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Posts posted by Pufulet
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- - Updated Turret
- - Increased turret base ammo capacity 80->100.
- - Turrets now regenerate ammo while active at half the speed.
- - Updated Turret
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I will test it this week and I may upload it on the weekend.
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- - Updated Blood Spawner.
- - Creating a spawner will start out as a blood ball (50 health).
- - After 12 seconds the ball explodes into a spawner (120 health).
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Priority Todo List:
[High Priority]
- Add 10 second dormant time for blood spawners.
[Medium Priority]
- Turrets
- Remove ability to turn off turrets.
- USE to pickup turret.
- Automatically switch on/off when no ammo.
- Fix redeeming with no proper loadout.
- Fix some text not scaling on new loadout screen.
[Low Priority]
- Medic Perks
- Flow
- -9 Seconds healing cooldown
- -80% healing power
- Transfusion
- Healing an undead with the medical kit does (10 + healing power) damage and converts to medical ammo.
- Flow
- Add Pulse Rifle MK2 (Braindawg) https://www.dropbox.com/s/hoh1dd8crmoxkc1/Pulse%20Rifle.txt?dl=0
- Add Boomstick
- Update ammo box entitiy
- Hold only 1 type of ammo.
- Update model depending on the type of ammo.
- Set how much ammo the entity can have else use the give ammo pack function.
- Add health vial entity
- Replace all health vials with a vial that stores medical ammo.
- Do something with batteries.
- MOUSE2 to throw stuff at zombies while holding them.
- RELOAD to unnail props while holding the hammer.
- Add further leveling of some sorts (prestige).
- Update game time mechanics:
- 2:15 warm up time
- 15:00 round time
- 0:45 end time
- Disable new humans after warm up time * 2
- Disable redemption after warm up time + 12 minutes (add message "all chances at redemption are over)"
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- Added everything from above but no perks yet.
- Temporarily disabled global perks.
- Each zombie now has a limit of how much SP for damage they can give that life. This is their base value * 3. Temporary until a better system is in place.
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For tonight's update, mainly on Medic (I will post changelog when it's up.):
CLASSES WILL RECEIVE THE CORRECT AMMO FOR SPAWN
+10 medical ammo on spawn
+10% medical efficiency (bonus healing)
+10% medical ammo received
+ lvl * 10 medical ammo on spawn
+ lvl * 10 medical ammo received
+ lvl * 3% medical efficiency
Base ammo given is 20 (22 for lvl 0)
Medkit
Heal 10
Heal others cooldown: 10 seconds.
Heal self cooldown: 20 seconds.
Mediguns have the same but a base healing power of 5.
New Perks
- Flow
- -9 Seconds healing cooldown
- -80% healing power
- Transfusion
- Healing an undead with the medical kit does (10 + healing power) damage and converts to medical ammo.
- Saint
- 33% of healing also goes to self.
- Can overheal self to 120 health.
- Flow
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[High Priority]
- Update kill feed
- Fix certain killicons (mediguns)
- Add +x medic ammo received as a bonus.
- Picking up ammo with melee to go to primary, if not then secondary.
[Medium Priority]
- Turrets
- Remove ability to turn off turrets.
- USE to pickup turret.
- Automatically switch on/off when no ammo.
- Fix redeeming with no proper loadout.
- Update kill feed
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Priority Todo List:
[High Priority]
- Update kill feed
- Fix certain killicons.
[Medium Priority]
- Turrets
- Remove ability to turn off turrets.
- USE to pickup turret.
- Automatically switch on/off when no ammo.
- Fix redeeming with no proper loadout.
[Low Priority]
- Fix damage over time always having toxic effect even when under bleed damage (check zombies healing instantly as this isnt counted as proper damage?)
- Add proper colour changing in the damage over time code.
[Low Priority (new content)]
- Add Pulse Rifle MK2
- MOUSE2 to throw stuff at zombies while holding them.
- RELOAD to unnail props while holding the hammer.
- Add further leveling of some sorts (prestige).
- Update kill feed
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If the medic ammo still an issue?
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Several updates and fixes regarding the new ammo system.
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Ammo system has been updated. Players now hold the ammo on themselves instead of weapons. Please let me know of any issues that appeared because of this change.
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- - Updated kill feed.
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Priority Todo List:
[High Priority]
- Update kill feed
- Fix certain killicons.
- Update killfeed display.
- Remove poison damage from ghoul and poison zombie.
[Medium Priority]
- Turrets
- Remove ability to turn off turrets.
- USE to pickup turret.
- Automatically switch on/off when no ammo.
- Fix redeeming with no proper loadout.
[Low Priority]
- Fix damage over time always having toxic effect even when under bleed damage (check zombies healing instantly as this isnt counted as proper damage?)
- Add proper colour changing in the damage over time code.
[Low Priority (new content)]
- Add Pulse Rifle MK2
- MOUSE2 to throw stuff at zombies while holding them.
- RELOAD to unnail props while holding the hammer.
- Add further leveling of some sorts (prestige).
- Update kill feed
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- - Added a new global perk.
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- - Fixed clientside error with shotguns.
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- - Fixed burning bodies damaging players.
- - Updated alyxgun viewmodel.
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- - Fixed being able to shoot nails.
- - Fixed not being able to nail func_physboxes.
- - Fixed being able to damage other humans with func_physboxes.
To Add:
Being able to damage zombies by throwing shit at them.
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I'll put it on the list for this weekends development.
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He is getting banned next time I see it.
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Priority Todo List:
[High Priority]
- Add 10 second dormant time for blood spawners.
[Medium Priority]
- Update kill feed
- Fix certain killicons.
- Update killfeed display.
- Daze ghouls and poison zombies on flesh throw instead of pre-throw.
- Remove poison damage from ghoul and poison zombie.
- Turrets
- Remove ability to turn off turrets.
- USE to pickup turret.
- Automatically switch on/off when no ammo.
- Fix redeeming with no proper loadout.
- Fix fall damage scale never killing the player.
[Low Priority]
- Fix damage over time always having toxic effect even when under bleed damage.
- Add proper colour changing in the damage over time code.
[Low Priority (new content)]
- Add Pulse Rifle MK2
- MOUSE2 to throw stuff at zombies while holding them.
- RELOAD to unnail props while holding the hammer.
- Add further leveling of some sorts (prestige).
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Last update for now:
- - Behemoth health 2000 to 3000.
- - Fixed behemoth not having its visuals (skull, red eyes and crowbar).
- - Behemoth scaled back down due to causing humans to get stuck (Future fixing).
- - Crouched humans do 22% less melee damage (Ultimately I need to fix the crouch exploit).
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- - Updated shotguns.
- - Shotguns can now use ironsights.
- - Update several support weapons.
- - Blast Proof perk lowers explosive damage by 80%.
- - Zombies no longer drop weapons on death.
- - The scrap price for weapons has been modified to ((TIER * 10) + 10).
- - Lowered commando grenade radius.
- - Slightly lowered C4 radius and distance check.
- - Poison puke can now damage props, 5 damage per puke.
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- - Fixed combat knife hit animation not playing.
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Weekend todo list:
- Fix knife animation.
- Fix chainsaw animation
- Fix poison puke not going through fences.
- Fix damage over time always having toxic effect even when under bleed damage.
- Add Pulse Rifle Mk2
- Add Boomstick
Live Zombie Survival development tracking (changelog)
in Zombie Survival
Posted · Edited by Pufulet
Priority Todo List:
[High Priority]
[Medium Priority]
[Low Priority]