned how 3/4 zombie games is played. Well, the waves could be decreased a bit, because already ratio zombies-per-player was increased. So we could try to increase difficulty maybe ...