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-   Zombie Plague Mod (https://forums.alliedmods.net/forumdisplay.php?f=126)
-   -   ZP 5.0 Betas/Updates (https://forums.alliedmods.net/showthread.php?t=164926)

Gam3ronE 08-17-2011 09:08

Re: Zombie Plague 5.0 Beta 1
 
Epic job mate the production is excellent I'm downloading this for testing now.

abdul-rehman 08-17-2011 09:37

Re: Zombie Plague 5.0 Beta 1
 
Another BUG: in the code
Code:
cvar_respawn_after_last_human = register_cvar("zp_respawn_after_last_human", "1")
This cvar is registered 2 times, 1 time in infection mode, and another time in multi-infection mode so the one in multi-infection mode should be changed from this:
Code:
cvar_respawn_after_last_human = register_cvar("zp_respawn_after_last_human", "1")
To this,
Code:
cvar_respawn_after_last_human = get_pcvar_pointer("zp_respawn_after_last_human", "1")
so that it gets the pointer only and doesnt create one.

ScrappeR 08-17-2011 10:24

Re: Zombie Plague 5.0 Beta 1
 
New modes 5.0.1 hmm..

Destro- 08-17-2011 11:42

Re: Zombie Plague 5.0 Beta 1
 
o.O
@Spanish
para mi esto es al p2,ahora es todo pura natives.supongo que debe ser mas facil para los noob xd.

yokomo 08-17-2011 12:53

Re: Zombie Plague 5.0 Beta 1
 
Quote:

Originally Posted by Destro- (Post 1534632)
o.O
@Spanish
para mi esto es al p2,ahora es todo pura natives.supongo que debe ser mas facil para los noob xd.

This is EN forum so speak English can?

Bug report:
* When i turn someone into nemesis during "zp_gamemode_delay" it will become a normal round instead of Nemesis round and follow with gamemod set by plugin (it mean 1 nemesis+gamemod).

Destro- 08-17-2011 13:05

Re: Zombie Plague 5.0 Beta 1
 
Quote:

Originally Posted by yokomo (Post 1534698)
This is EN forum so speak English can?

for me this is the fart, now it's all pure natives.supongo to be easier for the noob XD.

abdul-rehman 08-17-2011 14:21

Re: Zombie Plague 5.0 Beta 1
 
Quote:

Originally Posted by yokomo (Post 1534698)
This is EN forum so speak English can?

Bug report:
* When i turn someone into nemesis during "zp_gamemode_delay" it will become a normal round instead of Nemesis round and follow with gamemod set by plugin (it mean 1 nemesis+gamemod).

I think the problem lies here (zp50_class_nemesis.sma) :
Code:
public zp_fw_core_infect_post(id, attacker) {     // Apply Nemesis attributes?     if (!flag_get(g_IsNemesis, id))         return;         // Health     if (get_pcvar_num(cvar_nemesis_health) == 0)         set_user_health(id, get_pcvar_num(cvar_nemesis_base_health) * GetAliveCount())     else         set_user_health(id, get_pcvar_num(cvar_nemesis_health))         // Gravity     set_user_gravity(id, get_pcvar_float(cvar_nemesis_gravity))         // Speed     cs_set_player_maxspeed_auto(id, get_pcvar_float(cvar_nemesis_speed))         // Apply nemesis player model     new player_model[PLAYERMODEL_MAX_LENGTH]     ArrayGetString(g_models_nemesis_player, random_num(0, ArraySize(g_models_nemesis_player) - 1), player_model, charsmax(player_model))     cs_set_player_model(id, player_model)         // Apply nemesis claw model     new model[MODEL_MAX_LENGTH]     ArrayGetString(g_models_nemesis_claw, random_num(0, ArraySize(g_models_nemesis_claw) - 1), model, charsmax(model))     cs_set_player_view_model(id, CSW_KNIFE, model)          // Nemesis glow     if (get_pcvar_num(cvar_nemesis_glow))         set_user_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)         // Nemesis aura task     if (get_pcvar_num(cvar_nemesis_aura))         set_task(0.1, "nemesis_aura", id+TASK_AURA, _, _, "b") }
MeRcyLeZZ forgot to add support for the first nemesis
It should be :
Code:
public zp_fw_core_infect_post(id, attacker) {     // Apply Nemesis attributes?     if (!flag_get(g_IsNemesis, id))         return;         // Health     if (get_pcvar_num(cvar_nemesis_health) == 0)         set_user_health(id, get_pcvar_num(cvar_nemesis_base_health) * GetAliveCount())     else         set_user_health(id, get_pcvar_num(cvar_nemesis_health))         // Gravity     set_user_gravity(id, get_pcvar_float(cvar_nemesis_gravity))         // Speed     cs_set_player_maxspeed_auto(id, get_pcvar_float(cvar_nemesis_speed))         // Apply nemesis player model     new player_model[PLAYERMODEL_MAX_LENGTH]     ArrayGetString(g_models_nemesis_player, random_num(0, ArraySize(g_models_nemesis_player) - 1), player_model, charsmax(player_model))     cs_set_player_model(id, player_model)         // Apply nemesis claw model     new model[MODEL_MAX_LENGTH]     ArrayGetString(g_models_nemesis_claw, random_num(0, ArraySize(g_models_nemesis_claw) - 1), model, charsmax(model))     cs_set_player_view_model(id, CSW_KNIFE, model)          // Nemesis glow     if (get_pcvar_num(cvar_nemesis_glow))         set_user_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)         // Nemesis aura task     if (get_pcvar_num(cvar_nemesis_aura))         set_task(0.1, "nemesis_aura", id+TASK_AURA, _, _, "b")         // First nemesis ? Then start our gamemode     if (zp_gamemodes_get_current == ZP_NO_GAME_MODE && GetNemesisCount() == 1)         zp_gamemodes_start(zp_gamemodes_get_id("Nemesis Mode")) }
And then this should be editted in zp50_gamemode_nemesis
Code:
public zp_fw_gamemodes_start() {     // Turn player into nemesis     zp_class_nemesis_set(g_TargetPlayer)         .... }
->
Code:
public zp_fw_gamemodes_start() {     // Turn player into nemesis if no nemesis has been chosen yet.     if (GetNemesisCount() != 1) zp_class_nemesis_set(g_TargetPlayer)         .... }
Although this is just a temporary fix, and he will come up with a much better one.

MeRcyLeZZ 08-17-2011 14:38

Re: Zombie Plague 5.0 Beta 1
 
Quote:

Originally Posted by Dimni (Post 1534430)
Bug found - when one respawns / gets disinfected w/ cvars: zp_buy_custom_grenades and zp_give_all_grenades both set to 1 and rebuy option on, one can produce this graphic glitch. Although it doesn't give user extra nades and is only a graphical, is a bug. :)

Right, well usually these 2 settings shouldn't be both enabled at the same time anyway.
Quote:

Originally Posted by Dimni (Post 1534430)
+ one more bug (maybe) - nemesis can't kill you if you have some armor, just like normal zombie.

I'm going to add a cvar to turn this feature on/off.
Quote:

Originally Posted by yokomo (Post 1534698)
* When i turn someone into nemesis during "zp_gamemode_delay" it will become a normal round instead of Nemesis round and follow with gamemod set by plugin (it mean 1 nemesis+gamemod).

Maybe these commands should better be blocked before a game mode starts.

abdul-rehman 08-17-2011 14:41

Re: Zombie Plague 5.0 Beta 1
 
Quote:

Originally Posted by MeRcyLeZZ (Post 1534784)

Maybe these commands should better be blocked before a game mode starts.

Noooooooooooooooooo0!!!!
Thats a feature i love when you introduced it in ZP 4.3 (you can make anyone a nemesis/survivor in the middle of the round) :D

MeRcyLeZZ 08-17-2011 14:43

Re: Zombie Plague 5.0 Beta 1
 
Quote:

Originally Posted by abdul-rehman (Post 1534536)
Code:
cvar_respawn_after_last_human = register_cvar("zp_respawn_after_last_human", "1")
This cvar is registered 2 times, 1 time in infection mode, and another time in multi-infection mode.

It's ok, you can't really register a cvar more than once. The second register_cvar call will just return a pointer to the first one.
Quote:

Originally Posted by Dimni (Post 1534430)
Also, [nemesis] can infect in "normal" modes (standard and multi-infection) - don't know if it's intended or not.

Quote:

Originally Posted by sawled (Post 1534447)
I make my self Survivor and they infect me....

Not sure what we should do about that lol :P


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