Re: [TF2] Super Zombie Fortress
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edit: also updated to 1.02 added sm_zf_tank_health (400): Amount of health the Tank gets per alive survivor added sm_zf_tank_health_min (1000): Minimum amount of health the Tank can spawn with added sm_zf_tank_health_max (8000): Maximum amount of health the Tank can spawn with added sm_zf_tank_time (70.0): Adjusts the damage the Tank takes per second. If the value is 70.0, the Tank will take damage that will make him die (if unhurt by survivors) after 70 seconds. 0 to disable. Fixed a bug where Spies could backstab Snipers with the razorback |
Re: [TF2] Super Zombie Fortress - 1.02
My server crashes everytime I attempt to run this mod.
Happens whenever someone tries to go scout. |
Re: [TF2] Super Zombie Fortress - 1.03
Updated to 1.03
NOTE: You will need to redownload the fastdown materials AND superzombiefortress.txt, as these have been changed. |
Re: [TF2] Super Zombie Fortress - 1.02
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Please describe your setup (including extensions and plugins you're running, besides the default) and make absolutely sure you followed the installation instructions. |
Re: [TF2] Super Zombie Fortress - 1.02
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Re: [TF2] Super Zombie Fortress - 1.03
Oh, nice.
Any suggestions to good maps that work well with it? |
Re: [TF2] Super Zombie Fortress - 1.03
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Re: [TF2] Super Zombie Fortress - 1.03
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Also discovered that you shouldn't have VSH and ZF running at the same time on the same map. Might be a little silly. Noticing, though, that some of the ZF stuff is bleeding through when you're running non-ZF maps and have force_on turned off still. Like some of the BG music is popping up, some weird green clouds are popping up on sawmill, Sandmans don't seem to work on other players, etc. |
Re: [TF2] Super Zombie Fortress - 1.03
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Re: [TF2] Super Zombie Fortress - 1.03
o yah when are the skins coming :) we want spooky skins :)
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