.: ZombieMod News
Moderators: c0ldfyr3 , Mods
Posts: 475 Joined: Sun Apr 23, 2006 6:47 pm
Location: Dublin, Ireland
Post
by c0ldfyr3 » Wed Jun 07, 2006 2:51 am
ZM 1.1.5
======
- Fixed bug introduced in v1.1.4 where the first connected player could use weapons as a zombie.
*************
Download Now
*************
Posts: 332 Joined: Mon Apr 24, 2006 4:45 am
Location: Los Angeles
Post
by Undisclosed » Wed Jun 07, 2006 5:32 pm
I noticed the CTs_PreventEscape event. Can you explain alittle more so I can fix my hlstats? does CTs_PreventEscape count as a win for CT or T, or its neutral? I added the action CTs_PreventEscape, but its still 0. I wonder if i am misunderstanding anything or its not how it works. Can you explain more on round end and the event?
Posts: 475 Joined: Sun Apr 23, 2006 6:47 pm
Location: Dublin, Ireland
Post
by c0ldfyr3 » Wed Jun 07, 2006 6:46 pm
Thats the same round end as when the Humans win, as I was thinkin along the lines of....
If the timer runs out, it generaly means the Zombies failed to infect all of the Humans, correct?
Posts: 544 Joined: Fri May 12, 2006 8:48 pm
Location: Germany
Post
by MoOnLiGht » Wed Jun 07, 2006 8:54 pm
the !zstuck command no more works with this version
before i used the v1.0.2 the zstuck works if 2 zombies stuck together..(not in wall)
or make i something wrong?
Posts: 475 Joined: Sun Apr 23, 2006 6:47 pm
Location: Dublin, Ireland
Post
by c0ldfyr3 » Wed Jun 07, 2006 9:38 pm
Change zombie_stuckcheck_radius a lil higher.
Posts: 544 Joined: Fri May 12, 2006 8:48 pm
Location: Germany
Post
by MoOnLiGht » Wed Jun 07, 2006 9:56 pm
ok, default was on 35, i change it to 100
Posts: 475 Joined: Sun Apr 23, 2006 6:47 pm
Location: Dublin, Ireland
Post
by c0ldfyr3 » Wed Jun 07, 2006 10:51 pm
100 is a little big :\ 35 was just touching another player.
Posts: 332 Joined: Mon Apr 24, 2006 4:45 am
Location: Los Angeles
Post
by Undisclosed » Thu Jun 08, 2006 12:25 am
c0ldfyr3 wrote: Thats the same round end as when the Humans win, as I was thinkin along the lines of....
If the timer runs out, it generaly means the Zombies failed to infect all of the Humans, correct?
The round end works fine, I am talking about hlstats. CTs_PreventEscape's count is still 0
Posts: 544 Joined: Fri May 12, 2006 8:48 pm
Location: Germany
Post
by MoOnLiGht » Thu Jun 08, 2006 9:08 pm
turn it to 50 ...
works great
Posts: 475 Joined: Sun Apr 23, 2006 6:47 pm
Location: Dublin, Ireland
Post
by c0ldfyr3 » Fri Jun 09, 2006 12:37 am
Undisclosed wrote: c0ldfyr3 wrote: Thats the same round end as when the Humans win, as I was thinkin along the lines of....
If the timer runs out, it generaly means the Zombies failed to infect all of the Humans, correct?
The round end works fine, I am talking about hlstats. CTs_PreventEscape's count is still 0
I still dont understand what your saying...
Posts: 332 Joined: Mon Apr 24, 2006 4:45 am
Location: Los Angeles
Post
by Undisclosed » Fri Jun 09, 2006 3:02 am
nvm, i got it. If zombies failed to turn all the humans into zombies, its a tie
Posts: 578 Joined: Fri May 05, 2006 7:00 am
Location: Netherlands
Post
by Games » Sun Jun 11, 2006 9:06 am
Well !zstuck doesn't seem to work on my server's i even put zombie_stuckcheck_radius to 50 but notting happens.
Posts: 475 Joined: Sun Apr 23, 2006 6:47 pm
Location: Dublin, Ireland
Post
by c0ldfyr3 » Sun Jun 11, 2006 12:24 pm
Does it say noclip on, noclip off in console?
Posts: 578 Joined: Fri May 05, 2006 7:00 am
Location: Netherlands
Post
by Games » Sun Jun 11, 2006 12:53 pm
I checked the server console using hlsw and when someone typed !zstuck i don't seem to see something like noclip.
Posts: 475 Joined: Sun Apr 23, 2006 6:47 pm
Location: Dublin, Ireland
Post
by c0ldfyr3 » Sun Jun 11, 2006 1:48 pm
In the users console..
Who is online
Users browsing this forum: No registered users and 5 guests