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Zombie:Reloaded V2.5.1


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nighos
New Member
Join Date: Jul 2009
Old 07-02-2009 , 09:50   Re: Zombie:Reloaded V2.5.1
#1001

I have set the HP in class.txt ,but why i am receiving double amount of the HP stated? (got 600 when I specified 300)

is that because i will receive bonus when i killed a zombie? I am testing alone in the server and I keep suiciding after I become a zombie
if so how can i turn off? thanks again
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rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 07-02-2009 , 10:08   Re: Zombie:Reloaded V2.5.1
#1002

Mother zombies always gets double HP to survive longer.

And about zr_zombie_nvgs, the way it behaves is changed in my patches (2.5.1.29). It's also used to override class nvgs if it's non-negative. 0 means you force it to never give nvgs, 1 is always give. But having -1 makes it use whatever you have set per class. In case you have classes disabled, just use 0 or 1.

Another nice rule in configs, if you don't know what it is, don't touch it. There are some technical configuration settings we made into CVARs so it's easier to adjust and to avoid hard coding. Default values will do fine here, unless you know exactly what it does.

When it comes to documentation, I'm writing a full user manual for ZR 3.0 that explains pretty much everything, like all these CVARs and configuration files.

It's a work in progress, but those who are interested can take a look at it here: Zombie:Reloaded User Manual.

If anyone want to contribute with the "how to play" section you're more than welcome. ^^

Btw, this thread reached a milestone now. 1000 posts! So have the plugin we're working on.
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Grey Echo
Senior Member
Join Date: Nov 2008
Location: United States
Old 07-02-2009 , 12:06   Re: Zombie:Reloaded V2.5.1
#1003

Ugh...bouncing props even with !zstuck removed. Help.
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CS:S*
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Join Date: Jun 2009
Old 07-02-2009 , 12:16   Re: Zombie:Reloaded V2.5.1
#1004

yep ,me to .... today happened

We have to find the source of this problem
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Grey Echo
Senior Member
Join Date: Nov 2008
Location: United States
Old 07-02-2009 , 12:27   Re: Zombie:Reloaded V2.5.1
#1005

I have an idea, but I'm not sure it will work. I'm going to try and force the props to the players' collision groups when they spawn, when this issue presumably occurs. I'll get back to you when I'm done and have tested it, CS:S*.
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rhelgeby
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Join Date: Oct 2008
Location: 0x4E6F72776179
Old 07-02-2009 , 13:08   Re: Zombie:Reloaded V2.5.1
#1006

Well if you've removed ztuck and still got it, I'm totally lost.

Our best hope then is to get cs: source updated to the orange box engine, if Valve ever do that. :S

If bailopan is reading this, any thoughts about these bouncing props?
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Grey Echo
Senior Member
Join Date: Nov 2008
Location: United States
Old 07-02-2009 , 14:24   Re: Zombie:Reloaded V2.5.1
#1007

I think I've found a solution.

Okay, so I believe the problem still has to do with collision groups because there's not much else that could possibly make all physics props bounce, and the version of the Source engine that CS:S uses is known for its fair share of physics glitches. Assuming this is the case and that I am correct, collision groups can easily be changed, and that's exactly what I've done with this fix.

Every frame, I reset the collision groups of all entities to COLLISION_GROUP_PLAYER_MOVEMENT - assuming they aren't set to this already, in which case the plugin waits until the collision group for a given entity does change. This may seem dangerous, but I've tested it with a random sampling of ZM and ZE maps and everything seems to work just fine. Granted, this will break some of the functionality of sv_turbophysics, effectively setting it to 1 for any prop no matter what value is defined. Even this shouldn't cause any serious problems, though, as again I've tested multiple maps already with this fix enabled.

All of this being said, I still don't know if it solves the bouncing props issue. All I know is that it doesn't break anything else, and hypothetically - assuming the problem is with props' collision groups - it should work. I'll be uploading this to my server and seeing what effect it has on it for a couple days.

So, uh, yeah.
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rhelgeby
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Join Date: Oct 2008
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Old 07-02-2009 , 14:33   Re: Zombie:Reloaded V2.5.1
#1008

Lets hope for the best...
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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Grey Echo
Senior Member
Join Date: Nov 2008
Location: United States
Old 07-02-2009 , 15:17   Re: Zombie:Reloaded V2.5.1
#1009

Here's a version that includes an optional NoBlock functionality, ideal for ZE or any other escape-type zombie maps. Use sm_noblock to enable/disable it. I've tested this as well and it appears to be functioning properly.
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 07-02-2009 , 15:31   Re: Zombie:Reloaded V2.5.1
#1010

I haven't seen this bug in so long, what's the difference between our servers? That's the real question.
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