ZombieMod 4.0 Forum Index
RegisterSearchFAQMemberlistUsergroupsLog in
ZombieMod 1.1.5
Goto page 1, 2  Next
 
Reply to topic    ZombieMod 4.0 Forum Index » Announcements View previous topic
View next topic
ZombieMod 1.1.5
Author Message
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post ZombieMod 1.1.5 Reply with quote
ZM 1.1.5
======
- Fixed bug introduced in v1.1.4 where the first connected player could use weapons as a zombie.

*************
Download Now
*************
Wed Jun 07, 2006 2:51 am View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Undisclosed
Uber Elite


Joined: 24 Apr 2006
Posts: 332
Location: Los Angeles

Post Reply with quote
I noticed the CTs_PreventEscape event. Can you explain alittle more so I can fix my hlstats? does CTs_PreventEscape count as a win for CT or T, or its neutral? I added the action CTs_PreventEscape, but its still 0. I wonder if i am misunderstanding anything or its not how it works. Can you explain more on round end and the event?
Wed Jun 07, 2006 5:32 pm View user's profile Send private message Send e-mail Visit poster's website
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
Thats the same round end as when the Humans win, as I was thinkin along the lines of....

If the timer runs out, it generaly means the Zombies failed to infect all of the Humans, correct?
Wed Jun 07, 2006 6:46 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
MoOnLiGht
T3h 1337


Joined: 12 May 2006
Posts: 544
Location: Germany

Post Reply with quote
the !zstuck command no more works with this version

before i used the v1.0.2 the zstuck works if 2 zombies stuck together..(not in wall)

or make i something wrong?
Wed Jun 07, 2006 8:54 pm View user's profile Send private message
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
Change zombie_stuckcheck_radius a lil higher.
Wed Jun 07, 2006 9:38 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
MoOnLiGht
T3h 1337


Joined: 12 May 2006
Posts: 544
Location: Germany

Post Reply with quote
ok, default was on 35, i change it to 100
Wed Jun 07, 2006 9:56 pm View user's profile Send private message
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
100 is a little big :\ 35 was just touching another player.
Wed Jun 07, 2006 10:51 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Undisclosed
Uber Elite


Joined: 24 Apr 2006
Posts: 332
Location: Los Angeles

Post Reply with quote
c0ldfyr3 wrote:
Thats the same round end as when the Humans win, as I was thinkin along the lines of....

If the timer runs out, it generaly means the Zombies failed to infect all of the Humans, correct?


The round end works fine, I am talking about hlstats. CTs_PreventEscape's count is still 0
Thu Jun 08, 2006 12:25 am View user's profile Send private message Send e-mail Visit poster's website
MoOnLiGht
T3h 1337


Joined: 12 May 2006
Posts: 544
Location: Germany

Post Reply with quote
turn it to 50 ...
works great
Thu Jun 08, 2006 9:08 pm View user's profile Send private message
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
Undisclosed wrote:
c0ldfyr3 wrote:
Thats the same round end as when the Humans win, as I was thinkin along the lines of....

If the timer runs out, it generaly means the Zombies failed to infect all of the Humans, correct?


The round end works fine, I am talking about hlstats. CTs_PreventEscape's count is still 0

I still dont understand what your saying...
Fri Jun 09, 2006 12:37 am View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Undisclosed
Uber Elite


Joined: 24 Apr 2006
Posts: 332
Location: Los Angeles

Post Reply with quote
nvm, i got it. If zombies failed to turn all the humans into zombies, its a tie
Fri Jun 09, 2006 3:02 am View user's profile Send private message Send e-mail Visit poster's website
Games
Moderator


Joined: 05 May 2006
Posts: 578
Location: Netherlands

Post Reply with quote
Well !zstuck doesn't seem to work on my server's i even put zombie_stuckcheck_radius to 50 but notting happens. Sad
Sun Jun 11, 2006 9:06 am View user's profile Send private message Send e-mail Visit poster's website
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
Does it say noclip on, noclip off in console?
Sun Jun 11, 2006 12:24 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Games
Moderator


Joined: 05 May 2006
Posts: 578
Location: Netherlands

Post Reply with quote
I checked the server console using hlsw and when someone typed !zstuck i don't seem to see something like noclip.
Sun Jun 11, 2006 12:53 pm View user's profile Send private message Send e-mail Visit poster's website
c0ldfyr3
MOD Creator


Joined: 23 Apr 2006
Posts: 469
Location: Dublin, Ireland

Post Reply with quote
In the users console..
Sun Jun 11, 2006 1:48 pm View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger MSN Messenger
Display posts from previous:    
Reply to topic    ZombieMod 4.0 Forum Index » Announcements All times are GMT
Goto page 1, 2  Next
Page 1 of 2

 
Jump to: 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You can attach files in this forum
You can download files in this forum


Original design by Freestyle XL / Flowers Online. Modified by SauceHelmet