diff --git a/gamemodes/zombiesurvival/entities/weapons/weapon_zs_fastzombie.lua b/gamemodes/zombiesurvival/entities/weapons/weapon_zs_fastzombie.lua index 2b095ee..5a0bfc8 100644 --- a/gamemodes/zombiesurvival/entities/weapons/weapon_zs_fastzombie.lua +++ b/gamemodes/zombiesurvival/entities/weapons/weapon_zs_fastzombie.lua @@ -17,7 +17,7 @@ SWEP.MeleeSize = 1.5 SWEP.MeleeDamageType = DMG_SLASH SWEP.Primary.Delay = 0.32 -SWEP.PounceDamage = 10 +SWEP.PounceDamage = 1 --SWEP.PounceDamage = 10 SWEP.PounceDamageType = DMG_IMPACT SWEP.PounceReach = 26 SWEP.PounceSize = 12 @@ -107,7 +107,7 @@ function SWEP:Think() local ent = trace.Entity if ent and ent:IsValid() then hit = true - self:MeleeHit(ent, trace, damage, 10) + self:MeleeHit(ent, trace, damage, ent:IsPlayer() and 1 or 10) end end end @@ -343,18 +343,18 @@ function SWEP:Move(mv) local vel = Vector(0, 0, 4) if owner:KeyDown(IN_FORWARD) then - vel = vel + dir * 160 + vel = vel + dir * 250 --160 end if owner:KeyDown(IN_BACK) then - vel = vel + dir * -160 + vel = vel + dir * -250 ---160 end if vel.z == 4 then if owner:KeyDown(IN_MOVERIGHT) then - vel = vel + angs:Right() * 60 + vel = vel + angs:Right() * 100 --60 end if owner:KeyDown(IN_MOVELEFT) then - vel = vel + angs:Right() * -60 + vel = vel + angs:Right() * -100 ---60 end end @@ -362,8 +362,10 @@ function SWEP:Move(mv) return true elseif self:GetSwinging() then - mv:SetMaxSpeed(math.min(mv:GetMaxSpeed(), 60)) - mv:SetMaxClientSpeed(math.min(mv:GetMaxClientSpeed(), 60)) + --[[mv:SetMaxSpeed(math.min(mv:GetMaxSpeed(), 60)) + mv:SetMaxClientSpeed(math.min(mv:GetMaxClientSpeed(), 60))]] + mv:SetMaxSpeed(mv:GetMaxSpeed() * 0.9) + mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * 0.9) end end diff --git a/gamemodes/zombiesurvival/gamemode/zombieclasses/fast_zombie.lua b/gamemodes/zombiesurvival/gamemode/zombieclasses/fast_zombie.lua index 3bb271b..d93f2ff 100644 --- a/gamemodes/zombiesurvival/gamemode/zombieclasses/fast_zombie.lua +++ b/gamemodes/zombiesurvival/gamemode/zombieclasses/fast_zombie.lua @@ -10,7 +10,7 @@ CLASS.Revives = true CLASS.Infliction = 0.5 -- We auto-unlock this class if 50% of humans are dead regardless of what wave it is. CLASS.Health = 125 -CLASS.Speed = 260 +CLASS.Speed = 250 CLASS.SWEP = "weapon_zs_fastzombie" CLASS.Points = 4 @@ -21,7 +21,7 @@ CLASS.ViewOffset = Vector(0, 0, 50) CLASS.ViewOffsetDucked = Vector(0, 0, 24) CLASS.PainSounds = {"NPC_FastZombie.Pain"} -CLASS.DeathSounds = {"NPC_FastZombie.Die"} +CLASS.DeathSounds = {"npc/fast_zombie/leap1.wav"} --{"NPC_FastZombie.Die"} CLASS.VoicePitch = 0.75 @@ -97,6 +97,8 @@ function CLASS:CalcMainActivity(pl, velocity) pl.CalcIdeal = ACT_ZOMBIE_LEAPING elseif speed <= 0.5 and wep:IsRoaring() then pl.CalcSeqOverride = pl:LookupSequence("menu_zombie_01") + elseif speed > 16 and wep:GetSwinging() then + pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE else pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE_FAST end