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> UPDATE Brain Bread, Let's Make Brain Bread Better :)
rosend1990
Posted: April 28, 2007 01:44 am
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Would someone make me a barney.mdl equip and shoots shotgun, I will try to precache it to the .dll file or in other words make it work in brainbread. I may not reply soon but please make me one and I do what I can. Maybe soon I will post a screenie with your model working on brainbread.


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rosend1990
Posted: June 01, 2007 10:51 am
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I have edited the zombie.mdl animation. Now when you hit some of the zombies with you axe, the zombie with tipped over and get back up agian, this is where the axe weapon comes in handy, almost like resident evil. I will send a video clip next time, if I find out how to record some of my work. Oh and I havent edited the game .dll yet, no, not yet.


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iliketoblowzombieheadsoff
Posted: June 02, 2007 03:26 am
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That sounds coolio. biggrin.gif
Me want to see it!!


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rosend1990
Posted: June 04, 2007 04:42 am
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Im sorry Im still working on it, Im fixing some bugs a little bit.


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iliketoblowzombieheadsoff
Posted: June 04, 2007 05:45 am
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Okej.
I can wait!! smile.gif


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rosend1990
Posted: June 06, 2007 03:12 pm
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Oh noh! Im having trouble on the dll files. Its amazing how Ironoak team made an ammo box that reloads your weapon while holding the use key and adding some skill points, I have no Idea how they do that ohmy.gif ,but any way Im now making a new pruduct but its called breanbread too but with a different dll file. I got to hold off the skills and the ammo box, I think Im going to use the classic style like the ammo spawning when other players gets some of the bullets and stuff. only few more month after I finished this. I hope I wont get ban for renewing the game dll. If the BB:Source released early, forget about making this stuff or maybe Ill just finish this earlier.Im going to call this BB 1.2.9


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Security Corporate
Posted: July 05, 2007 08:07 pm
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Wow, it's cool to know you guys are really working at this. If you can, please tell what exactly ya'll are adding on or changing in Brainbread. From what I can tell so far, you have just enough for maybe a patch, not a whole seperate release though. You need more content for that (maps, new weapons, etc).
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rosend1990
Posted: July 07, 2007 01:25 pm
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QUOTE (Ari @ July 05, 2007 08:07 pm)
Wow, it's cool to know you guys are really working at this. If you can, please tell what exactly ya'll are adding on or changing in Brainbread. From what I can tell so far, you have just enough for maybe a patch, not a whole seperate release though. You need more content for that (maps, new weapons, etc).

Let see...Im starting off with a little SDK from half-life because I dont have a SDK on Brain-Bread, I cant even examine the game dll because I dont have any DLL disassembler, then...about the half-life SDK, I try to add some more zombie then poof! 8 different kinds of zombie created, and it was too easy, but Im still working on some new entity for example the Cops, Im trying to make different kind of ally including Police,S.W.A.T,C.I.A, and some Marines and stuff, oh and rebel citizens, but the security guards, its been done, but those are just NPC's, these I've been working on but having troubles with it .I have no Idea how long can I finish this sad.gif , and I think I'll add some different kinds of melee weapons when I'm finish with those problems because different entities make a mod taste so good. I think this is going to be a challenge.

This post has been edited by rosend1990 on July 07, 2007 01:29 pm


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Neiko
Posted: July 07, 2007 06:36 pm
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rosend1990
Posted: July 08, 2007 12:26 am
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QUOTE (Neiko @ July 07, 2007 06:36 pm)
http://www.ironoak.ch/BB/files/halflife-bb.fgd

?

No no, SDK looks like this:
=====================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"


//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
#define ZOMBIE_AE_ATTACK_LEFT 0x02
#define ZOMBIE_AE_ATTACK_BOTH 0x03

#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs

class CZombie : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int IgnoreConditions ( void );

float m_flNextFlinch;

void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void AttackSound( void );

static const char *pAttackSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];

// No range attacks
BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
};
====================================================
That...


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Vaun
Posted: February 18, 2008 09:02 pm
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if anything is in need of fixing in BB, its fred not taking advantage of his height and arm length, and when zombies walk into, say, a wall, they shake back and forth.

All the other stuff can be fixed with custom models, but fpsbanana doesnt have any so if you find em, put em there.


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Vox_Bloodstone
Posted: February 18, 2008 11:20 pm
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QUOTE (Vaun @ February 18, 2008 09:02 pm)
if anything is in need of fixing in BB, its fred not taking advantage of his height and arm length, and when zombies walk into, say, a wall, they shake back and forth.

All the other stuff can be fixed with custom models, but fpsbanana doesnt have any so if you find em, put em there.

bud if you want to post here

http://www.ironoak.ch/forums/index.php?showtopic=6608

this is an old thread the official thread is at that link above

mods please delete this thread smile.gif


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