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-   Zombie:Reloaded (https://forums.alliedmods.net/forumdisplay.php?f=132)
-   -   [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 4-Jul-2022) (https://forums.alliedmods.net/showthread.php?t=277597)

Oylsister 01-25-2021 07:35

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
You can remove "#include <emitsoundany>" from zombiereloaded.sp

The api that include in emitsoundany.inc will has "Any" at behind of it.
such as 'PrecacheSoundAny' , 'EmitSoundToAllAny' , 'EmitSoundToClientAny'

just change it back to 'PrecacheSound' , 'EmitSoundToAll' , 'EmitSoundToClient'
because of 2018 CS:GO update, emitsoundany.inc is no longer need (Source: https://forums.alliedmods.net/showthread.php?t=237045)

Many people already known about it but there also many people who don't know about it.

soundeffects.inc of Z:R plugin will look like this. And you will hear a zombie sound normally when somebody get infected
PHP Code:

/*
 * ============================================================================
 *
 *  Zombie:Reloaded
 *
 *  File:          soundeffects.inc
 *  Type:          Core 
 *  Description:   Basic sound-management API.
 *
 *  Copyright (C) 2009-2013  Greyscale, Richard Helgeby
 *
 *  This program is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 * ============================================================================
 */

/**
 * Maximum sound path length.
 */
#define SOUND_MAX_PATH 128

/**
 * Ambient sound channel.
 */
#define SOUND_AMBIENT_CHANNEL 8

#include "zr/soundeffects/voice"
#include "zr/soundeffects/ambientsounds"
#include "zr/soundeffects/zombiesounds"

/**
 * Load sound effects data.
 */
SEffectsLoad()
{
    
// Load ambient sound cvars.
    
AmbientSoundsLoad();
}

/**
 * Map is starting.
 */ 
SEffectsOnMapStart()
{
    
// Forward event to sub-modules.
    
AmbientSoundsOnMapStart();
}

/**
 * Client is joining the server.
 * 
 * @param client    The client index.
 */
SEffectsClientInit(client)
{
    
// Forward event to sub-modules.
    
AmbientSoundsClientInit(client);
    
ZombieSoundsClientInit(client);
}

/**
 * The round is starting.
 */
SEffectsOnRoundStart()
{
    
// Forward event to sub-modules.
    
VoiceOnRoundStart();
    
AmbientSoundsOnRoundStart();
}

/**
 * The round is ending.
 */
SEffectsOnRoundEnd()
{
    
// Forward event to sub-modules.
    
VoiceOnRoundEnd();
    
AmbientSoundsOnRoundEnd();
    
ZombieSoundsOnRoundEnd();
}

/**
 * Client is spawning into the game.
 * 
 * @param client    The client index.
 */
SEffectsOnClientSpawn(client)
{
    
// Forward event to sub-modules.
    
VoiceOnClientSpawn(client);
    
ZombieSoundsOnClientSpawn(client);
}

/**
 * Client is spawning into the game. *Post
 * 
 * @param client    The client index.
 */
SEffectsOnClientSpawnPost(client)
{
    
// Forward event to sub-modules.
    
AmbientSoundsOnClientSpawnPost(client);
}

/**
 * Client has been killed.
 * 
 * @param client    The client index.
 */
SEffectsOnClientDeath(client)
{
    
// Forward event to sub-modules.
    
ZombieSoundsOnClientDeath(client);
}

/**
 * Client has been hurt.
 * 
 * @param client    The client index.
 */
SEffectsOnClientHurt(client)
{
    
// Forward event to sub-modules.
    
ZombieSoundsOnClientHurt(client);
}

/**
 * Client has been infected.
 * 
 * @param client    The client index.
 */
SEffectsOnClientInfected(client)
{
    
// Forward event to sub-modules.
    
VoiceOnClientInfected(client);
    
ZombieSoundsOnClientInfected(client);
}

/**
 * Client has been turned back human.
 * 
 * @param client    The client index.
 */
SEffectsOnClientHuman(client)
{
    
// Forward event to sub-modules.
    
VoiceOnClientHuman(client);
}

/**
 * Emits an ambient sound
 * 
 * @param sound         The path to the sound file (relative to sounds/)
 * @param soundvolume   The volume of the sound (0.0 - 1.0)
 * @param client        (Optional) Client index to play sound to.
 */
SEffectsEmitAmbientSound(const String:sound[], Float:ambientvolume 1.0client = -1)
{
    
// Precache sound before playing.
    
PrecacheSound(sound);
    
    if (
ZRIsClientValid(client))
    {
        
// Emit ambient sound.
        
EmitSoundToClient(clientsoundSOUND_FROM_PLAYERSOUND_AMBIENT_CHANNEL__ambientvolume);
        
        
// Flag client that sound is playing.
        
bAmbientSoundsIsPlaying[client] = true;
        
    }
    else
    {
        for (new 
1<= MaxClientsx++)
        {
            
// If client isn't in-game, then stop.
            
if (!IsClientInGame(x))
            {
                continue;
            }
            
            
// Emit ambient sound.
            
EmitSoundToClient(xsoundSOUND_FROM_PLAYERSNDCHAN_AUTO__ambientvolume);
        }
    }
}

/**
 * Stop an ambient sound
 *  
 * @param sound     The path to the sound file (relative to sounds/) 
 */
SEffectsStopAmbientSound(const String:sound[])
{
    
// x = client index.
    
for (new 1<= MaxClientsx++)
    {
        
// If client isn't in-game, then stop.
        
if (!IsClientInGame(x))
        {
            continue;
        }
        
        
// Stop ambient sound.
        
StopSound(xSOUND_AMBIENT_CHANNELsound);
    }
}

/**
 * Replay an ambient sound
 * 
 * @param sound     The path to the sound file (relative to sounds/)
 */ 

/**
 * Emits a sound from a client.
 * 
 * @param client    The client index.
 * @param sound     The sound file relative to the sound/ directory.
 * @param level     The attenuation of the sound.
 */
SEffectsEmitSoundFromClient(client, const String:sound[], level SNDLEVEL_NORMAL)
{
    
// Precache sound before playing.// Emit sound from client.
    
PrecacheSound(sound);
    
// Emit sound from client.
    
EmitSoundToAll(soundclient_level);


infect.inc start at line 647
PHP Code:

public Action:InfectCountdown(Handle:timer)
{
    new 
bool:countdown GetConVarBool(g_hCvarsList[CVAR_INFECT_MZOMBIE_COUNTDOWN]);
    if (!
countdown)
    {
        
InfectStopCountdown();
        return 
Plugin_Stop;
    }
    
    
// Read the info from the datapack.
    
ResetPack(hInfectCountdownData);
    new 
Float:length ReadPackFloat(hInfectCountdownData);
    new 
Float:counter ReadPackFloat(hInfectCountdownData);
    
    
// Check if the countdown has finished.
    
if (counter >= length)
    {
        
InfectStopCountdown();
        return 
Plugin_Stop;
    }
    
    new 
counter_int RoundToNearest(length counter);
    
char sounddir[128];
    
Format(sounddir128"sound/zr/countdown/%i.mp3"counter_int);
    
    if(
FileExists(sounddir))
    {
        
ReplaceString(sounddir128"sound/""");
        
        
EmitSoundToAll(sounddir);
    }
    
    
// Print the countdown text to the clients.
    
TranslationPrintCenterTextAll(false"Infect countdown"counter_int);
    
    
counter++;
    
    
// Write the new counter value to the datapack.
    
ResetPack(hInfectCountdownData);
    
WritePackFloat(hInfectCountdownDatalength);
    
WritePackFloat(hInfectCountdownDatacounter);
    
    return 
Plugin_Continue;
}

CountDown()
{
    
int count 1;
    
char sounddir[128];
    
Format(sounddir128"sound/zr/countdown/%i.mp3"count);
    
    while(
FileExists(sounddir))
    {
        
AddFileToDownloadsTable(sounddir);
        
ReplaceString(sounddir128"sound/""");
        
        
PrecacheSound(sounddir);
        
        
count++;
        
Format(sounddir128"sound/zr/countdown/%i.mp3"count);
    }



Primestar 01-30-2021 17:39

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Hi there!! I have some question on this plugin.
First Question. Is there a way to change zombie infection timer on maps . I have default time on Infection timer. But on some maps its a long Infection time. And for some maps its to short. Its there a settings for maps??

My second question is. Why do I see alot off message Suicide Interupt in console. off some people when they joining me and my friends server?? They get that message when they pressing keyboard button number 1 or number 2. or they get this message in chat "[ZR] Suicide interupt " "[ZR] This feature requires that you are dead." Is therea fix for that??

Third Question. Is there a way to change timelimit for maps?? right now we have default 20min each maps. But we want on some maps like 40min as default when its starting these maps.

ViSH_17 02-01-2021 20:06

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Hey, I am getting "Segmentation Fault (Core Dumped)" Error while loading this plugin.

Whenever A player joins server, this Error occurs on my vps and Server gets restarted.

This issue never happened before with any other plugin and fixes automatically if i remove this plugin.

VPS is a Linux BASED Ubuntu Machine
Trying to Use this Plugin on CS:Source v34 (Clientmod) Version.

Help Me with a Fix Pls !!

Oylsister 02-04-2021 00:53

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Quote:

Originally Posted by Primestar (Post 2735017)
Hi there!! I have some question on this plugin.
First Question. Is there a way to change zombie infection timer on maps . I have default time on Infection timer. But on some maps its a long Infection time. And for some maps its to short. Its there a settings for maps??

My second question is. Why do I see alot off message Suicide Interupt in console. off some people when they joining me and my friends server?? They get that message when they pressing keyboard button number 1 or number 2. or they get this message in chat "[ZR] Suicide interupt " "[ZR] This feature requires that you are dead." Is therea fix for that??

Third Question. Is there a way to change timelimit for maps?? right now we have default 20min each maps. But we want on some maps like 40min as default when its starting these maps.

the first one.
Yeah, there is a setting for a specific map inside a map file.

the second one is a bug from csgo panorama patch itself. If you press M and choose a team again, it will stop happening.

the third one.
You can create a cfg file with a map name at cfg/sourcemod/zombiereloaded folder. and put a convar inside. but most of the server have mapchooser plugin and player can extend the map if they like to.

Primestar 02-13-2021 13:55

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Hi Oylsister!! thx for the answer. I could fix some problem.
But know I have 1 annoying problem on our server. So this is for everyone who knows this problem, Why does it spawn random zombie classes for some people when I kill them? We have 2 Zombie classes. 1 is Hellknight and is Default one. and the second is a VIP skin. But are open for everyone to test. So I asked everyone to choose the VIP class. And when I was zombie mother and begin to kill people like 3-4 players get right skins. And then the rest 2 players get the default skins. And we were testing with 6 players online. Is there a fix for this problem?? annyone on this forum who knows how to fixit?? and I wunder why sometimes we get this message

Second question is why does it write in chat "[ZR] The mother zombie infection cycle has been reset." Every time when exakt same person gets to be Zombie mother after other players has already been zombie mother??

Groven 02-17-2021 12:49

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Is this mode for Zombie Escape?

Franc1sco 02-17-2021 12:53

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Quote:

Originally Posted by Groven (Post 2737291)
Is this mode for Zombie Escape?

Yes.

Groven 02-17-2021 12:55

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Quote:

Originally Posted by Franc1sco (Post 2737293)
Yes.

Is there a guide on how to set it up for ZE?

Cats869 02-18-2021 01:53

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Hello,

I'm wondering if anyone else is experiencing the following issue I am having on my CSGO Zombie Mod server...

So I have ZR forced teams plugin that came with this mod and it seems to work every other round. One round, it will force all players to 1 team as expected and after that round ends, it won't force players to one side so there will be players on both sides. The strange thing is that the CT and T team can attach each other. I thought the zombie mod plugin prevents that from happening unless it's humans and zombies?

Thanks.

Oylsister 02-19-2021 09:50

Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
 
Quote:

Originally Posted by Primestar (Post 2736789)
Hi Oylsister!! thx for the answer. I could fix some problem.
But know I have 1 annoying problem on our server. So this is for everyone who knows this problem, Why does it spawn random zombie classes for some people when I kill them? We have 2 Zombie classes. 1 is Hellknight and is Default one. and the second is a VIP skin. But are open for everyone to test. So I asked everyone to choose the VIP class. And when I was zombie mother and begin to kill people like 3-4 players get right skins. And then the rest 2 players get the default skins. And we were testing with 6 players online. Is there a fix for this problem?? annyone on this forum who knows how to fixit?? and I wunder why sometimes we get this message

Second question is why does it write in chat "[ZR] The mother zombie infection cycle has been reset." Every time when exakt same person gets to be Zombie mother after other players has already been zombie mother??

the zr_classfix only make exception to the class that is using "flag" method. That mean even you specific a group for that class, the zr_classfix will count it anyway (because it has no flag) You can replace and add this part of the code on your zr_classfix.sp
PHP Code:

if (KvGotoFirstSubKey(kv))
{
    
ClearArray(array_classes);
    
decl String:name[64], String:enable[32], String:defaultclass[32];
    
zrClasses Items;

    do
    {
        
KvGetString(kv"team_default"defaultclass32);
        
KvGetString(kv"enabled"enable32);
        if(
StrEqual(enable"yes") && StrEqual(defaultclass"yes") && KvGetNum(kv"team") == && KvGetNum(kv"flags") == 0// check if is a enabled zombie class and no admin class and it's default class
        
{
            
KvGetString(kv"name"namesizeof(name));
            
Items.Index ZR_GetClassByName(name);
            
Items.health KvGetNum(kv"health"5000);
            
KvGetString(kv"model_path"Items.model128);
            
PushArrayArray(array_classesItems); // save all info in the array
        
}
            
    } while (
KvGotoNextKey(kv));
}
KvRewind(kv); 

And I believe that your Zombie:Reloaded is not the same one from FranC1sco. Since his ZR plugin doesn't has Mother zombie cycle.


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