jetboom / zombiesurvival Goto Github PK
View Code? Open in Web Editor NEWThe full Zombie Survival gamemode. Created for Garry's Mod sometime in 2006.
Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=105462463
License: Other
The full Zombie Survival gamemode. Created for Garry's Mod sometime in 2006.
Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=105462463
License: Other
ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ ZZZ ZZZ ZZZ ZOMBIE SURVIVAL ZZZ ZZZ THE DEFINITIVE ZOMBIE EXPERIENCE ZZZ ZZZ A GAMEMODE FOR GMOD ZZZ ZZZ ZZZ ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ Created and programmed by William "JetBoom" Moodhe E-mail: [email protected] Alternate e-mail: [email protected] Web: http://www.noxiousnet.com Additional credits: Zombie view models 11k ([email protected]) Zombie kill icons Eisiger ([email protected]) Some HUD textures Typhon ([email protected]) Ambient beat sounds Austin "Little Nemo" Killey ([email protected]) Melee weapon models Zombie Panic: Source (http://www.zombiepanic.org/) Board Kit model Samuel ([email protected]) ZZZZZZZZZZZZZZZZZZZZZZZZZ ZZ ZZ ZZ INSTALL ZZ ZZ ZZ ZZZZZZZZZZZZZZZZZZZZZZZZZ 1. Put the zombiesurvival folder in garrysmod/gamemodes with all the other gamemode folders. 2. In console: gamemode zombiesurvival 3. Run a zs_ map. ZZZZZZZZZZZZZZZZZZZZZZZZZ ZZ ZZ ZZ RUNNING SERVERS ZZ ZZ ZZ ZZZZZZZZZZZZZZZZZZZZZZZZZ 1. Get srcds and configure it for garrysmod (requires steamcmd). 2. Put the zombiesurvival folder in garrysmod/gamemodes with all the other gamemode folders. 3. Get some maps. ZS_ maps are plentiful on the Internet and the game also supports many other map types: CS:S, Zombie Mod, Zombie Horde, Zombie Panic! Source 4. Either setup a custom voting script or use mapcycle_zombiesurvival.txt. Make a file called mapcycle_zombiesurvival.txt in base garrysmod folder. Put in names of maps without the .bsp ending. One per line. 5. Make your auto-start batch file or whatever you use. The line should look like this: srcds.exe -port 27015 -console -game garrysmod -secure +ip 24.102.103.104 +hostport 27015 +gamemode zombiesurvival +maxplayers 32 +map zs_oldhouse +hostname "Your ZS Server" 6. Run it. You now have a server. See other guides on the web for setting up sv_downloadurl. ZZZZZZZZZZZZZZZZZZZZZZZZ ZZ ZZ ZZ LEGAL JARGON ZZ ZZ ZZ ZZZZZZZZZZZZZZZZZZZZZZZZZ See license file
(Currently do not have access to the forums, but I figured here was okay, too)
As far as carrrying/dragging props go, it seems to depend on the prop's default weight.
Unfortunately, changing a physics prop's Mass Scale keyvalue does not affect this. I assumed it would since dragging/carrying depends on a prop's mass, but it does not.
As for my suggestion, I suggest allowing a prop to be dragged / carried / too heavy depending on its current mass instead of a default / preset mass.
As an example, I added a generator physics prop. Normally, it is super heavy, but I wanted survivors to be able to drag it, so I changed the Mass Scale keyvalue to 0.7. Survivors still cannot drag it, but they are at least able to push it (fairly easily).
This has only really happened to me two or three times in the past several months that I have been playing, but sometimes, a damaged nail's max health that is being repaired will stop at 1. However, it still gives the indication that it is being repaired. The splash of green and repair sound will appear.
It does not continue to give points.
I feel as if this is a result of the nail's health being some wacky value just under 1 and above 0 due to Handyman/Electro Hammer repairing with a value that is a float instead of an integer.
(I say this because it looks like it switches between repairing 12 or 13 points sometimes, I might just be reading it wrong)
I am unsure if this is intentional, but the two pulse ammo boxes costs 20 worth points while the rest of the 2 ammo boxes cost 15.
Small detail. I do not think force fields will be added in again, but if they are planned to be added again, disregard this.
I'm on Linux Mint.
All the buttons on the alt menu do not respond when clicking.
If a player dies and revives as a Fresh Dead, his Ghoul's Touch effect will carry over until the timer hits 0.
Ghoul's Touch can affect zombies in general if he hits them, which is only possible during the end round, anyway.
Set to 1, yet I can pick up as many boxes as I want. Guns works properly as well as required weapon. Tested with multiple survivors alive.
This is a long-time bug that has been around since the Workshop's version, as far as I know. I assume that it cannot be fixed, but in case it has never been noticed...
If a fast zombie is interrupted during the beginning half of a leap (no longer on ground due to sliding over an edge, being knocked back/into the air, etc), the fast zombie will no longer be able to attack, leap, or jump.
If the entity is used on a map...
If a boss dies, he will respawn at the boss' spawn. This only happens the one life after dying.
Note - He does not respawn as a boss, just at the boss-specific spawn point.
The headshot part being 9999 is alright, but it will show that you are dealing 9999 on bodyshots (and other limbs), too.
Zombies, of course, are still taking the normal 132 or so damage on bodyshots, but the point floater shows 9999.
Small detail, not widely important.
But it appears to be missing the Modified Sawhack and the Waraxe. These are all that I have noticed.
Simply put, the Torso's viewmodel's attack is out of sync with the actual attack. This has been around for a very long time, so I just assume it was ignored then forgotten.
This has only happened a handful of times.
Sometimes, the message from the beacon will remain after the round is over. The hint will stay even though the beacon itself will not.
(I have not used the latest versions with the three most recent issues)
Bosses do not appear to be spawning at all, even with more than ten players. The map has changed five times so far with no bosses spawning (different maps). The console has not reported any errors and there is a slight possibility I just need to restart, but I figured I should throw this out there.
--Bosses are not spawning while there are over ten players.
This bug happens sometimes when a zombie dies or takes damage. It seems to happen more often when the death is by extremely high damage. This happens to humans too, albeit rarer. Here's a photo of the bug.
Normally, the icon would be about four times the size.
Based on my few attempts to try and figure out what I might be doing wrong, I have come to the conclusion that func_noair does not work.
As a fast zombie, if you leap straight upwards, or anywhere above 80 degrees I assume, you automatically "land" your pounce already, meaning you will not do any pounce damage to survivors/other objects as you normally would.
Basically, the fast zombie is hitting the ground before actually leaping. He still leaps and gets the distance, but he will not deal any damage.
Not sure how else to say it.
Even if there is plenty of space (on a flat surface) and there are not any zombies or humans nearby, a nest sometimes will "not have enough space" to be built. It is usually fixed by just turning, but this is still a minor irritation. I feel as if the player's model is blocking it in some cases, but I am unsure.
SWEP:SetWeaponHoldType - ActIndex[ "" ] isn't set! (defaulting to normal)
Appeared in my console suddenly after the last player died.
On a headshot, that is.
The point floater will tell you that a Tiny Slug Rifle's headshot deals some 250 damage, when it reality, it does much, much more, of course. A small, annoying detail.
--I am unsure about how to add labels, sorry.
Tested just now on the server
Using a plank and repeatedly hitting a nailed prop, will eventually cause it to lose hp.
Minor detail. It is fun to spook people, but this action only works one time (or at least has an interval far too long).
You cannot moan until you attack. If you scream at any point, you cannot moan again until you attack.
Couldn't include file 'vgui\dmodelkillicon.lua' (File not found) (@gamemodes/zombiesurvival/gamemode/cl_init.lua (line 23))
I assume this is unintentional since it is a legit weapon that can be picked up.
You can buy a gun turret, use all the ammo in it, and give it to someone else. They will get 250 ammo.
My apologies, but this is an error that occurred three days ago that I forgot to report.
The server crashed moments after these errors reporting in the console.
Sorry for the lack of moving the not responding error. I did not want to risk the window closing and missing the error.
https://dl.dropboxusercontent.com/u/89633222/srcds_2117156_crash_2014_11_14T7_24_29C0.mdmp
--Dump report if necessary.
It appears to have broken.
1: Picking up a dead survivor's equipment will count towards picking up items that spawn automatically on the map.
2: You are still able to pick up as much dead-survivor equipment as you want.
3: Map-Equipment pickups work properly with each other
Title.
I only had a pistol, an axe, and a hammer and was still able to pick up all types of ammo.
Unsure of whether or not this is intended, but a survivor cannot begin phasing (Z) while on a ladder. They have to be on the ground first and hold their phase key all the way up the ladder.
The effect is the same for being inside of the water. If you are "swimming," you cannot phase, but if your feet are on the ground while underwater, you can.
The effect is also the same while mid-air (jumping, for example). The survivor cannot begin phasing at all while "floating," which I assume is the case for not being able to while on a ladder or while swimming.
I am unsure if this is intentional or not, but I do not think this should be happening. It is irritating to redeem and still have clumsy or palsy.
I disabled auto-redeeming, but I still redeem... several maps later.
It does get used on physics objects, so I figure the addition of parentname to its keyvalues would be useful.
I know you can still add it, but the red line + error, blah.
Seeing as how there is a request label..
Personally, I get annoyed when there are five or more humans that join (sort of) late during Wave 1 and still become human when there is only one zombie, eventually resulting in something like 10-1 or worse if a lot of people join slowly.
What I would like to have is an option that will limit the amount of humans that can join late on Wave 1 and still become a human. After hitting the specified limit of late-joiners, four players for example, instead of becoming human during Wave 1, they would become a zombie.
I have not done extensive testing, but while logic_pickups has the option requiring the same gun type for picking up ammo, players can always pick up pistol ammo. Other ammo types seem to work fine, though.
I tested this without any weapons at all and with only a shotgun. I was still able to pick up pistol ammo, but not SMG, rifle, or shotgun ammo (without a shotgun).
Not always, but fairly often. They do not count as two actual arsenal crates, one seems to be "empty" in ammo, I suppose. You would not be able to place it without picking up both (or maybe the correct one, I never was lucky).
I will try to get screenshots if this has not been noticed already. This has been around for a very long time.
Does not seem to work. After messing with the prop_nail and trying to get it to work, I have concluded that 'worldspawn' is not the appropriate name, or the code does not realize it at least.
I used attachto to parent the nail to the prop, then I used nailto to nail it to worldspawn. The prop promptly fell over and continued to move around (while the nail was still parented). The prop could be broken as if not nailed.
I used two props. One prop was able to be nailed to another prop. However, using worldspawn did not work.
--This has been resolved, further issues below
I am unsure if this would be considered an exploit or not, but a nail will keep its initial health for the rest of its life, further being used to strengthen wall + ceiling props.
What I mean by this is when a prop is nailed while it is not being held, it will have a higher max health than a prop that you would nail while holding.
This can be exploited in a way where if you first nail the prop on the ground, then unnail, and nail it again while holding, the nail will still have the higher max health. This works the same way if a prop was first held and nailed, then moved to the ground. It will keep the lowered max health.
I have noticed that sometimes, when you go from a very low amount of health back up to what would give you full running speed, you do not actually speed up (even if you change weapons) until you jump once.
I have noticed this mostly when I use a medstation.
I believe it occurs when you do damage to a zombies legs but I'm not really sure.
[ERROR] gamemodes/zombiesurvival/gamemode/obj_player_extend.lua:205: attempt to perform arithmetic on field 'LegDamage' (a nil value)
For the Ghoul, so far I have noticed. It says it ejects poison when hit by a survivor when that is no longer the case.
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