Page 1 of 1

mp_buytime, buy zones, !zstuck

Posted: Mon May 29, 2006 11:25 am
by SauceHelmet
A suggestion / request and plain ol' question --

First off, I would like to know why, with zombie_respawn at 1, it seems as if the mp_buytime cvar is absolete. The variables are in minutes, thus if I were to put 20, the buytime would be 20 minutes. However whenever someone respawns, they don't get the message "Cannot buy, so and so seconds has passed!" but rather "Not in Buy Zone"

What happens to the buy zones? Is there any way fix this without having to disable zombie_respawn 1?

--------------------

!zstuck - C0ld, can you possibly alter this to work with anything? Humans and humans, humans in props, zombies in props, etc?

If so, it would help out a ton. Finding good maps with 40 max spawn points isn't too easy - thus if someone spawns on someone else, they can simply do !zstuck.

Also, in certain maps, or any map really, say the human is running away from a zombie in a vent, he gets zombiefied - and depending on the zombie model, might get stuck in the vent. Usually !zstuck wouldn't work for him, but if you can modify it he'd be ok.

Often times when I get in to play, I spend most of my time slapping or teleporting people :roll:

Just a thought if ya can code it as described above, I'd appreciate it! :D

Posted: Mon May 29, 2006 2:05 pm
by Spinner
Not In buy zone, Is a zombie_teams Issue.

Posted: Mon May 29, 2006 2:11 pm
by personaljihad
There doesn't appear to be an issue with zombie_respawn 1 and the buyzone times.

Posted: Mon May 29, 2006 3:46 pm
by c0ldfyr3
The problem with the buyzones is if someone starts the round as a CT, and they get zombied, and then respawned, it places them in the T buyzone yet they are a CT. I cant fix this =(

As for the second problem, the other day when I was testing, I was using noclip and when I typed noclip again, it moved me from the wall into some moveable space. This got me thinkin and furtunately, the code for noclip is in the SDK. It has some lovely functions which I am now implementing into ZM to move a player into moveable space.

Expect an update this evening.

Posted: Mon May 29, 2006 4:21 pm
by Games
Great cold :P

Posted: Mon May 29, 2006 6:33 pm
by SauceHelmet
Ah nice! Can't wait for the update.

Posted: Mon May 29, 2006 7:05 pm
by errordotocx
You own cold.

Posted: Tue May 30, 2006 3:17 pm
by lex_talionis
c0ldfyr3 wrote:The problem with the buyzones is if someone starts the round as a CT, and they get zombied, and then respawned, it places them in the T buyzone yet they are a CT. I cant fix this =(
c0ld,

Perhaps integrate Bail's CSSDM "Gun Menu" whilst using zombie_respawn, and don't load it if not using zombie_respawn?

Lex

Posted: Tue May 30, 2006 5:08 pm
by SauceHelmet
Ooo, now that's a thought!

Posted: Mon Jun 05, 2006 6:09 pm
by c0ldfyr3
lex_talionis wrote:
c0ldfyr3 wrote:The problem with the buyzones is if someone starts the round as a CT, and they get zombied, and then respawned, it places them in the T buyzone yet they are a CT. I cant fix this =(
c0ld,

Perhaps integrate Bail's CSSDM "Gun Menu" whilst using zombie_respawn, and don't load it if not using zombie_respawn?

Lex
Ill add this to the TODO list =)

Posted: Mon Jun 05, 2006 7:45 pm
by MoOnLiGht
c0ldfyr3 wrote:The problem with the buyzones is if someone starts the round as a CT, and they get zombied, and then respawned, it places them in the T buyzone yet they are a CT. I cant fix this =(
zm-map creator can fix this:

setting T and CT byzones available for all teams

Posted: Tue Jun 06, 2006 1:20 am
by errordotocx
I was about to ask about the gun menu myself. It then maks alot more maps playable. Such as FY, AIM and just any other map that doesen't have a buy zone.

:D