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[SOLVED] Crashing when attacking,no error,big ERROR.


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hardy4u
Senior Member
Join Date: Oct 2012
Location: Sydney,Australia
Old 10-21-2012 , 06:36   [SOLVED] Crashing when attacking,no error,big ERROR.
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Game: Counter strike source
Installed zombie reloaded 3.0 b2


Problems im facing:-
1. Cant see/hear any model,ovelays,sounds,just a BIG RED ERROR,cant hear that ambient.mp3 too.
2. clients don't download any stuff related to ZR,but they can use ZR cvars.
3. when ever i shoot at my team mate or infected zombie,server crashes,but if i don't do any shooting or knifing server don't crash.

Code:
Listing 5 plugins:
  [01] SourceMod (1.4.6) by AlliedModders LLC
  [03] CS:S Tools (1.4.6) by AlliedModders LLC
  [04] SDK Tools (1.4.6) by AlliedModders LLC
  [05] SDK Hooks (2.1.0) by Tsunami, psychonic
zombiereloaded.cfg
Code:
// ============================================================================
//
//                              ZOMBIE:RELOADED
//                           Plugin configuration
//
// Check the plugin configuration section in the manual for detailed info.
//
// ============================================================================

// ----------------------------------------------------------------------------
// Zombie-Related Server Variables
// ----------------------------------------------------------------------------

// The max speed of any player in the server (250 is normal speed). This is just a speed limit, and not the real players' speed.
// Default: "500"
sv_maxspeed 500

// Amount of time, in minutes, zombies have to infect all humans.
// Default: "5"
mp_roundtime 5

// Allows players to move items with their 'use' key.
// Default: "1"
sv_turbophysics 1

// Multiplier for how easy props are moved ['1' = No push]
// Default: "3"
phys_pushscale 3


// ----------------------------------------------------------------------------
// Ammo Reserve Settings
// ----------------------------------------------------------------------------

ammo_50AE_max 800       // deagle
ammo_762mm_max 800      // scout, ak47, g3sg1, aug
ammo_556mm_box_max 800  // m249
ammo_556mm_max 800      // galil, sg552, famas, m4a1, sg550
ammo_338mag_max 200     // awp
ammo_9mm_max 800        // mp5navy, tmp, glock, elite
ammo_buckshot_max 800   // m3, xm1014
ammo_45acp_max 800      // ump45, mac10, usp
ammo_357sig_max 800     // P228
ammo_57mm_max 800       // p90, fiveseven


// ----------------------------------------------------------------------------
// Notes
// ----------------------------------------------------------------------------
// All notes are generalities, exceptions will be noted in appropriate place.
// --------------------------------------------------------------------------
// * All units of time are assumed to be in seconds.
// * ...
// ----------------------------------------------------------------------------
// Format:
// <Cvar description>
// Default: "<Default value>"
// <Cvar> "<Value>"
// ----------------------------------------------------------------------------
// Description:
// "<Simple description> [<Specification> = '<Meaning>' | ...]"
// OR
// "<Simple description> [<Flag>: <Value> | ...]"
//
// Specifications:
// These are specific values that the cvar can be set to.  Used to illustrate
// the scale of a cvar, min/max values, etc.
//
// Meaning:
// The description of what the specification does.
//
// Flag:
// Includes any of the following:
// * "Dependency"  - Means this cvar relies on another cvar to be enabled.
//                   E.G. Has no effect until its dependencies are enabled.
// * "Delimiter"   - Separate each item by this given character.
// * "Override"    - Means this cvar overrides another if enabled.
// * "Recommended" - Means another cvar is recommended to be enabled if this
//                   one is.
// ...
//
// Value:
// The value of the flag.  Usually a referenced cvar.


// ----------------------------------------------------------------------------
// Log (core)
// ----------------------------------------------------------------------------

// Enable logging of events in the plugin. Fatal errors are always logged.
// Default: "1"
zr_log "1"

// A bit field that specify what event types to log. See logging section (3.3) in manual for details.
// Default: "2"
zr_log_flags "2"

// Enable module filtering. Only events from listed modules will be logged.
// Default: "0"
zr_log_module_filter "0"

// Don't log events triggered by console commands that are executed by  the console itself, like commands in configs. Enable this command to  avoid spamming logs with events like weapon restrictions.
// Default: "1"
zr_log_ignore_console "1"

// Always log error messages no matter what logging flags or modules filters that are enabled.
// Default: "1"
zr_log_error_override "1"

// Print log events to admin chat in addition to the log file.
// Default: "0"
zr_log_print_admins "0"

// Print log events to public chat in addition to the log file.
// Default: "0"
zr_log_print_chat "0"


// ----------------------------------------------------------------------------
// Config (core)
// ----------------------------------------------------------------------------

// Path, relative to root sourcemod directory, to models config file.
// Default: "configs/zr/models.txt"
zr_config_path_models "configs/zr/models.txt"

// Path, relative to root sourcemod directory, to downloads file.
// Default: "configs/zr/downloads.txt"
zr_config_path_downloads "configs/zr/downloads.txt"

// Path, relative to root sourcemod directory, to playerclasses config file.
// Default: "configs/zr/playerclasses.txt"
zr_config_path_playerclasses "configs/zr/playerclasses.txt"

// Path, relative to root sourcemod directory, to weapons config file.
// Default: "configs/zr/weapons.txt"
zr_config_path_weapons "configs/zr/weapons.txt"

// Path, relative to root sourcemod directory, to hitgroups config file.
// Default: "configs/zr/hitgroups.txt"
zr_config_path_hitgroups "configs/zr/hitgroups.txt"


// ----------------------------------------------------------------------------
// Permission settings
// ----------------------------------------------------------------------------

// Use group authentication instead of flags to access admin features. Generic admin flag is still required on some features.
// -
// Default: "0"
zr_permissions_use_groups "0"

// ----------------------------------------------------------------------------
// Classes (core)
// ----------------------------------------------------------------------------

// General

// Re-display class selection menu every spawn.
// Default: "0"
zr_classes_menu_spawn "0"

// Display class selection menu when a player spawn for the first time.
// Default: "0"
zr_classes_menu_join "0"

// Automatically close class selection menu after selecting a class.
// Default: "1"
zr_classes_menu_autoclose "1"

// Player is assigned a random class every spawn. [Override: zr_classes_default_*]
// Default: "0"
zr_classes_random "0"

// Time limit to change human class with instant change after spawning. Time is in seconds. Use 0 or negative to disable.
// Default: "20"
zr_classes_change_timelimit "20"

// Save players' class selections in server cookies and restore when connecting. [Override: zr_classes_default_*]
// Default: "1"
zr_classes_save "1"

// (Not implemented!) Admin-only class assigned to admins on connect, if  any. ["default" = Default human class | "random" = Random admin-only  class]
// Default: "random"
zr_classes_default_admin "default"

// (Incomplete) Admin-mode class assigned to admins on connect. Do not  confuse this with admin-only classes. ["random" = Random admin class |  "" = Class config default]
// Default: "random"
zr_classes_default_admin_mode "random"

// Human class assigned to players on connect. ["random" = Random human class | "" = Class config default]
// Default: "random"
zr_classes_default_human "random"

// Zombie class assigned to players on connect. ["random" = Random zombie class | "" = Class config default]
// Default: "random"
zr_classes_default_zombie "random"

// Zombie class assigned to mother zombies. ["motherzombies" = Random  mother zombie class | "random" = Random regular zombie class |  "disabled" = Don't change class on mother zombies]
// Default: "motherzombies"
zr_classes_default_mother_zombie "motherzombies"

// Allow players to select zombie classes.
// Default: "1"
zr_classes_zombie_select "1"

// Allow players to select human classes.
// Default: "1"
zr_classes_human_select "1"

// Allow admins to select admin mode classes. (Not to be confused by admin-only classes!)
// Default: "1"
zr_classes_admin_select "1"

// Speed method to use when applying player speed. Do not touch this if  you don't know what you're doing! ["lmv" = Lagged movement value |  "prop" = Player speed property]
// Default: "lmv"
zr_classes_speed_method "lmv"

// Overlay

// Allow players to toggle class overlay.
// Default: "1"
zr_classes_overlay_toggle "1"

// List of commands to hook that players can use to toggle class  overlay. [Dependency: zr_classes_overlay_toggle | Delimiter: ", "]
// Default: "nightvision"
zr_classes_overlay_togglecmds "nightvision"

// Default class overlay toggle state set on connecting player.
// Default: "1"
zr_classes_overlay_default "1"


// ----------------------------------------------------------------------------
// Weapons (core)
// ----------------------------------------------------------------------------

// General

// Enable weapons module, disabling this will disable any  weapons-related features. (weapon restrictions, weapon knockback  multipliers, etc)
// Default: "1"
zr_weapons "1"

// Restrict

// Enable weapon restriction module, disabling this will disable weapon restriction commands.
// Default: "1"
zr_weapons_restrict "1"

// Restricts zombies from picking up weapons after the round has ended but before the next round has begun.
// Default: "1"
zr_weapons_restrict_endequip "1"

// ZMarket

// Allow player to buy from a list of weapons in the weapons config.
// Default: "1"
zr_weapons_zmarket "1"

// Requires player to be inside a buyzone to use ZMarket. [Dependency: zr_weapons_zmarket]
// Default: "1"
zr_weapons_zmarket_buyzone "1"

// Allow players to rebuy their previous weapons. [Dependency: zr_weapons_zmarket]
// Default: "1"
zr_weapons_zmarket_rebuy "1"

// Allow players to automatically rebuy their previous weapons. [Dependency: zr_weapons_zmarket&zr_weapons_zmarket_rebuy]
// Default: "1"
zr_weapons_zmarket_rebuy_auto "1"


// ----------------------------------------------------------------------------
// Hitgroups (core)
// ----------------------------------------------------------------------------

// Enable hitgroups module, disabling this will disable hitgroup-related  features. (hitgroup knockback multipliers, hitgroup damage control)
// Default: "1"
zr_hitgroups "1"


// ----------------------------------------------------------------------------
// Infect (core)
// ----------------------------------------------------------------------------

// General

// Number of mother zombies to infect (when infect timer is up) in proportion to number of humans on the server.
// Default: "5"
zr_infect_mzombie_ratio "5"

// Counts down to the first infection of the round.  The counter is displayed in the middle of the screen.
// Default: "0"
zr_infect_mzombie_countdown "0"

// Teleport mother zombies back to spawn on infect.
// Default: "0"
zr_infect_mzombie_respawn "0"

// Maximum time from the start of the round until picking the mother zombie(s).
// Default: "50.0"
zr_infect_spawntime_max "50.0"

// Minimum time from the start of the round until picking the mother zombie(s).
// Default: "30.0"
zr_infect_spawntime_min "30.0"

// Prevent a player from being chosen as mother zombie two rounds in a row.
// Default: "1"
zr_infect_consecutive_block "1"

// Force player to drop all weapons on infect, disabling this will strip weapons instead.
// Default: "1"
zr_infect_weapons_drop "1"

// Effects

// Disabling this will disable the fireball, smoke cloud, and sparks in a more efficient way.
// Default: "1"
zr_infect_explosion "1"

// Spawn a fireball effect around player on infection. [Dependency: zr_infect_explosion]
// Default: "1"
zr_infect_fireball "1"

// Spawn a smoke cloud effect around player on infection. [Dependency: zr_infect_explosion]
// Default: "1"
zr_infect_smoke "1"

// Emit sparks from player on infection. [Dependency: zr_infect_explosion]
// Default: "1"
zr_infect_sparks "1"

// Sound, relative to "sound" folder, to play from player on infection. ['""' = No sound]
// Default: "npc/fast_zombie/fz_scream1.wav"
zr_infect_sound "npc/fast_zombie/fz_scream1.wav"

// Emit an energy splash from player on infection.
// Default: "1"
zr_infect_esplash "1"

// Shake player's view on infect.
// Default: "1"
zr_infect_shake "1"

// Amplitude of shaking effect. [Dependency: zr_infect_shake]
// Default: "15.0"
zr_infect_shake_amp "15.0"

// Frequency of shaking effect. [Dependency: zr_infect_shake]
// Default: "1.0"
zr_infect_shake_frequency "1.0"

// Duration of shaking effect. [Dependency: zr_infect_shake]
// Default: "5.0"
zr_infect_shake_duration "5.0"


// ----------------------------------------------------------------------------
// Damage (core)
// ----------------------------------------------------------------------------

// Hitgroup damage

// Read hitgroup damage control from hitgroup config file, disabling this allows all zombie hitgroups to be shot.
// Default: "1"
zr_damage_hitgroups "1"

// Block Damage Types

// Block friendly fire.
// Default: "1"
zr_damage_block_ff "1"

// Block blast damage inflicted on self or teammates.
// Default: "1"
zr_damage_block_blast "1"

// Suicide Intercept

// Intercept suicide commands attempted by zombies.
// Default: "0"
zr_damage_suicide_zombie "0"

// Intercept suicide commands attempted by mother zombies.
// Default: "1"
zr_damage_suicide_mzombie "1"

// Intercept suicide commands attempted by humans.
// Default: "0"
zr_damage_suicide_human "0"

// List of client commands to intercept as suicide attempts. [Delimiter: ", "]
// Default: "kill, spectate, jointeam, joinclass, explode"
zr_damage_suicide_cmds "kill, spectate, jointeam, joinclass, explode"

// Intercept suicide commands only after the first zombie has spawned.
// Default: "1"
zr_damage_suicide_after_infect "1"


// ----------------------------------------------------------------------------
// Overlays (core)
// ----------------------------------------------------------------------------

// How often to update overlays on players. [0.0 = Disabled]
// Default: "1.0"
zr_overlays_update_time "1.0"

// Minimum DirectX level allowed for overlays (mat_dxlevel).
// Default: "80"
zr_overlays_min_dxlevel "80"


// ----------------------------------------------------------------------------
// Round End (core)
// ----------------------------------------------------------------------------

// Show specified overlay to players depending on winner when the round ends.
// Default: "1"
zr_roundend_overlay "1"

// Overlay, relative to "materials" folder, to display when zombies win the round. [Dependency: zr_roundend_overlay]
// Default: "overlays/zr/zombies_win"
zr_roundend_overlays_zombie "overlays/zr/zombies_win"

// Overlay, relative to "materials" folder, to display when humans win the round. [Dependency: zr_roundend_overlay]
// Default: "overlays/zr/humans_win"
zr_roundend_overlays_human "overlays/zr/humans_win"

// Balances the team every time the round ends. Disable this if you use something else to balance teams.
// Default: "1"
zr_roundend_balance_teams "1"

// ----------------------------------------------------------------------------
// Account (module)
// ----------------------------------------------------------------------------

// Reset player's cash each spawn.
// Default: "1"
zr_account_cashfill "1"

// Amount of cash to set player's account to. [Dependency: zr_account_cashfill]
// Default: "12000"
zr_account_cashfill_value "12000"

// Attacker receives amount of cash equivalent to the damage that was inflicted.
// Default: "0"
zr_account_cashdmg "0"


// ----------------------------------------------------------------------------
// Visual Effects (module)
// ----------------------------------------------------------------------------

// Lightstyle

// Change lightstyle (brightness) of the map.
// Default: "0"
zr_veffects_lightstyle "0"

// Lightstyle value. ['a' = Darkest | 'z' = Brightest | Dependency: zr_veffects_lightstyle]
// Default: "b"
zr_veffects_lightstyle_value "b"

// Sky

// Change map skybox.
// Default: "0"
zr_veffects_sky "0"

// Skybox file, relative to "materials/skybox" folder, to change map  skybox to.  This file is automatically downloaded to clients.  [Dependency: zr_veffects_sky]
// Default: "sky_borealis01up.vmt"
zr_veffects_sky_path "sky_borealis01up.vmt"

// Sun

// Disable sun rendering on map.
// Default: "0"
zr_veffects_sun_disable "0"

// Fog (UNSUPPORTED) SourceMod currently doesn't support this feature.

// (UNSUPPORTED) Enable fog rendering on the map.
// Default: "0"
zr_veffects_fog "0"

// (UNSUPPORTED) If fog exists already on the map, then replace with new modified fog. [Dependency: zr_veffects_fog]
// Default: "0"
zr_veffects_fog_override "0"

// (UNSUPPORTED) Primary color of the fog. [Dependency: zr_veffects_fog]
// Default: "255 255 255"
zr_veffects_fog_pcolor "255 255 255"

// (UNSUPPORTED) Secondary color of the fog. [Dependency: zr_veffects_fog]
// Default: "255 255 255"
zr_veffects_fog_scolor "255 255 255"

// (UNSUPPORTED) Density (thickness) of the fog. [Dependency: zr_veffects_fog]
// Default: "0.8"
zr_veffects_fog_density "0.8"

// (UNSUPPORTED) Distance from player to start rendering foremost fog. [Dependency: zr_veffects_fog]
// Default: "0"
zr_veffects_fog_startdist "0"

// (UNSUPPORTED) Distance from player to stop rendering fog. [Dependency: zr_veffects_fog]
// Default: "400"
zr_veffects_fog_enddist "400"

// (UNSUPPORTED) Vertical clipping plane.
// Default: "2000"
zr_veffects_fog_farz "2000"

// Ragdoll

// Remove players' ragdolls from the game after a delay.
// Default: "1"
zr_veffects_ragdoll_remove "1"

// The ragdoll removal effect. ['-2' = Effectless removal | '-1' =  Random effect | '0' = Energy dissolve | '1' = Heavy electrical dissolve |  '2' = Light electrical dissolve | '3' = Core dissolve | Dependency:  zr_veffects_ragdoll_remove]
// Default: "-1"
zr_veffects_ragdoll_dissolve "-1"

// Time to wait before removing the ragdoll. [Dependency: zr_veffects_ragdoll_remove]
// Default: "0.5"
zr_veffects_ragdoll_delay "0.5"


// ----------------------------------------------------------------------------
// Sound Effects (module)
// ----------------------------------------------------------------------------

// Zombie Sounds

// Time between emission of a moan sound from a zombie.
// Default: "30.0"
zr_seffects_moan "30.0"

// The probability that a groan sound will be emitted from a zombie when  shot. ['100' = 1% chance | '50' = 2% chance | '1' = 100% chance]
// Default: "5"
zr_seffects_groan "5"

// Emit a death sound when a zombie dies.
// Default: "1"
zr_seffects_death "1"

// Number of sound commands allowed within the time span, or total limit  if time span is disabled. ['0' = Disable sound command limit]
// Default: "4"
zr_seffects_command_limit "4"

// Time span for sound command limiter (in seconds). ['0' = Disable time span check | positive number = Time span]
// Default: "10"
zr_seffects_command_timespan "10"

// Ambient Sounds

// Play an ambient sound to all players during gameplay.
// Default: "1"
zr_ambientsounds "1"

// Sound file, relative to "sound" folder, to play as ambience.  This  file is automatically downloaded to clients. [Dependency:  zr_ambientsounds]
// Default: "ambient/zr/zr_ambience.mp3"
zr_ambientsounds_file "ambient/zr/zr_ambience.mp3"

// Length of the ambient sound. [Dependency: zr_ambientsounds]
// Default: "60.0"
zr_ambientsounds_length "60.0"

// Volume of the ambient sound. [1.0 = Max volume | 0.0001 = Not audible | Dependency: zr_ambientsounds]
// Default: "0.8"
zr_ambientsounds_volume "0.8"


// ----------------------------------------------------------------------------
// Anti-Stick (module)
// ----------------------------------------------------------------------------

// Automatically unstick players when stuck within each others' collision hull.
// Default: "1"
zr_antistick "1"


// ----------------------------------------------------------------------------
// Spawn Protect (module)
// ----------------------------------------------------------------------------

// Player will be protected from infection when spawning into the game late.
// Default: "1"
zr_spawnprotect "1"

// Amount of time to protect player. [Dependency: zr_spawnprotect]
// Default: "10"
zr_spawnprotect_time "10"

// Speed of the player during protection. See the manual for more information. [Dependency: zr_spawnprotect]
// Default: "600.0"
zr_spawnprotect_speed "600.0"

// Alpha of the player during protection. ['255' = Fully visible | '0' = Completely invisible | Dependency: zr_spawnprotect]
// Default: "0"
zr_spawnprotect_alpha "0"


// ----------------------------------------------------------------------------
// Respawn (module)
// ----------------------------------------------------------------------------

// Respawn players after death. [Recommended: (Enable) zr_zspawn*]
// Default: "0"
zr_respawn "0"

// Time after death to delay player respawn. [Dependency: zr_respawn]
// Default: "1"
zr_respawn_delay "1"

// Respawn player as a zombie. [Dependency: zr_respawn]
// Default: "1"
zr_respawn_team_zombie "1"

// Respawn player as a zombie if player was killed by the world. [Override: zr_respawn_team_zombie]
// Default: "1"
zr_respawn_team_zombie_world "1"


// ----------------------------------------------------------------------------
// Napalm (module)
// ----------------------------------------------------------------------------

// Ignite grenade in mid-air after player throws it. [Dependency: Human Attribute 'has_napalm']
// Default: "1"
zr_napalm_ignite "1"

// Minimum water-saturation before flame is extinguished. ['0' = Disabled | '1' = Feet | '2' = Waist | '3' = Full submersion]
// Default: "0"
zr_napalm_douse "0"


// ----------------------------------------------------------------------------
// Jump Boost (module)
// ----------------------------------------------------------------------------

// Prevent players from using forward jump boost multipliers to bunny hop.
// Default: "1"
zr_jumpboost_bhop_protect "1"

// The maximum horizontal velocity a player can achieve before bunnyhop  protection kicks in. [Dependency: zr_jumpboost_bhop_protect]
// Default: "300"
zr_jumpboost_bhop_max "300"


// ----------------------------------------------------------------------------
// Volumetric Features (module)
// ----------------------------------------------------------------------------

// Enables volumetric features.
// Default: "1"
zr_vol "1"

// How often to update player positions and trigger events, in seconds.
// Default: "1.0"
zr_vol_update_interval "1.0"

// How often to check for delayed events, in seconds. Use lower values for more precise delays.
// Default: "1.0"
zr_vol_trigger_interval "1.0"


// ----------------------------------------------------------------------------
// ZSpawn (module)
// ----------------------------------------------------------------------------

// Allow players to spawn into the game late.
// Default: "1"
zr_zspawn "1"

// Override spawn team when spawning by means of ZSpawn.
// Default: "1"
zr_zspawn_team_override "1"

// Spawn player on zombie team when spawning by means of ZSpawn.  [Dependency: zr_zspawn_team_override | Override: zr_respawn_team_zombie]
// Default: "0"
zr_zspawn_team_zombie "0"

// Block players disconnecting and rejoing the game using zspawn.
// Default: "1"
zr_zspawn_block_rejoin "1"

// Put a time limit on the use of ZSpawn.
// Default: "1"
zr_zspawn_timelimit "1"

// Time from the start of the round to allow ZSpawn. [Dependency: zr_zspawn_timelimit]
// Default: "120.0"
zr_zspawn_timelimit_time "120.0"

// Spawn player on the zombie team AFTER the timelimit is up. ['-1' =  Block ZSpawn | '0' = Spawn as human | '1' = Spawn as zombie |  Dependency: zr_zspawn_timelimit]
// Default: "1"
zr_zspawn_timelimit_zombie "1"



// ----------------------------------------------------------------------------
// ZTele (module)
// ----------------------------------------------------------------------------

// Allow zombies to use ZTele.
// Default: "1"
zr_ztele_zombie "1"

// Allow humans to use ZTele before the mother zombie has spawned.
// Default: "1"
zr_ztele_human_before "1"

// Allow humans to use ZTele after the mother zombie has spawned.
// Default: "1"
zr_ztele_human_after "1"

// Time between using ZTele command and teleportation for zombies. [Dependency: zr_ztele_zombie]
// Default: "3.0"
zr_ztele_delay_zombie "3.0"

// Time between using ZTele command and teleportation for humans. [Dependency: zr_ztele_human_(before)/(after)]
// Default: "3.0"
zr_ztele_delay_human "3.0"

// Max number of times a zombie is allowed to use ZTele per round. [Dependency: zr_ztele_zombie]
// Default: "3"
zr_ztele_max_zombie "3"

// Max number of times a human is allowed to use ZTele per round. [Dependency: zr_ztele_human_(before)/(after)]
// Default: "1"
zr_ztele_max_human "1"

// Automatically cancel ZTele if player moves out of a set boundary. [Dependency: zr_ztele_(zombie)/(human)[_(before)/(after)]]
// Default: "1"
zr_ztele_autocancel "1"

// Maximum distance, in feet, player is allowed to travel before teleport is cancelled. [Dependency: zr_ztele_autocancel]
// Default: "20"
zr_ztele_autocancel_distance "20"


// ----------------------------------------------------------------------------
// ZHP (module)
// ----------------------------------------------------------------------------

// Allow player to toggle real HP display as a zombie.
// Default: "1"
zr_zhp "1"

// Default ZHP toggle state set on connecting player. [Dependency: zr_zhp]
// Default: "1"
zr_zhp_default "1"
downloads.txt
Code:
// ============================================================================
//
//                              ZOMBIE:RELOADED
//                           Downloads configuration
//
// See Download List (3.6) section in the manual for detailed info.
//
// ============================================================================
// * Each uncommented line will be used as a file path for clients to download.
// ----------------------------------------------------------------------------
// Defaults:
// ----------------------------------------------------------------------------

materials/models/player/zh/Zombie_Classic_sheet.vmt
materials/models/player/zh/corpse1.vmt
materials/models/player/zh/Charple1_sheet.vmt

// hellknight
materials/models/player/ics/hellknight_red/estuche.vmt
materials/models/player/ics/hellknight_red/estuche.vtf
materials/models/player/ics/hellknight_red/hellknight.vmt
materials/models/player/ics/hellknight_red/hellknight.vtf
materials/models/player/ics/hellknight_red/hellknight_normal.vtf

// team win overlays
materials/overlays/zr/zombies_win.vtf
materials/overlays/zr/zombies_win.vmt
materials/overlays/zr/humans_win.vtf
materials/overlays/zr/humans_win.vmt

// zvision
materials/overlays/zr/zvision.vtf
materials/overlays/zr/zvision.vmt
models.txt
Code:
// ============================================================================
//
//                              ZOMBIE:RELOADED
//                            Model configuration
//
// See Model Configuration (3.5) section in the manual for detailed info.
//
// ============================================================================
//
// SHORT DESCRIPTIONS
//
// Attribute:   Description:
// ----------------------------------------------------------------------------
// name     Name of model file, without extension.
// path     Path to model files. MUST end with "/".
// team     Model type:
//              "zombies"
//              "humans"
// access   Access type:
//              "public"        - Everyone can use the model.
//              "admins"        - Model can only be used by admins.    
//              "hidden"        - Model is excluded from public random selections.
//              "motherzombies" - Model can only be used by mother zombies.
//              "group"         - Use group authentication.
// group    If access is "group": A SourceMod group name. Otherwise blank ("").

"models"
{
    "zh_charple001"
    {
        "name"      "zh_charple001"
        "path"      "models/player/zh/"
        "team"      "zombies"
        "access"    "public"
        "group"     ""
    }
    
    "zh_zombie003"
    {
        "name"      "zh_zombie003"
        "path"      "models/player/zh/"
        "team"      "zombies"
        "access"    "public"
        "group"     ""
    }
    
    "zh_corpse002"
    {
        "name"      "zh_corpse002"
        "path"      "models/player/zh/"
        "team"      "zombies"
        "access"    "public"
        "group"     ""
    }
    
    "t_guerilla"
    {
        "name"      "t_guerilla"
        "path"      "models/player/ics/hellknight_red/"
        "team"      "zombies"
        "access"    "public"
        "group"     ""
    }
    
    // Special model examples:
    // -----------------------
    
    // Only admins can use this zombie model.
    //"admin_zombie"
    //{
    //    "name"      "1337model"
    //    "path"      "models/player/adminmodels/"
    //    "team"      "zombies"
    //    "access"    "admins"
    //    "group"     ""
    //}
    
    // Only members of the zr_vip group in SourceMod can use this human model.
    //"vip_human"
    //{
    //    "name"      "vipmodel"
    //    "path"      "models/player/vip/"
    //    "team"      "humans"
    //    "access"    "group"
    //    "group"     "zr_vip"
    //}
    
    // This model will be excluded from public random selections. Only classes
    // that use "random_hidden" or explicit specify this model will be able to use it.
    //"hidden"
    //{
    //    "name"      "hiddenmodel"
    //    "path"      "models/player/"
    //    "team"      "humans"
    //    "access"    "hidden"
    //    "group"     ""
    //}
}
playerclasses.txt
Code:
// ============================================================================
//
//                    Zombie:Reloaded Class configuration
//
// See Class Configuration (3.7) in the manual for detailed info.
//
// ============================================================================
//
// SHORT DESCRIPTIONS
//
// Attribute:               Values:     Description:
// ----------------------------------------------------------------------------
// enabled                  yes/no      Enables or disables a class.
// team                     number      Specifies what team the class belongs to:
//                                      0 - Zombies
//                                      1 - Humans
//                                      2 - Admin mode classes (incomplete feautre!)
// team_default             yes/no      Marks the class as the default class in the team.
// flags                    number      Special class flags (bit field). To combine multiple flags
//                                      use a sum of the flag values. Available flags:
//                                      1 - Admins only
//                                      2 - Mother zombies only
// group                    text        Restrict class to member of this SourceMod group. Leave blank for no restriction.
// name                     text        The class name used in class menu.
// description              text        The class description used in class menu.
// model_path               text        Path to model to use. Relative to cstrike folder.
// alpha_initial            number      Initial transparency setting.
// alpha_damaged            number      Transparency when damaged.
// alpha_damage             number      How much damage to do before switching alpha.
// overlay_path             text        Overlay displayed at the player.
// nvgs                     yes/no      Give and turn on night vision.
// fov                      number      Field of view value. 90 is default.
// has_napalm               yes/no      Allows player to throw napalm grenades. Humans only.
// napalm_time              decimal     Napalm burn duration. Zombies only.
// immunity_mode            number      Sets the immunity mode.
// immunity_amount          decimal     Sets the immunity value.
// no_fall_damage           on/off      Disables fall damage.
// health                   number      How many health points to give.
// health_regen_interval    decimal     Sets the regeneration interval. 0 to disable.
// health_regen_amount      number      How much HP to give per interval.
// health_infect_gain       number      How much HP to give when the player infects someone. Zombies only.
// kill_bonus               number      How many points to give per kill. Zombies only.
// speed                    decimal     The player speed.
// knockback                decimal     Force of the knockback when shot at. Zombies only.
// jump_height              decimal     Multiplier of the players jump height. 0.0 means no jump boost, 1.0 is normal.
// jump_distance            decimal     Multiplier of the players jump distance. 0.0 means no forward jump boost, 1.0 is normal.

"classes"
{
    // ------------------------------------------
    //
    // Zombie classes
    //
    // ------------------------------------------
    "zombie_classic"
    {
        // General
        "enabled"               "yes"
        "team"                  "0"
        "team_default"          "yes"
        "flags"                 "0"
        "group"                 ""
        
        "name"                  "Classic"
        "description"           "Need brains!!! Arrrrggghh!"
        
        // Model
        "model_path"            "models/player/zh/zh_charple001.mdl"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          "overlays/zr/zvision"
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "no"
        "napalm_time"           "10.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "2500"
        "health_regen_interval" "0.0"
        "health_regen_amount"   "0"
        "health_infect_gain"    "700"
        "kill_bonus"            "2"
        
        "speed"                 "390"
        "knockback"             "4"
        "jump_height"           "1.1"
        "jump_distance"         "1.2"
    }
    
    "zombie_fast"
    {
        // General
        "enabled"               "yes"
        "team"                  "0"
        "team_default"          "no"
        "flags"                 "0"
        "group"                 ""
        
        "name"                  "Fast"
        "description"           "-HP | +Speed | +Jump | +Knockback"
        
        // Model
        "model_path"            "models/player/zh/zh_corpse002.mdl"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          "overlays/zr/zvision"
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "no"
        "napalm_time"           "5.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "2000"
        "health_regen_interval" "0.0"
        "health_regen_amount"   "0"
        "health_infect_gain"    "500"
        "kill_bonus"            "2"
        
        "speed"                 "420"
        "knockback"             "4.5"
        "jump_height"           "1.3"
        "jump_distance"         "1.2"
    }
    
    "zombie_mutated"
    {
        // General
        "enabled"               "yes"
        "team"                  "0"
        "team_default"          "no"
        "flags"                 "0"
        "group"                 ""
        
        "name"                  "Mutated"
        "description"           "+HP | -Speed | +Jump | +Knockback"
        
        // Model
        "model_path"            "models/player/zh/zh_zombie003.mdl"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          "overlays/zr/zvision"
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "no"
        "napalm_time"           "15.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "3500"
        "health_regen_interval" "0.0"
        "health_regen_amount"   "0"
        "health_infect_gain"    "850"
        "kill_bonus"            "2"
        
        "speed"                 "270"
        "knockback"             "3.5"
        "jump_height"           "1.3"
        "jump_distance"         "1.3"
    }
    
    "zombie_heavy"
    {
        // General
        "enabled"               "yes"
        "team"                  "0"
        "team_default"          "no"
        "flags"                 "0"
        "group"                 ""
        
        "name"                  "Heavy"
        "description"           "+HP | -Speed | -Jump | -Knockback"
        
        // Model
        "model_path"            "models/player/ics/hellknight_red/t_guerilla.mdl"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          "overlays/zr/zvision"
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "no"
        "napalm_time"           "20.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "4000"
        "health_regen_interval" "0.0"
        "health_regen_amount"   "0"
        "health_infect_gain"    "1000"
        "kill_bonus"            "2"
        
        "speed"                 "275"
        "knockback"             "2.5"
        "jump_height"           "0.9"
        "jump_distance"         "0.9"
    }
    
    "mother_zombie"
    {
        // General
        "enabled"               "yes"
        "team"                  "0"
        "team_default"          "no"
        "flags"                 "2"
        "group"                 ""
        
        "name"                  "Mother zombie"
        "description"           "+HP regen | +Speed | +Jump | -Knockback"
        
        // Model
        "model_path"            "models/player/zh/zh_charple001.mdl"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          "overlays/zr/zvision"
        "nvgs"                  "no"
        "fov"                   "110"
        
        // Effects
        "has_napalm"            "0"
        "napalm_time"           "5.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "2500"
        "health_regen_interval" "0.25"
        "health_regen_amount"   "10"
        "health_infect_gain"    "700"
        "kill_bonus"            "4"
        
        "speed"                 "432"
        "knockback"             "2.8"
        "jump_height"           "1.2"
        "jump_distance"         "1.3"
    }
    
    "mother_zombie_admin"
    {
        // General
        "enabled"               "yes"
        "team"                  "0"
        "team_default"          "no"
        "flags"                 "3"
        "group"                 ""
        
        "name"                  "Admin mother zombie"
        "description"           "+HP regen | +Speed | +Jump | -Knockback"
        
        // Model
        "model_path"            "models/player/zh/zh_charple001.mdl"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          "overlays/zr/zvision"
        "nvgs"                  "no"
        "fov"                   "110"
        
        // Effects
        "has_napalm"            "no"
        "napalm_time"           "3.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "3500"
        "health_regen_interval" "0.25"
        "health_regen_amount"   "10"
        "health_infect_gain"    "700"
        "kill_bonus"            "1"
        
        "speed"                 "486"
        "knockback"             "2.8"
        "jump_height"           "1.2"
        "jump_distance"         "1.3"
    }
    
    // ------------------------------------------
    //
    // Human classes
    //
    // ------------------------------------------
    
    "human_normal"
    {
        // General
        "enabled"               "yes"
        "team"                  "1"
        "team_default"          "yes"
        "flags"                 "0"
        "group"                 ""
        
        "name"                  "Normal Human"
        "description"           "Default Counter-Strike settings"
        
        // Model
        "model_path"            "default"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          ""
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "yes"
        "napalm_time"           "0.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "no"
        
        "health"                "100"
        "health_regen_interval" "0.0"
        "health_regen_amount"   "0"
        "health_infect_gain"    "0"
        "kill_bonus"            "2"
        
        "speed"                 "300"
        "knockback"             "0"
        "jump_height"           "1.0"
        "jump_distance"         "1.0"
    }
    
    "human_vip"
    {
        // General
        "enabled"               "no"
        "team"                  "1"
        "team_default"          "yes"
        "flags"                 "0"
        "group"                 ""      // Write the name of a SourceMod group for vip players ("zr_vip"), then make it in SourceMod.
        
        "name"                  "VIP Human"
        "description"           "Human class for important players"
        
        // Model
        "model_path"            "default"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          ""
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "yes"
        "napalm_time"           "0.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "200"
        "health_regen_interval" "1.0"
        "health_regen_amount"   "10"
        "health_infect_gain"    "0"
        "kill_bonus"            "1"
        
        "speed"                 "300"
        "knockback"             "0"
        "jump_height"           "1.2"
        "jump_distance"         "1.2"
    }
    
    "human_admin"
    {
        // General
        "enabled"               "yes"
        "team"                  "1"
        "team_default"          "no"
        "flags"                 "1"
        "group"                 ""
        
        "name"                  "Admin Human"
        "description"           "Human class for admins"
        
        // Model
        "model_path"            "default"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          ""
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "yes"
        "napalm_time"           "0.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "200"
        "health_regen_interval" "1.0"
        "health_regen_amount"   "10"
        "health_infect_gain"    "0"
        "kill_bonus"            "1"
        
        "speed"                 "360"
        "knockback"             "0"
        "jump_height"           "1.2"
        "jump_distance"         "1.2"
    }
    
    "human_speedy"
    {
        // General
        "enabled"               "yes"
        "team"                  "1"
        "team_default"          "no"
        "flags"                 "0"
        "group"                 ""
        
        "name"                  "Speedy"
        "description"           "Fast human"
        
        // Model
        "model_path"            "default"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          ""
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "no"
        "napalm_time"           "0.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "0"
        
        "health"                "100"
        "health_regen_interval" "0.0"
        "health_regen_amount"   "0"
        "health_infect_gain"    "0"
        "kill_bonus"            "1"
        
        "speed"                 "360"
        "knockback"             "0"
        "jump_height"           "1.0"
        "jump_distance"         "1.0"
    }
    
    "human_light"
    {
        // General
        "enabled"               "yes"
        "team"                  "1"
        "team_default"          "no"
        "flags"                 "0"
        "group"                 ""
        
        "name"                  "Light"
        "description"           "Regular human with improved jump skills"
        
        // Model
        "model_path"            "default"
        "alpha_initial"         "255"
        "alpha_damaged"         "255"
        "alpha_damage"          "0"
        
        // Hud
        "overlay_path"          ""
        "nvgs"                  "no"
        "fov"                   "90"
        
        // Effects
        "has_napalm"            "yes"
        "napalm_time"           "0.0"
        
        // Player behaviour
        "immunity_mode"         "0"
        "immunity_amount"       "0.0"
        "no_fall_damage"        "yes"
        
        "health"                "100"
        "health_regen_interval" "0.0"
        "health_regen_amount"   "0"
        "health_infect_gain"    "0"
        "kill_bonus"            "1"
        
        "speed"                 "260"
        "knockback"             "0"
        "jump_height"           "1.3"
        "jump_distance"         "1.3"
    }
}
I've tried changing sv_pure 1 in server.cfg, and then changelevel...still not wroking.

Last edited by hardy4u; 11-14-2012 at 10:02. Reason: solved
hardy4u is offline
hardy4u
Senior Member
Join Date: Oct 2012
Location: Sydney,Australia
Old 10-21-2012 , 06:46   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #2

Quote:
Originally Posted by rhelgeby View Post
Look at how models and materials are organized in the main ZR release. The whitelist is a part of pure server mode if you use that.
sry but im just a rookie and need little spoon-feeding,still i have no idea what are u trying to say,and im not good in english so pls use simple sentences.
hardy4u is offline
KratosMafia
Senior Member
Join Date: Jul 2012
Old 10-21-2012 , 23:21   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #3

That means there is something wrong with one of your models.

I do not see downloads to
models/player/zh/zh_zombie003.mdl and so forth
__________________
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hardy4u
Senior Member
Join Date: Oct 2012
Location: Sydney,Australia
Old 10-22-2012 , 00:46   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #4

Quote:
Originally Posted by KratosMafia View Post
That means there is something wrong with one of your models.

I do not see downloads to
models/player/zh/zh_zombie003.mdl and so forth
well,i see lots of other files to in that folder,like
filename.dx80.vtx
filename.dx90.vtx
filename.phy
filename.sw.vtx
filename.vvd

do i have to put these all files in download.txt?
and it will only enable models to download,but the thing is that clients don't download anything, will this fix that server crashing thing when i attack someone?

pls tell me if u will help me through,
coz im thinking about dropping the idea of installing ZR...too many errors and no help ,
anyone knows simple zombie mod for SM,like simple to install ?

Last edited by hardy4u; 10-22-2012 at 00:53.
hardy4u is offline
KratosMafia
Senior Member
Join Date: Jul 2012
Old 10-22-2012 , 01:09   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #5

This is for CSGO but same concept.
Have download to every skin and sound file
Code:
// ============================================================================
//
//                              ZOMBIE:RELOADED
//                           Downloads configuration
//
// See Download List (3.6) section in the manual for detailed info.
//
// ============================================================================
// * Each uncommented line will be used as a file path for clients to download.
// ----------------------------------------------------------------------------
// Defaults:
// ----------------------------------------------------------------------------


models/player/mapeadores/kaem/zh/zh1.mdl
models/player/mapeadores/kaem/zh/zh1.dx90.vtx
models/player/mapeadores/kaem/zh/zh1.vvd
models/player/mapeadores/kaem/zh/zh2.mdl
models/player/mapeadores/kaem/zh/zh2.dx90.vtx
models/player/mapeadores/kaem/zh/zh2.vvd
models/player/mapeadores/morell/zh/zh3.mdl
models/player/mapeadores/morell/zh/zh3.vvd
models/player/mapeadores/morell/zh/zh3.dx90.vtx

materials/models/player/mapeadores/kaem/zh/charple1_normal.vtf
materials/models/player/mapeadores/kaem/zh/charple1_sheet.vmt
materials/models/player/mapeadores/kaem/zh/charple1_sheet.vtf
materials/models/player/mapeadores/kaem/zh/corpse1.vtf
materials/models/player/mapeadores/kaem/zh/corpse1.vmt
materials/models/player/mapeadores/morell/zh/Zombie_Classic_sheet.vmt
materials/models/player/mapeadores/morell/zh/Zombie_Classic_sheet.vtf
materials/models/player/mapeadores/morell/zh/Zombie_Classic_sheet_normal.vtf

//zombie
models/player/zombie/zombie.mdl
models/player/zombie/zombie.phy
models/player/zombie/zombie.vtx
models/player/zombie/zombie.vvd

//Mother
models/player/mapeadores/morell/amnesia/grunt/grunt.mdl
models/player/mapeadores/morell/amnesia/grunt/grunt.dx90.vtx
models/player/mapeadores/morell/amnesia/grunt/grunt.phy
models/player/mapeadores/morell/amnesia/grunt/grunt.vvd

materials/models/player/mapeadores/morell/amnesia/grunt/Servant_grunt.vmt
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt.vtf
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt_hair.vmt
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt_hair.vtf
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt_hair_nrm.vtf
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt_nrm.vtf

//alien
models/player/mapeadores/kaem/alien/alien.mdl
models/player/mapeadores/kaem/alien/alien.phy
models/player/mapeadores/kaem/alien/alien.dx90.vtx
models/player/mapeadores/kaem/alien/alien.vvd

materials/models/player/mapeadores/kaem/alien/drone_arms.vtf
materials/models/player/mapeadores/kaem/alien/drone_arms.vmt
materials/models/player/mapeadores/kaem/alien/drone_head.vtf
materials/models/player/mapeadores/kaem/alien/drone_head.vmt
materials/models/player/mapeadores/kaem/alien/drone_legs.vtf
materials/models/player/mapeadores/kaem/alien/drone_legs.vmt
materials/models/player/mapeadores/kaem/alien/drone_torso.vtf
materials/models/player/mapeadores/kaem/alien/drone_torso.vmt
materials/models/player/mapeadores/kaem/alien/drone_torso.vtf
materials/models/player/mapeadores/kaem/alien/slow_alien_gebiss.vtf
materials/models/player/mapeadores/kaem/alien/slow_alien_gebiss_bump.vtf
materials/models/player/mapeadores/kaem/alien/slow_alien_gebiss.vmt
materials/models/player/mapeadores/kaem/alien/slow_alien_schwanz.vtf
materials/models/player/mapeadores/kaem/alien/slow_alien_schwanz.vmt

//prisoner
models/player/mapeadores/kaem/prisioner/prisioner.mdl
models/player/mapeadores/kaem/prisioner/prisioner.phy
models/player/mapeadores/kaem/prisioner/prisioner.dx90.vtx
models/player/mapeadores/kaem/prisioner/prisioner.vvd

materials/models/player/mapeadores/kaem/prisioner/brown_eye01_an_d.vmt
materials/models/player/mapeadores/kaem/prisioner/brown_eye01_an_d.vtf
materials/models/player/mapeadores/kaem/prisioner/charles01_body01_au_d.vmt
materials/models/player/mapeadores/kaem/prisioner/charles01_body01b_au_d.vtf
materials/models/player/mapeadores/kaem/prisioner/charles01_head01_au_d.vmt
materials/models/player/mapeadores/kaem/prisioner/charles01_head01_au_d.vtf
materials/models/player/mapeadores/kaem/prisioner/hair01_au_d.vmt
materials/models/player/mapeadores/kaem/prisioner/hair01_au_d.vtf

// team win overlays
materials/overlays/zr/zombies_win.vtf
materials/overlays/zr/zombies_win.vmt
materials/overlays/zr/humans_win.vtf
materials/overlays/zr/humans_win.vmt

// zvision
materials/overlays/zr/zvision.vtf
materials/overlays/zr/zvision.vmt

//sounds
sound/music/zr/fz_scream1.mp3
sound/music/zr/zombie_die1.mp3
sound/music/zr/zombie_die2.mp3
sound/music/zr/zombie_die3.mp3
sound/music/zr/zombie_pain1.mp3
sound/music/zr/zombie_pain2.mp3
sound/music/zr/zombie_pain3.mp3
sound/music/zr/zombie_pain4.mp3
sound/music/zr/zombie_pain5.mp3
sound/music/zr/zombie_pain6.mp3
sound/music/zr/zombie_voice_idle1.mp3
sound/music/zr/zombie_voice_idle10.mp3
sound/music/zr/zombie_voice_idle11.mp3
sound/music/zr/zombie_voice_idle12.mp3
sound/music/zr/zombie_voice_idle13.mp3
sound/music/zr/zombie_voice_idle14.mp3
sound/music/zr/zombie_voice_idle2.mp3
sound/music/zr/zombie_voice_idle3.mp3
sound/music/zr/zombie_voice_idle4.mp3
sound/music/zr/zombie_voice_idle5.mp3
sound/music/zr/zombie_voice_idle6.mp3
sound/music/zr/zombie_voice_idle7.mp3
sound/music/zr/zombie_voice_idle8.mp3
sound/music/zr/zombie_voice_idle9.mp3
sound/music/zr/zr_ambience.mp3

//parachute
materials/models/parachute/pack_carbon.vmt
materials/models/parachute/pack_carbon.vtf
materials/models/parachute/parachute_carbon.vmt
materials/models/parachute/parachute_carbon.vtf
models/parachute/parachute_carbon.dx80.vtx
models/parachute/parachute_carbon.dx90.vtx
models/parachute/parachute_carbon.mdl
models/parachute/parachute_carbon.sw.vtx
models/parachute/parachute_carbon.vvd
models/parachute/parachute_carbon.xbox.vtx
I found this pretty easy to install though
Do you have eventscripts on there?
Latest metamod?
Well guess meta because your zr wors just skins mess up. Only thing im thinkgin is eventscripts

You can add me on steam KratosMafia and I will try to help
__________________

Last edited by KratosMafia; 10-22-2012 at 01:14.
KratosMafia is offline
hardy4u
Senior Member
Join Date: Oct 2012
Location: Sydney,Australia
Old 10-22-2012 , 01:51   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #6

Quote:
Originally Posted by KratosMafia View Post
This is for CSGO but same concept.
Have download to every skin and sound file
Code:
// ============================================================================
//
//                              ZOMBIE:RELOADED
//                           Downloads configuration
//
// See Download List (3.6) section in the manual for detailed info.
//
// ============================================================================
// * Each uncommented line will be used as a file path for clients to download.
// ----------------------------------------------------------------------------
// Defaults:
// ----------------------------------------------------------------------------


models/player/mapeadores/kaem/zh/zh1.mdl
models/player/mapeadores/kaem/zh/zh1.dx90.vtx
models/player/mapeadores/kaem/zh/zh1.vvd
models/player/mapeadores/kaem/zh/zh2.mdl
models/player/mapeadores/kaem/zh/zh2.dx90.vtx
models/player/mapeadores/kaem/zh/zh2.vvd
models/player/mapeadores/morell/zh/zh3.mdl
models/player/mapeadores/morell/zh/zh3.vvd
models/player/mapeadores/morell/zh/zh3.dx90.vtx

materials/models/player/mapeadores/kaem/zh/charple1_normal.vtf
materials/models/player/mapeadores/kaem/zh/charple1_sheet.vmt
materials/models/player/mapeadores/kaem/zh/charple1_sheet.vtf
materials/models/player/mapeadores/kaem/zh/corpse1.vtf
materials/models/player/mapeadores/kaem/zh/corpse1.vmt
materials/models/player/mapeadores/morell/zh/Zombie_Classic_sheet.vmt
materials/models/player/mapeadores/morell/zh/Zombie_Classic_sheet.vtf
materials/models/player/mapeadores/morell/zh/Zombie_Classic_sheet_normal.vtf

//zombie
models/player/zombie/zombie.mdl
models/player/zombie/zombie.phy
models/player/zombie/zombie.vtx
models/player/zombie/zombie.vvd

//Mother
models/player/mapeadores/morell/amnesia/grunt/grunt.mdl
models/player/mapeadores/morell/amnesia/grunt/grunt.dx90.vtx
models/player/mapeadores/morell/amnesia/grunt/grunt.phy
models/player/mapeadores/morell/amnesia/grunt/grunt.vvd

materials/models/player/mapeadores/morell/amnesia/grunt/Servant_grunt.vmt
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt.vtf
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt_hair.vmt
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt_hair.vtf
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt_hair_nrm.vtf
materials/models/player/mapeadores/morell/amnesia/grunt/servant_grunt_nrm.vtf

//alien
models/player/mapeadores/kaem/alien/alien.mdl
models/player/mapeadores/kaem/alien/alien.phy
models/player/mapeadores/kaem/alien/alien.dx90.vtx
models/player/mapeadores/kaem/alien/alien.vvd

materials/models/player/mapeadores/kaem/alien/drone_arms.vtf
materials/models/player/mapeadores/kaem/alien/drone_arms.vmt
materials/models/player/mapeadores/kaem/alien/drone_head.vtf
materials/models/player/mapeadores/kaem/alien/drone_head.vmt
materials/models/player/mapeadores/kaem/alien/drone_legs.vtf
materials/models/player/mapeadores/kaem/alien/drone_legs.vmt
materials/models/player/mapeadores/kaem/alien/drone_torso.vtf
materials/models/player/mapeadores/kaem/alien/drone_torso.vmt
materials/models/player/mapeadores/kaem/alien/drone_torso.vtf
materials/models/player/mapeadores/kaem/alien/slow_alien_gebiss.vtf
materials/models/player/mapeadores/kaem/alien/slow_alien_gebiss_bump.vtf
materials/models/player/mapeadores/kaem/alien/slow_alien_gebiss.vmt
materials/models/player/mapeadores/kaem/alien/slow_alien_schwanz.vtf
materials/models/player/mapeadores/kaem/alien/slow_alien_schwanz.vmt

//prisoner
models/player/mapeadores/kaem/prisioner/prisioner.mdl
models/player/mapeadores/kaem/prisioner/prisioner.phy
models/player/mapeadores/kaem/prisioner/prisioner.dx90.vtx
models/player/mapeadores/kaem/prisioner/prisioner.vvd

materials/models/player/mapeadores/kaem/prisioner/brown_eye01_an_d.vmt
materials/models/player/mapeadores/kaem/prisioner/brown_eye01_an_d.vtf
materials/models/player/mapeadores/kaem/prisioner/charles01_body01_au_d.vmt
materials/models/player/mapeadores/kaem/prisioner/charles01_body01b_au_d.vtf
materials/models/player/mapeadores/kaem/prisioner/charles01_head01_au_d.vmt
materials/models/player/mapeadores/kaem/prisioner/charles01_head01_au_d.vtf
materials/models/player/mapeadores/kaem/prisioner/hair01_au_d.vmt
materials/models/player/mapeadores/kaem/prisioner/hair01_au_d.vtf

// team win overlays
materials/overlays/zr/zombies_win.vtf
materials/overlays/zr/zombies_win.vmt
materials/overlays/zr/humans_win.vtf
materials/overlays/zr/humans_win.vmt

// zvision
materials/overlays/zr/zvision.vtf
materials/overlays/zr/zvision.vmt

//sounds
sound/music/zr/fz_scream1.mp3
sound/music/zr/zombie_die1.mp3
sound/music/zr/zombie_die2.mp3
sound/music/zr/zombie_die3.mp3
sound/music/zr/zombie_pain1.mp3
sound/music/zr/zombie_pain2.mp3
sound/music/zr/zombie_pain3.mp3
sound/music/zr/zombie_pain4.mp3
sound/music/zr/zombie_pain5.mp3
sound/music/zr/zombie_pain6.mp3
sound/music/zr/zombie_voice_idle1.mp3
sound/music/zr/zombie_voice_idle10.mp3
sound/music/zr/zombie_voice_idle11.mp3
sound/music/zr/zombie_voice_idle12.mp3
sound/music/zr/zombie_voice_idle13.mp3
sound/music/zr/zombie_voice_idle14.mp3
sound/music/zr/zombie_voice_idle2.mp3
sound/music/zr/zombie_voice_idle3.mp3
sound/music/zr/zombie_voice_idle4.mp3
sound/music/zr/zombie_voice_idle5.mp3
sound/music/zr/zombie_voice_idle6.mp3
sound/music/zr/zombie_voice_idle7.mp3
sound/music/zr/zombie_voice_idle8.mp3
sound/music/zr/zombie_voice_idle9.mp3
sound/music/zr/zr_ambience.mp3

//parachute
materials/models/parachute/pack_carbon.vmt
materials/models/parachute/pack_carbon.vtf
materials/models/parachute/parachute_carbon.vmt
materials/models/parachute/parachute_carbon.vtf
models/parachute/parachute_carbon.dx80.vtx
models/parachute/parachute_carbon.dx90.vtx
models/parachute/parachute_carbon.mdl
models/parachute/parachute_carbon.sw.vtx
models/parachute/parachute_carbon.vvd
models/parachute/parachute_carbon.xbox.vtx
I found this pretty easy to install though
Do you have eventscripts on there?
Latest metamod?
Well guess meta because your zr wors just skins mess up. Only thing im thinkgin is eventscripts

You can add me on steam KratosMafia and I will try to help
Thax ur initiative,

i dont have those models downloaded,so i guess clients will only download models,sounds that i have on my server?

Here's outcome on meta list if u asking about that
Listing 5 plugins:
[01] SourceMod (1.4.6) by AlliedModders LLC
[03] CS:S Tools (1.4.6) by AlliedModders LLC
[04] SDK Tools (1.4.6) by AlliedModders LLC
[05] SDK Hooks (2.1.0) by Tsunami, psychonic
[07] <ERROR>


About event script ,i do see a line in my server.cfg ,that is
//Eventscripts
mattie_eventscripts 1

Request sent ;)
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rhelgeby
Veteran Member
Join Date: Oct 2008
Location: 0x4E6F72776179
Old 10-22-2012 , 04:51   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #7

Model files doesn't need to be listed in downloads.txt. ZR will detect those for models added to models.txt. The model material files must be listed though.

Since you're using default configs the problem is most likely that files aren't uploaded or pure mode blocking it. Try disable pure mode first and restart the server.
__________________
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Zombie:Reloaded | PawnUnit | Object Library
(Please don't send private messages for support, they will be ignored. Use the forum.)
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KratosMafia
Senior Member
Join Date: Jul 2012
Old 10-22-2012 , 05:33   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #8

He has eventscripts that was why it was crashing the server every time he shot. Played on his server and the models worked fine. Helped him fix everything
__________________
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hardy4u
Senior Member
Join Date: Oct 2012
Location: Sydney,Australia
Old 10-22-2012 , 05:37   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #9

A big thax for KratosMafia for helping me out when i was in all kind of mess,
clients can download stuff so skins are working fine,
figured out that there were event scripts installed on my server so i sent a message to my server provider to update them or remove them(i dont have access for both)
will post feedback after event script issue gets fixed.
hardy4u is offline
hardy4u
Senior Member
Join Date: Oct 2012
Location: Sydney,Australia
Old 10-24-2012 , 04:15   Re: Crashing when attacking,no error,big ERROR.
Reply With Quote #10

okay so...
event scripts are deleted
sv_pure is 0

everything is working perfect
models,sounds,overlays..
but last thing is server crashing when shooting on teammates or shooting on infeced zombies.
no error in logs related to rembiereloaded.
pls help me.
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