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[TF2] Zombies VS Enginners (Muselk)


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Jillchang
Senior Member
Join Date: Mar 2014
Old 05-11-2017 , 07:17   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #61

idk why but it is literally the only error im getting in logs, it says to check logs for error but I look at logs and it shows the same thing "check logs for error" after it says it's not runnable
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cigzag
AlliedModders Donor
Join Date: Nov 2014
Location: NZ
Old 05-11-2017 , 15:25   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #62

Quote:
Originally Posted by Jillchang View Post
idk why but it is literally the only error im getting in logs, it says to check logs for error but I look at logs and it shows the same thing "check logs for error" after it says it's not runnable
I'll take a look later today

Edit : Fixed any compiling errors in the version on my Github, aswell as updating the translations file. Test that out and see if it works, cheers
Major Edit : Fixed the plugin. An hookconvarchange was br0ken lmao
Link here for easy access

Last edited by cigzag; 06-24-2017 at 20:20.
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Jillchang
Senior Member
Join Date: Mar 2014
Old 06-19-2017 , 04:27   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #63

Anyone have an update on whether shewowkees is available to work on this this month? Very looking forward to a working update
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cigzag
AlliedModders Donor
Join Date: Nov 2014
Location: NZ
Old 06-24-2017 , 17:27   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #64

Quote:
Originally Posted by Jillchang View Post
Anyone have an update on whether shewowkees is available to work on this this month? Very looking forward to a working update
Hey, I was thinking that I could remaster this plugin, as I havnt seen much development. If you want to carry on with my idea, add me on steam.
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vadia111
Senior Member
Join Date: Dec 2013
Old 06-26-2017 , 19:17   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #65

Quote:
Originally Posted by SnowTigerVidz View Post
Hey, I was thinking that I could remaster this plugin, as I havnt seen much development. If you want to carry on with my idea, add me on steam.



yes !! iIs it possible to put the DAMAGE back on the doctors?

Because this new version the doctors transform the engineers into instant zombies ..... and return that way in this new version + 2 jumps (medics)... is possible?

Last edited by vadia111; 06-26-2017 at 19:22.
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cigzag
AlliedModders Donor
Join Date: Nov 2014
Location: NZ
Old 06-27-2017 , 01:05   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #66

Quote:
Originally Posted by vadia111 View Post
yes !! iIs it possible to put the DAMAGE back on the doctors?

Because this new version the doctors transform the engineers into instant zombies ..... and return that way in this new version + 2 jumps (medics)... is possible?
Yeah, i'll just figure out how he did the damage buff for medics, and the 2 jumps is possible.
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cigzag
AlliedModders Donor
Join Date: Nov 2014
Location: NZ
Old 06-27-2017 , 05:23   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #67

Here's a version with double jumping on my github
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Jillchang
Senior Member
Join Date: Mar 2014
Old 06-27-2017 , 07:13   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #68

Quote:
Originally Posted by SnowTigerVidz View Post
Hey, I was thinking that I could remaster this plugin, as I havnt seen much development. If you want to carry on with my idea, add me on steam.
Hey SnowTIger, I've been a little carried away with work this week, but definitely if you can look into developing it, that would be awesome.

shewowkees seemed to have almost got it working, but there were a few bugs (can't remember but I think i mentioned in threads) that made it impossible to play.
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cigzag
AlliedModders Donor
Join Date: Nov 2014
Location: NZ
Old 06-28-2017 , 03:48   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #69

Quote:
Originally Posted by vadia111 View Post
yes !! iIs it possible to put the DAMAGE back on the doctors?

Because this new version the doctors transform the engineers into instant zombies ..... and return that way in this new version + 2 jumps (medics)... is possible?
Hey, I'm pretty sure i've now also added damage back onto the medics, you can test from my github.
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vadia111
Senior Member
Join Date: Dec 2013
Old 06-28-2017 , 09:19   Re: [TF2] Zombies VS Enginners (Muselk)
Reply With Quote #70

Quote:
Originally Posted by SnowTigerVidz View Post
Hey, I'm pretty sure i've now also added damage back onto the medics, you can test from my github.


i am teste !!!! WORK ....but.... 2 jumps medic ....no!



---------------------------------------x-------------------------------------------
my CVAR i am use ...


// This file was auto-generated by SourceMod (v1.9.0.6083)
// ConVars for plugin "engiesVSmedics.smx"


// Specifies whether you want doublejump only enabled on one team or on all teams
// -
// Default: "1"
sm_doublejump_allorteam "1"

// Vertical boost count
// -
// Default: "250.0"
sm_doublejump_boost "250.0"

// Enables double jumping
// -
// Default: "1"
sm_doublejump_enabled "1"

// Maximum numbers of double jumps
// -
// Default: "1"
sm_doublejump_max "2"

// Specifies which team to pick. Red = 1, Blue = 0
// -
// Default: "0"
sm_doublejump_redorblue "0"

// Round time, 5 minutes by default.
// -
// Default: "314"
zve_round_time "314"

// Setup time, 30s by default.
// -
// Default: "45.0"
zve_setup_time "45.0"

// How much time before round end zombies gain super abilities. Set to 0 to disable it.
// -
// Default: "30.0"
zve_super_zombies "60.0"

// How much time after setup the first zombies have a health boost. Set to 0 to disable it.
// -
// Default: "60.0"
zve_tanks "60.0"


---------------------------------------x--------------------------------

Iam configured something wrong?
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