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Mr. Green Gaming

NECROSSIN

Greens
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Everything posted by NECROSSIN

  1. Deluvas is right Already added exploit boxes Maybe :/
  2. It always sets to 0 on each roundstart...
  3. Uploaded small update on SVN (mostly about exploit blocking): Added new mode for Exploit Blocker that uses player's eye trace hit position instead of default one (really useful for me ) Added exploit boxes for zs_transtation, zs_pub, zs_pub_v2, zs_barren, zs_villagehouse Replaced all exploit boxes on zs_lighthouse (few big boxes instead of huge amount of small ones)
  4. 2 teams, Few different specializations for player (eg: 'Science' perk let you to unlock science weapons for your team and so on) A bit simple, but it should be good
  5. Well here is my offer: - 25% melee damage when alone instead of -50% Less damage for katana
  6. Was messing around with SWEP Construction Kit and made these KF style ironsight for Dual Elites:
  7. Berserker can get pistol at 5 kills at this update
  8. Payback time! Going to upload new update on SVN soon: Actually fixed damage scaling (again) If player is alone (no teammates nearby) he will deal less damage (-50% for melee damage, - 10% for bullet damage) Fixed lasthuman damage bonus (+ 50% only for bullet damage) Increased coefficient of spawning with smg from 4 to 5 for Support 'Fixed' Last Man Stand upgrade: It will not replace the powerful weapons if you have 'em Each class still can get unique weapon: Medic - Crossbow, Commando - Autoshotgun, Berserker - Katana, Engineer - Pulse Rifle (maybe hl2 shotty instead), Support - M3 Shotgun [*]Slightly decreased damage and attack speed for katana [*]Now you need to get 75 kills to get Katana as berserker (haters gotta hate, but balance is more important ) [*]Berserker will gain much less health if he is crouching (instead of anti vent camp) [*]Enabled sv_alltalk for lasthuman [*]Berserker will no longer spawn with Deagle [*]Slightly ncreased amount of ammo for ammo regeneration [*]Added Pulse Smg for Engineer (not really finished atm) [*]Increased damage and radius for Combat Grenades [*]Increased damage for Crossbow a bit [*]Fixed 'RED PROP OF DOOM' bug [*]Increased bonus health for nails Why too much berserker's 'nerf'? Because they are ruining gameplay sometimes (insane scores too) and they were not a teambased class. The main rule is: Want to survive - dont be a selfish and work with your team
  9. That happend when the prop was nailed, right? Because now when you are nailing a red prop its possble to repair it a bit. No the props were nailed but i attacked a nailed prop like 20 seconds into the game and it suddenly appears red but that wears off after little bit and they go back to normal colour. It's not the nailing red prop thing it's literaly attack a nailed prop and it appears red as if it's going to break but its only taken a tiny amount of damage. Hmm.. I'll take a look at this bug
  10. That happend when the prop was nailed, right? Because now when you are nailing a red prop its possble to repair it a bit.
  11. Wow man, that makes no sense. You look like a idiot now He did survive the server, although I don't like the anti-vent camp idea. What's so idiotic about it? That you said that people shouldnt tell NECROSSIN what to do While you say CAPS LOCK FUCK NO TO ANTI VENT CAMPS <3 rofl I told ya that I disabled anti vent camp for a while
  12. Uploaded on SVN with some changes: Disabled anti-vent camp () Supply crates will give you only ammo and health (except UNLIFE mode) Some maps will not use random spawn system for zombies (mostly house maps) Tweaked nailing system a bit Added some new spawnpoints for zombies on zs_dump_v1, subway cargo and subversive part 3 Changed some kills/weapons requirements Added spawnpoints for zombies and supply crates on zs_cabin_v2 and cs_market_2 maps
  13. If you volunteer for manually placing spawn-points in the map cycle maps, yeah.. Well, here is my solution: Now its possible to enable/disable random spawn for each map (in options) For example: ["zs_clav_chaossystem"] = { Name = "Chaos System", Size = BIG, RandomizeSpawn = true } And then just use this (in player spawn code): if not USE_RANDOM_SPAWN then return end if TranslateMapTable[ game.GetMap() ].RandomizeSpawn != true then return end Simple but effective
  14. Take it serious, because I cant release update without any good suggestions and such...
  15. Okay in this topic I'll need your suggestions about the stuff that needs to be fixed/tweaked. Current suggestions about: Supply Crates Current Supply Crate's status: Players cant get weapons from supply crates (only ammo and health) My idea how to tweak it a bit: Players cant get weapons until there will be big amount of zombies Post your suggestions here please
  16. -snip- Watch the 'ZS Suggestions' topic ----------------------------------------- By the way here is a current kills/rewards thingy for each class: Medic: 10 kills - Deagle, Five-Seven, Dual Elites 15 kills - Glock, Magnum 35 kills - SG553 rifle 75 kills - Crossbow Commando: 5 kills - Glock, Deagle, Magnum 20 kills - AUG, Galil, AK-47, M4A1 35 kills - Famas 45 kills - Combat Grenades 75 kills - M249 Berserker: 15 kills - Axe 25 kills - Glock, Magnum 35 kills - Crowbar 55 kills - Katana 75 kills - M249 Engineer: 15 kills - Glock, Deagle, Dual Elites, Magnum 35 kills - Pulse Rifle 75 kills - M249 (need to add one more rifle/smg) Support: 15 kills - Glock, Deagle, Five-Seven, Magnum 25 kills - TMP, UMP, P90 45 kills - MP5, HL2 Smg 75 kills - M249 Shotguns will be added back later P.S.: Dont forget that bullet damage is pretty big so its should be balanced with the amount of bullets
  17. Im planning a pretty big update at this thursday: Added new rewarding system for each class (i'll post details later) Supply crate no longer will give you weapons (only ammo and health) Increased time for ammo regeneration Sligtly increased time for supply spawn Disabled random zombie spawm Added new special weapon for berserker: Katana Added new special weapon for medic: Crossbow Added new special weapon for Commando: Combat Grenades Decreased requirements for lvl 0-2 berserker Tweaked requirements for lvl 2-4 berserker 'Sliced' ammo count for weapons Nerfed damage system Tweaked first zombie's amount Increased damage for Poison Zombie Slightly decreased damage for Normal Zombie Slightly increased delay between healing for poison zombie's aura Re-Added Anti vent camp Decreased walking speed for player if he is holding Pulse Rifle Disabled shotguns for a while (does not affect Comeback and Last Man Stand upgrades) Increased knockback effect for M3 again :/ Fixed small headcrab's bug (camera offset) Tweaked rage for zombine Slightly increased damage resistance for zombine Some pics: Anti vent camp and crossbow: Going to upload it on SVN as soon as i'll check everything (today or tomorrow)
  18. I'm not responsible for shop and sql (because I didnt touched them)
  19. Uploaded small update on SVN: Changed damage and recoil for some weapons Now you will get m249 at 50 kills and shotguns at 75 kills Increased damage for fast zombie (for claws) and decreased pounce damage Moved Title Editor field in F4 menu Tweaked damage system a bit
  20. I'll take a look at this problem
  21. Uploaded new update on SVN: Fixed few bugs where Support was not able to level-up using hl2 smg and hl2 shotty Added Rage ability for zombine, however zombine cant gain health from poison zombie when his 'rage' is activated and he also cant use howler's protection Enabled ability to destroy default doors
  22. Possible solution against grenade spammers:
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