jetboom / zombiesurvival Goto Github PK
View Code? Open in Web Editor NEWThe Zombie Survival gamemode for Garry's Mod.
Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=105462463
License: Other
The Zombie Survival gamemode for Garry's Mod.
Home Page: https://steamcommunity.com/sharedfiles/filedetails/?id=105462463
License: Other
Small detail, not widely important.
But it appears to be missing the Modified Sawhack and the Waraxe. These are all that I have noticed.
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.
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.
Couldn't include file 'vgui\dmodelkillicon.lua' (File not found) (@gamemodes/zombiesurvival/gamemode/cl_init.lua (line 23))
You can buy a gun turret, use all the ammo in it, and give it to someone else. They will get 250 ammo.
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)
Tested just now on the server
Using a plank and repeatedly hitting a nailed prop, will eventually cause it to lose hp.
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.
SWEP:SetWeaponHoldType - ActIndex[ "" ] isn't set! (defaulting to normal)
Appeared in my console suddenly after the last player died.
I assume this is unintentional since it is a legit weapon that can be picked up.
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.
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.
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.
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.
(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.
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.
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.
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.
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.
I disabled auto-redeeming, but I still redeem... several maps later.
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.
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.
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.
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.
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.
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.
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.
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.
I'm on Linux Mint.
All the buttons on the alt menu do not respond when clicking.
Title.
I only had a pistol, an axe, and a hammer and was still able to pick up all types of ammo.
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.
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
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
(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).
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.
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 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).
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.
Small detail. I do not think force fields will be added in again, but if they are planned to be added again, disregard this.
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)
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.