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Zombie:Reloaded V2.5.1


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hakk
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Join Date: Mar 2008
Old 07-25-2008 , 16:57   Re: Zombie:Reloaded V2.4
#461

ok, let me know if you can do something to it. But all other works great.

Did you get that switching side thing?

So, if you first spawn as ct when you connect to server first time that skin will be right there like it should be.
But, sometimes game will put you onto t-side and boom. than skin setting will desapear and it will come back if you spawn again in ct team.

EDIT:
All that people which was into my server loved that zvision overlay. =) btw
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 07-25-2008 , 17:05   Re: Zombie:Reloaded V2.4
#462

zvision is my new favorite feature ;)

I'm trying to reproduce it at the moment. The reason I force the overlay so often is because the game unexpectedly just clears overlays, I don't know why but I don't think I can hook it happening. So I have to re-show it on a timer. I can turn the delay up to 1.0, but when the overlay gets killed it will take up to a second to re-display it.

I don't know what to say for the skin problem, what doesn't pred's model menu have that you need?

EDIT:

I'v been playing now for a while and I can't reproduce anymore. Do you know how to compile plugins? If you do go in zombie.inc, find Zombify_Mother(client), then look for

Code:
tHandles[client][TZVISION] = CreateTimer(0.1, ZVisionTimer, client, TIMER_REPEAT);
and change it to:

Code:
tHandles[client][TZVISION] = CreateTimer(1.0, ZVisionTimer, client, TIMER_REPEAT);
And recompile then tell me if it still happens
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Last edited by Greyscale; 07-25-2008 at 17:14.
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hakk
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Join Date: Mar 2008
Old 07-25-2008 , 17:35   Re: Zombie:Reloaded V2.4
#463

pred's model menu don't fire when player connect to server and force to player change his skin. That's why was that i needed that mani admins menu to get it work the way i needed to. I think i can handle that compile thing bt myself. =)

EDIT:
I tink that 0.1 to 1.0 value change helped abit of that crashing. i hope so. =)
And is there possible to add teleport availibility to zombies?
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Last edited by hakk; 07-25-2008 at 18:07.
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Greyscale
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Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 07-25-2008 , 18:49   Re: Zombie:Reloaded V2.4
#464

You mean !ztele?
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hakk
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Join Date: Mar 2008
Old 07-26-2008 , 01:28   Re: Zombie:Reloaded V2.4
#465

yeah, that is what i mean. Cause why humans have to be able to escape with !ztele?? =)
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Greyscale
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Old 07-26-2008 , 01:31   Re: Zombie:Reloaded V2.4
#466

Quote:
Originally Posted by hakk View Post
yeah, that is what i mean. Cause why humans have to be able to escape with !ztele?? =)
Sorry?

!ztele is available to all players before the zombie is spawned, and after the zombie spawned, only zombies should be able to use it, or else humans will abuse it to escape from the zombie.
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Sgt-Mess
Senior Member
Join Date: Dec 2007
Location: Sway Side,WA
Old 07-26-2008 , 02:55   Re: Zombie:Reloaded V2.4
#467

The ambient sounds still don't play when you first join the server. Sometimes it only starts once someone has turned into and zombie. And sometimes it just takes a while.
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Kigen
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Join Date: Feb 2008
Old 07-26-2008 , 03:16   Re: Zombie:Reloaded V2.4
#468

Bug: If a player chooses to go spectator (using console cmd: spectate) during the round before the first zombie spawns they get zombified as a spectator. Whoever they spectate become immune to becoming a zombie but is unable to move. Settings: zr_respawn 1, respawn as a zombie.

Last edited by Kigen; 07-26-2008 at 03:23.
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Greyscale
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Old 07-26-2008 , 04:28   Re: Zombie:Reloaded V2.4
#469

Thanks for the report, fixed
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Kigen
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Old 07-26-2008 , 04:41   Re: Zombie:Reloaded V2.4
#470

FYI: I fixed it by adding a IsPlayerAlive() check in the Zombify() and Zombify_Mother() functions.
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