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  1. #1
    foasdgg's Avatar
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    Quarantine Chaos Zombie Mod 4.5

    v4:(made by Killingdyl)
    -new map edits
    -sentry can be placed anywhere! (ie. inside bunkers XD )
    -flamethrower
    -mines
    -some small tweaks in the appearance
    -door repair system (you can repair only with onemanarmy which is given to you, and you cant open/close with it, you will need to change weapon)
    btw, when you repair doors you get cash

    v4.5:(updated by me)
    -new map edits (added map edits in strike, salvage and crash. changed some bunkers in other maps)
    -bonus maps is now on the vote list
    -if you join in the middle of the game you will become a zombie (no more waiting)
    -entry flags is SHOWN on the minimap!!!(as yellow circles) in some maps they GLOW
    http://img703.imageshack.us/img703/8775/57375377.jpg
    -changed perks (pretty much like in 3.2)
    -Last Man Alive- when only one human is alive he get rpg shooting spas (he is immune to it's explosion damage), no reload, 1.5x speed and anti camp command, which starts after 5 seconds of camping. its pretty much like in zombie mod in COD4
    -fixed mines killing teammates

    about the flamethrower, you will get deseret eagle which shoot flames, you dont have to shoot (like in a normal game) it in order to shoot flames, its enough that you will press and dont leave the button. in v4 if you buy flamethrower it will (in some cases) take your primary weapon :\ so ive changed that
    and about the mapedit.gsc, if you want to change the doors pay attention that the "CreateDoors" command is changed. the angles are now without brackets
    (ie. CreateDoors((1590, -238, 160), (1590, -168, 160), (90, 0, 0), 2, 2, 5, 50);
    is now CreateDoors((1590, -238, 160), (1590, -168, 160), 90, 0, 0, 2, 2, 5, 50);)

    big thanks to:
    maxmito7393
    Boon Pek
    RenoFucker
    The_D

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    Last edited by foasdgg; 01-06-2011 at 12:32 PM.

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  3. #2
    FUKO's Avatar
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    Make a video?

  4. #3
    Boon Pek's Avatar
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    Ahh, i see you released it :P the, glow flags - they work on every map actually, if you used my code did you incorporate other stuff there, ie. the fixes and patches I told you (including the one in the elevator, as the setOrigin() removes effects)?
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  5. #4
    foasdgg's Avatar
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    Quote Originally Posted by Boon Pek View Post
    Ahh, i see you released it :P the, glow flags - they work on every map actually, if you used my code did you incorporate other stuff there, ie. the fixes and patches I told you (including the one in the elevator, as the setOrigin() removes effects)?
    nope, only this, i removed the glowing zombies.
    btw, the glowing flags isnt working on every map and not everyone can see it, idk why :S

  6. #5
    xbeatsszzx's Avatar
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    Nice looks really cool.
    I Am on this site for the mods for mw2 ONLY. Not hacks.

  7. #6
    einar300's Avatar
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    This mod is not good man... To many bugs!

    Where is the v4?
    Last edited by einar300; 01-07-2011 at 05:53 PM.

  8. #7
    cgallagher21's Avatar
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    very well done gj

  9. #8
    einar300's Avatar
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    Im hosting this on my second computer...

    How can I get admin on my first computer?

    Is it possible?

  10. #9
    Boon Pek's Avatar
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    I am also experiencing the same problems as you are -- seems to work perfectly well on steam. This, I think is a problem on aIWs side as the PlayFX only loads the effect for the current players in the game when it's called, so it isn't really level-applied. I'm working on a fix for it now :P

    As for the zombie arming turrets - as much as I tried I can't disable the turret for zombie use though what we could do is edit the damage.gsc so that the zombies will not inflict any damage on them.

    Edit: also, Tom, should I release my mod with a new versioning? Since it's already very very different?
    Last edited by Boon Pek; 01-09-2011 at 05:56 PM.

  11. #10
    foasdgg's Avatar
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    Quote Originally Posted by Boon Pek View Post
    I am also experiencing the same problems as you are -- seems to work perfectly well on steam. This, I think is a problem on aIWs side as the PlayFX only loads the effect for the current players in the game when it's called, so it isn't really level-applied. I'm working on a fix for it now :P

    As for the zombie arming turrets - as much as I tried I can't disable the turret for zombie use though what we could do is edit the damage.gsc so that the zombies will not inflict any damage on them.

    Edit: also, Tom, should I release my mod with a new versioning? Since it's already very very different?
    yea, publish that
    i wanna try it

  12. #11
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    Quote Originally Posted by Boon Pek View Post
    I am also experiencing the same problems as you are -- seems to work perfectly well on steam. This, I think is a problem on aIWs side as the PlayFX only loads the effect for the current players in the game when it's called, so it isn't really level-applied. I'm working on a fix for it now :P

    As for the zombie arming turrets - as much as I tried I can't disable the turret for zombie use though what we could do is edit the damage.gsc so that the zombies will not inflict any damage on them.

    Edit: also, Tom, should I release my mod with a new versioning? Since it's already very very different?
    If you change the damage of turrets, I think that the damage will be the same for humans,

  13. #12
    foasdgg's Avatar
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    Quote Originally Posted by Yamato View Post
    If you change the damage of turrets, I think that the damage will be the same for humans,
    u can change it for only one team....

  14. #13
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    mgTurret.owner = self.owner;
    mgTurret.team = self.team;

  15. #14
    Boon Pek's Avatar
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    There's the turret damage setting:

    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {	
    	if( self.team == "axis" )
    	{
    		if(isSubStr(sWeapon, "pavelow_"))
    			iDamage = 0;		
    	}
    }
    Right now I'm trying to make it so that the turret is on default, inoperable until a player from the allies comes close to it and uses it... The downside tho is that a Zombie would be able to use it when he's close to a human :P but it works fairly decently XD

    Also, I think that I may have found a fix for the playFX in aIW. Call this thread in substitute for playFX():

    Code:
    doPlayFX(fx, location)
    {
     	for(;;)
    	{
    		level waittill( "connected", player );
    		player playfx(fx, location);
    	}
    }
    Not really sure if it definitely works tho it works on my PC when hosting a dedi - quitting, rejoining and testing on other PCs. The problem is that the PlayFX in aIW only plays the FX for people who are currently in game at the time it's called, not on a global scope. Hope it works for you too
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  16. #15
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    Thumbs up Need Help PLS

    I download the file and then using WINRAR i extract the files to my desktop but all i get is a folder called maps and in the folder there is only files which i dont know what to do with.

    Some one please help.

    I have winject but dont have the dll files.

    All replies will be much appreciated.

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