phale
True Bro
Posts: 635
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Post by phale on May 31, 2011 14:12:47 GMT -5
It's probably 9001... because it would then be OVER 9000
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Post by murdermachinex on Jun 3, 2011 17:02:23 GMT -5
Hey, I joined this forum specifically because of this thread. I am most interested in the Zombie formula, as in how many per Round. I saw the one you have, and I was excited, at first. But honestly... that formula is incorrect. I have been collecting data for this for a long time, in the hopes that I could mathematically figure it out... it's not that easy. But still, nothing your formula comes up with matches. On a simple example, on Round 1 with 1 player, there are 6 Zombies. But the formula says 3.6, which isn't even close to 6. Even then, on Round 17, the formula is off by ten Zombies. So I ask, could you look at this and find the correct formula?
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Post by duckcall00 on Jun 3, 2011 19:07:31 GMT -5
Indeed you are correct. I'm surprised nobody else has noticed that. It seems like that is what the code is saying. Maybe [navy]Den[/navy] could look into that.
And if any PC bro is reading this, could they post any new stuff that was added in CotD. Specifically: George's Health, Scavenger info, VR-11 info, and Deadshot Daiquiri stuff. Thanks.
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Post by themccannman on Jun 3, 2011 19:27:12 GMT -5
Here's what i know Geaorge's health- enought o be ridiculously hard to kill scavenger- good for killing george and downing yourself VR-11- uselss except for getting rid of george deadshot daquiri- worse than useless, very detrimental to your aim and makes getting headshots harder than trying to pee while you have a boner.
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Post by murdermachinex on Jun 7, 2011 11:35:05 GMT -5
Well that seems to be too vague to really be of use. But...
George isn't THAT hard when you just damage him cumulatively. The Scavenger doesn't down with PhD Flopper. V-R11 actually can be quite useful in getting rid of Zombies, especially if points aren't an issue. Deadshot Daquiri is very helpful for getting headshots, but there are some people who are so good already that it just messes them up.
So do we just wait until Den looks at this?
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Post by duckcall00 on Jun 7, 2011 16:49:38 GMT -5
JACKPOT!!www.gamefront.com/files/20407544/gsc_rip_1.3_FULL_cod_black_ops.zipEDIT: After analizing some of this stuff, here's what I've found: George has 4 levels of health: Pristine Health Full Health Damage One Health Damage Two As for what those health stages mean, as well as Deadshot, Scavenger, and VR-11, I need more coding in order to understand. It turns out that's not as usefull as I expected. So if some PC player could send me the following: sniper_explosive_zm humangun_zm humangun_upgraded_zm And any stuff like that...
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Post by MastaQ on Jun 7, 2011 21:22:23 GMT -5
Pristine Health Full Health Damage One Health Damage Two Pristine and Health Full are the same thing, I think. Damage One is when George takes a third of his max health. You can tell when this happens because the weapon George is holding will start to blink orange. Damage Two is when George takes 2/3 of his max health. You can tell when this happens when the blue glow around George disappears and his weapon blinks orange more rapidly. George's health looks like it's 1 million. It's probably modified depending on the number of players, but I'm not sure how much. Looking at the code some more, I think George's health is 250,000 per player. Also, some of the upgraded ARs seem to get a buff against George, if I'm reading the code right. Upgraded Commando gets a 4.75x multiplier Upgraded FAL gets a 3.5x multiplier Upgraded FAMAS gets a whopping 9.25x multiplier George's melee attack does 90 damage, with a radius of 256.
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Post by duckcall00 on Jun 8, 2011 15:27:08 GMT -5
Ahhah. I saw the other two George files, but seemed to miss that one.
level.director_max_damage_taken = 250000;
self.max_damage_taken = level.director_max_damage_taken * num_players; So thats how much health he has...
{ case "aug_acog_mk_upgraded_zm": case "commando_upgraded_zm": damage *= 4.75; // 3.25 break;
case "galil_upgraded_zm": case "fnfal_upgraded_zm": damage *= 3.5; // 2.5 break;
case "famas_upgraded_zm": damage *= 9.25; break;
case "zombie_nesting_doll_single": damage /= 20; break; } And it looks like other packed assault rifles are buffed against the director.
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Post by Contrary on Jun 9, 2011 18:25:36 GMT -5
harder than trying to pee while you have a boner. hehehe
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Post by murdermachinex on Jun 11, 2011 23:17:56 GMT -5
As for that Zombie formula. I am still trying to figure it out. I have a rough sketch. I simply plotted the data I have and curve fitted it. Unfortunately, it's messy. It's given me all these decimals; it has approximation written all over it. i51.tinypic.com/2irxcnk.pngAlso... whatever the formula is, this guy has it: www.eaglesorbit.com/zombie/roundsim/I know it's old, and the creator might as well be dead for all good it is to ask him about it, but the thing works. Could any of this be of any help to finding the formula?
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Post by duckcall00 on Jun 12, 2011 15:24:36 GMT -5
I have no idea what the formula could be. I need to wait for [teal]Den[/teal] confirmation.
I also made various minor updates to the original post.
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Post by drift0r on Jun 14, 2011 14:29:19 GMT -5
Ahhah. I saw the other two George files, but seemed to miss that one. level.director_max_damage_taken = 250000; self.max_damage_taken = level.director_max_damage_taken * num_players; So thats how much health he has... { case "aug_acog_mk_upgraded_zm": case "commando_upgraded_zm": damage *= 4.75; // 3.25 break;
case "galil_upgraded_zm": case "fnfal_upgraded_zm": damage *= 3.5; // 2.5 break;
case "famas_upgraded_zm": damage *= 9.25; break;
case "zombie_nesting_doll_single": damage /= 20; break; } And it looks like other packed assault rifles are buffed against the director. So this means that George has 250,000 health per player? Upgraded AUG and commando upgraded = 4.75x-3.25x damage? Also, got to apologize to your for bastardizing your stats. I made the biggest goof ever by forgetting to convert to game units on the flopper. I really have got to stop 4am commentaries. Lastly, you mind if I use this information for a video, but I intend on giving you guys full credit for being the first to figure out the director's health.
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Post by duckcall00 on Jun 14, 2011 15:32:33 GMT -5
Also, got to apologize to your for bastardizing your stats. I made the biggest goof ever by forgetting to convert to game units on the flopper. I really have got to stop 4am commentaries. Lastly, you mind if I use this information for a video, but I intend on giving you guys full credit for being the first to figure out the director's health. I think you should do an episode apologizing for the mistakes you have made. My Ballistic Knife stats are different from yours. I also think there is something wrong with my WInter's Howl info and obviously you messed up with PhD Flopper. You could include the actual Stamin-Up and Deadshot Daiquiri stuff if we ever figure that out. And I don't think you've covered it in any of your episodes yet, but our formula for the number of Zombies per round is incorrect. Also, I'd be interested in playing a few games with you (if you get a chance). You seem like a cool guy to talk to My gamertag is Duckcall00.
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tacit
True Bro
Posts: 10,236
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Post by tacit on Jun 16, 2011 5:12:55 GMT -5
Single player on Kino:
Round 1 - 6 zombies (6) Round 2 - 8 zombies (14) Round 3 - 13 zombies (27) Round 4 - 18 zombies (45) Round 5 - 24 (69) Round 6 - 6 dogs (75) Round 7 - 28 zombies (103) Round 8 - 28 (131) Round 9 - 29 (160) Round 10 - 6 dogs (166) Round 11 - 34 zombies (200) Round 12 - 36 (236) Round 13 - 39 (275) Round 14 - 8 dogs (283) Round 15 - 44 zombies (327) Round 16 - 47 (374) Round 17 - 50 (424) Round 18 - 8 dogs (432) Round 19 - 56 zombies (488) Round 20 - 60 (548) Round 21 - 63 (611) Round 22 - 67 (678) Round 23 - 8 dogs (686) Round 24 - 75 zombies (761) Round 25 - 80 (841) Round 26 - 84 (925)
It goes on for longer but I'll only do so if anyone wants the info.
From the start of Round 8 I was using the Ray Gun and Thundegun to minimise the chances of gas zombies' poison clouds killing other zombies. The only round where the gas zombies might have had a chance to kill other zombies was during Round 7.
Of course, sometimes they just die of their own accord, some time after taking any damage, which can contribute to inaccuracy in the number of kills per round.
Anyways, pick at, use or disregard at your own pleasure.
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Post by murdermachinex on Jun 16, 2011 14:55:14 GMT -5
Those numbers are correct. For the rounds you're missing:
Round 6= 27 Round 10= 33 Round 14= 41 Round 18= 53 Round 23= 71
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Post by duckcall00 on Jun 16, 2011 17:11:41 GMT -5
This compares the number of Zombies in theory to the actual amount of Zombies per round. Its close... And if someone wants an easy copy-paste, here it is: Actual 6 8 13 18 24 27 28 28 29 33 34 36 39 41 44 47 50 53 56 60 63 67 71 75 80 84
Theoretical 4.8 9.6 14.4 19.2 24 24 24 24 24 36 39.6 42.2 46.8 50.4 54 57.6 61.2 64.8 68.4 72 75.6 79.2 82.8 86.4 90 93.6
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Post by duckcall00 on Jun 19, 2011 11:56:10 GMT -5
I was just revisiting the power-up drop formula. How do you get more that one power-up at the same time? - While I was looking threw the powerup stuff I found this: // Get the special teleporter drop special_drop_setup() { powerup = undefined; is_powerup = true; // Always give something at lower rounds or if a player is in last stand mode. if ( level.round_number <= 10 || maps\_laststand::player_num_in_laststand() ) { powerup = get_valid_powerup(); } // 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"; } }
Not totally related, but interesting. It's something about if you're in last stand or on level 10 or lower then you get more power-ups. I think its saying if the round is past level 15, no power-up will be dropped if: a random integer * 100 < (round number-15) 5 For example, on round 82: 3 * 100 < (26 - 15)5 300 < 315 No power-up Pretty much the only time that you don't get a power-up is when the RandomInt is a negative number.
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Post by kirbyderby on Jun 20, 2011 16:08:18 GMT -5
I was just revisiting the power-up drop formula. How do you get more that one power-up at the same time? - While I was looking threw the powerup stuff I found this: // Get the special teleporter drop special_drop_setup() { powerup = undefined; is_powerup = true; // Always give something at lower rounds or if a player is in last stand mode. if ( level.round_number <= 10 || maps\_laststand::player_num_in_laststand() ) { powerup = get_valid_powerup(); } // 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"; } }
Not totally related, but interesting. It's something about if you're in last stand or on level 10 or lower then you get more power-ups. I think its saying if the round is past level 15, no power-up will be dropped if: a random integer * 100 < (round number-15) 5 For example, on round 82: 3 * 100 < (26 - 15)5 300 < 315 No power-up Pretty much the only time that you don't get a power-up is when the RandomInt is a negative number. I don't play online Zombies much, but I remember once I saw a couple of guys diving on top of each other to down themselves. So they were doing it to get more power-ups?
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Post by drift0r on Jun 21, 2011 12:20:24 GMT -5
[/quote] I don't play online Zombies much, but I remember once I saw a couple of guys diving on top of each other to down themselves.
So they were doing it to get more power-ups?[/quote]
That is an Easter Egg on Ascension. If you dive on top of somebody, it will down both of you. But for some reason it will almost double the amount of powerups.
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Post by kirbyderby on Jun 21, 2011 12:29:03 GMT -5
I don't play online Zombies much, but I remember once I saw a couple of guys diving on top of each other to down themselves. So they were doing it to get more power-ups?[/quote] That is an Easter Egg on Ascension. If you dive on top of somebody, it will down both of you. But for some reason it will almost double the amount of powerups.[/quote] Actually... it was in Kino
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Post by duckcall00 on Jun 21, 2011 14:21:56 GMT -5
Actually, its not an Easter Egg. There was a glitch where you were invincible if you dived on a teammate. So Treyarch patched the glitch by making kill you. But because you go down, that " // Always give something at lower rounds or if a player is in last stand mode" thing comes into play and makes you get more power-ups. Or at least that's my take on it. - And I've almost found the correct formula for determining when power-ups will drop. And I've got someone looking to find out about the Scavenger/ VR-11 and Deadshot/ Stamin-up. The people over at CODZ are helping me out. (Especially CJDog23 and Way2g00) - Also, I think George's health might not be as simple as 250,000 per player. // Counters and timers used by the boss, can be overloaded on a level by level basis
if( !isDefined( level.max_director_zombies ) )
{
level.max_director_zombies = 1;
}
if( !isDefined( level.director_zombie_health_mult ) )
{
level.director_zombie_health_mult = 7;
}
if( !isDefined( level.director_zombie_max_health ) )
{
level.director_zombie_max_health = 1000000;
} level.director_health_reduce = 0.7; So it might be multiplied by 7 or .7 or something like that. But I still haven't found anything about him regenerating health between rounds or while in the water.
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Post by murdermachinex on Jun 21, 2011 17:02:31 GMT -5
Wait, could you explain the last stand power-up thing? I'm a little confused.
And you could you explain that glitch about diving? I know what it is, but does it really work?
(It's not Kino or Ascension; it's every single level)
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Post by duckcall00 on Jun 21, 2011 17:17:08 GMT -5
I'm not an expert code-reader, but in plain English it says " // Always give something at lower rounds or if a player is in last stand mode." The "something" is referring to a drop.
In that video you see 2 players dive on of each other and go down. They claim that you need to do it in a specific location, but you don't have to. The code says that there is a higher chance of getting a power-up when you are down, and that glitch will accomplish that. But it doesn't matter how you go down. Even if you suicide-'nade yourself or let the Zombies kill you, you will still get more power-ups.
So yes, it really does work.
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Post by kirbyderby on Jun 21, 2011 18:49:22 GMT -5
Good stuff, thanks for clarifying.
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Post by murdermachinex on Jun 22, 2011 7:56:53 GMT -5
Wait. So it's done "if you go down", it's only if you HAVE gone down? You don't have to be currently down? Does the down part still apply for higher rounds?
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tacit
True Bro
Posts: 10,236
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Post by tacit on Jun 22, 2011 13:37:35 GMT -5
Teams I've played on would usually expect the player with the least number of perks acquired at that point to overcook a grenade and down themselves whilst at teleporter C before all players would activate the teleporter on Der Reise.
This would result in a powerup almost every time, and although powerups would normally rarely include Max Ammo, the likelihood in practice when one player was downed was as, or almost as frequently as other powerups.
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Post by purehatred89 on Jun 25, 2011 6:40:05 GMT -5
Wow, big thanks to the collaborative efforts of you guys in making this thread, it's proved very helpful to me One thing I would just like somebody to clean up for me... So the Teddy will NEVER show up when you open the box for the first, second and third time in that location? 15% for fourth-eighth, 30% for eighth to thirteenth (never seen thirteen) and a coin toss for anything over 13? And this is all related to location, so it's back 0% for the first 3 after it moves? How does Fire Sale affect these probabilities (if at all) ?
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tacit
True Bro
Posts: 10,236
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Post by tacit on Jun 27, 2011 20:49:26 GMT -5
Something I've noticed whilst using weapons in this game [and it's taking into account the ADS delay whilst moving] is that sometimes when I fire a weapon, even from hipspread [especially the ray gun] there's occasions where there is simply no projectile coming out or any damage or points registered.
Can anyone offer some insight as to why that happens? The button for firing the weapon is pressed, the ammo count goes down, but it's as though you never fired at all.
I guess what I'm getting at is that maybe this, although it happens in the Zombies aspect, maybe... just possibly carries over to the multiplayer aspect?
I've never had one instance on CoD4 or MW2 where I've fired a weapon and nothing's happened. And I played a lot of Der Reise and don't recall it happening at all. But on Black Ops zombies, I've fired shotguns, ray guns and even the explosive tip crossbow - had the reduction in ammunition, and no damage, no points, no nothing.
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Post by kirbyderby on Jun 28, 2011 1:16:46 GMT -5
Something I've noticed whilst using weapons in this game [and it's taking into account the ADS delay whilst moving] is that sometimes when I fire a weapon, even from hipspread [especially the ray gun] there's occasions where there is simply no projectile coming out or any damage or points registered. Can anyone offer some insight as to why that happens? The button for firing the weapon is pressed, the ammo count goes down, but it's as though you never fired at all. I guess what I'm getting at is that maybe this, although it happens in the Zombies aspect, maybe... just possibly carries over to the multiplayer aspect? I've never had one instance on CoD4 or MW2 where I've fired a weapon and nothing's happened. And I played a lot of Der Reise and don't recall it happening at all. But on Black Ops zombies, I've fired shotguns, ray guns and even the explosive tip crossbow - had the reduction in ammunition, and no damage, no points, no nothing. Actually, if you die in MP right after firing a rocket, there won't be any rocket (just lag I assume) Are you playing zombies online when it happens?
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tacit
True Bro
Posts: 10,236
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Post by tacit on Jun 28, 2011 3:30:47 GMT -5
Nope, it's on solo at the moment - Kino Der Toten, round 40. One down.
The ray gun and some other weapons simply don't seem to fire at all sometimes. Weird, I know, but my brother plays the same game both on and offline - he has the same issues with it.
Considering I was stationary, ADS, upgraded SPAS-12 and about 6 zombies at near-point-blank range covering the entire sight, I'd say there's some sort of issue with it.
Several instances, notably the Awful Lawton fired and the ammo counter went down, reloaded, and none of the zombies moved towards the bolt [and the red flashing arrow was there] and no explosion at the end of the countdown.
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