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Zombie:Reloaded


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rhelgeby
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Old 06-03-2010 , 15:33   Re: Zombie:Reloaded
Reply With Quote #11

Patch update (r611)
  • Added cvar to enable suicide intercept before the first zombie.
  • Added cvar for minimum dx level on overlays.
  • Fixed classes not always restored from cookies.

See attachment in first post: http://forums.alliedmods.net/showthread.php?t=111492
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Old 06-25-2010 , 10:30   Re: Zombie:Reloaded
Reply With Quote #12

Patch update (r613/r614)
  • Fixed napalm grenades not always working.
  • Fixed signatures and round end defines that were updated in CS:S OB
  • Instructions for updating your server to work with CS:S OB
    • Install MetaMod:Source: 1.8.2
    • Install SourceMod: 1.3.4-hg2996 or newer
    • Install SDKHooks: sdkhooks131-obv-sm13.zip
    • Install latest ZR patch (zombiereloaded-3.0-b2-patch-r546-r614.zip) If you're starting from a vanilla server you must install the attached files IN ORDER, first zombiereloaded-3.0.0-b2.zip then the last patch (r546-r614)
    • Start your server.

See attachments in first post: http://forums.alliedmods.net/showthread.php?t=111492
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Richard Helgeby

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rhelgeby
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Old 07-25-2010 , 17:52   Re: Zombie:Reloaded
Reply With Quote #13

Patch update (r633)
  • Added support for different speed methods, defaulted to prop offset method. See the manual for more information about the class speed attribute.
    Note: The new speed method does no longer affect jump speed, fall speed or weapon recoil.
    Important: Class speeds and spawn protection speed must be updated! Use this conversion formula:
    prop speed offset = ((lmv speed / 300) * 250) - 250
    If you don't want to update speed values right now, use "zr_classes_speed_method lmv" in
    zombiereloaded.cfg for backwards compatibility.
  • Added 'explode' suicide command from OB update to intercept list (bug 190).
  • Removed unnecessary antistick commands for model hull width, all models have the same hull width.
  • Removed hint sound on hp display and spawn protection timer. Credits goes to to Tauphi.
  • Fixed an error that happened when buying ammo and not having a weapon in prim/sec slot.
  • Fixed class menus being disabled and not checking if the player have access to private classes.
  • Fixed client not connected error in class module.
  • Updated compiler. ZR now requires SourceMod 1.3 or newer.
  • Known issue: CS:S bug with spectator movement speed if sv_maxspeed is too high. Don't use higher value than you need (600 should be enough in most cases).

See attachments in first post: http://forums.alliedmods.net/showthread.php?t=111492
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Richard Helgeby

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Last edited by rhelgeby; 07-26-2010 at 17:14.
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rhelgeby
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Old 08-17-2010 , 09:05   Re: Zombie:Reloaded
Reply With Quote #14

Duplicating your post in three different threads won't answer your question faster. Go to the main one: http://forums.alliedmods.net/showthread.php?t=135495
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Richard Helgeby

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Old 08-28-2010 , 15:47   Re: Zombie:Reloaded
Reply With Quote #15

Patch update (r643)
  • Fixed function signatures that were changed after a CS update. Credit to psychonic.
  • Fixed class speed multiplier not properly applied with prop speed method (bug 199).
  • Fixed invalid handle error in ZMarket module (bug 152).
  • Fixed a rare case where removing weapons didn't work.
  • Possibly fixed invalid handle error with WeaponsEntityToDisplay (bug 163).
  • Lowered sv_maxspeed to work around a acceleration issue with spectators.
  • Added validation error messages for individual attributes when loading classes. Easier than
    reading bits from a number.
  • Improved confusing description of the NVGs class attribute.

See the attachments in the first post: http://forums.alliedmods.net/showthread.php?t=111492

If you're doing a clean install, you need both the main release and the latest patch, and installed in that order.
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Richard Helgeby

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Last edited by rhelgeby; 11-14-2010 at 09:40.
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rhelgeby
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Old 10-06-2010 , 20:19   Re: Zombie:Reloaded
Reply With Quote #16

Check health attributes in configs/zr/playerclasses.txt.

Also check the main support forum in case of other issues: http://forums.alliedmods.net/forumdisplay.php?f=132
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santaclaus
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Old 10-09-2010 , 17:20   Re: Zombie:Reloaded
Reply With Quote #17

there's a ZR section there :

http://forums.alliedmods.net/forumdisplay.php?f=132

What you're looking for is there :

http://forums.alliedmods.net/showthread.php?t=139964
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rhelgeby
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Old 10-15-2010 , 07:41   Re: Zombie:Reloaded
Reply With Quote #18

Small patch update (r644)
  • Changed default speed method to LMV because prop speed offsets are broken at the moment. This will introduce some side effects again; jump and fall speed is affected. Weapon recoil is also affected, but it's not confirmed that it has negative impact on bullets or aiming itself.
    Note: Those who already changed speed method back to LMV don't need this patch.

See the attachments in the first post: http://forums.alliedmods.net/showthread.php?t=111492

If you're doing a clean install, you need both the main release and the latest patch, and installed in that order.
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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Last edited by rhelgeby; 11-14-2010 at 09:40.
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rhelgeby
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Old 11-05-2010 , 00:47   Re: Zombie:Reloaded
Reply With Quote #19

Check error logs. There's probably a typo or a validation error somewhere. Otherwise search our main support forum: http://forums.alliedmods.net/forumdisplay.php?f=132
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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rhelgeby
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Old 11-14-2010 , 09:39   Re: Zombie:Reloaded
Reply With Quote #20

Patch update (r647)
  • Added external plugin API for ZR with basic infection and respawn tools. The following natives and forwards are now available:
    • ZR_IsClientZombie
    • ZR_IsClientHuman
    • ZR_InfectClient
    • ZR_HumanClient
    • ZR_OnClientInfect
    • ZR_OnClientInfected
    • ZR_OnClientHuman
    • ZR_OnClientHumanPost
    • ZR_RespawnClient
    • ZR_OnClientRespawn
    • ZR_OnClientRespawned
    • ZR_SetKilledByWorld
    • ZR_GetKilledByWorld
    See addons/sourcemod/scripting/include/zr in the package for details. Also see addons/sourcemod/scripting/testsuite/zr for API usage examples.

See the attachments in the first post: http://forums.alliedmods.net/showthread.php?t=111492

If you're doing a clean install, you need both the main release and the latest patch, and installed in that order.
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Richard Helgeby

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