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if primary clip size was changed in the cusom pap then it will not alter it any further.#70
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jaxjaxk wants to merge 531 commits intoAlig96:masterfrom
Open
if primary clip size was changed in the cusom pap then it will not alter it any further.#70jaxjaxk wants to merge 531 commits intoAlig96:masterfrom
jaxjaxk wants to merge 531 commits intoAlig96:masterfrom
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"Rewrite" of some modules
- Added option to add/remove all weapons from a certain category to the random box list - Added option to add/remove all weapons with a certain prefix to the random box list - Added option to remove all weapons from the random box list - Added option to add all weapons to the random box list (default list) - Added option to reload changes back to the current serverside setting
- Fixed Deadshot erroring on zombies with no Valve Neck bone - Zombies now correctly spawn a few seconds into the round again - Fixed errors in the Random Box Weapon list - Temporary fix to zombies spawning inside each other
…o zombie-segment-jumping
Improved jumping Added new debug overlay for zombies (requires developer 1) Removed some timeouts Increased jump height by 2, pathing stays unaffected.
Zombie Jumping & random improvements
- Added Der Wunderfizz - Added option to decide which perks are available in Der Wunderfizz - Added original Fire Sale model - Props should no longer automatically register themselves to the Doors list on spawn - Fixed typo in ItemCarrying that resulted in bad networking - Map Settings can now be updated individually - Added handy little console command to get a table of the position and angle of the entity you're looking at - Fixed Context Menu unable to obtain keyboard focus when editing entities with C - Added Mob of the Dead Round Music (resources for map scripts)
# Conflicts: # gamemodes/nzombies3/gamemode/mapping/sh_sync.lua # gamemodes/nzombies3/gamemode/mapping/sv_mapping.lua # gamemodes/nzombies3/gamemode/misc/sv_consolecommands.lua # gamemodes/nzombies3/gamemode/tools/sh_tools_settings.lua
- Der Wunderfizz now saves and loads with the map configs - A random Wunderfizz now actually turns on when electricity is turned on - Der Wunderfizz no longer errors on buy - Der Wunderfizz is now excluded in map cleanups
- Barricades now have the options of not having any planks - Barricades now have the option of triggering zombies to jump over it - Zombies will now ignore any other entity when searching for a barricade in their range - Barricades are now placed more fittingly on the ground - Fixed Target Priority Cheat not working on non-player entities - Added Dynamic Light entity (WIP)
…nto Master-Changes
- Added prop list by Logan - Added Wall Pieces props
- Added Zombie Blood powerup (no sound yet :( ) - Added Blood Money powerup (needs to be manually created, map scripts) - Added proper sound and visual effects to Nuke - Powerups can now be non-global and only assign to a specific player (like Zombie Blood) - Rewrote Powerups module - Added simple WIP nZombies .fgd with electricity handling - Added nz_electricity entity to be used in Hammer to make things do things when power is turned on - Zombies now only actually respawn if outside all players' 180-degrees field of view - Zombies now update to idle animation if they don't have a target and can't respawn - Zombies can now be set to not be able to attack - Nuke now blocks affected zombies from attacking - Powerups can now have an expiration function
Fixed the errors occuring when getting points related to powerups
- Fixed powerup error on game reset
- Added a few apocalyptic-themed models from Origins - Added "Apocalyptic" prop category with barricade/barrier-style props
- Fixed error on non-player entities firing bullets - Down color fade now fades from black/white to red rather than color to dark - Players losing points from other players bleeding out should no longer play the buy sound - Using kill or explode in console will now down you instead, if used while downed will kill you
- Fixed backwards compatibility with barricades
- Zombies are now totally no-collided when jumping barricades - Added failsafe to short-circuit if the zombie gets within attack range but doesn't have a valid enemy (should never happen anyway) - Removed some debug prints
- Fixed Firesale-related random box error
- Hellhounds can now jump barricades - Fixed error on Viewpunch from zombies attacking non-player entities
- Adds Panzersoldat models and sounds - Adds unavailable Panzersoldat zombie entity (WIP) - Removed nz_test_hellhounds convar
- Fixed Map Settings tool erroring on equip - Worked a bit on Panzersoldat
…nto Master-Changes
Nothing much, you still can't use him. This is just be keeping my progress with him updated and in the cloud.
- Resized Panzer slightly smaller - Added Zombie Blood sound - Added zombie being grabbed by Panzer claw animation - Fixed one of the zombies' attack animations making them look like they pass through the wall in front of them
# Conflicts: # lua/autorun/client/rp_nlhh_v2u_clienteffects.lua
Fixed not being able to buy weapons that have overridden GetPrimaryAmmoType
Fixed an exploit that allowed anyone to do nz_qr.
All updates
Am I actually restarting?
…into master-workshop
…into master-workshop
Maintenance Fixes
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i put the whole suggestion here before making a request Zet0rz#194
essentially this lets you change the primary clip size of a weapon within the custom pap function you can create for any weapon. if you do not change the clip size in the custom pap function then it does what it did before.
sv_weps.zip
the explanation:
we compare the clip size before and after the custom pap function is run. if they are the same then we run as usual, if not we do not alter it further as it has already been changed by the custom pap function.