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CS:GO Z:R fixes and workarounds


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veli
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Join Date: Apr 2012
Location: Netherlands
Old 07-23-2014 , 10:46   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #21

Hello Morell,

I have tested in my ZM server and it works not completly fine with ZM. I have removed knockback plugin francisco and just used ur plugin but zombies have to much pushback. I have changed values in playerclasses.txt to 0.1 but zombies cant get humans in their spots. I think this version is very good for ZE servers but not enough for ZM servers yet. Maybe need some changes.

Do i need use zr_classfix.smx too? and how many classes can i add in this fix?

Last edited by rhelgeby; 07-23-2014 at 11:09. Reason: There's no need to quote the entire first post.
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Morell
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Old 07-23-2014 , 10:56   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #22

Quote:
Originally Posted by veli View Post
Hello Morell,

I have tested in my ZM server and it works not completly fine with ZM. I have removed knockback plugin francisco and just used ur plugin but zombies have to much pushback. I have changed values in playerclasses.txt to 0.1 but zombies cant get humans in their spots. I think this version is very good for ZE servers but not enough for ZM servers yet. Maybe need some changes.

Do i need use zr_classfix.smx too? and how many classes can i add in this fix?
Do you have limited or unlimited ammo?
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veli
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Join Date: Apr 2012
Location: Netherlands
Old 07-23-2014 , 11:00   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #23

Quote:
Originally Posted by Morell View Post
Do you have limited or unlimited ammo?
I have unlimited ammo.
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Morell
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Old 07-23-2014 , 11:05   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #24

Quote:
Originally Posted by veli View Post
I have unlimited ammo.
Change the 7.5 in knockback.inc:

Code:
// Apply damage knockback multiplier.
    knockback *= float(dmg_health);
    
    knockback *= 7.5;
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bebe9b
Veteran Member
Join Date: May 2009
Location: Romania
Old 07-23-2014 , 16:02   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #25

plx fix erore:

L 07/23/2014 - 13:41:26: [SM] Native "GetEdictClassname" reported: Invalid edict (-1 - -1)

L 07/23/2014 - 13:41:26: [SM] Displaying call stack trace for plugin "zombiereloaded.smx":

L 07/23/2014 - 13:41:26: [SM] [0] Line 283, C:\SourceMod\addons\sourcemod\scripting\zr/damage.inc:amageOnTakeDamage()

L 07/23/2014 - 13:475: Error log file session closed.


----------------------------------


L 07/23/2014 - 21:14:13: [SM] Native "IsPlayerAlive" reported: Client 23 is not in game

L 07/23/2014 - 21:14:13: [SM] Displaying call stack trace for plugin "zombiereloaded.smx":

L 07/23/2014 - 21:14:13: [SM] [0] Line 439, C:\SourceMod\addons\sourcemod\scripting\zr/damage.inc:amageSuicideIntercept()


thx

Last edited by bebe9b; 07-23-2014 at 16:03.
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Franc1sco
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Join Date: Oct 2010
Location: Spain (Madrid)
Old 07-23-2014 , 20:46   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #26

Quote:
Originally Posted by rhelgeby View Post
I've converted the zr-3.1 repository to Git and uploaded it on GitHub:Since there now are two developers working on CS: GO fixes, those fixes should put into source control to make it easier to manage merging.

I highly recommend that both of you create an account on GitHub (or use an existing one). I can give both of you push access to my repository if you send me your account names, or you can fork it.

It has a new csgo branch where you could commit your changes to. It doesn't have to be backwards compatible with CS:S, but it would be perfect if it is (see the g_Game variable in zombiereloaded.inc). If you manage to maintain backwards compatibility, your changes could be merged into the master branch and become official.

I'm happy to discuss solutions for making this possible. Just make new threads for specific issues/questions (such as how to handle different weapons.txt for each game). The ZR 4.0 version is far from a release (or even beta version), so we could make a transitional change in ZR to add official support for CS: S and CS: GO in the same plugin binary.
The github will be good

I want to participate on it, I can fix some bugs for CS:GO (and others things like add css and csgo support in the same plugin and more) and add more natives to make more easy the integration with my zombie plague plugin to ZR without need edit the ZR base plugin

This weekend I will back to my home, so I can start the weekend if you want
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Last edited by Franc1sco; 07-23-2014 at 21:09.
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bebe9b
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Join Date: May 2009
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Old 07-23-2014 , 22:39   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #27

??

Last edited by bebe9b; 07-23-2014 at 22:39.
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Jargon
SourceMod Donor
Join Date: Jun 2012
Location: Sydney, Australia
Old 07-23-2014 , 23:43   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #28

Once I learn how to navigate github I'll fork it and add my stuff, then you can see what damage it'll do ;)
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rhelgeby
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Old 07-24-2014 , 04:07   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #29

I'm going to be less available for some days, so the fork option seems to be best at the moment. You may even share a repository between you (by giving other people push access to your fork). At the end it can be merged into my repository.
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gamemann
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Join Date: Sep 2009
Location: Mullica Hill, New Jersey
Old 07-24-2014 , 18:57   Re: CS:GO Z:R fixes and workarounds
Reply With Quote #30

Hello, I've been testing the knock back today and I've found something interesting.
I am not sure if it has been discussed before but has anybody tried setting sv_maxspeed to a negative value (to test)?
Obviously you can't walk but the knock back actually sorta works.
Here's a video I made:
https://www.youtube.com/watch?v=SPkvn5fP7AI

Obviously, this isn't a fix (zombies get pushed towards you and you can't walk), but is it possible the max speed could be getting limited to a low value such as 320-500?

Just sharing this here and I've been talking to Jargon lately and seeing if there are ways to fix the knock back


Thanks,
Roy (Gamemann)
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