Now you can call a vote to initiate zombies, or to quickly initiate a pug.
/callvote zombies - Restarts the map, and sets the respawn to 1 second
/callvote specorcap - Restarts the map, and forces everyone to spec
Special thanks are in order to Kera.
Please post whatever custom zombie maps you would like to see on Impulse. I will also consider giving Mike the Dragon CPanel or FTP access to Impulse if he plans on doing a lot of testing of his new maps.
Impulse now has built-in zombies support
- GUARD!AN
- Soup Eater
- Posts: 3019
- Joined: Mon May 25, 2009 3:41 pm
- Reputation: -147
- Location: San Francisco, CA
Impulse now has built-in zombies support
GUARD!AN
–noun
1. guarding; protecting: a guardian deity.
2. a violent, tropical, cyclonic storm of the western North Atlantic, having wind
speeds of or in excess of 72 mph (32 m/sec).
3. (in Gnosticism) one of a class of powers or beings conceived as emanating
from the Supreme Being and performing various functions in the operations of
the universe.
4. a terrifying dream in which the dreamer experiences feelings of helplessness,
extreme anxiety, sorrow, etc.
5. The sensation and muscular spasm caused by an electric current passing
through the body or a body part.
–noun
1. guarding; protecting: a guardian deity.
2. a violent, tropical, cyclonic storm of the western North Atlantic, having wind
speeds of or in excess of 72 mph (32 m/sec).
3. (in Gnosticism) one of a class of powers or beings conceived as emanating
from the Supreme Being and performing various functions in the operations of
the universe.
4. a terrifying dream in which the dreamer experiences feelings of helplessness,
extreme anxiety, sorrow, etc.
5. The sensation and muscular spasm caused by an electric current passing
through the body or a body part.
Re: Impulse now has built-in zombies support
specorcap also sets respawn back to 20 seconds.
working on removing the time limit on the round tomorrow or monday for zombies, unsure if I will be able to do this or not but I'll give it a good solid effort.
working on removing the time limit on the round tomorrow or monday for zombies, unsure if I will be able to do this or not but I'll give it a good solid effort.
Hi. I'm angry on the internet.
Re: Impulse now has built-in zombies support
Nice work... Disabling the timer would be awesome though I have no idea how you'd do that. I'm sure you'll figure it out. I wonder if you could somehow call a custom .siege file with the "Timed" key set to 0 or somesuch.
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- Magyk
- Graphics Guru
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Re: Impulse now has built-in zombies support
GUARD!AN wrote:Special thanks are in order to Kera.
^ Indeed. Awesome work Kera.
As far as maps, I'd actually think we won't play much aside from the base maps on Impulse because the custom maps are already on Zombieland. But on Impulse, we could play Hoth-Codes zombie, and Des 1st obj.
- Turquoise Dragon
- The Scaled One
- Posts: 2042
- Joined: Tue May 04, 2010 12:11 am
- Reputation: 8
- Location: Looking in your window. Hi.
Re: Impulse now has built-in zombies support
WAY COOL! And once my desktop is back online next weekend or so, I should be able to resume working on my siege map, so we've got more fun stuff coming down the pipes (hopefully).
Massively huge thanks to kera on this one.
Massively huge thanks to kera on this one.
Re: Impulse now has built-in zombies support
I managed to get the timer working. I can set it to whatever I want. I have it set to 1 hour for now. I can either change that if it's unsuitable, or I could even make it a cvar that can be set with rcon/admin/or voted on. Chime in if needed.
I'll need a bit of testing on this to make sure it works right. I just did some very quick testing to make sure it works and doesn't crash the server.
I'll need a bit of testing on this to make sure it works right. I just did some very quick testing to make sure it works and doesn't crash the server.
Hi. I'm angry on the internet.