https://i.imgur.com/WWKtEuh.png ◆ New syntaxes
◆ HUD timer (with % first infection chance information)
◆ HUD indicator (type of class, info about stats..)
◆ Zombie/Human menu
◆ Win overlays (Zombie or Human win overlays)
◆ Infection bans (only for admins, after player get infection ban he can't play for CT side, he will be always infected)
◆ Player stats (mysql database)
◆ TOP menu for players (top 10 players by human wins)
◆ Human/Zombie shop (ingame currency)
◆ Admin menu (change player sides, pause infection timer, infection ban, leader menu)
◆ Leader menu (beacon, sprites..)
◆ First infected can't be again next round first infected
◆ Zombie/Human models
◆ First zombie disconnect protection (if player is first infected and he will disconnect in X sec, he will get infection ban)
◆ Zombie/Human classes (you can add, edit, remove classes)
◆ Stats menu (player stats of infected players, human win rounds, killed zombies)
◆ VIP features (VIP human/zombie classes)
◆ Nemesis feature (X % chance to first zombie will be nemesis)
◆ Zombie riot features (X % chance to every zombie will have shield)
◆ New and old sounds (reload sounds, attack sounds, win sounds..)
◆ Decoy (= freeze grenade), He (= fire grenade), Smoke (=infection grenade)
◆ Weapon menu (configuratable weapon config, smg, rifle, pistols, heavy weapons)
◆ Config settings
◆ Natives
◆ Keyvalues (automatically downloading models and you can change classes, add classes, models and more..)
◆ Warning: for prevent bugs, play with mininum of 3 players !
◆ Warning: you have to use entWatch plugin: ENTWATCH ! (just download files without .sp or .smx - I edited that plugin, so use my version
► VIP Flag: a (reservation)
► Admin flag: b (ban)
► Leader flag: o (custom_1)
// Model for defend material sprite/marker (VMT)
// -
// Default: "materials/ze_premium/defendhere.vmt"
sm_ze_defend_leader_material_vmt "materials/ze_premium/defendhere.vmt"
// Model for defend material sprite/marker (VTF)
// -
// Default: "materials/ze_premium/defendhere.vtf"
sm_ze_defend_leader_material_vtf "materials/ze_premium/defendhere.vtf"
// Model for followme material sprite (VMT)
// -
// Default: "materials/ze_premium/followme.vmt"
sm_ze_followme_leader_material_vmt "materials/ze_premium/followme.vmt"
// Model for followme material sprite (VTF)
// -
// Default: "materials/ze_premium/followme.vtf"
sm_ze_followme_leader_material_vtf "materials/ze_premium/followme.vtf"
// Model for humans
// -
// Default: "models/player/custom_player/pikajew/hlvr/hazmat_worker/hazmat_worker.mdl"
sm_ze_human_model "models/player/custom_player/pikajew/hlvr/hazmat_worker/hazmat_worker.mdl"
// Model for human win material sprite (VMT)
// -
// Default: "materials/ze_premium/humanwin.vmt"
sm_ze_human_win_material_vmt "materials/ze_premium/humanwin.vmt"
// Model for human win material sprite (VTF)
// -
// Default: "materials/ze_premium/humanwin.vtf"
sm_ze_human_win_material_vtf "materials/ze_premium/humanwin.vtf"
// Amout of human HP
// -
// Default: "100"
sm_ze_humanhp "100"
// Time to first infection
// -
// Default: "30"
sm_ze_infection "30"
// How many player have to be on server for removing infection bans on round end
// -
// Default: "3"
sm_ze_infection_ban_players "3"
// How many rounds ban player will get after he disconnected, when he is first zombie
// -
// Default: "2"
sm_ze_infection_bans "2"
// How long (sec) player have to be first zombie to don't get infection ban, after he disconnected
// -
// Default: "10"
sm_ze_infection_time "10"
// Model for zombies
// -
// Default: "models/player/custom_player/kodua/frozen_nazi/frozen_nazi.mdl"
sm_ze_zombie_model "models/player/custom_player/kodua/frozen_nazi/frozen_nazi.mdl"
// How much chance in percent to will be zombie riot round, 0 = disabled
// -
// Default: "10"
sm_ze_zombie_riot "10"
// When will player get shield (1 = after infected, respawn, 0 = only after respawn)
// -
// Default: "1"
sm_ze_zombie_riot_shield "1"
// Model for zombie win material sprite (VMT)
// -
// Default: "materials/ze_premium/zombiewin.vmt"
sm_ze_zombie_win_material_vmt "materials/ze_premium/zombiewin.vmt"
// Model for zombie win material sprite (VTF)
// -
// Default: "materials/ze_premium/zombiewin.vtf"
sm_ze_zombie_win_material_vtf "materials/ze_premium/zombiewin.vtf"
// Amout of zombie HP
// -
// Default: "10000"
sm_ze_zombiehp "10000"
Version: 2.0
◆ Added chance to first infected player will be nemesis
◆ Added new commands
◆ Added to admin menu option to pause infection timer
◆ Changed natives and fixed some bugs
◆ Fixed error message, when is empty server
Version: 3.0
◆ Added new convars for classes
◆ Fixed problem with first round (starting round)
◆ Added +1 frag for player who infected human
◆ Added kill information when player is infected
◆ New native ZR_OnClientInfected(int client, int attacker) [called when is player - human infected by other player - zombie)
◆ New nemesis pain sounds!
◆ Improvement in coding
◆ Fixed he grenade
Version: 3.5
◆ Fixed some other bugs
◆ Added new natives [ZR_IsSpecialround, ZR_OnClientHumanPost, ZR_RespawnAction, ZR_OnClientRespawned]
◆ Added support for ZR older plugins (better compatibility)
◆ Added zombie riot round
Version: 4.0
◆ Fixed new bugs
◆ Added infection bans (Cookies)
◆ Added database stats (how many infected player, survived rounds..)
◆ Added new grenade + better working grenades
◆ Added new sounds (for zombies, winning round, humans, reloading..)
◆ Added translation file
◆ Added little TOP menu /top10 (by most top humans wins)
◆ Improved codding style
◆ Admins can add or remove infection bans
◆ Added new convars to better costumize
◆ Added new commands
Version: 4.5
◆ Fixed new bugs
◆ Changed database of infection bans (Mysql)
◆ Added HUD indicator (type of player class, stats..)
◆ Added downloading for models (keyvalues)
Version: 5.0
◆ Fixed many bugs, that I didn't see
◆ First infected player can't be infected next round like a first infected
◆ Added keyvalues for new classes (HUMANS/ZOMBIES) (you can add your own classes with models, gravity, speed and more..)
◆ If you will die like human in infection first timer, you will be respawned after timer ends like a zombie
Version: 5.5
◆ Fixed another bugs
◆ Added weapons.cfg to add/remove/edit guns in gun menu
Version: 6.0
◆ Fixed bug with database
◆ Added waiting system to prevent bugs (after 3 players will connect, round will start)
◆ Added arms for zombies
Version: 6.5
◆ Fixed bugs with models
◆ Finally added win overlays (human and zombie win overlay)
Version: 7.5
◆ Fixed another bugs
◆ Added human powers
◆ Added knockback for zombies
◆ Added some new improvements in code
Version: 8.0
◆ Fixed another bugs
◆ Added protection for changing team
◆ Added protection for delete pistol with special item from map (entwatch support)
◆ Added some new improvements in code
Very far from something premium but everyone has their start. Is your goal to replace Zombie:Reloaded itself?
NanoC
07-16-2020 14:32
Re: [CS:GO] Zombie Escape Premium
Quote:
Originally Posted by Syoudous
(Post 2710382)
Is your goal to replace Zombie:Reloaded itself?
Same question. Give us an example of why we should stop using Zombie:Reloaded and start using yours?
DeadSwim
07-16-2020 14:43
Re: [CS:GO] Zombie Escape Premium
Quote:
Originally Posted by Syoudous
(Post 2710382)
Very far from something premium but everyone has their start. Is your goal to replace Zombie:Reloaded itself?
Not that you would be glad that there are some content creators who still give a free plugin, you can't do anything but flame obviously, try to do something like that, I know the sniper myself and I know that you still care a lot with this mode...
Syoudous
07-16-2020 16:09
Re: [CS:GO] Zombie Escape Premium
Quote:
Originally Posted by DeadSwim
(Post 2710388)
Not that you would be glad that there are some content creators who still give a free plugin, you can't do anything but flame obviously, try to do something like that, I know the sniper myself and I know that you still care a lot with this mode...
It was a compliment, everyone has their start somewhere. I can understand the overly sensitive person twisting it around to see it as a negative comment but it was far from it. The poster above you also stated the same question. It's not quite the best code and we may or may not want to contribute to the code as well. In this case, Zombie:Reloaded is extensively heavy and very shoddy itself with band-aids all over. We could very much do with a full replacement of it but if this is the response we're going to get we may as well continue on.
Sniperino
07-16-2020 16:41
Re: [CS:GO] Zombie Escape Premium
Quote:
Originally Posted by Syoudous
(Post 2710382)
Very far from something premium but everyone has their start. Is your goal to replace Zombie:Reloaded itself?
I don't know, Zombie:Reloaded is very big plugin with huge community support. It's impossible to make everything, what coders made in 4-5 years of existence of this plugin. I just created this plugin for fun, to make someone happy, because it's easy to setup it, it's including everything you need for Zombie Escape and it have new syntaxes, so you can easily edit it. Maybe it's not best coding style, but everything I created is working right and good. No one of the players besides you will not see to the code, so it's doesn't matter. I will try to keep it updated it with new features.
Sniperino
07-16-2020 17:12
Re: [CS:GO] Zombie Escape Premium
Quote:
Originally Posted by NanoC
(Post 2710386)
Same question. Give us an example of why we should stop using Zombie:Reloaded and start using yours?
I will try to make it updated. It's your decision to stay on old Zombie reloaded or change it to my version. Maybe it's time to make something new, with fresh code.
NanoC
07-16-2020 17:15
Re: [CS:GO] Zombie Escape Premium
One suggestion. You should maybe make the same natives as Zombie:Reloaded, because a lot of communities are using those ones and will be a mess if we have to change everything about new/custom plugins
Sniperino
07-16-2020 17:30
Re: [CS:GO] Zombie Escape Premium
Quote:
Originally Posted by NanoC
(Post 2710411)
One suggestion. You should maybe make the same natives as Zombie:Reloaded, because a lot of communities are using those ones and will be a mess if we have to change everything about new/custom plugins
For now I have 3 natives:
ZEPremium_IsInfection();
ZEPremium_IsInfected(int client);
ZEPremium_IsNemesis(int client);
I don't get it what you mean ? You mean, that I have to rename natives for same names like ZM:Reloaded have in natives ?