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Napalm Module


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-=Leb=-
SourceMod Donor
Join Date: Dec 2008
Location: Sweden/Stockholm
Old 11-17-2010 , 17:54   Napalm Module
Reply With Quote #1

Hi, we are having problem lately with the napalm grenades, the napalm dosen't work on some players. Like some humans when they throw their nades, it dosen't set the zombies on fire, and on some humans the napalm works fine. Would you plz check this issue.

The server is up to date , latest versions installed like source,metamod etc...

thanks in advance
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rhelgeby
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Join Date: Oct 2008
Location: 0x4E6F72776179
Old 11-17-2010 , 18:34   Re: Napalm Module
Reply With Quote #2

I've seen this issue, but I haven't been able to figure out why.
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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-=Leb=-
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Join Date: Dec 2008
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Old 11-17-2010 , 18:55   Re: Napalm Module
Reply With Quote #3

Hi rhelgeby, thanks for the fast reply. Would you recommand a replacement for this. like do you have other solutions. I tried other scripts from eventscripts website but the problem is the mother zombies stays on fire for almost 30 seconds. Only the mother zombies stays on fire for 30 seconds, and couldn't find another way to control the settings for it, even if i change the settings for zombieclasses it dosen't help

Best regards
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rhelgeby
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Join Date: Oct 2008
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Old 11-18-2010 , 05:04   Re: Napalm Module
Reply With Quote #4

That's because other plugins can't read class settings. I don't know any other plugins that make such napalm grenades. You'll have to search through plugins.
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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-=Leb=-
SourceMod Donor
Join Date: Dec 2008
Location: Sweden/Stockholm
Old 11-18-2010 , 10:10   Re: Napalm Module
Reply With Quote #5

aight thx anyway. Last question, is there a way to turn the napalm module off beside the player classes?
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rhelgeby
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Old 11-18-2010 , 11:56   Re: Napalm Module
Reply With Quote #6

No, it's only controlled in classes.
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Richard Helgeby

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TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 11-20-2010 , 01:58   Re: Napalm Module
Reply With Quote #7

Leb

You have this in your zombiereloaded.cfg, right?
// Ignite grenade in mid-air after player throws it. [Dependency: Human Attribute 'has_napalm']
// Default: "1"
zr_napalm_ignite "1"


And in each of your human classes (addons\sourcemod\configs\zr\playerclasses.tx t) you have this, right?
// Effects
"has_napalm" "yes"

And your zombie classes all have:
// Effects
"has_napalm" "0"
"napalm_time" "10" (or whatever length of time you want the burn to last)

I just didn't want to overlook the obvious
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braveheartcsgo
New Member
Join Date: May 2020
Old 05-15-2020 , 14:22   Re: Napalm Module
Reply With Quote #8

Quote:
Originally Posted by TnTSCS View Post
Leb

You have this in your zombiereloaded.cfg, right?
// Ignite grenade in mid-air after player throws it. [Dependency: Human Attribute 'has_napalm']
// Default: "1"
zr_napalm_ignite "1"


And in each of your human classes (addons\sourcemod\configs\zr\playerclasses.tx t) you have this, right?
// Effects
"has_napalm" "yes"

And your zombie classes all have:
// Effects
"has_napalm" "0"
"napalm_time" "10" (or whatever length of time you want the burn to last)

I just didn't want to overlook the obvious
Hey if i want close all particles for grenade effects, what i supposed to do ?
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