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-   -   [CS:GO] Weapons, Sound and Damage (Molotov) Fixes (https://forums.alliedmods.net/showthread.php?t=200527)

Jargon 11-09-2012 22:04

[CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
2 Attachment(s)
This latest build (Z:R 3.1 v5) contains fixes for knockback which you will need to adjust your zombie class knockback settings (playerclasses.txt) and/or weapon knockback settings (weapons.txt) to work out the best knockback for your server.

I've included the changed source files if anyone wants to recompile with any of their own changes.

Instructions:
1. Starting a new server from scratch:
  • Make sure you are using a recommended SourceMod build: https://wiki.alliedmods.net/Required...28SourceMod%29 (if you want to use snapshots, use stable branch builds only.
  • Install the main Z:R 3.1 files from here: https://forums.alliedmods.net/showthread.php?t=205567
  • Install the CS:GO Movement Fixer plugin from here: https://forums.alliedmods.net/showthread.php?t=255298
  • There are two zip files, one just contains sounds in the correct path, so drop that into the .../csgo/ directory on your gameserver/FastDL server.
  • The second folder contains the new zombie reloaded plugin, translations file and necessary configs to get everything to work, plus the source code. Drop this into your .../csgo/addons/sourcemod/ folder, overwriting any files from the main Z:R 3.1 installation.
  • IMPORTANT: Upload some CS:GO compatible models from this thread (or wherever, as long as they're CS:GO compatible) and update your models.txt, playerclasses.txt and downloads.txt with these new files. This is an essential skill for Z:R server administration so you should learn how to do it, it's quite easy if you look at the existing config files.
  • After uploading all the necessary files to your server and download server, change the configuration files to your liking and reboot your server or change maps.

If you use your old playerclasses.txt file, Z:R will not validate any of your classes that are missing the new immunity fields and will crash!
If you use old models supplied with the CS:S version of this plugin (i.e. the original ones), your server will crash!


2. Add these new cvars to your zombiereloaded.cfg:

Under the "Ammo Reserve Settings" section:

ammo_357sig_small_max 800 //New USP
ammo_556mm_small_max 800 //New M4
ammo_357sig_min_max 800 //New CZ75a
ammo_357sig_p250_max 800 //New P250/P2000 ammo changes

Under the "Damage (core)" section:

//Block fire damage inflicted on self or teammates
// Default: "1"
zr_damage_block_fire "1"

//CS: GO only: Applies an upwards boost if necessary as a workaround for low knock
//Default: "1"
zr_classes_csgo_knockback_boost "[0 or 1]"


I would recommend setting the above knockback boost cvar to 0 after this update (07/29/2014) as it is no longer necessary and will be removed in a future update.

Changelog:
  • UPDATE 07/29/2014 added collaborative Knockback fixes, use CSGO Fixes [ZR3.1]v4.zip!
  • UPDATE 01/19/2013 Added Z:R 3.1 changes, use CSGO Fixes [ZR3.1 v2].zip!
  • Removed "Can't create weapon weapon_usp in GiveNamedItem!" console spam
  • Fixed rounds not ending correctly when the map timer finished
  • Fixed sound paths for ambient and zombie sounds
  • Added new CS:GO weapons to zmarket and removed CS:S weapons
  • Changed zmarket to include new slots for 3 types of grenades (Normal grenades, fire grenades and decoys) This allows purchasing of more than one type of grenade and the ability to autorebuy a HE nade, fire nade (molotov or incendiary) and a decoy.
  • Added damage block for fire. Humans take fire damage only from the map, and not from other humans (regardless of team), zombies take fire damage from all sources.

Upcoming Changes:
  • Merged Z:R sounds with https://forums.alliedmods.net/showthread.php?t=237045 for proper audio compatibility (won't need to use music folder anymore, default sound paths are fine)
  • Tweaked zmarket/weapons settings to make Z:R compatible with store/knife plugins (zombies aren't stuck with a taser for example and knife giving isn't blocked)
  • And more ;)
http://i.imgur.com/G9cMF.jpg

Prechan 11-10-2012 14:31

Re: [CS:GO] Weapons and Sound Fixes
 
Nice ! I was looking for a zmarket fix !

But it misses the Zeus restriction, is this normal?

Code:

"Zeus"
        {
                // General
               
                "weaponentity"                "weapon_taser"
                "weapontype"                "All, Projectile"
                "weaponslot"                "2"
               
                // Restrict (core)
               
                "restrictdefault"        "yes"
                "toggleable"                "no"

                // Knockback (module)

                "knockback"                "10.0"
        }


Jargon 11-10-2012 15:21

Re: [CS:GO] Weapons and Sound Fixes
 
I just have the Zeus turned off using a server cvar:

Cvar: mp_weapons_allow_zeus - Determines whether the Zeus is purchasable or not.

Jargon 11-18-2012 04:19

Re: [CS:GO] Weapons and Sound Fixes
 
I take it this is going pretty well then? I've only noticed one boo-boo so far in the weapons.txt:

Code:

        "Bizon"
        {
                // General

                "weaponentity"                "weapon_bizon"
                "weapontype"                "All, SMG"
                "weaponslot"                "2"

Should be:

Code:

        "Bizon"
        {
                // General

                "weaponentity"                "weapon_bizon"
                "weapontype"                "All, SMG"
                "weaponslot"                "0"


naldecon 11-20-2012 16:17

Re: [CS:GO] Weapons and Sound Fixes
 
I still have yet to try these fixes. Is it stable and how will this affect future updates for zombie reloaded?

Does it also fix this error?
Player attempted to buy weapon entity "weapon_incgrenade" marked as a projectile. Check your weapon config.

Jargon 11-20-2012 17:40

Re: [CS:GO] Weapons and Sound Fixes
 
That's exactly what it fixes. I've had no issues on my server for the last few weeks, players are happy that all new grenades are now available to auto-buy, in addition to all of the previous fixes.

For future updates Richard can incorporate them into the code-base, you can recompile yourself using the provided source-files, or when I update it myself I'll update this thread.

Edit: Updated the first zip file, I accidentally re-added the old translation file when I fixed the weapons.txt. If you've already added it to your server, reupload weapons.txt and the zombiereloaded.phrases.txt for the v2 zip and all will be good again :)

naldecon 11-21-2012 13:09

Re: [CS:GO] Weapons and Sound Fixes
 
Jargon, thank you very much for your help and this fix. I have not seen any grenade error since I installed it. Good job!

SilentBr 11-26-2012 17:05

Re: [CS:GO] Weapons and Sound Fixes
 
After installing your fix the zombies started jump everytime that got damage. How do I disable this?

Jargon 11-26-2012 17:34

Re: Re: [CS:GO] Weapons and Sound Fixes
 
Quote:

Originally Posted by SilentBr (Post 1844302)
After installing your fix the zombies started jump everytime that got damage. How do I disable this?

That's the knock back fix for CS:GO that was introduced a few patches ago. I'll look for the Cvar to disable it and let you know.

EDIT: Here you go
Code:

Log message

Added knock back boost workaround for CS: GO, with cvar to disable it:
zr_classes_csgo_knockback_boost. Side effects: Weaker and flying zombies, can be
compensated with lower knock back.


SilentBr 11-27-2012 19:58

Re: [CS:GO] Weapons and Sound Fixes
 
Quote:

Originally Posted by Jargon (Post 1844319)
That's the knock back fix for CS:GO that was introduced a few patches ago. I'll look for the Cvar to disable it and let you know.

EDIT: Here you go
Code:

Log message

Added knock back boost workaround for CS: GO, with cvar to disable it:
zr_classes_csgo_knockback_boost. Side effects: Weaker and flying zombies, can be
compensated with lower knock back.


I didn't find this cvar in my zombiereloaded.cfg, so I just added and worked like a charm.

Thank you so much Jargon.

Jargon 11-27-2012 20:21

Re: [CS:GO] Weapons and Sound Fixes
 
Yup it's a new CVAR so it wouldn't have added itself in there. And no problems, thanks for asking too as it helps everyone else who might need to know :)

Jargon 12-07-2012 06:11

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Welp, I've just added a new cvar and feature to block fire damage for humans only from other humans.

Players still take damage from map fires, and zombies still take damage from human fires, but annoying team damage from molotovs and incendiary grenades is blocked. No more teamkilling!

I'll post the source and re-compiled fixes shortly.

Edit: Updated the OP with the new version.

Jargon 01-18-2013 18:22

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Bump for Z:R 3.1 Update in the main post.

vadik24 01-21-2013 01:51

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Hello, I installed Zr 3.1 version from main topic(not yours) then installs your sound and 3.1 version and my server crash when a person become a zombie!! any clue why? All i get from consol is this
Bad pstudiohdr in GetSequenceLinearMotion()!
Bad pstudiohdr in GetSequenceLinearMotion()!
Bad pstudiohdr in GetSequenceLinearMotion()!

I'm running CSGO server

Jargon 01-21-2013 02:32

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
You need to replace the stock models with CSGO models. Look in the stickied thread for instructions and let me know if you need help.

SilentBr 01-22-2013 01:59

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Hi jargon

I am using your fixes since November and never updated the files again. Now I see rhelgeby released 3.1 version but I didn't update my server yet.

What should I do? Just grab your pack and everything will be fine?

PS: In your latest pack did you fix the round winner bug? Because I didn't understand the roundend.inc stuff

Thanks

Jargon 01-22-2013 03:59

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
No need for the roundtimer fix, Richard added that into the official codebase in 3.1 so just grab the zip file that's for 3.1 and you should be right to go as below:

I would advise you to:
  1. Do a full backup of all your zombie related files first, especially all of your configs in addons/sourcemod/configs/zr and cfg/sourcemod/zombiereloaded
  2. Update to Z:R 3.1 using the files Richard provided
  3. Update to my fixes using the Z:R 3.1 zip in the first post
  4. Update your playerclasses.txt to include the new immunity values (Z:R will crash if you don't) and reupload it to your server
  5. Use the same downloads.txt you backed up
  6. Update the new config files from 3.1 with the backed up configuration files, always better to use the new config files IMO.

If you run into any problems let me know :)

SilentBr 01-22-2013 10:55

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1877880)
No need for the roundtimer fix, Richard added that into the official codebase in 3.1 so just grab the zip file that's for 3.1 and you should be right to go as below:

I would advise you to:
  1. Do a full backup of all your zombie related files first, especially all of your configs in addons/sourcemod/configs/zr and cfg/sourcemod/zombiereloaded
  2. Update to Z:R 3.1 using the files Richard provided
  3. Update to my fixes using the Z:R 3.1 zip in the first post
  4. Update your playerclasses.txt to include the new immunity values (Z:R will crash if you don't) and reupload it to your server
  5. Use the same downloads.txt you backed up
  6. Update the new config files from 3.1 with the backed up configuration files, always better to use the new config files IMO.
If you run into any problems let me know :)

Thank you! I will update today!

Jargon 01-23-2013 17:43

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Updated to include the latest CS:GO update fix. Please update your SM, MM and restart your server a couple of times to make sure you receive the latest gamedata for CS:GO otherwise Z:R won't work!

SilentBr 01-23-2013 18:01

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879005)
Updated to include the latest CS:GO update fix. Please update your SM, MM and restart your server a couple of times to make sure you receive the latest gamedata for CS:GO otherwise Z:R won't work!

Jargon thanks for your quickly help with the dev. team

I have a question: Right now I finished setting 3.1 version and I didn't get your 3.1 v1 fix. Can I just get the v2?

Jargon 01-23-2013 18:24

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Yup! All my changes are incremental, v2 is just v1 + the CS:GO fixes

SilentBr 01-23-2013 18:39

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879029)
Yup! All my changes are incremental, v2 is just v1 + the CS:GO fixes

The zombie in my server doesn't appear. If we do kill or slay, appear CT wins. Just works if I force zombie by !zadmin before the maxtime to become the first zombie.

I hate this bug :S

Jargon 01-23-2013 18:42

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Error logs?

SilentBr 01-23-2013 18:49

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879047)
Error logs?

Nothing related with ZR

Jargon 01-23-2013 18:58

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Doesn't matter, when one plugin causes a usermessages fault, all plugins using usermessages will fail:

http://forums.alliedmods.net/showpos...41&postcount=4

SilentBr 01-23-2013 18:58

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
It takes 20 seconds to become the first zombie, when reach this time, everyone pass to CT, no one stay at T team as zombie.

If I do slay on a player CT wins.
If I do slay all start new round and same problem.
If a player do retry or connect joining T, automatically goes to CT
If I force a player to become zombie after 20 seconds, the round simply restart

The only way is I force a zombie every round before 20 seconds. Impossible I do this.

I don't know why, then start new map we get 3 rr, I mean we spawn 3 times as restarting the round. Bug old...

Jargon 01-23-2013 19:06

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
I just told you why, Z:R is faulting on UserMessages so it isn't working. I've been doing this for 4 hours this morning so if you won't help me help you, you're on your own.

SilentBr 01-23-2013 19:07

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879062)
Doesn't matter, when one plugin causes a usermessages fault, all plugins using usermessages will fail:

http://forums.alliedmods.net/showpos...41&postcount=4

I did turn off all plugins with erros. No errors anymore, but the first zombie doesn't spawn :(

EDIT: Sorry I just saw your message after posting.

Jargon 01-23-2013 19:09

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
So what are the error messages in your error logs now that you've disabled all the failed plugins?

SilentBr 01-23-2013 19:16

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879071)
So what are the error messages in your error logs now that you've disabled all the failed plugins?

Here is the error files, no errors since 14 minutes ago

http://pastebin.com/H1qFYKJr

Jargon 01-23-2013 19:23

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Have you been restarting the server, or just changing maps?

SilentBr 01-23-2013 19:33

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879084)
Have you been restarting the server, or just changing maps?

Both, after unloading the last plugins with erros I did change map. After restart.

Jargon 01-23-2013 19:35

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
You unloaded then moved them to plugins/disabled, then restarted the server I hope?

veli 01-23-2013 19:46

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by SilentBr (Post 1879076)
Here is the error files, no errors since 14 minutes ago

http://pastebin.com/H1qFYKJr

Are you using ZR 3.1 for CS GO? than you have to change the game mode to dynamic in zombiereloaded.cfg.

I had same issue and it is oke now after changing that.

SilentBr 01-23-2013 19:47

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879091)
You unloaded then moved them to plugins/disabled, then restarted the server I hope?

I didn't sm plugins unload. I did move to disabled and changed the map, first zombie still not working, so restarted the server.

Jargon 01-23-2013 20:13

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by veli (Post 1879095)
Are you using ZR 3.1 for CS GO? than you have to change the game mode to dynamic in zombiereloaded.cfg.

I had same issue and it is oke now after changing that.

It's set to dynamic by default? Or are you saying you didn't follow the instructions and left your old zombiereloaded.cfg on the server? :P

veli 01-23-2013 20:22

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879110)
It's set to dynamic by default? Or are you saying you didn't follow the instructions and left your old zombiereloaded.cfg on the server? :P

Yes, you right lol. It is default dynamic. I had first installed on my test server. I had for the test dynamic changed to absolute mod and i got same issue as Silentbr. When i decided to install on the gameserver i did transfer the wrong zombiereloaded.cfg. After changing back to the dynamic it was oke.

But i was forgot that :S. That was the reason why all the CT's turned in to zombie. I had 10 bots and all the bots were zombie and the round was not ending.

any way, my server running fine now with latest snapshots MM, SM and SDKHOOKS 2.2. And most important is your fix in this.

Thanks and sry for bad english.

SilentBr 01-23-2013 20:39

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
I've found the problem. I did set this cvar zr_infect_mzombie_ratio at 0. When I did change to 1 if fixed my issue. I am so stupid lol

Thank you guys so much for helping me.

EDIT: What does this cvar? I have fixed my bug, but instead of spawn 1 first zombie, it's spawning 5 6 I don't know why...

Jargon 01-23-2013 21:01

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
It is one mother zombie per "x" number of humans, where "x" is the value of zr_infect_mzombie_ratio.

SilentBr 01-23-2013 21:27

Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
 
Quote:

Originally Posted by Jargon (Post 1879149)
It is one mother zombie per "x" number of humans, where "x" is the value of zr_infect_mzombie_ratio.

The way to set this has changed?

Anyway, I want only 1 first zombie, so to get only 1 first zombie should I do

zr_infect_mzombie_ratio "34" (that is the number of slots of my server)
zr_infect_mzombie_min "1"
zr_infect_mzombie_max "1"

Right?

By the way I guess I've found another weird bug. There are 34 players in my server, it's full, but when you press tab you see only 7~15 players. I was trying to figure out if they were stuck on connecting but I see a lot players in the map, so I think is the tab information that is wrong...


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