[CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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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:
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" //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:
Upcoming Changes:
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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" |
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. |
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" Code:
"Bizon" |
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. |
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 :) |
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!
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Re: [CS:GO] Weapons and Sound Fixes
After installing your fix the zombies started jump everytime that got damage. How do I disable this?
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EDIT: Here you go Code:
Log message |
Re: [CS:GO] Weapons and Sound Fixes
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Thank you so much Jargon. |
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 :)
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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. |
Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Bump for Z:R 3.1 Update in the main post.
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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 |
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.
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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 |
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:
If you run into any problems let me know :) |
Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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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!
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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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? |
Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Yup! All my changes are incremental, v2 is just v1 + the CS:GO fixes
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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I hate this bug :S |
Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Error logs?
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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 |
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... |
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.
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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EDIT: Sorry I just saw your message after posting. |
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?
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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http://pastebin.com/H1qFYKJr |
Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Have you been restarting the server, or just changing maps?
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
You unloaded then moved them to plugins/disabled, then restarted the server I hope?
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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I had same issue and it is oke now after changing that. |
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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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. |
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... |
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.
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Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
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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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