P.S: plz, more NPC!
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CS2D General 0.1.1.8 pre-releaseP.S: plz, more NPC!
I wait new version of cs2d, but when it start???
Zombies see through Dynamic walls and can walk through it...
Gas Grenades don't harm zombies...
Molotov explosion hurts zombies but not the fire...
Zombies walk through laser mines but explosion causes damage.
Zombies walk through mines...
Rocket Launcher/RPG Launcher/Grenade Launcher attack goes through zombies but explosion harms them.
Snowballs go through zombies...
Zombies hit through shields...
Gate fields/Barbed wires don't harm zombies...
Turrets don't fire at zombies...
Gut bombs go through zombies but the blood harms them...
Zombies don't see through builded walls but can just barely walk
through them in certain cases...
Zombies can hit you and (rarely) walk through through open edges...
Env_Hurt does not harm zombies (I should have guessed)...
So basically I'm guessing any throwable/missile goes through zombies but its "explosion" can harm them... w/e...
It's an very nice idea DC with the NPC entity!
Thank you, now i can create an adventure level!
Morpheon has written
BUGS:
Zombies see through Dynamic walls and can walk through it...
Gas Grenades don't harm zombies...
Molotov explosion hurts zombies but not the fire...
Zombies walk through laser mines but explosion causes damage.
Zombies walk through mines...
Rocket Launcher/RPG Launcher/Grenade Launcher attack goes through zombies but explosion harms them.
Snowballs go through zombies...
Zombies hit through shields...
Gate fields/Barbed wires don't harm zombies...
Turrets don't fire at zombies...
Gut bombs go through zombies but the blood harms them...
Zombies don't see through builded walls but can just barely walk
through them in certain cases...
Zombies can hit you and (rarely) walk through through open edges...
Env_Hurt does not harm zombies (I should have guessed)...
So basically I'm guessing any throwable/missile goes through zombies but its "explosion" can harm them... w/e...
Zombies see through Dynamic walls and can walk through it...
Gas Grenades don't harm zombies...
Molotov explosion hurts zombies but not the fire...
Zombies walk through laser mines but explosion causes damage.
Zombies walk through mines...
Rocket Launcher/RPG Launcher/Grenade Launcher attack goes through zombies but explosion harms them.
Snowballs go through zombies...
Zombies hit through shields...
Gate fields/Barbed wires don't harm zombies...
Turrets don't fire at zombies...
Gut bombs go through zombies but the blood harms them...
Zombies don't see through builded walls but can just barely walk
through them in certain cases...
Zombies can hit you and (rarely) walk through through open edges...
Env_Hurt does not harm zombies (I should have guessed)...
So basically I'm guessing any throwable/missile goes through zombies but its "explosion" can harm them... w/e...
I think DC wanted it so!!! WHy it were stupid when you can kill so fast the Headcrabs and Zombies...that are not normal creatures how Terror Zombies...
And now one more...DC said it can be that some of your suggestions for NPC be in new version and over...
Admin/mod comment
Don't quote whole posts. /TheKilledDeathWhen I`m get spawn point to deadlest tile - player don`t die.
But if I`m will teleport somebody to deadlest tile - player died.
Setpos - not movement !
And with this bug I can`t make script which uses W,A,S,D control to ride car. (But it working at offline servers)
Here u can have video with them:
http://www.youtube.com/watch?v=yjcpOclvtVU
First bug: if u stand there u cannot be killed by glock with burst mode (yep u are immortal)
Second bug: That was realy werid! Player who was on Spec play like a normal player but we cant see him, he say that he joined to the team but he was still on Spec...
edited 2×, last 21.08.10 10:33:20 am
Edit: i found another bug.
On game mode zombies, when you are a zombie, the env_npc (NPC Zombies), attack you. (Allegedly they are teammates)
edited 1×, last 20.08.10 05:03:19 am
Bot's aim is bad.
DC has written
Custom reload sfx is now possible with files in sfx/weapons/
- sfx/weapons/<WEAPONNAME>_clipout.wav
- sfx/weapons/<WEAPONNAME>_clipin.wav
- sfx/weapons/<WEAPONNAME>_clipout.wav
- sfx/weapons/<WEAPONNAME>_clipin.wav
So my Reload Sounds Script will now be useless?