Garry's Mod

Garry's Mod

Drunk's nZombies Shared Content
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更新于:10 月 19 日 下午 2:00

Fixed a typo

更新于:10 月 12 日 下午 1:06

- removed unnecessary post processing and flashlight scripts (and their associated assets)
- added new camo "Element 115 (Drunk Headcrab)" which is essentially a darker version of the BO3 Element 115 camo for people who thought the original was just too damn bright
- also added sub-mat material "herrenhaus_dh.vmt" for developers who wish to make two-tone custom weapon pap camos
- added two-tone gold for BO2 raygun when pack-a-punched
- added custom extra heavy versions (lower movement speed) of all waw/bo1/bo2 large-magazine LMGs to better balance them and reflect their original stats.
- added custom bo1 and bo2 python variants with single-shell reloads, and speed-loaders when pack-a-punched
- added custom bo2 executioner that switches to dual wield variant on pap
- added custom bo2 "nz_bo2_m82_50cal_edit", which is basically the BO2 Barrett M82 but with MW2 .50 Cal stats.
- added custom true dual wield Five Sevens with speed cola fix
- added custom KS23 variant using more accurate 4-round magazine tube capacity and high-damage 4 pellet shells to better reflect 23x75mm caliber, also sets it apart from the Stakeout
- added custom bo2 death machine variant (tagged as a wonder weapon, so only one person at a time can use it. also decreased movement speed, adjusted recoil, and shoots 2 bullets at a time instead of 3 to reduce lag (don't worry I made sure DPS stayed the same), and added real minigun spinup and crosshair)
- added scope to C96 pap variant (Boomhilda) and a custom two-tone pap camo setup using the aforementioned "herrenhaus_dh.vmt" as the secondary layer
- added custom WAW Wunderwaffe with self damage (that also removes Juggernog if you have it) and increased PAP reload speed.
- added console command "nz_wunderwaffe_lore_accurate" which controls whether or not self-damage removes Juggernog for the custom "nz_waw_wunderwaffe_drunk" weapon. Options are: 0 = do NOT remove jugg, 1 = REMOVE jugg. Default is 1.
- added new NZR compatible keypad entity. Must be spawned manually with scripts. An example variant is included, named "nz_keypad_example". Default passcode is 1968.
- added new special zombies using CSS zombie models from extra enemies pack: nz_zombie_special_armored_css ("riot" zombie. highly resistant to pistol, smg, shotguns, and belt-fed LMGs. Weak to melee, assault rifles, explosives, sniper rifles and magnums. heavy armor needs to be penetrated with a high damaging weapon. headshots work best most of the time, and concentrated fire will break the visor and allow even light-caliber weapons to deal full damage), nz_zombie_special_armored_pd (same as nz_zombie_special_armored_css, but has zombie PD2 Dozer model, can't run until round 15, can't sprint until round 25, is almost immune to melee attacks, and has a higher armor value, but his visor takes full damage from all weapon types, meaning you can take him out with consistent headshots even with an SMG or shotgun, but body shots do nearly nothing, even with sniper rifles), nz_zombie_special_grenade_css (grenadier reskin, frags only), nz_zombie_special_terrorist_css (terrorist zombie reskin with no armor), nz_zombie_special_fallen_css (drops random goodies on death, has 2x health and chest armor), nz_zombie_special_flashbang (police zombie with light full-body armor and throws flashbangs, has 2x extended throwing range than normal grenade zombies), nz_zombie_special_firebomb (zombie with chest armor and throws molotovs at a faster rate than normal grenade zombies), nz_zombie_special_cloaker_css (simple reskin of cloaker to look like arctic terrorists, also goes back and forth between invisibility similar to the exo blinker), and nz_zombie_special_grenade_css_urban (simple urban CT variant of the SAS / gas mask grenadier)
- fixed shotgun damage to be congruent with latest Wavy update
- nerfed ak74u headshot multiplier
- overhauled custom BO1 Stakeout shotgun code (used to be a modified leftover from Owlie's. Now fully switched to Wavy's base (except for the model which still uses Owlie's no-grip model for the un-papped Stakeout).
- papped m14 variants' headshot damage multiplier increased from x3 to x7
- re-named all weapons with nzpapreplacements to be compatible with new upgraded wall buy ammo system

更新于:5 月 9 日 上午 2:18

Added black smog cloud effect

更新于:4 月 29 日 下午 8:36

- Added custom Mauser C96 weapon file with BO3 firing sounds

更新于:4 月 2 日 上午 11:18

Fixed a missing asset error

更新于:3 月 26 日 下午 4:18

Made a slight code oopsie

更新于:3 月 26 日 下午 12:49

Updated BO1 and BO2 M14 PAP variants:
BO2 papped M14 renamed to Mbassador
BO1 papped M14 now uses properly BO1 sounds

更新于:3 月 26 日 上午 6:42

Pack-A-Punched Stakeout now fires and reloads faster

更新于:3 月 25 日 上午 6:50

Fixed a possible error when Gweather interacts with certain types of vehicles.

更新于:3 月 24 日 下午 11:56

Made a couple of improvements to the custom BO2 M14: now the world model uses the grey UGX model which more closely resembles the BO2 m14 (specifically it does not have a foregrip), also the first person submaterial is now the proper BO2 material instead of the desaturated BO1 M14