New updates, the main update is the new random weapon drop system. Quotes from Max's posts:
Completed: :-X
v2
- Kick afk zombies after 30 seconds
- Put everybody to human before mapchange.
- Remove extra points for killing special weapon carriers
- Make sure that clients register all used weapons (g_availableWeapons)
- In a nodrop area, if human dies, don't do zombie jump
- Remove M4 cages
- Auto heal for zombies
- If there is 1 human and this human disconnects, the round won't end
- Remove dropped briefcase message at the end of each round
- Give weapons after 10 seconds. Reduce team join time to 10 seconds as well.
- Store all dead human times for better even teams algorithm
- Briefcase removed
- Long rounds combined with a gungame
I've updated the mod today. It has many small updates, but the biggest update is the gungame. Here how it works: whenever a zombie is killed by a human, a random weapon is always dropped. The more zombies, the higher the chance is that a powerful weapon is dropped. I've made this post for those of you who wonder what the exact odds are. Perhaps we can discuss them.
I've defined the following weapon groups:
int weaponGroups[5][3] =
{// weapon1 weapon2 weapon3 (optional)
{ WP_M1911A1_PISTOL, WP_USSOCOM_PISTOL, 0, }, //group 1
{ WP_MICRO_UZI_SUBMACHINEGUN, WP_M3A1_SUBMACHINEGUN, 0, }, //group 2
{ WP_M4_ASSAULT_RIFLE, WP_AK74_ASSAULT_RIFLE, WP_MSG90A1, }, //group 3
{ WP_USAS_12_SHOTGUN, WP_M60_MACHINEGUN, 0, }, //group 4
{ WP_MM1_GRENADE_LAUNCHER, WP_RPG7_LAUNCHER, 0, }, //group 5
};
These are the drop odds for each group, dependent on the number of zombies:
int weaponDropOdds[5][5] =
{// group1 group2 group3 group4 group5
{ 80, 20, 0, 0, 0, }, //1-2 zombies
{ 30, 50, 20, 0, 0, }, //3-4 zombies
{ 10, 10, 50, 20, 10, }, //5-6 zombies
{ 10, 10, 20, 40, 20, }, //7-8 zombies
{ 10, 10, 20, 30, 30, } //9+ zombies
};
(Too bad that this forum messes up the tabs).
For example, when there are 1 or 2 zombies, there is a 80% chance that a weapon from group 1 is dropped (a pistol, 40% each) and 20% for group 2 (submachine + uzi, 10% each).
Please let me know what you think! Of course, the power of each of these weapons also depends on the amount of ammo and damage, so we can adjust that as well.