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Burridge

Server Management
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About Burridge

  • Birthday 02/18/1993

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  1. ZOTDM 2.2.2 This patch makes a few tweaks to the gamemode as well as some usable admin commands for us to use from Discord. Infection Changes /bite and /inject now have a 30 second cooldown Players who heal with the antivirus are now immune to infection for 5 minutes Other changes Added armour to the Ammunation shops for $2500 Added some basic admin commands to the bot Minor tweaks to some player timers to make them a little faster That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  2. ZOTDM 2.2.1 This patch makes a change to the Play Area code and some changes to the anti weapon hacking code. This patch will be the final one for a couple weeks (unless something major breaks in which case I'll do my best to fix ASAP). Leaving the Play Area will now turn you into a Zombie if you are outside of it for too long (kills you to respawn already a Zombie) Anti weapon hack code has been updated to catch more specific weapons* *For example, you cannot buy a Country Rifle until you have 100 score. So it will check if you have 100 score and if you do not it will reset your weapons and give you the starting weapons for the team you play on. Weapons such as a Minigun will simply automatically reset your weapons regardless of team. That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  3. Thanks for the response! Closed.
  4. Update: Try now and let me know in this thread if it is fixed.
  5. I will look into it, and try to replicate it. Sounds like the timer that handles the button presses isn't being killed properly. Although I can't say I have noticed such a bug and that skin selection was something that I spent a bit of time on due to initial issues getting it to work properly.
  6. Issue has been resolved.
  7. Should be fixed on next server restart.
  8. Whoops, fixed and uploaded said fix. Will take effect on the next restart.
  9. ZOTDM 2.2.0 This update makes some major changes to the play area and some other quality of life changes. Play Area Play area has been reduced (see attachment) When you leave the play area you are given a 10 second chance to re-enter before the script kills you New vehicles added which replace the old vehicles and only spawn within this play area Survivors have new spawns Zombies have new spawns S.T.A.R.S. have new spawns Umbrella has new spawns (due to a clash with some vehicles added in this version) S.T.A.R.S. base moved to the Big Ear Ammunation from LV moved to Fort Carson Umbrella has more vehicles, and more variety Other Changes Fixed https://zotdm.com/topic/18-zombified-stars-cant-see-other-zombies-in-the-map New skin selection screen Skins now save to your account /setskin will update your database entry for your skin /team no longer kills you, just re-spawns you Removed the CJ skin That's it for this release. Suggestions can be posted: https://zotdm.com/forum/3-suggestions/ Bug Reports can be posted: https://zotdm.com/forum/4-bug-reports/
  10. Thanks for reporting this. I will look into it.
  11. That was the hope! What don't you like about it Onil? Easily done, we already have the time moving along every n amount of seconds so it's easy enough to do.
  12. Okay, so thinking upon the Area of Play I have a more refined idea: The play area is Fort Carson, A69, Big ear and surrounding areas (see below image). We lock players into the zone in red. Instead of dynamically making it bigger we make it smaller (than the current which is LV entirely), and leave it to that area, which given the play style of the server is still quite large. Then if the server hits n number of players. I'm thinking higher than 10 at this point (maybe 25-30+) as this new play area is large compared to the original idea posted in the topic. This would mean that the initial play area is large enough that you are not totally locked down to just one tiny town, but not too large that you can never find anyone. Alternatively we could just not expand the play area outside the one shown above, and trial this and see how it goes. Honestly I am of the same mind on this one, I mostly put it in to see the reactions. I wasn't planning on adding all of these to the UI, don't worry! The only thing I was thinking of adding to the UI is the number of Humans (Survivors, S.T.A.R.S. and Umbrella) vs Zombies/Tyrants alive. I am happy to not include that in the UI though. Interesting ideas on that one. I like that idea of the sonar. It's easily done too. Love it! Unsure if I'd do that for this release but I am adding that to my book! This was discussed in the last thread, I am not convinced by it at the moment, and infection isn't super deadly honestly anyway. I think personally for now I want to leave /bite alone. The /bite might be even less effective with a smaller play area too!
  13. So as I stated last night on Discord I am making this topic as a discussion for the next version which for now I am naming 3.0.0. I suspect this won't be released for a week or two as the next week or so are rather busy for me sadly, but will be working on it as much as I can. Also depending on how some things go, they may get released as smaller versions instead (2.2, 2.3 etc.) if that seems like a better way forward. Area of Play This was discussed on Discord yesterday about reducing the area of play when there are less than n players online. At the moment my idea is based on less than 10 players. If the server has less than 10 players online the play area is locked to Fort Carson, and a tiny bit of the surrounding area. An ammunation will be added to Fort Carson. Some extra vehicles will be added to Fort Carson. S.T.A.R.S. and Umbrella team selection will be disabled while this play area rule is in effect. Separate spawns for Survivors and Zombies. It sort of becomes a Humans vs Zombies (and Tyrants) TDM. Play area opens up automatically once 10 or more players are connected to the server. An improvement to the full area of play by alerting players when they have left it, respawning them after n amount of seconds outside it. New Statistics With this release I am thinking about adding some new statistics to keep track of. One of which is useful for the above changes to the area of play. A player count statistic for use with the area of play changes. A count for number of players on a team. A suicide stat for times you die by using /pkill or die without a killer (fall damage, parking on yourself etc.). A team changes stat so you can see how many times you have changed your team (might not go ahead with this one, seems a little useless). A "times turned into zombie" stat. Progression This one has the least amount of thought into it right now, just some notes on a page quickly scribbled. Suggestions for how to earn XP and maybe a way to spend the XP for something. Also ideas on what sort of things can be used for Achievements. Some sort of XP system. Achievements. Weapon skill being re-introduced. A new event Unsure on the name right now but a new event I came up with last night. When activated all human players are "infected". This type of infection does not kill you, but will leave you on 1HP. You cannot heal this type of infection. The idea is to survive as long as possible without being killed by an enemy team. Zombies cannot /bite humans during this event.
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