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Post by onslaught147 on Mar 9, 2011 20:55:47 GMT -5
that code appears to relate to disabling the claymore for friendly fire. and a damage of 200 seems way to low for the high rounds ive seen it one shot kill in. also why do you think claymores are nice if you have a lot of spare points? you only have to buy them once and 2 replenish every round.
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mdnl
True Bro
www.youtube.com/NEILoRFCo
Posts: 10,856
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Post by mdnl on Mar 13, 2011 12:30:37 GMT -5
I'm looking for any info on how often there will be a powerup drop, is it per kills, per points or 100% random?
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Post by duckcall00 on Mar 13, 2011 17:02:09 GMT -5
I'm looking for any info on how often there will be a powerup drop, is it per kills, per points or 100% random? There is a "zombie_powerup_drop_increment" of 2000, whatever that means. (It has something to do with how often power-up drops occur). Each level that increment is multiplied by 1.14, making a drop less likely. There is a max of 4 power-up drops per round. (But I think it will sometimes allow you to exceed this) I think there is something about a nuke being twice as likely to drop as the other power-ups. For a Carpenter power-up to spawn there needs at least 5 windows destroyed. For a Fires Sale to spawn the box needs to have moved. If a Max Ammo is about to spawn, and the round is 29+, then another power-up will be chosen. However, it could also be a Max Ammo. A bonfire sale will never drop other than after the Thief is killed. // some guys randomly drop, but most of the time they check for the drop flag rand_drop = randomint(100); // Never drop unless in the playable area // Gets harder now else { powerup = level.zombie_special_drop_array[ RandomInt(level.zombie_special_drop_array.size) ]; if ( level.round_number > 15 && ( RandomInt(100) < (level.round_number - 15)*5 ) ) { powerup = "nothing";
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Post by swoopwithnon4m3 on Mar 13, 2011 17:09:24 GMT -5
I'm looking for any info on how often there will be a powerup drop, is it per kills, per points or 100% random? There is a "zombie_powerup_drop_increment" of 2000, whatever that means. (It has something to do with how often power-up drops occur). Each level that increment is multiplied by 1.14, making a drop less likely. A powerup will drop at a cumulative 2000 points, it doesn't take many rounds for this to completely outscale the realistic realm of points.
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Post by duckcall00 on Mar 14, 2011 16:19:45 GMT -5
Someone on the CODZ forum said that there are ~250 zombie-related texture files (50 MB), but he was having trouble uploading it. Would any PC bro mind uploading some zombie IWI files?
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Post by themccannman on Mar 16, 2011 21:41:47 GMT -5
Do downed people bleed out faster if they are moving? Because i've definetely noticed that if you sit still you appear to die slower.
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Post by duckcall00 on Mar 24, 2011 21:26:02 GMT -5
It seems to always takes 45 seconds to bleed out. ________________________________________ Ascension will be out for PC in a few hours. If the files are easy to find, would any bro mind posting any of the following: - Sickle Stats
- PhD Flopper & Stamin-up Icon & Info
- Monkey Health/Damage & How often a monkey round will occur
- The updated weapon damages & etc. (The Ray Gun feels different to me...)
Thanks
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Post by H8ters2 on Mar 25, 2011 3:56:52 GMT -5
sickle = bowie knife... 99% sure on that. (but it has a different lunging animation) PHD flopper & Stamin-Up = Not sure but stamin up appears to be marathon & lightweight from MP (non-pro versions) Monkeys = You have to have bought a perk first, and then they seem to appear as often as dog rounds. They wont go after perks you have recieved in a power up if you havent opened that part of the map yet. (THEY ARE A HELL OF A LOT STRONGER THOUGH )
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Post by themccannman on Mar 26, 2011 18:43:06 GMT -5
I know that the PhD flopper is not always a OHK, as i have been downed immediately after diving on later rounds because it didn't kill a zombie that was next to me.
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Post by duckcall00 on Apr 5, 2011 20:36:56 GMT -5
I've finally been able to get my hands on the HUD icons for PhD Flopper and Stamin-Up. Unfortunately, they don't have a clear background. I also don't have any information on how much Stamin-up increases the move_speed_scale by or how large the explosion_radius and damage a Flop deals. Could a PC bro that bought the DLC be able to find this for me?
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Post by duckcall00 on Apr 10, 2011 12:45:16 GMT -5
Original post now contains graphs of the Number of Zombies per Round and Zombie Health per Round.
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Post by Ishbane on Apr 11, 2011 19:03:14 GMT -5
There you go:
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Post by drift0r on Apr 14, 2011 19:52:15 GMT -5
Image imbed to the first image is broken? Or bandwidth exceeded?
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Post by duckcall00 on Apr 14, 2011 20:10:29 GMT -5
Image imbed to the first image is broken? Or bandwidth exceeded? I'm not sure what happened to it. But I deleted the link and re-added it and it seemed to work. But just incase it didn't, here's the link again: img192.imageshack.us/i/papzombiestatduckcall00.png/Ignore the part about the Ray Gun saying "One per box movement." They are plenty of videos disproving that. Also, I'm a huge fan of yours. You're one of the only commentators that I consistently watch. And in one of your videos you said that the monkeys have 100x health the round number. I don't have any files on monkeys. Would you mind posting Monkey code files, as well as any codes on PhD Flopper, Stamin-up and the Gersch Device and Dolls if you can find those files. Much appreciated!
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Post by kotoso on Apr 15, 2011 20:14:20 GMT -5
Does the lander kill zombies, or just make them respawn? I ask because yesterday, I was the only one left, I grouped the zombies up, it was only a partial spawn (like 15 zombies, and they had stopped spawning more), and squished them with the lander. Then another 15ish zombies spawned, and i did it again. Finally i just used a fire trap and the round immediately ended.
If there were really ~45 zombies, they should have just spawned (up to the limit), but they stopped spawning, so it seems like the lander was making them respawn instead of killing them.
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Post by drift0r on Apr 15, 2011 20:53:30 GMT -5
Thanks man
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Post by duckcall00 on Apr 16, 2011 15:04:48 GMT -5
Does the lander kill zombies, or just make them respawn? I don't know. I don't have any IWI files from Ascension. But I would appreciated it someone would be able to send those my way. EDIT: Gagarin posted a link to them: wiki.modsrepository.com/index.php/Call_of_Duty_7:_Rawfiles_Rips I'll look into the lander question.
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Post by duckcall00 on Apr 16, 2011 18:30:32 GMT -5
The lander kills zombies.
// kill zombies on the pad And I found all sorts of other good information.
PhD Flopper: Explosion Radius: 300 Minimum Damage: 1000 Maximum Damage: 5000
I couldn't find any info on Stamin-up, other than the fact that it is called "marathon" in most of the coding.
Nesting Dolls: Projectile speed: 500 Detonation Time: .25 Explosion Radius: 180 One doll is thrown, then it explodes into four more dolls. I was not able to find the damage of the nesting dolls, but I think it might be 666. I was also unable to find their prep time and direct impact damage of the dolls. Same goes for the black hole bomb.
I think that monkeys deal 40 damage, but it could be either 50 or 100 as well.
self.meleeDamage = 40;
damage = player.maxhealth * 0.5; Drift0r said that the monkey's health is 100x the round number. I couldn't find any code to back that up. However, I did find this:
{
switch( level.monkey_encounters )
{
case 1:
level.monkey_zombie_health = level.zombie_health * 0.25;
break;
case 2:
level.monkey_zombie_health = level.zombie_health * 0.5;
break;
case 3:
level.monkey_zombie_health = level.zombie_health * 0.75;
break;
default:
level.monkey_zombie_health = level.zombie_health;
break;
}
if ( level.zombie_health > 1600 )
{
level.zombie_health = 1600;
}
monkey_print( "monkey health = " + level.monkey_zombie_health );
} But I'll take Drift0r's word for it. After all, he is a bro.
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moses
True Bro
Posts: 483
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Post by moses on May 6, 2011 14:38:54 GMT -5
Is there any way to see the new Call of the Dead stats?
It seems like zombies in the water take temporary percentage-based damage that can be added as real damage if you put enough damage into them combined with their freezing to kill them (just a theory, though). How much damage/temporary damage does the water do?
Did they make the damage on the Scavenger large enough to be viable as a GTFO weapon even into the 40s?
How much health does George have? Can he only be damaged in human form? Does water heal him?
Is there any non-ammo-related difference between the VR-11 and its PaP'd version besides the PaP'd version being able to send George away in water, and supposedly making a team mate shot with it see in zombie vision?
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Post by duckcall00 on May 6, 2011 15:21:50 GMT -5
No. Not until its available on PC.
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Post by drift0r on May 6, 2011 15:37:40 GMT -5
But I'll take Drift0r's word for it. After all, he is a bro. Probably not the best of ideas. I don't research hard numbers myself. The extent of my testing is private match examination of anything that looks funny or unbelievable. I thought that I had read that fact about monkey health on these forums but I could be wrong. I might have read it somewhere after some pages of Google searching as well.
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Post by citrus on May 14, 2011 7:53:55 GMT -5
What's Mustang and Sally's impact damage?
That said, 1200 splash damage is pretty impressive. ;D
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Post by kirbyderby on May 14, 2011 10:08:42 GMT -5
Is there any way to see the new Call of the Dead stats? It seems like zombies in the water take temporary percentage-based damage that can be added as real damage if you put enough damage into them combined with their freezing to kill them (just a theory, though). How much damage/temporary damage does the water do? Did they make the damage on the Scavenger large enough to be viable as a GTFO weapon even into the 40s? How much health does George have? Can he only be damaged in human form? Does water heal him? Is there any non-ammo-related difference between the VR-11 and its PaP'd version besides the PaP'd version being able to send George away in water, and supposedly making a team mate shot with it see in zombie vision? Shooting a teammate with the VR also causes him to be ignored by zombies for a certain amount of time, and I believe the PaP version causes them to be ignored longer.
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Post by duckcall00 on May 14, 2011 15:25:24 GMT -5
Mustang and Sally's impact damage is 1000.
I found something that looks important to the Black Hole Bomb. I am just not completely sure what it it saying. Could someone who understands it explain it to me?
soul_spark_end = ent_poi.origin; soul_burst_range = 50*50; pulled_in_range = 128*128; inner_range = 1024*1024; outer_edge = 2056*2056; distance_to_black_hole = 100000*100000; self notify( "starting_black_hole_bomb" ); self endon( "disconnect" ); self endon( "starting_black_hole_bomb" ); // Min distance to attract positions attract_dist_diff = level.black_hole_attract_dist_diff; if( !isDefined( attract_dist_diff ) ) { attract_dist_diff = 10; } num_attractors = level.num_black_hole_bomb_attractors; if( !isDefined( num_attractors ) ) { num_attractors = 15; // WW: not using attractors! } max_attract_dist = level.black_hole_bomb_attract_dist; if( !isDefined( max_attract_dist ) ) { max_attract_dist = 2056; // WW: controls the pull distance }
I still have no idea about Stamin-Up. And I am beginning to thing that I misinterpreted the Freezegun's info, and possible the Monkey (Enemy)'s info. Could someone double-check for those for me?
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Post by citrus on May 14, 2011 17:30:55 GMT -5
Mustang and Sally's impact damage is 1000. Ok, so the total damage (splash + impact) is 2200?
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Post by H8ters2 on May 17, 2011 2:44:50 GMT -5
Mustang and Sally's impact damage is 1000. Ok, so the total damage (splash + impact) is 2200? Naturally, i think.
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Post by duckcall00 on May 20, 2011 21:24:21 GMT -5
Yeah, it would be 2200. And I was preparing for Call of the Dead because it comes out for PC on June 2nd. I was working on the Wonder Weapons. Then I was like "Hey, wait a minute... I don't have any artistic ability." Does anyone (Den, Ishbane, or anyone else) want to use the power of creativity to make the V-R11 and Wunderwaffe look snazzy?
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farmerjim
True Bro
XBL GT: LeGiONxMuffin
Posts: 48
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Post by farmerjim on May 21, 2011 12:57:00 GMT -5
Don't forget the Scavenger, even though when fired it's not that special, but the explosion is rather pretty haha
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Post by duckcall00 on May 21, 2011 15:43:55 GMT -5
I think that the Scavenger would fit better in the Explosive Weapon chart. But whoever makes pretty pictures for the Wunderwaffe and V-R11 can do it for the Scavenger too, if they want.
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Post by drift0r on May 31, 2011 14:07:28 GMT -5
I don't have BLOPS on PC so I can't say for sure, but I've got a close damage estimate for the Scavenger.
At round ~34 on Zombies it's no longer a one hit kill and starts making crawlers.
Unless I've goofed, at round 33 zombies have 8506 health and at round 34 they have 9357 health. This would mean that the max damage for the Scavenger would be somewhere in that range. My guess it that it does 9000 damage just because that is nice round number.
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