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The full Zombie Survival gamemode. Created for Garry's Mod sometime in 2006.

Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=105462463

License: Other

Lua 99.89% JavaScript 0.11% Batchfile 0.01%

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antizombie avatar arthurgeron avatar bagellll avatar bclark09 avatar jetboom avatar jiemo132 avatar mctgmod avatar mka0207 avatar

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zombiesurvival's Issues

Redeem Variable Desync

If a user joins a server with a modified redeem cvar, it will persist on the client forever.
For example, they will see 3/1 if they have 3 brains and peviously joined a server with a 1 brain redeem.

redeem

There's a picture of it in action on a 4 brains server.

Nest Placing Not Always Reliable

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.

Medkit Aura Glitch

Not at all a game-changer.
If a player has the medkit equipped and is able to see friendly auras, then proceeds to drop the medkit, then he will continue to see the auras forever (or until another player picks up the medkit).
2014-11-19_00001

Gun Turret Ammo Exploit

You can buy a gun turret, use all the ammo in it, and give it to someone else. They will get 250 ammo.

Options Bug

I disabled auto-redeeming, but I still redeem... several maps later.

Wraith's Moan (r) Only Works Once Per Life

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.

Torso's Viewmodel Attack out of Sync

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.

Pistol Ammo - logic_pickups

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).

Health Area Model Becoming Small

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.

http://prntscr.com/54hkzj

Normally, the icon would be about four times the size.

Nails Health - Rare Bug

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)

Picking Up Dead Survivors' Stuff Affects logic_pickups

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

Rare Message Beacon Bug

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.

Run Speed Sometimes Does Not Adjust

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.

Ghoul's Touch Carries Over to Fresh Dead

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.

Fast Zombie Cannot Attack If Interrupted

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.

Bosses Not Appearing

(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.

point_propnocollide error

Appeared in the server console, I was not in at the time. It appeared several times in groups of itself spamming.
screenshot 2014-11-16 03 31 50

Possible Meat-Hook Related Crash

pcrash
This occurred when a zombie was hit by a meat-hook, then several moments later turned into a torso and died (in to an explosion from shotgun headshot). The server locked up (crashed) a second later.

2 Pulse Ammo Boxes Worth Cost

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.

Survivors Cannot Phase While On A Ladder

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.

info_player_zombie_boss - small bug

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.

Nailed Prop's Max Health

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.

Tiny Slug Rifle Damage Point Floater Still Not Accurate

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.

[request] Limit on Late-Joining Humans

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.

func_noair does not work

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.

Equipment Items (Ars/Turret/Etc) Drop Bug

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.

Tiny Slug Rifle Damage Point Floater Not Accurate

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.

[suggestion / question] - Prop Carrying

(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).

Leg damage causes client side script error

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)

  1. GetLegDamage - gamemodes/zombiesurvival/gamemode/obj_player_extend.lua:205
    1. AddLegDamage - gamemodes/zombiesurvival/gamemode/obj_player_extend.lua:183
    2. unknown - gamemodes/zombiesurvival/gamemode/shared.lua:460
      1. FireBullets - [C]:-1
      2. ShootBullets - gamemodes/zombiesurvival/entities/weapons/weapon_zs_base/shared.lua:238
      3. unknown - gamemodes/zombiesurvival/entities/weapons/weapon_zs_base/shared.lua:71

Fast Zombie - Pouncing Straight (or almost) Upwards..

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.

Hammer SDK - prop_nail issues

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

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