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Tripmines


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Snapcase452
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Join Date: Mar 2007
Old 05-02-2008 , 22:38   Re: Tripmines
Reply With Quote #21

I have a zombiemod server, however the model isn't showing up. I hear the "weeee" sound when I plant it. But nothing happens. Nothing in error logs.
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TechKnow
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Join Date: Nov 2007
Old 05-02-2008 , 23:59   Re: Tripmines
Reply With Quote #22

Since the update working perfect so far, Thank you.
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Snapcase452
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Join Date: Mar 2007
Old 05-03-2008 , 00:49   Re: Tripmines
Reply With Quote #23

It does work, however it does explode but it doesn't damage the player.
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TechKnow
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Join Date: Nov 2007
Old 05-03-2008 , 01:51   Re: Tripmines
Reply With Quote #24

Is it possible that the player was just respawned and still had spawn protection protecting him from damage?
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Snapcase452
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Join Date: Mar 2007
Old 05-03-2008 , 02:02   Re: Tripmines
Reply With Quote #25

No, this was well into the round. Would it be that ZM doesn't allow suicide or Tk? Since this would count as a grenade from a teammate no?

*EDIT*
I did a test, humans are not affected by the trip mines but can still set them off. Zombies are damaged by them though.

Last edited by Snapcase452; 05-03-2008 at 02:12.
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TechKnow
Senior Member
Join Date: Nov 2007
Old 05-03-2008 , 02:06   Re: Tripmines
Reply With Quote #26

its probibly because you dont have FF on.
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Snapcase452
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Join Date: Mar 2007
Old 05-03-2008 , 02:46   Re: Tripmines
Reply With Quote #27

I turned mp_friendlyfire 1(restarted server) but it's still registering as it being off. Does zombiemod block ff?
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TechKnow
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Join Date: Nov 2007
Old 05-03-2008 , 06:14   Re: Tripmines
Reply With Quote #28

im almost sure the zm prolly blocks ff, damn that sux, that is a great plugin 4 zm
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Zalaxy
Member
Join Date: Feb 2008
Old 05-03-2008 , 10:10   Re: Tripmines
Reply With Quote #29

Quote:
Originally Posted by L.Duke
Note that the tripmine logic is handled by the game's entity I/O system and will kill people on your team (in other words, it doesn't recognize friendlyfire settings).

Guys seriously....He said it in the first post. This sentence should answer you're question as to why it's going off for humans.


On a more serious note I just did some somewhat extensive testing into Zombie Master 1.1.3 with this mod. It works. It kills humans and Zombies. The only thing is the range is really weak on the trip mines. Like if theres a two-door hallway where the hallway has double doors. Then a zombie walks through those doors. If the zombie isn't stepping right onto the mine then it won't blow.

So we just put them on the ground and had the zombie's step on them.


On another note. Zombie Master can spawn trip mines. AS well as a dead spectator.

The blue laser is a very nice effect to zombie master though. Defin put's into it a somewhat hi-techish feel.
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Last edited by Zalaxy; 05-03-2008 at 10:51. Reason: Tested with ZM
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Fredd
Veteran Member
Join Date: Jul 2007
Old 05-03-2008 , 16:21   Re: Tripmines
Reply With Quote #30

Dukey@
im not sure im 100% right but cant you add an entity output on the env_beam so capture OnTouchedByEntity then get the toucher and check if they are dead after a few seconds and then you could start that kill log message for hlstats users?
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