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Zombie:Reloaded V2.5.1


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yahretzkee
Member
Join Date: Dec 2007
Old 03-18-2008 , 19:18   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#231

ZOMBIE RELOADED *OFFICIAL* PLUGIN IN HERE: 91.193.197.132:28008
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Box Cutter
SourceMod Donor
Join Date: Dec 2006
Location: Arizona
Old 03-19-2008 , 17:43   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#232

Is there any difference between this plugin and using the sourcemm zombiemod that seems ever so popular? I prefer one powered by SM, but just curious
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1695
Senior Member
Join Date: Jan 2006
Old 03-22-2008 , 15:37   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#233

Shame on you ;-) Where the hell is the enable/disable Cvars ? ^^
Will use sm load/unload 'till you fix that (please :s ^^)

Goog plugin though ! Luv' it !

EDIT : some problems :
- Bots some times don't understand in which team they are ^^ and what to do
- Zombie can pickup weapons on the floor AND USE THEM !
- Some time zombies were spawned with 100Hp
- We are not invicible 'til zombie is picked up (so bots kill us...)
- Extra ammo stay enabled after plugin unload... how to restore default value when wanted ?

plz fix ^^.

Last edited by 1695; 03-22-2008 at 18:12.
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 03-22-2008 , 18:54   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#234

- Bots are stupid.
- You dont have the hacks extension installed (properly)
- ^ ^
- Not good, might be related to the two above.
- Same as the above 3
- You need to unload your unlimitted ammo plugin separately.

Box Cutter, well I received word that zombiemod is pretty much dead, the author had gone away, no official version was released that I know of.
Other than that, I put in a couple new features in this version? Pretty much it.
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 03-22-2008 , 19:00   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#235

Quote:
Originally Posted by TAZED View Post
When either i change to zombie or get infected by another player i or the server pauses for 1-3 seconds. Does anybody else get that. If i disable the esplash and the explosion it doesn't do it at all i believe. But it's not fun without those because you won't know if you become the zombie.
This happens on my server only once for every model when it is used for the first time when starting the server. After that you shouldnt get any lag, and if you are then SM is outputting errors that I need to see. (sourcemod/logs/errors_*)


Quote:
I have one problem when i join to de game i choose ct's and i sit in spec mode ,and i cant add_bot please help me
Not good. I think I might know why this happened and I fixed it for the next version.
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1695
Senior Member
Join Date: Jan 2006
Old 03-23-2008 , 05:50   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#236

Hi ! First, thx for your quick answer...

So :
- Do you think you could do something for bots ? It should be possisble...
- I will check the hack extention, but it is listed in meta list...
- I don't have unlimited ammo plugin. I just use the config lines in plugin.zombierelaoded.cfg which allow a greater capacity...

And will you add a enable/disable command ? I can't run the plugin without that... (jsute wanna enable ZR on zm_maps)

Bye !


EDIT : Ah ! You were certainly right : Hacks.ext was shown in meta list until I restarted the server... Then there is no trace of this extension and there is nothing I can do to load it ! Any idea ?

Last edited by 1695; 03-23-2008 at 06:19.
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 03-23-2008 , 14:47   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#237

Um just reinstall the extension, I'm pretty sure I linked it in the requirements section of the first post.

I don't think I can really do anything about the bots, I noticed that eventually they start acting right, its just their AI being screwed with because of their team being suddenly changed.

I'll add a command that will load/unload the plugin like you want. It will simply be a way to tell the plugin whether to load or not, so it won't work mid-game to unload and load the plugin, it will require a mapchange

And for the ammo, copy the cvars from the zr config into your server.cfg and put the default values in. When I release a version with a way to load the plugin on certain maps, this should do what you want.
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1695
Senior Member
Join Date: Jan 2006
Old 03-23-2008 , 14:59   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#238

yeah, should be perfect... I'm gonna re-re-re-reinstall the hacks extension... I don't understand what's going on, never had any problem with that extension in previous installation (zombie:reload 1.0.6 needed it too in my last server).

EDIT : What the hell !? Sure hacks works with the last sourcemod version ? I can't get it working ! Never had any problem before with that extension... help !

Last edited by 1695; 03-23-2008 at 19:38.
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
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Old 03-24-2008 , 13:48   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#239

I just installed SM 1.0 and the hacks extension is working fine.
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1695
Senior Member
Join Date: Jan 2006
Old 03-24-2008 , 14:46   Re: Zombie:Reloaded V2.0 *OFFICIAL*
#240

yeah... i think i'm doing something wrong, but i did the same thing i have always done... Every exts I installed work fine, previous intallation of hacks worked fine, but here... will try again !
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