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Zombie:Reloaded 1.0.6


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sumguy14
Senior Member
Join Date: Apr 2006
Old 11-15-2007 , 23:58   Re: Zombie:Reloaded 1.0.6
Reply With Quote #341

Hm, that almost sounds like it's not ZR, but I'll take a look, I'm almost sure it is, probably something stupid I did.
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atlanta
Member
Join Date: Nov 2007
Old 11-16-2007 , 09:46   Re: Zombie:Reloaded 1.0.6
Reply With Quote #342

i got 1 problem and 1 thing feel need sumguy fix it:
1.there comes 1 fake zombie at many round start. model is zombie and just with a knife ,but his name shows in CT list and can not infect hunman.
2.could you make any zombie knockback by grenade explode. it's looks like the 4 models of zombie no knockback at all while exploded by grenade.
thx sumguy14~!
my server was full every night ,i don't wanna lose them. thxxxx!!
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atlanta
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Join Date: Nov 2007
Old 11-16-2007 , 11:38   Re: Zombie:Reloaded 1.0.6
Reply With Quote #343

1 more question please!
i use mani_admin_plugin 1.2Obeta in server too, how can i auto play a background music mp3 --like the zombie_ambient.mp3 at erver round?
i can not find any word about this thing in the mani_server.cfg.....
shake hands~~
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atlanta
Member
Join Date: Nov 2007
Old 11-17-2007 , 00:39   Re: Zombie:Reloaded 1.0.6
Reply With Quote #344

anyone?! help! thanks a lot!
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sumguy14
Senior Member
Join Date: Apr 2006
Old 11-17-2007 , 17:05   Re: Zombie:Reloaded 1.0.6
Reply With Quote #345

Quote:
Originally Posted by atlanta View Post
i got 1 problem and 1 thing feel need sumguy fix it:
1.there comes 1 fake zombie at many round start. model is zombie and just with a knife ,but his name shows in CT list and can not infect hunman.
2.could you make any zombie knockback by grenade explode. it's looks like the 4 models of zombie no knockback at all while exploded by grenade.
thx sumguy14~!
my server was full every night ,i don't wanna lose them. thxxxx!!
I'll take a look, for the grenade knockback, I can't think of any way to do this with SM =/

I need the location of the grenade when it detonates, and I don't know how to get the entity index of the thrown grenade.

You need to convert zombie_ambient.mp3 to a .wav file then look at ambience.txt in config/zombiereloaded.
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FlyingMongoose
Veteran Member
Join Date: Mar 2004
Old 11-17-2007 , 17:08   Re: Zombie:Reloaded 1.0.6
Reply With Quote #346

teleport, look at the way slap functions work with teleport. or velocity
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atlanta
Member
Join Date: Nov 2007
Old 11-17-2007 , 22:56   Re: Zombie:Reloaded 1.0.6
Reply With Quote #347

looks like back to the old version can fix the fake zombie proble.
hope you find a way to get knockback by grenade. lol
the wav file will be a biiiiig file .hehe .i will try it. thank you sumguy!!
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atlanta
Member
Join Date: Nov 2007
Old 11-19-2007 , 07:52   Re: Zombie:Reloaded 1.0.6
Reply With Quote #348

es has a jukebox can play background music.i made it.

(4M mp3 to wav 11khz 12M ,44khz 40M ...) lol
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sumguy14
Senior Member
Join Date: Apr 2006
Old 11-24-2007 , 13:22   Re: Zombie:Reloaded 1.0.6
Reply With Quote #349

Quote:
Originally Posted by FlyingMongoose View Post
teleport, look at the way slap functions work with teleport. or velocity
The problem was how do I get the location of the detonated grenade to create a vector from nade to knocked back player? And I use a velocity offset, because it adds the velocity to the player instead of completely resetting it.

I'll look at the fake zombie bug
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S-LoW
Junior Member
Join Date: Sep 2007
Old 11-24-2007 , 14:57   Re: Zombie:Reloaded 1.0.6
Reply With Quote #350

if u want knockback and Napalm, just used Matties script. It has both and with the newest version the burntime is like 5 seconds. Thats ok.
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