Search found 24 matches

by JoeReaper
Wed Oct 04, 2006 1:14 am
Forum: Models
Topic: AntLion Guard!
Replies: 3
Views: 6465

Im curious, did you just recompile it for Counter-Strike Source, or did you go the extra mile and redo the animations and the whole do dad. Also, does this crash your server, or did you fix that? I know that just using Valve's antlions outta the package on any of my servers (Both Windows and Linux ...
by JoeReaper
Thu Sep 21, 2006 7:29 am
Forum: Suggestions & Requests
Topic: "zombie_zombification_type" command
Replies: 4
Views: 7255

Not to say that it isn't fun camping in unreachable places, but I notice on my server that most of the zm_ maps dont hardly work well with camping at the moment without having knockback turned on at the lowest setting at minimum while not running unlimited ammo. Anyways, coming the infamous mod ...
by JoeReaper
Sun Sep 10, 2006 10:47 pm
Forum: Maps
Topic: zm_wastelandbeta2
Replies: 30
Views: 40277

I feel that the new house needs either some crate boxes or raised ground by the windows. i still feel that the other large house is still missing something. Other than that, its looking sharp.
by JoeReaper
Mon Sep 04, 2006 8:53 pm
Forum: General
Topic: ZombieModTool Eventscript
Replies: 11
Views: 9317

Games wrote:Can you set on how many times they can respawn. ?
What do you mean by this? Are you refering to how many times a individual person can go zombie, die, and respawn. If so, you are talking bout making it where a person has like 5 lifes or so in a round or something completely different?
by JoeReaper
Sun Sep 03, 2006 6:00 am
Forum: General
Topic: ZombieModTool Eventscript
Replies: 11
Views: 9317

ZombieModTool Eventscript

ZombieModTool - Beta 0.7
Written by JoeReaper of Team EZ1



Ok, what is ZombieModTool and what does it do? Good Question!


* This sets any suicider as a zombie and makes them respawn at T spawn.

* This sets the respawn point as ct spawn for killed zombies.

* This creates a anti-spawncamp so ...
by JoeReaper
Fri Sep 01, 2006 8:44 pm
Forum: Suggestions & Requests
Topic: Respawns.
Replies: 5
Views: 7995

Everything in my script is finished except for the anti-spawncamp function, but i think i know a good way to write that part. Anyways, just to let you guys know up front, this script requires the latest Mattie Eventscripts and the latest build of Es Tools. Es Tools is needed for fixing the respawn ...
by JoeReaper
Fri Sep 01, 2006 8:28 pm
Forum: Maps
Topic: zm_wastelandbeta2
Replies: 30
Views: 40277

Yeah, I cant tell right now if zombies can get on the big house's roof with all the props blown away (the chairs. the cabinets, and the prop in the middle that i was talking about), when I get a couple buddies on later, ill see if it can be done. Anyways, I just feel like something with the big ...
by JoeReaper
Fri Sep 01, 2006 8:21 pm
Forum: Suggestions & Requests
Topic: Respawns.
Replies: 5
Views: 7995

Actually, this would be an easy eventscript to make. Right now im working on a eventscript to force any suicider to become zombie, fix the respawning spawnpoint issues, and creating an anti-spawncamp function. Once im done with it, it wouldnt be hard to convert it to make any zombie killed respawn ...
by JoeReaper
Thu Aug 31, 2006 10:33 pm
Forum: Maps
Topic: zm_wastelandbeta2
Replies: 30
Views: 40277

I like the feel of this map, but there are some problem spots i see that could be a problem. The small house near the middle if i remember the location right, has only one entry into it and thats the door. I suggest that you should either remove one of the larger barricadable props or make the ...
by JoeReaper
Thu Aug 31, 2006 4:49 am
Forum: General
Topic: Steam Update 8/30
Replies: 36
Views: 22278

Well, on my Windows Listen server, i can comform that MetaMod 1.3 does in fact seem to be working as in that I was able to load CSSDM Version 0.95 Beta and it was playable. I can also comform that on my Windows Listen server, i was not able to load Zombie Mod v1.1.5, Zombie Mod v1.2.1, and Zombie ...
by JoeReaper
Thu Aug 31, 2006 4:06 am
Forum: General
Topic: Steam Update 8/30
Replies: 36
Views: 22278

I am sorry if I affended any of you with my post, that was not my intent. I was trying to say that my server was working and im running a linux server. However, I think each of us that owns a server needs to list the Operating System, The version of Zombie Mod you are running, and tell us if it ...
by JoeReaper
Thu Aug 31, 2006 2:56 am
Forum: General
Topic: Steam Update 8/30
Replies: 36
Views: 22278

Well, from what i noticed, the update today fixed the custom map nav issues, but it also reverts every servers' gameinfo.txt back to default. I fixed up the gameinfo.txt and zombie mod is working fine with my server so far. By the way, i have a linux server.

Perhaps we should share our success ...
by JoeReaper
Tue Aug 29, 2006 9:29 pm
Forum: Suggestions & Requests
Topic: "zombie_zombification_type" command
Replies: 4
Views: 7255

"zombie_zombification_type" command

Well, like most of the rest of you zombie mod players, I've been playing this mod from the beginning and I have been noticing a trend of what seems to me like "hide n' go seek" along with "tag you’re it" when a server disables the zombie_unlimited_ammo command. As much as this can still retain its ...
by JoeReaper
Sun Aug 13, 2006 12:39 am
Forum: Support
Topic: auto turn off nightvision after becoming a zombie
Replies: 5
Views: 4737

Here u go, kinda fuzzy plus it looks cooler in game though cause the screen moves abit when u use mat_filmgrain.
Image
by JoeReaper
Sun Aug 13, 2006 12:22 am
Forum: Support
Topic: auto turn off nightvision after becoming a zombie
Replies: 5
Views: 4737

I have a kinda cool idea that i came up with while playing around with a mattie event script i starting hacking apart. Im not sure how hard it would be to implement it with'n zombie mod or the coolness of it, but the idea is to execute a mat_filmgrain and a red type nightvision on a zombie so that ...