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[CS:S] Release: Zombie:Reloaded 3.1


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Franc1sco
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Join Date: Oct 2010
Location: Spain (Madrid)
Old 01-12-2013 , 12:09   Re: Release: Zombie:Reloaded 3.1
#11

Look good.


The modes of Nemesis, survivor I already had it on my server a long time ago

I had to edit the zr plugin to make that Nemesis not have knockback, for kill the timer to infect in round start if the round will be a nemesis round or survivor (ramdom in each round), I also did added a menu of prizes for items for zombie server (infection bomb, Become a Human, antidote bomb, golden deagle, etc etc) trying to do thing like to zombie plague of cs 1.6


I would like to make that my plugin could work without having to edit the zombiereloaded so it would be nice add these features to the ZR plugin:

-Native: OnZombiePickWeapon (for do that a specific zombie can pick a weapon or not)
-Option for zombie class: a class that only can select by a plugin, else do a native for modificate the knockback of a specific zombie

someone could do it? or else I might try to do it


and the modes only can execute in a pre map? could not be executed at the beginning of round for make a special round?
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Last edited by Franc1sco; 01-12-2013 at 12:11.
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rhelgeby
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Join Date: Oct 2008
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Old 01-12-2013 , 12:26   Re: Release: Zombie:Reloaded 3.1
#12

The ZR API is missing a lot so I see the need for expanding it. There are already a few people who modify ZR and need to reapply their modifications every time we update it.

All three of your suggestions are valid requests, and I'll check it out. But I can't give an ETA. I might finish quickly or something else might require me to postpone it.

Some of the game modes can probably be enabled in the beginning of a round, but I haven't tested it. Theoretically it should work as long as classes are reloaded and reapplied for modes that require it (zr_config_reload and zr_class_reload commands). Most of the modes just modify infection and respawn settings so it should be fine. Remember that these game modes are just pure reconfigurations of ZR between maps.
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MySTHiC
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Join Date: Jul 2011
Location: Berlin
Old 01-13-2013 , 06:35   Re: Release: Zombie:Reloaded 3.1
#13

Is it possible for further updates that you are able to select zombie skins but not classes? or as function selectable, skin + class, skin only, class only. I mean you can decide which skins you want to wear but not which class configuration ur having every round. speed, knockback etc

Last edited by MySTHiC; 01-13-2013 at 06:43.
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MySTHiC
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Join Date: Jul 2011
Location: Berlin
Old 01-13-2013 , 07:34   Re: Release: Zombie:Reloaded 3.1
#14

will you may include that headless zombies gets supported, same as the old zm from mms. Skin example: Alien V3, his head disappears with effects when shooting on his head

Last edited by MySTHiC; 01-13-2013 at 07:56.
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weas
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Join Date: Dec 2012
Old 01-14-2013 , 00:12   Re: Release: Zombie:Reloaded 3.1
#15

Quote:
Originally Posted by rhelgeby View Post
Even though it might work to some degree and there are some fixes available, we're not implementing them as a quick patch. We want to do a proper fix - or to find an elegant way of implementing them without affecting CS: S.
Richard Helgeby!! ZR 3.1 Headshot no works!! Zombie mod works!( in the sense of beheaded

Last edited by weas; 01-14-2013 at 00:18.
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Despirator
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Join Date: Jun 2011
Location: Kazakhstan ->Shymkent
Old 01-14-2013 , 15:07   Re: Release: Zombie:Reloaded 3.1
#16

Quote:
Originally Posted by Franc1sco View Post
-Native: OnZombiePickWeapon (for do that a specific zombie can pick a weapon or not)
maybe forward? btw you can force zombie to pickup a weapon without that forward using native EquipPlayerWeapon(client, weapon) on SDKHook_WeaponCanUsePost
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weas
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Join Date: Dec 2012
Old 01-15-2013 , 02:12   Re: Release: Zombie:Reloaded 3.1
#17

Richard Helgeby!! ZR 3.1 Headshot no works!! Zombie mod works!( in the sense of beheaded
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rhelgeby
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Old 01-15-2013 , 03:16   Re: Release: Zombie:Reloaded 3.1
#18

Are you using immunity modes. If so, try without them.

Anyone else able to confirm that head shot is broken with ZR enabled? Possibly when using the new immunity modes.
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Richard Helgeby

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Last edited by rhelgeby; 01-15-2013 at 03:17.
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weas
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Old 01-15-2013 , 03:53   Re: Release: Zombie:Reloaded 3.1
#19

Quote:
Originally Posted by rhelgeby View Post
Are you using immunity modes. If so, try without them.

Anyone else able to confirm that head shot is broken with ZR enabled? Possibly when using the new immunity modes.

clear! ZR 3.0 general does not appear decapitated heads of zombies!

ZR 3.1 also no!! I checked

Last edited by weas; 01-15-2013 at 05:39.
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Old 01-15-2013 , 11:24   Re: Release: Zombie:Reloaded 3.1
#20

need to implement credits system =)
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