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Post by duckcall00 on Jul 9, 2011 17:00:15 GMT -5
I am trying to figure out what would effectively be shock radius of the Wunderwaffe. So far this is what I have found relating to the radius:
set_zombie_var( "tesla_max_arcs", 5 ); set_zombie_var( "tesla_max_enemies_killed", 20 ); set_zombie_var( "tesla_radius_start", 300 ); set_zombie_var( "tesla_radius_decay", 20 ); set_zombie_var( "tesla_head_gib_chance", 50 ); set_zombie_var( "tesla_arc_travel_time", 0.5, true ); set_zombie_var( "tesla_kills_for_powerup", 15 ); set_zombie_var( "tesla_min_fx_distance", 128 ); set_zombie_var( "tesla_network_death_choke",4 ); radius_decay = level.zombie_vars["tesla_radius_decay"] * arc_num; enemies = tesla_get_enemies_in_area( self GetTagOrigin( "j_head" ), level.zombie_vars["tesla_radius_start"] - radius_decay, player ); tesla_flag_hit( enemies, true ); radius_decay = level.zombie_vars["tesla_radius_decay"] * arc_num; if ( level.zombie_vars["tesla_radius_start"] - radius_decay <= 0 )
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Post by murdermachinex on Jul 11, 2011 0:33:47 GMT -5
I don't know what the coding say, but I know Dr. Maxis of Group 935 in the storyline of Zombies claims that the Wunderwaffe has a radius of 5 yards.
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Post by duckcall00 on Jul 27, 2011 17:20:46 GMT -5
As some of you probably know, random numbers are not truly random. They are based on the time.
So if you and someone else hit the Box at the same exact time during a Fire Sale, both of you should get the same weapon. (However, this is hard to achieve because of lag and other evil forces)
}
// Check the other boxes so we don't offer something currently being offered during a fire sale for ( chestIndex = 0; chestIndex < level.chests.size; chestIndex++ ) { I don't have the entire code, so I don't know what chestIndex is, but will this actually prevent you from getting the same weapon at the same time as a teammate?
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Post by kirbyderby on Jul 27, 2011 23:50:28 GMT -5
Maybe to prevent all the players from getting a Wonder Weapon during a fire sale?
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Post by duckcall00 on Jul 29, 2011 15:06:06 GMT -5
For a long time I have thought that there was something wrong with my Winter's Howl info. I think I have finally figured it out. However, it still isn't completely correct. The numbers don't make sense. There must be some sort of a damage multiplier. (I think I may have presented it in the chart in the most confusing way possible...) set_zombie_var( "freezegun_cylinder_radius", 120 ); // 10 feet set_zombie_var( "freezegun_inner_range", 60 ); // 5 feet set_zombie_var( "freezegun_outer_range", 600 ); // 50 feet set_zombie_var( "freezegun_inner_damage", 1000 ); set_zombie_var( "freezegun_outer_damage", 500 ); set_zombie_var( "freezegun_shatter_range", 180 ); // 150 feet set_zombie_var( "freezegun_shatter_inner_damage", 500 ); set_zombie_var( "freezegun_shatter_outer_damage", 250 ); set_zombie_var( "freezegun_cylinder_radius_upgraded", 180 ); // 15 feet set_zombie_var( "freezegun_inner_range_upgraded", 120 ); // 10 feet set_zombie_var( "freezegun_outer_range_upgraded", 900 ); // 75 feet set_zombie_var( "freezegun_inner_damage_upgraded", 1500 ); set_zombie_var( "freezegun_outer_damage_upgraded", 750 ); set_zombie_var( "freezegun_shatter_range_upgraded", 300 ); // 25 feet set_zombie_var( "freezegun_shatter_inner_damage_upgraded", 750 ); set_zombie_var( "freezegun_shatter_outer_damage_upgraded", 500 );
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Post by fist on Aug 1, 2011 6:49:26 GMT -5
Hi duck, Im a zombie enthusiast and was very excited to see so much information that is taken from the game code. There's quite a few things I don't understand and some I don't agree with, I'm wondering if you can clear them up or investigate for me.
Before I get into my question I would just like to say I've personally not seen the game code, all my information is from gaming experience. Solo I've been pass round 500+ in WaW maps, and round 100+ in BO maps solo. 2 Player I've been pass round 80 as well, so i have quite a lot of experience. Feel free to add me on PSN or youtube we can discuss further or show you some clips which disagree with your information.
1)
Shouldn't this special note be added to the lilkes of wunderwaffe, scavenger as well. I understand this is to balance the game as these weapons have a very high killing power. However does it actually say somewhere in the game code these guns will make zombies not drop power up. It is confirmed with both thundergun and scavenger that they DO drop power ups. I personally find this is extremely rare about 1 in 5k kills. If you go to "yoteslayer" on youtube, in his round 150 ascension he mentions he thinks it's about 10k kills per drop. 1 problem with the thundergun is the kills are often "out of bounds", and zombie deaths that are outside playable areas can't drop power ups. That aside if you make your blasts downwards, such as shooting down the stairs you increase your chances of getting a drop. (this is probably why yote thinks it's 10k and I think it's 5k) note in these high rounds, we just use SMGs off the wall for points then buy traps and regamble the thundergun. We would never be able to kill the zombies with our unPaP'd SMG in high rounds so the drop must be from the thundergun.
2) Wunderwaffe is also 1 per team, this is missing in the weapons list. If you kill george again when someone still has the wunderwaffe then you get a death machine and not a wunderwaffe.
3)this 1 im not sure, but i think the ballistic knife is also 1 per team?
4)
I think almost everyone who's played a bit of kino would know this is not true. The next round of dogs is 5 to 8 rounds afterwards?? I really very much like to know how the dogs are determined.
4b) Doll/gersch/monkeys? +3 every 3rd round? This is a side point to (4), im assuming this +3 per 4 rounds is from the dogs/space monkey max ammo? Otherwise gersch, cymbal monkeys never replenish. In any case hellhounds don't come every 3rd round, neither does it come 5-8 rounds.
In my personal experience after the first dogs at 5 to 7, then dogs afterwards are come after 3 or 4 rounds of zombies. Overall in my personal data base the chance is almost exactly 50% for either 3 or 4, however it's not 3 then 4 rounds alternating. Maybe like zombies per round this is predetermined a hardcoded number rather than random generation.
5)monkeys do 100 damage?George does 90. That means 1 touch by the monkeys is instant kill on the player, I'm pretty sure I've defended against monkeys without jug, and I took a hit without dying. When you are very close to death you get a "red screen". If you get hit twice by dogs very quickly your screen becomes red, which indicates when you are 20 out of 100 HP or less you are going to get a red screen. Plenty of times I've been hit by George in the spawn area before jug, 1 hit never put me in the red screen state. Does the red screen work different to what I think, or does George not hit 90?
6)
This is talking about blowing off body parts right? Why are rifles and shotguns in a group with explosives? Explosives are the only thing that have the ability to blow off legs, shotguns and rifles can't. If this refers to limbs in general, then SMGs, such as MP40, M16 can definitely blow off arms There's something strange about this.
7)
This I've seen on many sites, but this site is the first one that's supposed to have gotten information 1st hand from the code. What does this actually mean? My understanding of this and other site's variation is that for 2,3,4 players, there are 30, 36, 42 zombies maximum in the map at one time. This is definitely not the case, takes 15 minutes for you to test really. Regardless of players there are a maximum of 24 zombies on the map. This cap also applies to Cotd George, if he is alive the max is 23 zombies regardless how many players there are.
8)
This means if you have monkey bombs you can still get it from the box? I've spent so much money into the box, most in 1 go is 70k points to regain the thundergun which I had no ammo in. In that amount of gambles I still wasn't able to regain monkeys. In all my time of playing, i've never been able to regain monkeys after I already have it. must be millions of points into the box. I understand just because in a 10mil points I didnt get monkeys doesn't mean it's theorectically impossible but it just doesn't seem to add up since it's 20% of the normal chance of getting monkeys not 0.0001%.
9) Lander kills zombies. This i read in a later page in this topic. This is a bit misleading as lander really just respawns zombies. Takes 10 minutes to test. Leave 1 guy at the end and try and kill him. he will always respawn. The flinger in Cotd is the same, mine cart in shangri la is the same. The teleport in Kino actually kills the zombies, it seems to be the only transportation facility that does kill and not just respawn the zombie.
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Post by fist on Aug 1, 2011 6:52:00 GMT -5
Sorry to double post, and advance apologies for my blunt reply above.
I would be more than happy to help improve the accuracy of zombies statistics. I have a large amount of videos compiles, and also done a large amount of C/C++/C# programming. I might be of use to you.
the winter's howl damage, power up drops and more still needs to be investigated.
That 2000 cumulated points and 1.14multiplier per round seems very strange. This means even at round 21 you need about 27k points between drops, but often 2 drops come at once. This excludes nuke power up drops. I'm very confused and very interested to see how power ups drop.
Also with the buttrape/telefrag (diving on top of each other) to improve drop rates. More drops come while they are downed or just having downed in general improves drop rates for the entire game going forward? I personally don't believe the intension was to ever put in an easter egg for drops as it was there to prevent invincibility glitch. It might improve drops as you say, if self nading does as well. I need to investigate further. I'm curious and very confused about this.
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Post by duckcall00 on Aug 1, 2011 10:31:16 GMT -5
Wow. Thanks for pointing that out. I am not a PC player, so I get the code from theses: wiki.modsrepository.com/index.php/Call_of_Duty_7:_Rawfiles_Ripswww.megaupload.com/?d=YZQ591FQI haven't done that much C++ programing (a few classes, one of them a full collage semester jammed into 1 week). I'd be glad to have you help me. 1. I've heard of Yoteslaya before. I don't see anything in the code about not getting any drops. I may have taken it from he CoD Wiki before I knew what I was doing with all of this code. 2. & 3. Yes. All wonderweapons (excluding Ray) + the Ballistic Knife and Crossbow are One Per Team. 4. That is a quote from the Big Man Upstairs. No, I am not talking about God or Chuck Norris. I am talking about Den. And Den is always right. So I have never bothered to double-check him. But behold! dog_round_tracker() { level.dog_round_count = 1; // PI_CHANGE_BEGIN - JMA - making dog rounds random between round 5 thru 7 // NOTE: RandomIntRange returns a random integer r, where min <= r < max level.next_dog_round = randomintrange( 5, 8 ); // PI_CHANGE_END It is 5-7!!! 4b. I have no idea... 5. I don't think it makes sense either. if( !isDefined( level.ape_zombie_groundhit_damage ) ) { level.ape_zombie_groundhit_damage = 100; So the damage should be 100. But I found this in thee Dog file: // this gets rounded down to 40 damage after the dvar 'player_meleeDamageMultiplier' runs its calculation SetSavedDvar( "dog_MeleeDamage", "100" ); So I looked for a player_meleeDamageMultiplier and didn't find any. However I did find this: if( !isDefined( level.ape_zombie_damage_mult ) ) { level.ape_zombie_damage_mult = 2; } So actually the Monkeys are supposed to do 200 (which makes even less sense). This is from George's file: if( !isDefined( level.director_zombie_groundhit_damage ) ) { level.director_zombie_groundhit_damage = 90; } And George didn't seem to have any sort of damage modifier. It don't seem to make sense, but I trust the code. 6. Gibing is blowing off a limb. This is also a Den quote. It seems accurate so I won't double-check it. Just try shooting a zombie in the leg with an AR, LMG, Shotgun or Sniper. It will fly off. 7. No. No matter how many players their are, there is a max of 24 Zombies on the map at a time. Den quote: The +6 is in the wrong place. I need to move it to make it more understandable. However, our formula Zombies per Round is wrong. Den found the formula, and I don't know where he got the numbers. They are probably in a file that I don't have. 8. You can't get a weapon from the Box that you already have. I was actually looking at this yesterday, but I can't seem to find the part of the code that says that. 9. Okay. I can't find it right now, but I'll take your word. Yes, the Winter's Howl, Power-ups, and the Zombies per Round formula and Monkey Health all need to be revisited.
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Post by fist on Aug 1, 2011 11:56:07 GMT -5
Wow thanks for the really quick reply. In theory of course we should trust the code, I'll download the files and have a look.
One problem we have is when there are large amount of code, there might be things that are related but hard to connect them when you are just reading 1 section of the code.
4) I still have a problem with the dog rounds,
dog_round_tracker() { level.dog_round_count = 1; // PI_CHANGE_BEGIN - JMA - making dog rounds random between round 5 thru 7 // NOTE: RandomIntRange returns a random integer r, where min <= r < max level.next_dog_round = randomintrange( 5, 8 ); // PI_CHANGE_END
I will look for this section of code, but that's just the start of the dog rounds code. I'm happy to know this seems to disprove the theory not opening doors will make dogs come earlier, this section indicates that it's random. Unless there's another section that says otherwise. I agree the first round of dogs is 5 to 7. This secontion of code doesn't explain how dogs are generated after the first round, I'm 100% it's not randomly generated between 5 to 7 rounds.
I'm guessing the next bit would have something like: level.dog_round_count = level.dog_round_count+1 If (level.dog_round_count > 1) then level.next_dog_round = randomintrange( 3, 5 ); end if
Of course this r is min <= r < max so this is basically a 50% chance between 3 or 4. Which would make more sense from game play. Who's ever experienced a 7 round dogs in Kino after the first set? Duck give kino a try, I'm sure it'll take you 1 game to figure out this is clearly impossible. Dogs are 3 or 4 (maybe in the very unlikely case 5) rounds per. Can't be 5 to 7 like the first time.
5) Monkeys and george damage is so weird, I'm going to look into it.
6) LMG/Shotgun/Sniper can blow legs off? I'm 99% sure this isn't the case, but I'm willing to accept I could be wrong. After this reply I'll do my best to keep trying to blow a zombie's legs off with the above type guns. I still think only explosives can blow off legs. The above guns can blow of arms that's for sure, but also can SMGs, I'm going to check all the pistols too. Maybe the starting pistol can't blow off limbs but the rest should all be able to. (winter's howl also can't).
I'll look into the code and also do some game tests.
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Post by duckcall00 on Aug 1, 2011 22:57:33 GMT -5
Upon further investigation, I found this:
self.meleeDamage = 50; I am 99% sure this is the correct part of the code. The "self.meleeDamage" where it says the damage of the Quads, Dogs, and the Theif.
And George's melee damage is also 50.
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Post by Keralastic on Aug 2, 2011 1:07:16 GMT -5
6) LMG/Shotgun/Sniper can blow legs off? I'm 99% sure this isn't the case, but I'm willing to accept I could be wrong. After this reply I'll do my best to keep trying to blow a zombie's legs off with the above type guns. I still think only explosives can blow off legs.. That's probably leftover code from World at War, because those types of weapons could dismember enemies there, but not in Black Ops. It might have been dummied out by another bit of code or something.
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Post by duckcall00 on Aug 6, 2011 23:01:10 GMT -5
This section of code doesn't explain how dogs are generated after the first round, I'm 100% it's not randomly generated between 5 to 7 rounds. I found the part that does. level.next_dog_round = level.round_number + randomintrange( 4, 6 ); So the first Dog Round is between Rounds 5-7 and all subsequent Dog Rounds are 4-6 rounds after.
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Post by duckcall00 on Aug 11, 2011 12:48:09 GMT -5
I think I finally figured out how much health the Ascension Monkeys have.
//----------------------------------------------------------------- // increase half after each encounter //----------------------------------------------------------------- monkey_setup_health() { 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 ); } On the first Monkey Round each monkey will have .25x the health of a normal zombie. On the 2nd Monkey Round each monkey will have .5x the health of a normal zombie. On the 3rd Monkey Round each monkey will have .75x the health of a normal zombie. On all other Monkey Rounds each monkey will have the same amount of health as a normal zombie. Monkey health is capped at 1600.
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Post by duckcall00 on Aug 22, 2011 11:59:25 GMT -5
wiki.modsrepository.com/index.php/Call_of_Duty_7:_Rawfiles_RipsThis has the Shangri-La update. I haven't had time to take an in-depth look at the new files yet, but here's what I've found after skimming a little: NapalmJug Damage: 250 Normal Damage: 100 .25x damage multiplier when tiny/wet Fire Damage: 10 Radius: 70 in. (1.75 m) Spikemore: 0 dmg - SonicHealth: normal * 2.5 Damage: 10 - MonkeyDamage:10 Randomize time: 1 sec (.25 for Free Perk)
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Post by duckcall00 on Aug 25, 2011 16:54:09 GMT -5
I'm looking at the Shrink Ray now. I'm kinda confused about this section:
shrinkTime = 2.5; if(self.animname == "sonic_zombie") { if(self.shrink_count==0) { shrinkTime = 0.75; } else if(self.shrink_count==1) { shrinkTime = 1.5; } else { shrinkTime = 2.5; } } else if(self.animname == "napalm_zombie") { if(self.shrink_count==0) { shrinkTime = 0.75; } else if(self.shrink_count==1) { shrinkTime = 1.5; } else { shrinkTime = 2.5; } } else { shrinkTime = 2.5; shrinkTime += randomfloatrange(0.0,0.5); } if(upgraded) { shrinkTime *= 2; } In the beginning is says that normal Zombies are tiny for 2.5 seconds.
Then is says that if 0 Shrieker Zombies are shot, they will be shrunk for .75 seconds. If 1 Shrieker Zombie is shot, it will be tiny for 1.5 seconds.
Then is says the same thing for Napalm Zombies.
Then is says if you PaP the Shrink Ray, the Zombies stay small for twice as long.
Can someone confirm or correct what I have said?
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In other news, the _zombiemode_weap_shrink_ray.gsc does not include the RoF, Reload times, and swap times of the Shrink Ray. I think those would be in the shrink_ray_zm and shrink_ray_upgraded_zm files. Can anyone rip those from the .ff 's, or wherever they're hidden? (I'm Xbox, not PC)
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Post by duckcall00 on Sept 30, 2011 22:42:22 GMT -5
I am struggling to figure out how much health the Napalm Zombie has.
level.napalmHealthMultiplier = 4;
self.maxhealth *= (GetPlayers().size * level.napalmHealthMultiplier); self.health = self.maxhealth; It looks like Napalm Zombie health = amount of players * 4. This makes no sense to me. I must be missing something...
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Post by duckcall00 on Oct 1, 2011 11:20:23 GMT -5
This is major news. As we know, Den's Zombies per Round formula is broken. But I believe I have just stumbled onto the true formula.
default_max_zombie_func( max_num ) { max = max_num;
if ( level.first_round ) { max = int( max_num * 0.25 ); } else if (level.round_number < 3) { max = int( max_num * 0.3 ); } else if (level.round_number < 4) { max = int( max_num * 0.5 ); } else if (level.round_number < 5) { max = int( max_num * 0.7 ); } else if (level.round_number < 6) { max = int( max_num * 0.9 ); } return max; } So on Round 1 there will be .25 the normal amount of Zombies. On Round 2 there will be .3 the normal amount of Zombies. On Round 3 there will be .5 the normal amount of Zombies. On Round 4 there will be .7 the normal amount of Zombies. On Round 5 there will be .9 the normal amount of Zombies.
From there on, I'm lost.
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Post by fastphil100 on Oct 5, 2011 16:49:28 GMT -5
I love this board. Tons of useful information. I've got a few questions you may be able to answer:
1. How much damage does the scavenger inflict on George per shot? 2. I believe that I read somewhere that grenade damage slowly increases per round (is that true?). If so, does Mustang and Sally Damage increase as well? I know after round 40, the Mustang and Sally seems to generate more crawlers than kills, but considering how many hit points those zombies have, I'm surprised I can damage them enough to get crawlers. 3. Do bullets passing through a train of zombies slow down/weaken as they pass through? (ie. does a bullet going through the head of 6 different zombies do the same amount of damage, assuming all zombies are a similar distance away?) Moon-related: 4. What is the deal with the zombie-astronaut who steals perks and transports players? a. What are his hit points? b. Are his hit points based on the round or how many times he is killed? c. Is there a damage modifier for the zombie astronaut? d. What happens when he explodes (sometimes he kills nearby zombies, I think)? Can he blow out a window upon exploding? e. How long does he disappear for after killing him? 5. I'd love to see a weapons analysis of the new Wave Gun 6. I hate to ask such a difficult question, but what do you know about the Q.E.D.? Do game conditions influence the result of throwing it? Are certain outcomes more likely?
Thanks for all the great information, it really helps with in-game strategy.
Cheers, Phil
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Post by duckcall00 on Oct 6, 2011 14:54:24 GMT -5
1. I don't have the damage of DLC weapons. All of their stats are based on frame-by-frame video analysis. So I don't know. 2. Yes, grenade damage increases. No, M&S does not. 3. Yes, the "bullet" does less damage the more zombies it penetrates.
Moon Related Answers: I just got my hands on the Moon updated GSC files. I'm working on dissecting that information and will have the original post updated over the next few days.
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Post by duckcall00 on Oct 7, 2011 20:25:21 GMT -5
// Attack Waves setup wave_1st_attack_time = (1000 * 25);//(1000 * 40); prepare_attack_time = (1000 * 2.1); wave_attack_time = (1000 * 35); // 40 cooldown_time = (1000 * 16); // 25 next_attack_time = (1000 * 26); // 32 This is about No-Mans-Land. I think it is the time between bells aka "wave" times. But I can't figure out what it means. Help?
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Post by GTO on Oct 11, 2011 11:45:55 GMT -5
I am just looking to confirm, in a multi-player game, the maximum number of active Zombies that can be on the map at any given time will be (24) for the 1st player, plus there will also be (+6) additional active Zombies on the map at any given time for each additional player.
Any remaining Zombies will be held in reserve, and will only enter the map as the active Zombies are killed off.
• (1) Player Game = (24) Active Zombies • (2) Player Game = 24 + 6 = (30) Active Zombies • (3) Player Game = 24 + 12 = (36) Active Zombies • (4) Player Game = 24 + 18 = (42) Active Zombies
To determine the number of Zombies that will attack in each round is based on the number of players, and the maximum number of active zombies.
For rounds 1 to 9, the number of Zombies will be limited by a factor of 0.25, 0.35, 0.45, 0.55, 0.65, 0.75, 0.85, 0.95 and 1.0 as follows:
Single Player Game Round 1. = 0.20 x 24 = (6) Zombies Round 2. = 0.30 x 24 = (8) Zombies Round 3. = 0.40 x 24 = (11) Zombies Round 4. = 0.50 x 24 = (13) Zombies Round 5. = 0.60 x 24 = (16) Zombies Round 6. = 0.70 x 24 = (18) Zombies Round 7. = 0.80 x 24 = (20) Zombies Round 8. = 0.90 x 24 = (23) Zombies Round 9. = 1.00 x 24 = (24) Zombies
Two Player Game Round 1. = 0.20 x 30 = (8) Zombies Round 2. = 0.30 x 30 = (11) Zombies Round 3. = 0.40 x 30 = (14) Zombies Round 4. = 0.50 x 30 = (17) Zombies Round 5. = 0.60 x 30 = (20) Zombies Round 6. = 0.70 x 30 = (23) Zombies Round 7. = 0.80 x 30 = (26) Zombies Round 8. = 0.90 x 30 = (29) Zombies Round 9. = 1.00 x 30 = (30) Zombies
Three Player Game Round 1. = 0.20 x 36 = (9) Zombies Round 2. = 0.30 x 36 = (13) Zombies Round 3. = 0.40 x 36 = (16) Zombies Round 4. = 0.50 x 36 = (20) Zombies Round 5. = 0.60 x 36 = (23) Zombies Round 6. = 0.70 x 36 = (27) Zombies Round 7. = 0.80 x 36 = (31) Zombies Round 8. = 0.90 x 36 = (34) Zombies Round 9. = 1.00 x 36 = (36) Zombies
Four Player Game Round 1. = 0.20 x 42 = (11) Zombies Round 2. = 0.30 x 42 = (15) Zombies Round 3. = 0.40 x 42 = (19) Zombies Round 4. = 0.50 x 42 = (23) Zombies Round 5. = 0.60 x 42 = (27) Zombies Round 6. = 0.70 x 42 = (32) Zombies Round 7. = 0.80 x 42 = (36) Zombies Round 8. = 0.90 x 42 = (40) Zombies Round 9. = 1.00 x 42 = (42) Zombies
For rounds 10 and up, the Zombie count will increase exponentially with a formula based on the round number x .15 x maximum number of active zombies
(Round Number * 0.15 = Multiplier) as follows:
Single Player Game Round 20. x .15 = 3.0 x 24 = (72) Zombies Round 30. x .15 = 4.5 x 24 = (108) Zombies Round 40. x .15 = 6.0 x 24 = (144) Zombies Round 50. x .15 = 7.5 x 24 = (180) Zombies Round 60. x .15 = 9.0 x 24 = (216) Zombies Round 70. x .15 = 10.5 x 24 = (252) Zombies Round 80. x .15 = 12.0 x 24 = (288) Zombies Round 90. x .15 = 13.5 x 24 = (324) Zombies Round 100. x .15 = 15.0 x 24 = (360) Zombies
Two Player Game Round 20. x .15 = 3.0 x 30 = (90) Zombies Round 30. x .15 = 4.5 x 30 = (135) Zombies Round 40. x .15 = 6.0 x 30 = (180) Zombies Round 50. x .15 = 7.5 x 30 = (225) Zombies Round 60. x .15 = 9.0 x 30 = (270) Zombies Round 70. x .15 = 10.5 x 30 = (315) Zombies Round 80. x .15 = 12.0 x 30 = (360) Zombies Round 90. x .15 = 13.5 x 30 = (405) Zombies Round 100. x .15 = 15.0 x 30 = (450) Zombies
Three Player Game Round 20. x .15 = 3.0 x 36 = (108) Zombies Round 30. x .15 = 4.5 x 36 = (162) Zombies Round 40. x .15 = 6.0 x 36 = (216) Zombies Round 50. x .15 = 7.5 x 36 = (270) Zombies Round 60. x .15 = 9.0 x 36 = (324) Zombies Round 70. x .15 = 10.5 x 36 = (378) Zombies Round 80. x .15 = 12.0 x 36 = (432) Zombies Round 90. x .15 = 13.5 x 36 = (486) Zombies Round 100. x .15 = 15.0 x 36 = (540) Zombies
Four Player Game Round 20. x .15 = 3.0 x 24 = (126) Zombies Round 30. x .15 = 4.5 x 24 = (189) Zombies Round 40. x .15 = 6.0 x 24 = (252) Zombies Round 50. x .15 = 7.5 x 24 = (315) Zombies Round 60. x .15 = 9.0 x 24 = (378) Zombies Round 70. x .15 = 10.5 x 24 = (441) Zombies Round 80. x .15 = 12.0 x 24 = (504) Zombies Round 90. x .15 = 13.5 x 24 = (567) Zombies Round 100. x .15 = 15.0 x 24 = (630) Zombies
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Post by duckcall00 on Oct 11, 2011 15:28:47 GMT -5
@gto Even though you took most of what you said from the original post, literally everything you stated is false. No matter how many players are in a game, only 24 are active at a time. The +6 is for determining how many Zombies appear in a single round. However, both mine and Den's Zombies per Round formula is wrong. Someone from another forum named BinText (you can follow him on twitter @bintext) has discovered a formula that seems to be accurate. It seems to be 100% correct, but I'm still in the process of double-checking at it. It is based on his observations, not the game's coding. Here are the formulas, you can use them in Excel. They work after Round 10. Singleplayer =ROUND(0.0842 * (R)^2 + 0.1954 * (R)+22.05, 0) 2 Players =ROUND(0.1793 * (R)^2 + 0.0405 * (R) + 23.187, 0) 3 Players =ROUND(0.262 * (R)^2 + 0.301 * (R) + 33.114, 0) 4 Players =ROUND(0.3462 * (R)^2 + 0.4964 * (R) + 43.164, 0)
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Post by littleds on Oct 11, 2011 19:49:16 GMT -5
the world at war maps have weapons from world at war will you add those in Also how strong are semtex and dolls
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Post by duckcall00 on Oct 11, 2011 20:32:41 GMT -5
the world at war maps have weapons from world at war will you add those in Also how strong are semtex and dolls I am an Xbox player. I get the files from Den and Gagarin. As far as I know, they only have access to original files from when the game launched. And somehow Gagarin has access to the updated .GSC files. He hasn't posted any of the updated _zm.txt files, so I don't have them. I don't even know if it is possible to access them. So unless another PC player can get at those files, I have no way of seeing new WaW weapons.
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Post by GTO on Oct 12, 2011 16:22:08 GMT -5
@ duckcall00
The information I had was passed to me back way back when Nacht der Untoten first came out, which is why I was trying to either confirm or correct them. I didn't know that it was based on information copied from here, sorry....
Thank you for the correct formula.
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Post by freakburrito on Oct 13, 2011 5:25:58 GMT -5
Duckcall, I've done some digging in the code for the powerups and posted my conclusions over at the COD:Z forums. I'd be willing to work with you further to help narrow down some more specifics.
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Post by duckcall00 on Oct 13, 2011 14:14:41 GMT -5
Duckcall, I've done some digging in the code for the powerups and posted my conclusions over at the COD:Z forums. I'd be willing to work with you further to help narrow down some more specifics. What a coincidence! I was literally about to send you a PM threw CODZ. But instead I'll just post it here. I completely understand what you are saying about the special_drop_setup and I am about to fix that. I also know exactly what you are saying about the 1.14x multiplie. I don't see where you're getting the 2% from. But whatever, I trust that it's there. The only thing I am skeptical about is how it is possible to obtain 2 power-ups at the same time. It seems like you are a little confused about that, too.
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Post by freakburrito on Oct 13, 2011 15:18:18 GMT -5
In the code here from powerup_drop It gets the random int from 1-100 and if it's greater than 2 it then checks the zombie_drop_item to see if it's 0, in this case it exits from the drop function and no drop is done. If either is true it goes on to the later code.
// some guys randomly drop, but most of the time they check for the drop flag rand_drop = randomint(100); if (rand_drop > 2) { if (!level.zombie_vars["zombie_drop_item"]) { return; }
debug = "score"; } else { debug = "random"; }
as for the multiples spawning. I think what happens is this.
When you throw a Gersh or kill a bunch of zombies at almost the exact same time they all die fast enough that they enter the powerup_drop code at almost the same moment. Each zombie is most likely one thread in the game code and they are all executing somewhat interdependently.
So say you manage to kill 5 zombies at once and the flag to drop a powerup is set. Each thread for the Zombies calls the powerup_drop method so it's running 5 separate times. Typically in a situation like this the threads aren't all running at the same time. A piece of each one will be executed then the next thread will have a bit of code executed and so on.
In this case the code that checks the drop flag and the code that sets it back to 0 are far enough apart that multiple threads will start the code to do a drop and they will all successfully drop the powerup.
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Post by duckcall00 on Oct 15, 2011 17:56:19 GMT -5
Another thing to think about is the limitations of the data types in the programming/scripting language. 32bit unsigned integers have a max value of about 4.3 billion. if you try to exceed this value it will roll around to be back at 0. That is taken from what you posted on CoDZ. Now look at this Round 87 Gameplay with the Shrink Ray: He gets 4 power-ups in 3 minutes on Round 87! That just doesn't make sense. Maybe once you hit that 4.3 billion it will reset and you get a power-up after 2000 pts, 2280 pts, etc. And maybe he was getting the kills so rapidly that multiply Zombies we dropping power-ups simultaneously. I am guessing that it was a combine effect of both "glitches" in the script.
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Post by freakburrito on Oct 17, 2011 9:02:00 GMT -5
There is always the random drop factor to account for. It just could have been that the score threshold kicked over and then he got a few random ones.
When I get home I'll check the code to see when the zombie will get the powerup drop. Whether it's on it's death or when it spawns in. There also could be extra powerup drop code for the babygun in addition.
If there are any PC players out there, I noticed some debug code in the scripting files. If we enabled that and got some console logging turned on we could see how the game is actually determining drops.
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