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Slay/kick Zombies when they dont attack/move

Posted: 26 Jun 2020, 19:59
by Infamous2017
I have the following wish: Since I have a zombie server and have the problem that some players do not want to attack as a zombie, they simply wait until they are counter terrorists again after two rounds. The following question / request:

Can anyone create a plugin that zombies are automatically slayed after 5 seconds if they don't attack and move? Something like Walkguard. And that they get a message such as: "Please attack as a zombie". And the best thing would be that the zombies that ignore this are simply kicked off the server after the 5x (5 times slay in round) slay. Would be mega top if someone can.

Please for 1.8.3 (Only this works for my Swarm Mod)

REHLDS

Re: Slay/kick Zombies when they dont attack/move

Posted: 26 Jun 2020, 22:27
by levin
i can make this after july

Re: Slay/kick Zombies when they dont attack/move

Posted: 27 Jun 2020, 14:49
by Infamous2017
That woudl be really friendly. Should i ask u via PM in July ??

Re: Slay/kick Zombies when they dont attack/move

Posted: 27 Jun 2020, 17:24
by kidd0x
Hi , few years ago on my zm sv i used this
| Afiseaza codul
/*  
	amx_freeze 
    by Drekes
    
    Description:
        Makes it able for admins to freeze a player, this will make him unable to move or jump.
        
    Cvars:
        amx_freeze_knife_only 0/1    Makes a frozen player hold only his knife
		
	Command:
		amx_freeze <@all/@T/@CT/player> <0/1> <seconds>
		
		seconds is optional.
        
    Changelog: 
        v1.0: - Release
        
        v1.1: - Merged several functions.    				darkgod's suggestion
              - Remade the activity code.    				darkgod's suggestion
              - Changed the numtime code.    				darkgod's suggestion
              - Added a timer.                				Elite Taco's suggestion
              - Added cvar for game-monitor
              
        v1.2: - Changed way of freezing       				Many peoples suggestion
              - knife only (cvar)
        
        v1.3: - Added @ct/@t/@all support    				ConnorMcleod's suggestion.
              - Filtered curweapon             				ConnorMcleod's suggestion.
              - changed timer code.
			 
		v1.4: - Converted to fakemeta.
			  - Made cstrike version.
		
		v1.5: - Blocked players view when frozen.			ConnorMcleod's suggestion.
			  - Used bits to check and set frozen players.	ConnorMcleod's suggestion.
			 
		v1.6: - Remove reduntant code.						ConnorMcleod's suggestion.
			  - Removed cstrike version since 
			    get_user_team isn't used anymore.
			  - unregistered PlayerPreThink when it's not
				needed.										ConnorMcLeod's suggestion.
			
		v1.7: - optimized code								ConnorMcLeod's suggestion.
		
		v1.8: - Changed syntax of command 					Seta00's suggestion.
			  
    Credits:
        - RedRobster: Helping me find an annoying mistake that kept crashing my server.
		- Bugsy: For the bitfield tutorial and the macro's.
		- ConnorMcleod / ArkShine / Seta00: Suggestions to improve the plugin.
		- All the other people that suggested and helped improving the plugin
*/

#pragma semicolon 1

#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define VERSION 	"1.8"

#define Freeze(%1)     	 (frozen |= (1<<(%1&31)))
#define UnFreeze(%1)   	 (frozen &= ~(1<<(%1&31)))
#define IsFrozen(%1)     (frozen & (1<<(%1&31))) 

enum teams
{
	ALL,
	T,
	CT
};

new const g_TeamNames[teams][] = 
{
	"all players",
	"terrorists",
	"counter-terrorists"
};

new cvar_knife;
new frozen;
new g_PreThinkId;

new Float: g_Angles[33][3];

public plugin_init()
{
	register_plugin("amx freeze", VERSION, "Drekes");
	
	register_concmd("amx_freeze", "Cmd_Freeze", ADMIN_KICK, "<player> <0/1> <seconds> ^"Freeze/unfreeze a player^"");
	
	register_event("CurWeapon", "Event_CurWeapon", "be", "1=1", "2!29");
	
	
	register_cvar("freeze_version", VERSION, FCVAR_SERVER | FCVAR_SPONLY);
	cvar_knife = register_cvar("amx_freeze_knife_only", "1");
	
}

public client_disconnect(id)
{
	if(IsFrozen(id))
		UnFreeze(id);
	
	if(!frozen && g_PreThinkId)
	{
		unregister_forward(FM_PlayerPreThink, g_PreThinkId);
		
		g_PreThinkId = 0;
	}
}

public Cmd_Freeze(id, level, cid)
{	
	if(!cmd_access(id, level, cid, 3))  
		return PLUGIN_HANDLED;
		
	new admin_name[34];
	get_user_name(id, admin_name, charsmax(admin_name));
	
	new target[34], szOn[3], szTime[6];
	
	read_argv(1, target, charsmax(target));
	read_argv(2, szOn, charsmax(szOn));
	read_argv(3, szTime, charsmax(szTime));
	
	new iOn = str_to_num(szOn);
	new Float: fTime = str_to_float(szTime);
	
	if(target[0] == '@')
	{	
		new players[32], pnum;
		new teams: team;
		
		switch(target[1])
		{
			case 'A', 'a':
			{
				get_players(players, pnum);
				
				team = ALL;
			}
				
			case 'T', 't':
			{
				get_players(players, pnum, "ae", "TERRORIST");
				
				team = T;
			}
			
			case 'C', 'c':
			{
				get_players(players, pnum, "ae", "CT");
				
				team = CT;
			}
		}
		
		for(new i = 0; i < pnum; i++)
			freeze(players, iOn, fTime);
			
		show_activity(id, admin_name, "%sfroze %s", iOn == 0 ? "un" : "", g_TeamNames[team]);
		log_amx("%s %sfroze %s", admin_name, iOn == 0 ? "un" : "", g_TeamNames[team]);
		
		return PLUGIN_HANDLED;
	}
	
	new player = cmd_target(id, target, CMDTARGET_OBEY_IMMUNITY | CMDTARGET_ALLOW_SELF);

	if(!player)	
		return PLUGIN_HANDLED;
		
	freeze(player, iOn, fTime);
	
	new plName[34];
	get_user_name(player, plName, charsmax(plName));	
	
	show_activity(id, admin_name, "%sfroze %s", iOn == 0 ? "un" : "", plName);
	log_amx("%s %sfroze %s", admin_name, iOn == 0 ? "un" : "", plName);
	
	return PLUGIN_HANDLED;
}

freeze(id, on, Float:Time)
{
	if(!is_user_alive(id))
		return PLUGIN_HANDLED;
		
	if(!on)
	{
		UnFreeze(id);
		
		set_pev(id, pev_flags, pev(id, pev_flags) & ~FL_FROZEN);
		set_pev(id, pev_fixangle, 0);
	
		if(!frozen && g_PreThinkId)
		{
			unregister_forward(FM_PlayerPreThink, g_PreThinkId);
			
			g_PreThinkId = 0;
		}
	}
	
	else
	{
		if(get_pcvar_num(cvar_knife))
			engclient_cmd(id, "weapon_knife");
			
		if(!frozen && !g_PreThinkId)
			g_PreThinkId = register_forward(FM_PlayerPreThink, "Fwd_PlayerPreThink");
			
		Freeze(id);
		
		set_pev(id, pev_flags, pev(id, pev_flags) | FL_FROZEN);
		pev(id, pev_v_angle, g_Angles[id]);
		
		if(Time)
			set_task(Time, "Task_Unfreeze", id);
	}
	
	return PLUGIN_HANDLED;
}

public Task_Unfreeze(id)
{
	if(is_user_connected(id))
	{
		UnFreeze(id);
		
		set_pev(id, pev_flags, pev(id, pev_flags) & ~FL_FROZEN);
		set_pev(id, pev_fixangle, 0);
	
		client_print(id, print_chat, "[AMXX] You have been unfrozen.");
		
		if(!frozen && g_PreThinkId)
		{
			unregister_forward(FM_PlayerPreThink, g_PreThinkId);
			
			g_PreThinkId = 0;
		}
	}
}

public Event_CurWeapon(id)
{
	if(IsFrozen(id))
	{
		if(is_user_alive(id) && get_pcvar_num(cvar_knife))
			engclient_cmd(id, "weapon_knife");
	}
}

public Fwd_PlayerPreThink(id)
{
	if(IsFrozen(id))
	{
		if(is_user_alive(id))
		{
			set_pev(id, pev_v_angle, g_Angles[id]);
			set_pev(id, pev_fixangle, 1);
		}
	}
}

, and you can freeeze the zombies if they don't attack !

Re: Slay/kick Zombies when they dont attack/move

Posted: 27 Jun 2020, 19:34
by Infamous2017
thx but ur plugin is using admin command like amx_freeze so its useless for me. the self way could make admin in game to slay them. The thing what i need it that the plugin detect it automatic and handle then. :/

Re: Slay/kick Zombies when they dont attack/move

Posted: 03 Jul 2020, 13:14
by levin
post base inc from this mode

Re: Slay/kick Zombies when they dont attack/move

Posted: 03 Jul 2020, 19:46
by Infamous2017
the mod dont have an basic inc. the mod use this here as inc files:

#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <engine>
#include <cstrike>
#include <fakemeta_util>
#include <xs>
#include <colorchat>
#include <fun>
#include "l4d.cfg"

maybe this l4d.
| Afiseaza codul

#define MAXCLASS 12

/*================================================================================
[Sounds/Hunter]
=================================================================================*/

new const s_hunter_miss[2][] =
{ 
	"umbrella/zombies/hunter/miss/miss1_hunter.wav", 
	"umbrella/zombies/hunter/miss/miss2_hunter.wav" 
}

new const s_hunter_hit[3][] = 
{ 
	"umbrella/zombies/hunter/hit/strike1_hunter.wav", 
	"umbrella/zombies/hunter/hit/strike2_hunter.wav",
	"umbrella/zombies/hunter/hit/strike3_hunter.wav" 
}

new const s_hunter_pain[4][] =
{
	"umbrella/zombies/hunter/pain/pain1_hunter.wav",
	"umbrella/zombies/hunter/pain/pain2_hunter.wav",
	"umbrella/zombies/hunter/pain/pain3_hunter.wav",
	"umbrella/zombies/hunter/pain/pain4_hunter.wav"
}

new const s_hunter_die[3][] =
{
	"umbrella/zombies/hunter/death/die1_hunter.wav",
	"umbrella/zombies/hunter/death/die2_hunter.wav",
	"umbrella/zombies/hunter/death/die3_hunter.wav"
}

new const s_hunter_jump[][] =
{
	"umbrella/zombies/hunter/hunter_leap.wav"
}

new const s_armored_miss[2][] =
{ 
	"umbrella/zombies/armored/miss/claw_miss_1.wav", 
	"umbrella/zombies/armored/miss/claw_miss_2.wav" 
}

new const s_armored_hit[3][] = 
{ 
	"umbrella/zombies/armored/hit/punch_01.wav", 
	"umbrella/zombies/armored/hit/punch_03.wav",
	"umbrella/zombies/armored/hit/punch_02.wav" 
}

new const s_armored_pain[4][] =
{
	"umbrella/zombies/armored/pain/been_shot_18.wav",
	"umbrella/zombies/armored/pain/been_shot_19.wav",
	"umbrella/zombies/armored/pain/been_shot_21.wav",
	"umbrella/zombies/armored/pain/been_shot_22.wav"
}

new const s_armored_die[][] =
{
	"umbrella/zombies/armored/death/death_17.wav",
	"umbrella/zombies/armored/death/death_19.wav"
}




new const s_chain_miss[2][] =
{ 
	"umbrella/zombies/chainsaw/miss/chainsaw1_miss.wav", 
	"umbrella/zombies/chainsaw/miss/chainsaw2_miss.wav" 
}

new const s_chain_hit[][] = 
{ 
	"umbrella/zombies/chainsaw/hit/chainsaw1_hit.wav", 
	"umbrella/zombies/chainsaw/hit/chainsaw2_hit.wav"
}

new const s_chain_pain[4][] =
{
	"umbrella/zombies/chainsaw/pain/zmbc1.wav",
	"umbrella/zombies/chainsaw/pain/zmbc2.wav",
	"umbrella/zombies/chainsaw/pain/zmbc3.wav",
	"umbrella/zombies/chainsaw/pain/zmbc4.wav"
}

new const s_chain_die[][] =
{
	"umbrella/zombies/chainsaw/death/zmbd1.wav",
	"umbrella/zombies/chainsaw/death/zmbd2.wav"
}

/*================================================================================
[Sounds/Charger]
=================================================================================*/

new const s_charger_miss[4][] =
{
	"umbrella/zombies/charger/miss/charger_pummel02.wav",
	"umbrella/zombies/charger/miss/charger_pummel03.wav",
	"umbrella/zombies/charger/miss/charger_pummel04.wav",
	"umbrella/zombies/charger/miss/charger_pummel01.wav"
}

new const s_charger_hit[3][] = 
{ 
"umbrella/zombies/charger/hit/charger_smash_02.wav",
"umbrella/zombies/charger/hit/charger_smash_03.wav",
"umbrella/zombies/charger/hit/charger_smash_01.wav"
}

new const s_charger_pain[4][] =
{
"umbrella/zombies/charger/pain/charger_pain_03.wav",
"umbrella/zombies/charger/pain/charger_pain_04.wav",
"umbrella/zombies/charger/pain/charger_pain_01.wav",
"umbrella/zombies/charger/pain/charger_pain_02.wav"
}

new const s_charger_die[3][] =
{
"umbrella/zombies/charger/die/charger_die_01.wav",
"umbrella/zombies/charger/die/charger_die_02.wav",
"umbrella/zombies/charger/die/charger_die_03.wav"
}

new const s_charger_smash[][] =
{
	"umbrella/zombies/charger/hit/charger_smash_02.wav",
	"umbrella/zombies/charger/hit/charger_smash_03.wav",
	"umbrella/zombies/charger/hit/charger_smash_01.wav"
}

new const s_charge[] = "umbrella/zombies/charger/charger_charge_01.wav"

/*================================================================================
[Sounds/Witch]
=================================================================================*/

new const s_witch_hit[][] = 
{ 
"umbrella_swarm/witch/hit.wav"
}

new const s_witch_pain[][] =
{
"umbrella_swarm/witch/pain.wav"
}

new const s_witch_angry[][] = 
{ 
"umbrella_swarm/witch/got_angry.wav"
}


new const s_witch_die[] = "umbrella_swarm/witch/die.wav"

/*================================================================================
[Sounds/Spitter]
=================================================================================*/

new const s_spitter_spit[] = "umbrella/zombies/spitter/spitter_spit_01.wav"
new const Spitter_spithit[] = "bullchicken/bc_spithit2.wav" // HAlF-Life model
new const Spitter_dieacid_start[] = "bullchicken/bc_acid1.wav"



/*================================================================================
[Sounds/Boomer]
=================================================================================*/

new const s_boomer_miss[2][] =
{ 
"umbrella/zombies/boomer/miss/miss1_boomer.wav",
"umbrella/zombies/boomer/miss/miss2_boomer.wav"
}

new const s_boomer_hit[3][] = 
{ 
"umbrella/zombies/boomer/hit/strike2_boomer.wav",
"umbrella/zombies/boomer/hit/strike3_boomer.wav",
"umbrella/zombies/boomer/hit/strike1_boomer.wav"
}

new const s_boomer_pain[4][] =
{
"umbrella/zombies/boomer/pain/pain3_boomer.wav",
"umbrella/zombies/boomer/pain/pain4_boomer.wav",
"umbrella/zombies/boomer/pain/pain1_boomer.wav",
"umbrella/zombies/boomer/pain/pain2_boomer.wav"
}

new const s_boomer_die[] = "umbrella_swarm/boomer/die.wav"

new const s_boomer_explode[] = "umbrella_swarm/boomer/explo1.wav"

new const s_boomer_vomit[3][] =
{
"umbrella_swarm/boomer/vomit2.wav",
"umbrella_swarm/boomer/vomit3.wav",
"umbrella_swarm/boomer/vomit1.wav"
}

/*================================================================================
[Sounds/Smoker]
=================================================================================*/

new const s_smoker_miss[2][] =
{ 
"umbrella/zombies/smoker/miss/miss2_smoker.wav",
"umbrella/zombies/smoker/miss/miss1_smoker.wav"
}

new const s_smoker_hit[2][] = 
{ 
"umbrella/zombies/smoker/hit/strike2_smoker.wav",
"umbrella/zombies/smoker/hit/strike3_smoker.wav"
}

new const s_smoker_pain[3][] =
{
"umbrella/zombies/smoker/pain/pain2_smoker.wav",
"umbrella/zombies/smoker/pain/pain3_smoker.wav",
"umbrella/zombies/smoker/pain/pain1_smoker.wav"
}

new const s_smoker_die[3][] =
{
"umbrella/zombies/smoker/death/die2_smoker.wav",
"umbrella/zombies/smoker/death/die3_smoker.wav",
"umbrella/zombies/smoker/death/die1_smoker.wav"
}


/*================================================================================
[Sounds/Tank]
=================================================================================*/

new const s_tank_miss[2][] =
{ 
"umbrella/zombies/tank/miss/miss1_tank.wav",
"umbrella/zombies/tank/miss/miss2_tank.wav"
}

new const s_tank_hit[2][] = 
{ 
"umbrella/zombies/tank/hit/strike2_tank.wav",
"umbrella/zombies/tank/hit/strike3_tank.wav"
}

new const s_tank_pain[3][] =
{
"umbrella/zombies/tank/pain/pain3_tank.wav",
"umbrella/zombies/tank/pain/pain1_tank.wav",
"umbrella/zombies/tank/pain/pain2_tank.wav"
}

new const s_tank_die[3][] =
{
"umbrella/zombies/tank/death/die2_tank.wav",
"umbrella/zombies/tank/death/die3_tank.wav",
"umbrella/zombies/tank/death/die1_tank.wav"
}

new const s_tank_throw[2][] =
{
"umbrella/zombies/tank/etc/tank_throw_02.wav",
"umbrella/zombies/tank/etc/tank_throw_01.wav"
}

new const s_tank_step[5][] =
{
"umbrella/zombies/tank/etc/footstep4_tank.wav",
"umbrella/zombies/tank/etc/footstep5_tank.wav",
"umbrella/zombies/tank/etc/footstep1_tank.wav",
"umbrella/zombies/tank/etc/footstep2_tank.wav",
"umbrella/zombies/tank/etc/footstep3_tank.wav"
}

/*================================================================================
[Sounds/Jockey]
=================================================================================*/

new const s_jockey_miss[2][] =
{ 
"umbrella/zombies/jockey/miss/jockey_08.wav",
"umbrella/zombies/jockey/miss/jockey_06.wav"
}

new const s_jockey_hit[2][] = 
{ 
"umbrella/zombies/jockey/hit/jockey_08.wav",
"umbrella/zombies/jockey/hit/jockey_06.wav"
}

new const s_jockey_pain[4][] =
{
"umbrella/zombies/jockey/pain/jockey_painshort03.wav",
"umbrella/zombies/jockey/pain/jockey_painshort04.wav",
"umbrella/zombies/jockey/pain/jockey_painshort05.wav",
"umbrella/zombies/jockey/pain/jockey_painshort01.wav"
}

new const s_jockey_die[3][] =
{
"umbrella/zombies/jockey/death/jockey_death01.wav",
"umbrella/zombies/jockey/death/jockey_death02.wav",
"umbrella/zombies/jockey/death/jockey_death03.wav"
}


new const s_deimos_miss[2][] =
{ 
	"umbrella/zombies/hunter/miss/miss1_hunter.wav", 
	"umbrella/zombies/hunter/miss/miss2_hunter.wav" 
}

new const s_deimos_hit[3][] = 
{ 
	"umbrella/zombies/hunter/hit/strike1_hunter.wav", 
	"umbrella/zombies/hunter/hit/strike2_hunter.wav",
	"umbrella/zombies/hunter/hit/strike3_hunter.wav" 
}

new const s_deimos_pain[4][] =
{
	"umbrella/zombies/hunter/pain/pain1_hunter.wav",
	"umbrella/zombies/hunter/pain/pain2_hunter.wav",
	"umbrella/zombies/hunter/pain/pain3_hunter.wav",
	"umbrella/zombies/hunter/pain/pain4_hunter.wav"
}

new const s_deimos_die[3][] =
{
	"umbrella/zombies/hunter/death/die1_hunter.wav",
	"umbrella/zombies/hunter/death/die2_hunter.wav",
	"umbrella/zombies/hunter/death/die3_hunter.wav"
}


new const s_venom_miss[2][] =
{ 
	"umbrella/zombies/hunter/miss/miss1_hunter.wav", 
	"umbrella/zombies/hunter/miss/miss2_hunter.wav" 
}

new const s_venom_hit[3][] = 
{ 
	"umbrella/zombies/hunter/hit/strike1_hunter.wav", 
	"umbrella/zombies/hunter/hit/strike2_hunter.wav",
	"umbrella/zombies/hunter/hit/strike3_hunter.wav" 
}

new const s_venom_pain[4][] =
{
	"umbrella/zombies/hunter/pain/pain1_hunter.wav",
	"umbrella/zombies/hunter/pain/pain2_hunter.wav",
	"umbrella/zombies/hunter/pain/pain3_hunter.wav",
	"umbrella/zombies/hunter/pain/pain4_hunter.wav"
}

new const s_venom_die[3][] =
{
	"umbrella/zombies/hunter/death/die1_hunter.wav",
	"umbrella/zombies/hunter/death/die2_hunter.wav",
	"umbrella/zombies/hunter/death/die3_hunter.wav"
}

/*================================================================================
[Sounds/Other]
=================================================================================*/

new human_win_sounds[][] =
{
"umbrella/etc/survivor_win.wav"
}

new zombie_win_sounds[][] = 
{ 
"umbrella/etc/infected_win.wav"
}

/*================================================================================
[Models/Zombie]
=================================================================================*/

new const ZOMBIE_CLASS_NAME[MAXCLASS][] =
{
	"Hunter",
	"Charger",
	"Witch",
	"Spitter",
	"Boomer",
	"Smoker",
	"Tank",
	"Jockey",
	"Chainsaw",
	"Armored",
	"Deimos",
	"Venom"
}

new const ZOMBIE_PLAYER_MODELS[MAXCLASS][] =
{
	"lpc_hunter",
	"UMBR_Charger",
	"UMBR_Witch",
	"UMBR_Spitter",
	"UMBR_Boomer",
	"smoker2",
	"UMBR_Tank",
	"jockey",
	"ChainSaw",
	"Armored",
	"UMBR_Deimos",
	"UMBR_Venom"
}

new const ZOMBIE_MODELS[MAXCLASS][] = 
{
	"models/player/lpc_hunter/lpc_hunter.mdl",
	"models/player/UMBR_Charger/UMBR_Charger.mdl",
	"models/player/UMBR_Witch/UMBR_Witch.mdl",
	"models/player/UMBR_Spitter/UMBR_Spitter.mdl",
	"models/player/UMBR_Boomer/UMBR_Boomer.mdl",
	"models/player/smoker2/smoker2.mdl",
	"models/player/UMBR_Tank/UMBR_Tank.mdl",
	"models/player/jockey/jockey.mdl",
	"models/player/ChainSaw/ChainSaw.mdl",
	"models/player/Armored/Armored.mdl",
	"models/player/UMBR_Deimos/UMBR_Deimos.mdl",
	"models/player/UMBR_Venom/UMBR_Venom.mdl"
}

new const ZOMBIE_CLAWS[MAXCLASS][] =
{
	"models/umbrella_swarm/v_knife_hunter.mdl",
	"models/umbrella_swarm/v_knife_charger.mdl",
	"models/umbrella_swarm/v_knife_witch.mdl",
	"models/umbrella_swarm/v_knife_spitter.mdl",
	"models/umbrella_swarm/v_knife_boomer.mdl",
	"models/umbrella_swarm/v_knife_smoker2.mdl",
	"models/umbrella_swarm/v_knife_tank.mdl",
	"models/umbrella_swarm/v_knife_venom.mdl",
	"models/umbrella_swarm/v_knife_chainsaw.mdl",
	"models/umbrella_swarm/v_hands_armored.mdl",
	"models/umbrella_swarm/v_knife_deimos.mdl",
	"models/umbrella_swarm/v_knife_venom.mdl"
}


/*================================================================================
[Models/Other]
=================================================================================*/

new const spit_model[] = "models/swarm_new/spit.mdl" // HAlF-Life model

new const rock_model[] = "models/swarm_new/rock_model.mdl"

Re: Slay/kick Zombies when they dont attack/move

Posted: 04 Jul 2020, 11:41
by levin
and how i now who is zm?

Re: Slay/kick Zombies when they dont attack/move

Posted: 04 Jul 2020, 11:58
by Infamous2017
The mod works like 2 Rounds Zombies and two Rounds Counter Terrorists. When Zombie is dead he will respawn auto after 3 seconds.

Re: Slay/kick Zombies when they dont attack/move

Posted: 06 Jul 2020, 10:50
by Infamous2017
so?????????

Re: Slay/kick Zombies when they dont attack/move

Posted: 09 Jul 2020, 10:49
by Infamous2017
Not possible ? Zombies are allways in Terrorist Team.

Re: Slay/kick Zombies when they dont attack/move

Posted: 09 Jul 2020, 16:54
by levin
i told u to post native for zombie