Garry's Mod

Garry's Mod

Zombie Master
Forrest Mark X  [developer] 7 Apr, 2018 @ 3:18pm
Changelog 4/7/2018
  • Restored the old method of doing Capabilities
  • Do not spawn extra ammo or weapons in games with less than 16 players
  • Attempt to fully prevent games restarting twice at the same time
  • Removed the attacking system from the Hulk
  • Wait a full second before updating the enemy of the NPC on spawn
  • Prevent a nil error if the NPC becomes null before his enemy is set
  • Added experimental player lobby system
  • Attempt to fix super loud gun sounds
  • Fixed certain types of grates being unable to be damaged by melee
  • Added many features from Zombie Master: Reborn
  • Fixed a few issues with the options menu
  • Renamed the base player class to avoid confusion
  • Changed the way the system looks for the ZM in FindZM
  • Molotov now defaults to just 1 ammo
  • Made the hud blur act more like the default HL2 HUD
  • Box selection no longer checks for visibility
  • Use the zombie center for getting his screenpos
  • Set the padding on all the catagorys in the options menu
  • Added the Zombie Master AI system
  • Fixed a error with the zombie drawing if it was spawned outside PVS
  • Removed a uneeded cvar flag from a few cvars
  • When adding zombie LUA always add and include shared.lua first
  • Added a better and more clear system for the player drawing in the player manager
  • NPC:Think is now shared
  • Added a few of the new cmds to the settings txt
  • Removed the backgrounds and added the base ZM one
  • Changed the title text to be more basic
  • Made the Zombie Master HUD into panels that scale properly with res
  • Added a system to add more ZM powers and catagories
  • Made the carry system act more like the ZMR version
  • Added a better way to force the weapon to reload when empty
  • Changed the spawn flags values for the phys explosion to the C++ version
  • Made the base zombies only call Draw
  • Made the zombie drawing alittle more fluid
  • Allow modders to customize a few aspects on how zombies fade in and draw in general
  • Converted all tabs to whitespace for better formatting
  • Made the centered game_text text align different on the y axis to prevent the crosshair from blocking text
  • Spectators can now use E to spectate a NPC or Player they are looking at
  • Weapons now apply force to ragdolls on just killed zombies
  • Added cvar for infinite ammo and added a hud with it
  • Added 2 new fonts for bigger and huge
  • Allow weapons to change what damagetype they apply
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How to use the AI System?
Forrest Mark X  [developer] 15 May, 2018 @ 9:29pm 
zm_ai_enabled 1
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