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[CS:GO] Weapons, Sound and Damage (Molotov) Fixes


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Roccoxx
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Old 10-09-2014 , 16:50   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #151

Quote:
Originally Posted by Jargon View Post
What's an .sma?
sorrrryyyyy i'm a LOL

the .sp file.

.sma is for amx
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Jargon
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Old 10-09-2014 , 21:05   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #152

The .sp file is in the main ZR 3.1 thread, no changes have been made to that. The inc files in the attachment in this thread replace certain files within the CS:S Z:R 3.1 zip.
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vexyos
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Old 10-11-2014 , 11:37   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #153

Where can i get a french translation of ZR ?
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Nolongerinthegame
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Old 10-13-2014 , 18:25   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #154

Got this error, anyone know what this is about?

Code:
L 10/13/2014 - 21:56:14: [SM] Native "GetEdictClassname" reported: Invalid edict (-1 - -1)
L 10/13/2014 - 21:56:14: [SM] Displaying call stack trace for plugin "zombiereloaded.smx":
L 10/13/2014 - 21:56:14: [SM]   [0]  Line 283, zr/damage.inc::DamageOnTakeDamage()

Last edited by Nolongerinthegame; 10-13-2014 at 18:25.
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Jargon
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Old 10-13-2014 , 23:31   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #155

How many times did it happen?

It's not in anything that I've changed, just appears that the SDKHook function that's called when a player takes damage has come up with that error on this part:

Code:
    // Get classname of the inflictor.
    decl String:classname[64];
    GetEdictClassname(inflictor, classname, sizeof(classname));
It's possible the damage was caused by a map entity, another plugin or perhaps a disconnecting player (drop a nade and crash maybe?) that the hook couldn't deal with.

I'd say unless it pops up again and causes you problems it's probably safe to ignore.
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rhelgeby
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Old 10-14-2014 , 16:04   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #156

I think I've seen this error before, so your changes for CS: GO is most likely not causing it.
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Richard Helgeby

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8guawong
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Old 10-24-2014 , 21:44   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #157

just wondering if this is way its suppose to work...
on my server when zombies get hit they jump up (csgo version of knockback??)
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rhelgeby
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Old 10-25-2014 , 06:14   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #158

Yes, knock back doesn't work if zombies stay on the ground. I don't like the solution, but it's the only one we have.
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Richard Helgeby

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Jargon
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Old 10-25-2014 , 06:58   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #159

It depends what he's referring to. If he's using your fix (knockback_boost "1") yes, if he's got that set to 0 and is using the latest fix from the recent group effort it should be much more CS:S like.
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8guawong
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Old 10-25-2014 , 07:22   Re: [CS:GO] Weapons, Sound and Damage (Molotov) Fixes
Reply With Quote #160

Quote:
Originally Posted by Jargon View Post
It depends what he's referring to. If he's using your fix (knockback_boost "1") yes, if he's got that set to 0 and is using the latest fix from the recent group effort it should be much more CS:S like.
Hi Jargon this is what i have installed

PHP Code:
 36 "Zombie:Reloaded" (3.1by Greyscale Richard Helgeby
  37 
"CS:GO Knockback Fix" (1.3.1by Jannik "Peace-Maker" HartungFranc1sco franugMapeadores 
so i should set zr_classes_csgo_knockback_boost to 0?

since you have it crossed out i wasn't sure if setting it to 0 was needed

and the knockback multiplier should they be different from CSS? should they be set higher to set the same effect as CSS?
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