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-   -   [TF2] Super Zombie Fortress - 1.05 (https://forums.alliedmods.net/showthread.php?t=156705)

PMAvers 05-14-2011 17:15

Re: [TF2] Super Zombie Fortress - 1.03
 
Quote:

Originally Posted by RavensBro (Post 1469427)
say what? same time so u r saying u have 2 servers running at once on the same server or i should say from the same dir? if so then yah dum dum dum :)

Oh, no, I just have one server running, it just switches between mods depending on what map players vote for. I didn't catch that force_on defaulted to.... well, being on, and a VSH map loaded...

RavensBro 05-15-2011 05:59

Re: [TF2] Super Zombie Fortress - 1.03
 
L 05/15/2011 - 00:43:05: SourceMod error session started
L 05/15/2011 - 00:43:05: Info (map "zf_degrootkeep_v2w") (file "errors_20110515.log")
L 05/15/2011 - 00:43:05: [SM] Native "RemoveEdict" reported: Edict 252 (252) is not a valid edict
L 05/15/2011 - 00:43:05: [SM] Displaying call stack trace for plugin "disabled\superzombie\superzombiefortress.smx ":
L 05/15/2011 - 00:43:05: [SM] [0] Line 390, E:\Projects\SourceMod\General\include\tf2_sto cks.inc::TF2_RemoveWeaponSlot()
L 05/15/2011 - 00:43:05: [SM] [1] Line 3051, E:\Projects\SourceMod\General\superzombiefort ress.sp::event_Inventory()
L 05/15/2011 - 00:43:44: Error log file session closed.

Mecha the Slag 05-17-2011 14:51

Re: [TF2] Super Zombie Fortress - 1.04
 
Updated to 1.04
  • AI Director now also tweaks Zombie respawn times appropriate with the survivor's performance
  • Goo balls now crit if a player stands in it for too long
  • Tank theme is now also played for the Tank
  • Increased the damage-per-second cooldown time for goo balls
  • Fixed a bug where Tanks would spawn in setup in messy maps
  • Fixed a bug where goo balls wouldn't disappear if the owner disconnected
  • Fixed a bug when removing specific weapons on Degroot
  • Fixed issue with grace period on maps without setup timers
  • Fixed a bug where Zombies would constantly respawn on round end
  • Fixed a bug where the AI Director wouldn't be active on maps without setup
  • Fixed a bug where goo balls from 'waiting for players' would carry over to the next round
  • Fixed a bug where goo would stack
  • Fixed a bug where the Tank could be a Scout or Spy

RavensBro 05-24-2011 08:28

Re: [TF2] Super Zombie Fortress - 1.04
 
when will you be adding the custom skins????

XaxaXoxo 06-24-2011 07:06

Re: [TF2] Super Zombie Fortress - 1.04
 
Don't work after update :(

Mecha the Slag 06-24-2011 18:31

Re: [TF2] Super Zombie Fortress - 1.04
 
Quote:

Originally Posted by XaxaXoxo (Post 1495001)
Don't work after update :(

Once TF2Items has been fixed, grab that

supackm 07-01-2011 11:10

Re: [TF2] Super Zombie Fortress - 1.04
 
where is fastdl?

fofogogo23 07-01-2011 16:27

Re: [TF2] Super Zombie Fortress - 1.04
 
Any maps made for this? And can it auto-enable when it detects a certain map?

PAL-18 07-08-2011 18:33

Re: [TF2] Super Zombie Fortress - 1.04
 
Goo.vmt is missing from your fastdl archive. When i connect to my server, it tries to download it and fails.

Also i found a very annoying problem your "Advanced Zombie Spawn system" causes. Zombies often spawn inside walls, ceiling or other objects that they can't get out of. Perhaps make it so that it spawns them in the nearest place they can fit without getting stuck?

P.S. This plugin is awesome!

userid_ivan 07-09-2011 03:45

Re: [TF2] Super Zombie Fortress - 1.04
 
I'm running a server with multiple plugin (DB, VSH, PH etc..) and it seems there is a problem with the scout's sandman: infact when playing on normal maps, the sandman is still like on SZF mod (no stun, no damage and you can see the green smoke when you launch the ball). I have variable sm_zf_force_on set to 0.


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