[CODE]14:03:12 Lua Error: [ERROR] gamemodes/redead/gamemode/ply_extension.lua:204: attempt to index field 'Stats' (a nil value) 1. GetStat - gamemodes/redead/gamemode/ply_extension.lua:204 2. AddStat - gamemodes/redead/gamemode/ply_extension.lua:198 3. DoDeath - gamemodes/redead/entities/entities/npc_zombiebase/init.lua:210 4. unknown - gamemodes/redead/entities/entities/npc_zombiebase/init.lua:319 5. FireBullets - [C]:-1 6. ShootBullets - gamemodes/redead/entities/weapons/rad_spas12/shared.lua:324 7. unknown - gamemodes/redead/entities/weapons/rad_spas12/shared.lua:151
14:03:15 Lua Error: [ERROR] gamemodes/redead/gamemode/ply_extension.lua:204: attempt to index field 'Stats' (a nil value) 1. GetStat - gamemodes/redead/gamemode/ply_extension.lua:204 2. AddStat - gamemodes/redead/gamemode/ply_extension.lua:198 3. DoDeath - gamemodes/redead/entities/entities/npc_zombiebase/init.lua:210 4. unknown - gamemodes/redead/entities/entities/npc_zombiebase/init.lua:319 5. FireBullets - [C]:-1 6. ShootBullets - gamemodes/redead/entities/weapons/rad_base/shared.lua:692 7. unknown - gamemodes/redead/entities/weapons/rad_base/shared.lua:553[/CODE]
Got this and it crashed almost everyone on the server.
[CODE]14:17:21 Lua Error: [ERROR] gamemodes/redead/entities/weapons/rad_z_base/shared.lua:209: attempt to perform arithmetic on local 'dir' (a nil value) 1. MeleeTrace - gamemodes/redead/entities/weapons/rad_z_base/shared.lua:209 2. unknown - gamemodes/redead/entities/weapons/rad_z_base/shared.lua:106[/CODE]
Now this
Fixed those. I also implemented a new system that keeps wooden props spawning on the map. In other words, if you break every wooden prop on the map, the gamemode ensures that at least 15% of the props on the map are wooden and will spawn props to maintain that equilibrium. So techs are more relevant for the entire match. You can alter the percentage of wooden props in moddable.lua.
I also fixed player zombies and crushed a pile of bugs.
Would some of the old maps like deadvilla and zombiesurvival work for the gamemode again?
How about? [url]http://steamcommunity.com/sharedfiles/filedetails/?id=133245357[/url]
Any server hosting this?
[QUOTE=regist;40800736]Any server hosting this?[/QUOTE]
Mine is :) quite alot of people use it 188.165.233.138:27014
[QUOTE=d10sfan;40799260]Would some of the old maps like deadvilla and zombiesurvival work for the gamemode again?
How about? [url]http://steamcommunity.com/sharedfiles/filedetails/?id=133245357[/url][/QUOTE]
I have written configs for zombiesurvival_b5 and deadvilla. That map you linked works pretty well, i'm contacting the author.
I just released an update:
- Player zombies can no longer walk through barricades.
- Fixed music not playing.
- Radioactive zombies are a little more dangerous now.
- A bunch of other stuff.
All that's really left to do now is tidying up the shop menu and a few other odds and ends.
I'm going to host a server when I get home, this looks [I][B]fucking awesome.[/B][/I]
I host it right now and my server has been packed since I put it on.
Good job!
[QUOTE=FyllyMan;40801362]Mine is :) quite alot of people use it 188.165.233.138:27014[/QUOTE]
Nice! Add me on steam my steam name is Ajint56
Edit: I will be online tomorrow as I am on my tablet right now.
Converting the NPCs to use NextBot!
[img_thumb]http://i.imgur.com/aw0U3XI.jpg[/img_thumb]
Looks promising so far. Right now they are just templates that don't actually do anything.
[QUOTE=twoski;40809304]Converting the NPCs to use NextBot!
[img_thumb]http://i.imgur.com/aw0U3XI.jpg[/img_thumb]
Looks promising so far. Right now they are just templates that don't actually do anything.[/QUOTE]
Holy dick and balls on a nuns forehead! Tell me more please.
Looks great!
The zombies are already twice as good. They also have a faster attack+run speed than the old ones so they are twice as dangerous.
[img_thumb]http://i.imgur.com/QVD29YS.jpg[/img_thumb]
If anyone here wants to help out, i need a nav mesh for every good redead map. Just stand at the player spawn, then do 'nav_mark_walkable' then 'nav_generate' in console.
I also committed a beta test for the new NPCs on the SVN. There are 2 .nav files in the content folder which you need in order for their corresponding maps to work.
Are you using Radioactive Sandbox as a base? Cause I am seeing similar HUD and same weapons.
When i originally rewrote it i used radbox as a base, yes. It's gone through a lot of changes since then.
I'd also like to announce that i've finally uploaded a very important update to the workshop: NEXTBOTS. Zombies are now much smarter and much more dangerous. With this update you can make this gamemode work on any map, as long as it has a Nav Mesh. The zombies depend entirely on the Nav Mesh so if you do a shitty job configuring your map then they will get stuck lots. I've included 3 meshes with the workshop download so you can look at them ingame and see how a proper mesh looks.
Will you allow these zombie npcs to be spawned in sandbox aswell?
Hey man, love your mod. Been playing it A LOT with my friends.
But somehow, when I updated the mod (I used the SVN one), the mod is not working anymore.
[IMG]http://cloud-2.steampowered.com/ugc/1118296799394797225/9C9EDE1C08F3F1274963D527F0AD30A770DBCA50/1024x768.resizedimage[/IMG]
Been staying there for straight 2 minutes, no zombies spawning or coming.
Could you please recheck the SVN version? I love this mod so much :<
You need nav files for zombies. Look in your redead folder then go into content/maps
You will see nav files for your maps. Copy those files and move them to garrysmod/maps and it should work when you restart.
Hope this helps!
Okay so ironsights are dumb. I don't like them. Most CS:S weapons look like complete shit in ironsights mode with the exception of a few.
So i have a number of ideas, let me know what one you guys prefer using the corresponding rating:
[img]http://www.facepunch.com/fp/ratings/heart.png[/img] - Make secondary fire do nothing.
[img]http://www.facepunch.com/fp/ratings/wrench.png[/img] - Replace secondary fire with some sort of utility, like lasersights.
[img]http://www.facepunch.com/fp/ratings/rainbow.png[/img] - Make secondary fire activate the panic button or some other convenience function.
[img]http://www.facepunch.com/fp/ratings/clock.png[/img] - Some other thing i haven't thought of yet.
[QUOTE=twoski;40856166]Okay so ironsights are dumb. I don't like them. Most CS:S weapons look like complete shit in ironsights mode with the exception of a few.
So i have a number of ideas, let me know what one you guys prefer using the corresponding rating:
[img]http://www.facepunch.com/fp/ratings/heart.png[/img] - Make secondary fire do nothing.
[img]http://www.facepunch.com/fp/ratings/wrench.png[/img] - Replace secondary fire with some sort of utility, like lasersights.
[img]http://www.facepunch.com/fp/ratings/rainbow.png[/img] - Make secondary fire activate the panic button or some other convenience function.
[img]http://www.facepunch.com/fp/ratings/clock.png[/img] - Some other thing i haven't thought of yet.[/QUOTE]
Right Click to shove would kind of be cool.
That was my first thought but there are a number of reasons i won't do it.
- The bots don't have animations for being shoved.
- I'm not really interested in writing the code for it.
- Making a shove animation for SWEPs would involve a lot of scripting.
Fuck it, i'm just gonna make right clicking do lasersights. The question now is should lasersights affect your weapon stats when they're active? I want there to be advantages to having them both on and off if i do make them affect your weapon.
[QUOTE=twoski;40856575]That was my first thought but there are a number of reasons i won't do it.
- The bots don't have animations for being shoved.
- I'm not really interested in writing the code for it.
- Making a shove animation for SWEPs would involve a lot of scripting.
Fuck it, i'm just gonna make right clicking do lasersights. The question now is should lasersights affect your weapon stats when they're active? I want there to be advantages to having them both on and off if i do make them affect your weapon.[/QUOTE]
Having the laser sight active would make you more accurate at the cost of your screen moving alot slower sounds pretty good.
Is anyone else having trouble with the dev mode? The entity spawn gun works fine, but I can only spawn barrels with the prop spawner.
Also, whenever I create Zombie spawns, they won't respond to the ai nodes around them, what am I doing wrong? Why won't they move?
[editline]1st June 2013[/editline]
Shit, I forgot that nev meshes are different.
I updated all the weapons.
- Snipers are generally more useful now. When unscoped you have more spray but to compensate, you get normal crosshairs like any other gun. You can now move around while scoped (no running though).
- All non-sniper weapons have lasersights. The benefit of using lasersights is that it draws a precision dot where you aim, but you can't tell how much spread you have.
- SMGs were severely under-powered. Some had completely retarded damage/recoil/spray. I've buffed almost all of them. Sniper damage has been slightly reduced, assault rifles and pistols are relatively unchanged, with the exception of the berettas which i slightly buffed.
Can you fix how when you are affected by a status ailment that moves the screen (drunk or radiation) you still fire in the exact same spot that you would if you weren't even though the crosshair moves?
I'm putting this on my second server right now, also I'll be making custom maps and nav meshing some existing maps and putting em on workshop so you lot can have a bit of variety in your map cycles (I'm currently working on a redead version of rp_silenthill)
[QUOTE=twoski;40861774]I updated all the weapons.
- All non-sniper weapons have lasersights. The benefit of using lasersights is that it draws a precision dot where you aim, but you can't tell how much spread you have.
[/QUOTE]
I was thinking, maybe with the red dot, make the gun very accurate but it has a charge (battery) so let's say your red dot can last 30 seconds, but when it's off it takes 15 seconds to recharge. Something like that.
[img_thumb]http://i.imgur.com/QGbr4CI.jpg[/img_thumb]
i need new blood splatter textures, any artists here?
Also, i have a map here i've been working on. It's mostly untextured but it should play well enough.
[url]http://www.megafileupload.com/en/file/422747/maps-zip.html[/url]
Just a suggestion: think you should change the font to be more readable.
new blood effects. a lot better looking than the old stuff.
[img]http://i.imgur.com/4C6zN4d.jpg[/img]
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