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-   -   [CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023) (https://forums.alliedmods.net/showthread.php?t=290657)

gubka 11-19-2016 19:46

[CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023)
 
Quote:

Mod don't against valves' rules. Regarding this, now the plugin should prevent auto trigger ban, but be careful, use addons just with custom models



Current Version: 1.2.1 Version
Thank to MeRcyLeZZ, for this CS 1.6 Zombie Plague
Regards to Greyscale and Richard Helgeby for some useful modules
https://pbs.twimg.com/profile_banner...26249/1500x500


http://s8.hostingkartinok.com/upload...1c0d1f0ab7.pngDescription
_____________________________________________

Nowadays Zombie Plague become a huge CS:GO server-side modification with API, developed as an source mod plugin based on new SourcePawn 1.7,
which completely revamps the gameplay, turning the game into an intense "Humans vs Zombies" survival experience.

Even though it's strongly based on the classic zombie infection mods, it takes the concept to a new level by introducing:
  • Gameplay Modes System: allowing add new game modes
  • Weapons System: allowing add new custom/standart weapons
  • Zombie Classes System: allowing add new zombie classes with unique models for knife and grenades
  • Human Classes System: allowing add new human classes with unique hands for all weapons
  • Account System: awarded killing, damaging or infecting players, can be exchanged for goods
  • Extra Items System: allows adding unlimited custom items to buy
  • Custom Items: Napalms, Frost Nades, Fires, Flares, Jetpacks, Lasermine, Turret, Chainsaw, ect.
  • Deathmatch Mode: where zombies or humans can continually respawn
  • Admin Menu: to easily manage gamemodes and players
  • Special Effects: from the HL2 Engine, such as dark lighting, infection effects, fog, screen shake and etc
  • Level System: awarded by killing, damaging or infecting, increase damage, speed, gravity
  • Restoring System: allow to restore health, if you are zombie


http://s8.hostingkartinok.com/upload...587bf17c91.pngMain Features
_____________________________________________
  • Weapons Support (+Custom)
  • Custom Models Support
  • Extra Items Support
  • Zombie Classes Support
  • Human Classes Support
  • Gameplay Modes Support
  • Customizable Market & Arsenal
  • Flashlight and Nightvision
  • Custom Lighting, Fog, Sky, Sun
  • Default Game Modes:
    • Normal Infection
    • Multi Infection
    • Swarm Mode
    • Nemesis Mode
    • Survivor Mode
    • Sniper Mode
    • Plague Mode
    • Armageddon
  • Default Human Classes:
    • Red tank: Skill = Armorup ~ Activation on button: F4
    • Blue tank: Skill = Regeneration ~ Activation on button: F4
    • Red Alice: Skill = Fast running ~ Activation on button: F4
    • Blue Alice: Skill = Invisibility ~ Activation on button: F4
    • And many others
  • Default Zombie Classes:
    • Classic: Passive skill = Randomly dazzles the assailant
    • Fast: Passive skill = Very fast
    • Explosive: Skill = Infection gas ~ Activation on death
    • Phys: Skill = Scream ~ Activation on button: G
    • Deimos: Skill = Sting shot ~ Activation on button: G
    • Healer: Skill = Healing for money rewards ~ Activation on button: G
    • Smoker: Skill = Toxic cloud ~ Activation on button: G
    • Hunter: Skill = Fast running ~ Activation on button: G
    • Witch: Skill = Bats flock ~ Activation on button: G
    • Tesla: Skill = Hallucination blast ~ Activation on button: G
    • Stamper: Skill = Explosive coffin ~ Activation on button: G
    • Ghost: Skill = Invisibility ~ Activation on button: G
    • Heavy: Skill = Traping for money rewards ~ Activation on button: G
    • Tank: Skill = Invulnerability ~ Activation on button: G
  • Deathmatch System
  • Restoring System
  • Sounds System
  • Hitbox System
  • Logging System
  • Ragdoll System
  • Menu System
  • Skills System
  • Money System
  • Market System
  • Hands/Submodel System
  • Level System with MySQL and SQLite Support
  • Leap/Boost Jumps
  • Freeze, Fire, Flare, Infection, Jump and Molotov Nades
  • Objective removals (C4/Hostage/Buyzone/Doors)
  • Kill & Infection Rewards
  • More than 100 Natives and Forwards
  • Multi-Lanugage Support (All messages)
    • English Supported
    • Russian Supported
    • Chinese Supported
    • Romanian Supported


http://s8.hostingkartinok.com/upload...f03551b1d7.pngMain settings
_____________________________________________

Cfg file can be find here
../csgo/cfg/sourcemod/zombieplague.cfg

Spoiler

_____________________________________________

Modification use some virtual addresses and offsets
../csgo/addons/sourcemod/gamedata/plugin.zombieplague

Gamedata information:
Spoiler


Update information:
Spoiler

_____________________________________________

Also, admin features integrated into the mod. Core uses groups to check user's flags.

Group information:
Spoiler

_____________________________________________

Either manage the database for money/level/exp/skin/items/zombie/human.

Database information:
Spoiler

_____________________________________________

Finally, manage the config constructor for any kind of customizations.

Config information:
Spoiler


gubka 11-21-2016 15:50

[CS:GO] Experimental: Zombie Plague
 
1 Attachment(s)
Quote:

http://s8.hostingkartinok.com/upload...f7e9423e26.pngCompatibility
_____________________________________________

This plugin is tested on the following Sourcemod & Metamod versions or newer.
  1. Metamod:Source: 1.11 build 1148 ~ Download here
  2. SourceMod: 1.11 build 6930 ~ Download here


http://s8.hostingkartinok.com/upload...a3e8496e31.pngCommands
_____________________________________________

Conlose:
Admin commands:
PHP Code:

zp_debug Prints debugging dump info the log file.
zp_dump_memory Dumps active memory poolMainly for debugging.
zp_config_menu Opens the config reload menu.
zp_config_reload Reloads a config fileUsagezp_config_reload <file alias>
zp_config_reloadall Reloads all config filesUsagezp_config_reloadall
zp_log_list 
- List available logging flags and modules with their status values.
zp_log_add_module Add one or more modules to the module filterUsagezp_log_add_module <module> [module] ...
zp_log_remove_module Remove one or more modules from the module filterUsagezp_log_remove_module <module> [module] ...
zp_class_dump Dumps class data at a specified indexUsagezp_class_dump <index|name>
zp_money_give Gives the moneyUsagezp_money_give <name> [amount]
zp_level_give Gives the levelUsagezp_level_give <name> [amount]
zp_exp_give Gives the experienceUsagezp_exp_give <name> [amount]
zp_teleport_force Force teleport on a clientUsagezp_ztele_force <client>
zp_teleport_menu Opens the teleport menu.
zp_class_menu Opens the classes menu.
zp_mode_menu Opens the modes menu

Client commands:
PHP Code:

'Generic'
 
zmenu Opens the main menu.
 
zzombie Opens the zombie classes menu.
 
zhuman Opens the human classes menu.
 
zcostume Opens the costumes menu.
 
zfavor Opens the favorites menu.
 
zmarket Opens the market menu.
 
zarsenal Opens the arsenal menu.
 
zstuck Unstucks player from the another prop
 
ztele Teleport back to spawn.
'Unique'
 
zp_version Prints version info about this plugin.
 
zp_money_donate Donates the money

_____________________________________________

Buttons:
PHP Code:

'B' open a weapon menu.
'F' open a main game menu.
'F4/G' - use a human/zombie skill.
'F3' - switch flashlight, if you are human or nightvision, if you are a zombie.
'.' or '/' buy ammunition.
'CTRL' 'SPACE' - do the leap jump.
Do 
not move and press any button - for recovering HP, if you class has feature


http://s8.hostingkartinok.com/upload...86db5df38c.pngInstalling
_____________________________________________

Extract everything from (.zip) to your server's cs:go folder.
Always change all files when you update to a newer version.
Better to install modification on the clear server.

All mod's folders:
PHP Code:

../addons/sourcemod/configs/..
../
addons/sourcemod/plugins/..
../
addons/sourcemod/translations/..
../
addons/sourcemod/zombieplague/..
../
models/..
../
sounds/..
../
materials/..
../
cfg/.. 

Open server.cfg and set sv_pure 0 to protect server from disconnecting players.

Start server!

On success you will see:
Spoiler



http://s8.hostingkartinok.com/upload...961e226ac8.pngGame customization
_____________________________________________

Weapons loading from ../sourcemod/zombieplague/weapons.ini
For additional information see include/zombieplague/weapons.inc

Look at the default weapon in that file for an example.
PHP Code:

"gatling" // Name
{
    
// General
    
"info"         "" 
    "entity"       "weapon_mag7"
    "group"        ""
    "types"        "human"

    
// Base
    
"level"        "1"
    "online"       "1"
    "damage"       "1.1"
    "knockback"    "20.0"
    "speed"        ""
    "jump"         ""
    "clip"         "40"
    "ammo"         "80"
    "ammunition"   "1"
    "drop"         "yes"
    "shoot"        "0.1"
    "reload"       "5.0"
    "deploy"       "1.5"
    "sound"        "gatling_shoot_sounds"
    "icon"         "ammobox"

    
// Models    
    
"view"         "models/weapons/cso/gatlingm/v_gatlingm.mdl"
    "world"        "models/weapons/cso/gatlingm/w_gatlingm.mdl"
    "dropped"      "models/weapons/cso/gatlingm/w_gatlingm_dropped.mdl"
    "body"         ""
    "skin"         ""
    "muzzle"       "muzzle_shotgun"
    "shell"        "weapon_shell_casing_shotgun"
    "heat"         "0.2"


Description of weapon blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove weapon case just delete whole block!
NOTE: Name/info will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!

SUPPORT: any weapon_*, weapon_c4, weapon_knife_t, weapon_fists, weapon_knife_ghost, weapon_axe, weapon_hammer,

SUPPORT: any standart weapon_*
SUPPORT: weapon_shield, weapon_breachcharge, weapon_c4, weapon_snowball, weapon_fists, weapon_spanner, weapon_tablet, weapon_axe, weapon_hammer, weapon_bayonet, weapon_melee, weapon_bumpmine, weapon_diversion, weapon_firebomb, weapon_frag, weapon_knifegg, weapon_knife_ct, weapon_knife_t, weapon_knife_ghost, weapon_knife_gut, weapon_knife_flip, weapon_knife_m9_bayonet, weapon_knife_karambit, weapon_knife_tactical, weapon_knife_falchion, weapon_knife_butterfly, weapon_knife_survival_bowie, weapon_knife_push, weapon_knife_ursus, weapon_knife_gypsy_jackknife, weapon_knife_stiletto, weapon_knife_widowmaker, item_assaultsuit, item_defuser, [I]item_heavyassaultsuitv item_kevlar, item_nvgs, item_cutters, ...
_____________________________________________

Main menu loading from ../sourcemod/zombieplague/menus.ini
For additional information see include/zombieplague/menus.inc

Look at the default menu case in that file for an example.
PHP Code:

"help menu" // Name
{
    
// Access
    
"group"        ""
    "types"        ""

    
// Options
    
"hide"         ""
    "space"        ""

    
// Console
    
"command"      ""
    "submenu"
    
{
        
"unstucks menu" // Name
        
{
            
// Access
            
"group"        ""
            "types"        ""

            
// Options
            
"hide"         ""
            "space"        ""

            
// Console
            
"command"      "zstuck"
        
}

        
"teleport menu" // Name
        
{
            
// Access
            
"group"        ""
            "types"        ""

            
// Options
            
"hide"         ""
            "space"        ""

            
// Console
            
"command"      "ztele"
        
}

        
"arsenal menu" // Name
        
{
            
// Access
            
"group"        ""
            "types"        ""

            
// Options
            
"hide"         ""
            "space"        ""

            
// Console
            
"command"      "zarsenal"
        
}
    }


Description of menu blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove menu case just delete whole block!
NOTE: Name will be taken from translation file. (only low cases)
NOTE: Main keys support only one submenu!
NOTE: Checks of group/class will be automatically generated!
_____________________________________________

Hitgroups loading from ../sourcemod/zombieplague/hitgroups.ini
For additional information see include/zombieplague/hitgroups.inc

Look at the default hitgroup case in that file for an example.
PHP Code:

"generic" // Name
{
    
// General
    
"index"        "0"

    
// Damage
    
"damage"       "on"

    
// Knockback
    
"knockback"    "1.0"
    
    
// Defence
    
"armor"        "0.5"
    "bonus"        "0.5"
    "heavy"        "0.5"
    "shield"       "0.7"
    "protect"      "no"


Description of hitgroups blocks:
Spoiler

_____________________________________________

Classes loading from ../sourcemod/zombieplague/classes.ini
For additional information see include/zombieplague/classes.inc

Look at the default classes case in that file for an example.
PHP Code:

"classic" // Name
{
    
// General
    
"info"          "classic info"
    "type"          "zombie"
    "model"         "models/player/custom_player/zombie/normal_m_10/normal_m_10.mdl"
    "claw_model"    "models/player/custom_player/zombie/normal_m_10/hand_v2/hand_zombie_normal_m_10.mdl"   
    "gren_model"    "models/player/custom_player/zombie/normal_m_10/grenade/grenade_normal_m_10.mdl"
    "body"          "-1" 
    "skin"          "-1"

    
// Base
    
"health"        "4000"
    "speed"         "250.0"
    "gravity"       "1.0"
    "knockback"     "1.0"
    "armor"         "500"
    "level"         "1"
    "group"         ""

    
// Skill
    
"duration"      "0.0"
    "countdown"     "0.0"
    "cost"          "0"
    "bar"           "off"
    "sprite"        "off"
    "regenerate"    "300"
    "interval"      "6.0"
    "fall"          "off"
    "spotted"       "on"

    
// Hud
    
"fov"           "90"
    "crosshair"     "off"
    "nvgs"          "on"
    "overlay"       "overlays/zp/zvision.vmt"

    
// Bonus
    
"weapon"        "jump bomb, zombie claw"
    "money"         "500, 10, 500, 2500, 1000, 1000"
    "experience"    "5, 2000, 5, 5, 2, 1"
    "lifesteal"     "500"

    
// Jump
    
"leap"          "2"
    "force"         "750.0"
    "cooldown"      "5.0"

    
// Partical
    
"effect"        "fire_vixr_final"
    "attachment"    ""
    "time"          "1.0"

    
// Sound
    
"death"         "zombie_classic_death_sounds"
    "hurt"          "zombie_classic_hurt_sounds"
    "idle"          "zombie_classic_idle_sounds"
    "infect"        "zombie_classic_infection_sounds"
    "respawn"       "zombie_respawn_sounds"
    "burn"          "zombie_burn_sounds"
    "attack"        "zombie_attack_sounds"
    "footstep"      "zombie_footstep_sounds"
    "regen"         "zombie_regen_sounds"
    "jump"          "zombie_leap_sounds"


Description of class blocks:
Spoiler


Description of models:
Spoiler


NOTE: To remove class case just delete whole block!
NOTE: Names/types must be a unique.
NOTE: To remove class case just delete whole block!
NOTE: Name/info will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!
NOTE: Uniqie classes will be choose randomly, exept 'zombie'/'human'!
NOTE: All parameters works for all classes, exept 'zombie','infect'!
_____________________________________________

Gamemodes loading from ../sourcemod/zombieplague/gamemodes.ini
For additional information see include/zombieplague/gamemodes.inc

Look at the default modes case in that file for an example.
PHP Code:

"normal mode" // Name
{
    
// Dhud
    
"desc"           "mode normal"
    "color"          "255 0 0 255"
    "position_X"     "-1.0"
    "position_Y"     "0.17"
    "time"           "3.0"

    
// General
    
"chance"         "0"
    "min"            "0"
    "ratio"          "0.0"
    "health_human"   "0"
    "health_zombie"  "100"
    "group"          "Admin"

    
// Sound
    
"start"          "gamemode_normal_sounds"
    "end_human"      "gamemode_human_sounds"
    "end_zombie"     "gamemode_zombie_sounds"
    "end_draw"       "gamemode_draw_sounds"
    "comeback"       "gamemode_comeback_sounds"
    "ambient"        "ambient_generic_sounds"

    
// Base
    
"infect"         "yes"
    "respawn"        "yes"
    "type_human"     "human"
    "type_zombie"    "zombie"

    
// Hud
    
"overlay_human"  "overlays/zp/zg_humans_win.vmt"
    "overlay_zombie" "overlays/zp/zg_zombies_win.vmt"
    "overlay_draw"   ""

    
// Respawn
    
"deathmatch"     "0"
    "amount"         "5"
    "delay"          "5.0"
    "last"           "1"
    "suicide"        "no"
    "escape"         "off"

    
// Enviroment
    
"blast"          "on"
    "xray"           "off"    
    "regen"          "on"
    "skill"          "yes"
    "leapjump"       "yes"


Description of gamemodes blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove mode case just delete whole block!
NOTE: Name/desc will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!
_____________________________________________

Extraitems loading from ../sourcemod/zombieplague/extraitems.ini
For additional information see include/zombieplague/extraitems.inc

Look at the default items case in that file for an example.
PHP Code:

"deagle" // Name
{
    
// General
    
"info"          ""
    "weapon"        "deagle"
    "cost"          "25"
    "level"         "1"
    "online"        "1"
    "limit"         "3"
    "flags"         "abc"
    "group"         ""
    "types"         "human"


Description of extraitems blocks:
Spoiler


Flags::
"a" - the item is not available until the round starts.
"b" - the item is not available after the round starts.
"c" - the item is not available to a single zombie.
"d" - the item is not available to a single human.
"e" - the item is not available in an infection mode.
"f" - the item is not available in a respawn mode.
"g" - the item available once per map.

NOTE: Names must be a unique.
NOTE: To remove category/item just delete whole block!
NOTE: Name/info will be taken from translation file. (only low cases)
_____________________________________________

Costumes loading from ../sourcemod/zombieplague/costumes.ini
For additional information see include/zombieplague/costumes.inc

Look at the default costume case in that file for an example.
PHP Code:

"pig head" // Name
{
    
// Model
    
"model"        "models/cso2/hats/pighead/pighead.mdl"
    
    
// General
    
"body"         ""
    "skin"         ""
    "attachment"   "facemask"
    "position"     ""
    "angle"        ""
    
    
// Other
    
"group"        ""
    "hide"         "yes"
    "merge"        "no"
    "level"        "2"


Description of costumes blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove costume just delete whole block!
NOTE: Names will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!
NOTE: Costumes work only on humans!
_____________________________________________

All sounds loading from ../sourcemod/zombieplague/sounds.ini
For additional information see include/zombieplague/sounds.inc

Look at the default sound case in that file for an example.
PHP Code:

"human_death_sounds"
{
    
"zp/human/male/die1.mp3"
    
{
        
"volume"   "1.0"
        "level"    "75"
        "flags"    "0"
        "pitch"    "100"
        "duration" "1.374750"
    
}
    
"zp/human/male/die2.mp3"
    
{
        
"volume"   "1.0"
        "level"    "75"
        "flags"    "0"
        "pitch"    "100"
        "duration" "1.270375"
    
}
    
"zp/human/male/die3.mp3"
    
{
        
"volume"   "1.0"
        "level"    "75"
        "flags"    "0"
        "pitch"    "100"
        "duration" "1.270563"
    
}
    
"zp/human/male/die4.mp3"
    
{
        
"volume"   "1.0"
        "level"    "75"
        "flags"    "0"
        "pitch"    "100"
        "duration" "1.375250"
    
}
    
"zp/human/male/die5.mp3"
    
{
        
"volume"   "1.0"
        "level"    "75"
        "flags"    "0"
        "pitch"    "100"
        "duration" "1.270000"
    
}


Description of sound blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: Supports default '.wav' sounds.
_____________________________________________

Levels loading from ../sourcemod/zombieplague/levels.ini
For additional information see include/zombieplague/classes/levelsystem.inc

The levels configuration file is a list of limits for each level.
Remember that list require enabled level system on the server.

Look at the default levels in that file for an example.

Default levels blocks:
Spoiler



http://s8.hostingkartinok.com/upload...9912739cf8.pngDownloads
_____________________________________________

All files loading from ../sourcemod/zombieplague/downloads.ini

The downloads configuration file is a list of files used on the server.
Remember that most of modules will automatically precache models and thier materials.
Use one line per file, with paths relative to the "csgo" folder.
The maximum length of the full string must be less than 256 symbols.
In addition, module will be precache and add to download table all types of files: (mp3, wav, mdl, vmt, vvd, dx90.vtx, pcf)
Lastly, if you want to precache the whole folder, the path must have '/' (slash) in the end.

Look at the default downloads in that file for an example.

Default download blocks:
Spoiler


NOTE: Don't forget about main server cvars to upload files to clients: sv_allowdownload, sv_downloadurl, sv_allowupload


http://s8.hostingkartinok.com/upload...4baf630479.pngCredits
_____________________________________________

A thank you to those, who helped:

Community of AlliedMods (For ideas and testing)
Kuristaja - All player models was port and fix by him. You can ask him here: Steam.Page
napas - All weapon models was port by him. You can ask him here: Steam.Page
[CZE] мя. ξмıиεм - All weapon models was fix by him. You can ask him here: Steam.Page
Greyscale and Richard Helgeby - Some useful modules and structures.
inklesspen - Some important help with tests.
Counter-Strike: Online 2 - Materials, sounds and models. Core.Page


http://s8.hostingkartinok.com/upload...0732145e13.pngBugs
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If there are any bugs, please report them in this topic.
The version can have many of them, due to a huge amount of changes and lack of tests.
The number of natives and forwards allow making any gamemode changes throw the addons.
The best advice is just don't try to modify the core's sourcecode and be a flexible for the future updates.


http://s8.hostingkartinok.com/upload...1ca43de7cb.pngChangelog
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Quote:

-Version: 1.2.1 (March 01 2023)
* Updated props on custom weapons to other more suitable ones
* hammerid is not used for weaponmod replaced with maxhealth to identify custom weapons
* Added support of special map items found in Zombie Reloaded based maps
* Added recoil for custom weapons
* Added missed animations for custom weapons
* Removed the sound of flashbang explosion
* Removed the sound of the smokegrenade explosion
* Fixed glow util method
* Optimization of the search for players in the radius
* Added a new method of working with memory and signatures on Windows
* Fixed the hammer player (w_) model
* Now you can pickup claymore
* Glow will be auto removed when class changes or death for nemesis and madness
* Improved switching to the second mode for janus weapons
* Fixed sounds for linux, now you can specify the duration of sounds manually (especially on Linux)

-Version: 1.2.0 (February 23 2023)
* Slightly redesigned the work of view models on weapons
* Fixed creation of dropped models, now deleted when picking up
* The last person now dies and does not get infected (bug fix of the last round)
* Slightly changed the characteristics of nemesis for balance
* Increased recoil to the machine gun of the survivor
* Added extra item -> double jump
* Nemesis has access to some zombie extra items
* Reduced the number of hp for nemesis
* Reduced damage to sniper rifles
* Added a second jump grenade for zombies
* Holster hook converted to offset
* Added steamid search for teams related to levels and money
* Added global volume setting
* Removed jet in airdrop
* Redesigned airdrop , now the helicopter is called via supply nade
* Added a new extra item -> anti-personnel mine on the control panel with 2 modes of operation
* Reduced screen shaking on some weapons
* Added shaking for the psyh zombie skill
* Adjusted the price of uniforms
* lasermines addon is slightly renamed
* Added zombie comeback respawn sound
* Added new sounds
* Completely redesigned the sounds folder
* Fixed binding of viewmodels to players
* Reworked some skill sounds
* Fixed the sounds of footsteps and grenades, now they do not replace the standard ones
* Added sounds to hint messages
* Standard sounds for equipment and purchases are now used by the mod instead of custom mp3
* New natives for sounds
* The sound of gorenje and damage is not played until the last one ends
* Smoker & psyh now infects and does not kill if possible
* Fixed ambient sounds
* The sound system has been redesigned + a new sounds.ini has been added with support for each sound individually
* Added support for changing the sound of knives, attack sounds are removed from classes.ini
* Customer validation has been slightly changed
* Fixed the spawn of weapons and items, now when spawning, the first index from weapons.ini is selected instead of -1, and after that the desired one is set (disabled items are not created this way)
* Added the next button for the arsenal so that you can skip the issuance of counter-missile weapons and receive uniforms at the end
* Fixed a bug with switching weapons and checking the slot
* Added support for standard wav in sounds.ini
* Improved idle, moan sounds in zombies

-Version: 1.1.0 (February 14 2023)
* Global refactor of the kernel and addons
* Fixed calculation of damage bonuses, now reset with each class change
* Added night time check
* Refactor of some utility functions
* Fix with spawn gifts in trigger mode
* Implementation of flags for the item store
* Masives in configs are now inlining into object structures
* Fixed refund after infection
* New modules for logs
* Default grenade trails are enabled
* Added the menu item respravn for money
* Fixed rendering of invisible objects in the light of a flashlight
* Added the inclusion of a flashlight for bots
* Added extra item for zombie rabies
* Changed sounds and particulars for the Zombie Hunter skill
* Added a progress bar for trap victims
* Added detour hook for Holster
* Added a check that the LVL system is turned off in the store
* Removed infinite effects for classes
* Nemesis is given a heavysuit
* Added an effective addon - dynamic light glow for nemesis
* Fixed damage to gifts
* Fixed Russian localization errors
* Forward OnWeaponCreate has been redesigned, now it does not have a player index and is always called when creating weapons through the core
* Now the weapons from the addons are spawned with the correct set of states in the gift and airdrop plugins
* Fixed minigun for bots
* Added a new translation for groups
* The Group system has been changed, now the mod does not check the access of players to the group, but access to the flags of the specified group
* Updated gamedata config
* Rewritten generation of all menus, now a little faster
* Updated GetSlot offset for linux
* The last person is not infected at the first damage
* The stamper skill has been redesigned, now it does not attract but slows down, as in CSR, a fix for the location of the coffin, and a check for other players getting stuck has been added
* Added the ability to create spaces between menu categories in menus.ini
* Fixed the spawn of grenades after death
* Added some ffade effects for human and zombie classes
* Fixed the cache of standard sounds via downloads.ini
* Fixed invisibility in the light of a flashlight, no longer casts shadows
* Added description of skills for zombies and humans
* ZP_LookupAttachment & ZP_GetAttachment replaced with sdktools signatures
* ZP_LookupPoseParameter & ZP_LookupSequence moved from kernel to dronegun
* Added native software for obtaining weapons in weapons.inc
* Fixed attachments on trails and on fspistol
* The arsenal issues weapons to the ground if the slot is occupied when the automatic issue is enabled
* The UpdateTransmitState functionality has been removed
* Fixed drop models for created weapons on the map
* Fixed attack sound for chainsaw
* Dronegun addon renamed to turret

-Version: 1.0.0 (February 09 2023)
* The code has been updated to support SM & MM 1.11 or higher (some unused warnings in addons are normal)
* The volume of all sounds has been adjusted individually
* Nodisarm & movement unlock removed
* Fixed a bug with a dropped model of weapons that became invisible in the next round
* Fixed the position of the shot and hit on all custom firearms (now exactly on the sight)
* Redesigned recoil on custom weapons
* Rebalance of zombie classes
* Tried to fix a bug with the appearance of muzzle and other weapon effects on the map during the game
* Added support for changing zp_default_melee during the game
* Added a menu for selecting free weapons at the start of the round as in ZP CS 1.6 (with the ability to memorize the selection)
* Added a command and menu item to switch the memorization of the selection of weapons from the armory
* Added a new native for checking custom classes (not people and not zombies)
* Added a cvar for buying ammos
* Added cvar to turn off the rebuy menu
* Added the ability to disable extraitems modules
* After changing the class by another player, his weapon should drop to the ground and not be removed
* Fixed bug modules of zombie players who started twitching at a long distance
* Added a change to the knockback by sitting through the cvar
* Changed the speed system for classes, now does not depend on the default weapon
* Updated classes.ini configs to work with the new speed type
* Added the ability to change the player's speed via m_flLaggedMovementValue which is a kind of speed multiplier. 1.0 by default by default
* Added speed and gravity support for weapons in weapons.ini
* Added an optional timer for removing dropped weapons
* Removed infinite grenades with infinite ammo
* Some weapons have been modified and the shooting speed has been fixed
* Updated the offset CBaseCombatWeapon::getSlot, added a check to signal that the slot indexes are incorrect if the offset breaks again
* Failed to fix a bug with the drop of identical grenades when there are more than one in the inventory, while I limited their number to 1
* Removed some standard cvars from the config in gamemode_casual_server.cfg
* Fixed safe for airdrop
* Refactor of translations, divided into different files
* Added support for multiple translations for the mod
* Split the translations into several files, also moved the translations of addons to separate files
* Split translation files into different folders as in sm
* Refactor config files, replaced spaces with tabs to increase parsing speed
* Redesigned ethereal & sfpistol weapons in relation to the laser
* Added tracers for weapons where they stayed (m134, skull1, balrog3, sgdrill, airbuster)
* It is possible to use skills on the G (drop) button
* Added a cvar in order to be able not to block commands to which hooks are added. (menu, skill and flashlight)
* An empty rebuy menu will no longer automatically appear for a class for which items are not installed
* Added dynamic invisibility (decreases when moving) for the blue alice class
* Redesigned zombie class range, added a setting for infecting only 1 person in a radius and not all (for balance)
* Bots now use skills
* Bots automatically buy ammo when needed
* Bots automatically buy extra items and weapons
* Bots automatically select costumes
* Fixed the display of the commission in the transactions menu
* Added a welcome DHUD message along with cvars for setting it up
* The issue of weapons has been redesigned, sounds on weapons have become much less frequent (not sure)
* ClientCommand has been replaced with EmitSound with a quieter sound
* Fixed infinite ammunition, now work correctly on custom weapons
* Addons refactor for version 2.0
* Replaced macros with cvars in all addons
* Added partial settings for addons via configs with the ability to disable
* When particles are disabled, standard beam & trace effects are usually used in addons
* Added replenishment effects to class skills
* Slightly redesigned classes, also changed their location
* Added deceleration when hammer is not worn in (2x damage) mode
* Refactoring of weapon, weaponmod and weaponHDR modules. The states of viewmodels started to be stored in them and not in the array of players
* Added checks for all signatures, offsets and addresses. Now the mod will work with invalid gamedata with restrictions
* The autobuy menu has been completed, now you can not only customize the template for the class, but also open it anytime
* Removed the baller class, also renamed other zombie classes and rebalanced
* Added additional hp settings for people in game mode configs
* Added extra items to buy nemesis and survivor
* Refactoring of modules with menus (moved the code associated with the menu to separate files)
* Added admin checks for some commands
* A refactoring of the Market module
* The weapon purchase menu is combined with items in the new Market modules. Changed the configs weapons.ini, extraitems.ini & menus.ini
* Added the option to create menu categories via extraitems.ini
* Added purchase flags in extraitem.ini (not fully implemented yet)
* Added is a cvar for using the standard cs go shop, it will be synchronized with weapons.ini (so far without the possibility of setting the price)
* Class type checks in the entire core have been changed from strings to bit operations, changed natives, includs and configs in which it was used
* The maximum number of unique class types is now 32 (human, zombie, survivor, ect)
* The code for clearing the particle tables for linux has been removed
* Renamed module ZTele -> Teleport
* Shield removed
* Balance of store items
* C4 is given when calling airdrop
* Added the health cost for the use of abilities
* Fixed bonuses for killing
* Changed default buttons for interacting with the menu and flashlight
* By default, zombies now use skills on G
* Fixed damage to a frozen player
* Old versions
Spoiler



http://s8.hostingkartinok.com/upload...7232bfaf47.pngDonate
_____________________________________________

If you think I did a good job, please donate some money. Thanks! PayPal


http://s8.hostingkartinok.com/upload...809ef2bd51.pngDownload
_____________________________________________



_____________________________________________

Download all files:
Plugins
Models/Materials/Sounds
Git.Hub
Do not forget to reintall all files each update

Dacia_Logan 11-22-2016 05:45

Re: [CS:GO] Release: Zombie Plague 6.4
 
gubka make in next update 6.5 costum grenade for, flape grenade, freze greanade
http://gamebanana.com/skins/134473 grenade model

Mikado 11-22-2016 12:12

Re: [CS:GO] Release: Zombie Plague 6.4
 
thank you gubka and good job for the zombie plague reborn :3

i have some suggestions to make the mod better why not, so:
Quote:

- try to add weapon menu on spawn like on the cs 1.6 one
- add a feature thet shows the ammopacks like the hud message on 1.6 ( health: %s | Armor: %s | Ammopack: %s | ) or add it on zombie plague menu something like "available ammopacks:.. "
- make the xp feature as a separated sub addons, (make the mod as simple as possible, easy to edit by adding sub-addons)
- change menu button, because "E" if someone uses parachute plugin it will spam his screen with menu

And thank you again for reviving the zombie plague that we all loved on the 1.6

gubka 11-22-2016 13:25

Re: [CS:GO] Release: Zombie Plague 6.4
 
Quote:

- try to add weapon menu on spawn like on the cs 1.6 one
Just to small plagin witch press E button on the spawn

Quote:

- add a feature thet shows the ammopacks like the hud message on 1.6 ( health: %s | Armor: %s | Ammopack: %s | ) or add it on zombie plague menu something like "available ammopacks:.. "
CS:GO don't have hud like in the 1.6

Quote:

make the xp feature as a separated sub addons, (make the mod as simple as possible, easy to edit by adding sub-addons)
You can disable level and xp feature in the zombieplague.cfg and i can't divide main part of the code in the subplugin, it just useless, it already easy like as possible, just open 'zp' folder and you can find a lot of modules in the code
In my opinion , just adddons must be by separate plugins, but not the main core

Quote:

- change menu button, because "E" if someone uses parachute plugin it will spam his screen with menu
It the easiest possible button now, because i cant hook M or B button in CS:GO because they on the client side, just edit parachute plugin and change E button there, on the (IN_USE -> IN_JUMP) for example

Mikado 11-22-2016 14:06

Re: [CS:GO] Release: Zombie Plague 6.4
 
Quote:

Originally Posted by gubka (Post 2471969)
Just to small plagin witch press E button on the spawn

not like that, i mean a weapon menu for free like deathmatch on spawn

Quote:

Originally Posted by gubka (Post 2471969)
It the easiest possible button now, because i cant hook M or B button in CS:GO because they on the client side, just edit parachute plugin and change E button there, on the (IN_USE -> IN_JUMP) for example

that's a good idea editing parachute..., but why not making it more easier for people who don't know how to code and make zp sub parachute with jump button it's helpfull when u use jetpack with the mod

Edit: There is a bug with Round start sounds aren't played

gubka 11-23-2016 13:44

Re: [CS:GO] Release: Zombie Plague 6.4
 
Quote:

Originally Posted by Mikado (Post 2471978)
Edit: There is a bug with Round start sounds aren't played

Spoiler


I know that this problem can exist, if you run the server, but at first server hibernate, and sourcemod didn't hook round start and when you connect you need to wait until restart, and on next round, hook will work and sounds is well
I had same problem with timer, and at first i didn't understand why timer do not start on first run of the server and after a create infinite timer which create on map start
Or might be you don't have fast download on your server and sound do not upload to clients, because i didnt have problems with sounds on my linux server on the hosting
May be sounds interact now with standart ones
Because here sounds worrking https://www.youtube.com/watch?v=ooDggGVhIFg
May be after last update they bugged my mod again) We need to update Valve update, where they will allow server to ctop standart client sounds on round end and round start, because playgamesound Music.StopAllMusic not work now

PHP Code:

Version6.5 (Novermber 232016)
Fix with round start sounds
Cvar system in the code have changes
Fix with custom weapons like medkit etc

Edit: I fixed that, now start sounds will enable on 20sec before infection
And also fix problems with non-weapons, like medkit

Mikado 11-23-2016 15:33

Re: [CS:GO] Release: Zombie Plague 6.4
 
Quote:

Originally Posted by gubka (Post 2472151)
Edit: I fixed that, now start sounds will enable on 20sec before infection

still not working :/

gubka 11-23-2016 20:07

Re: [CS:GO] Release: Zombie Plague 6.4
 
Quote:

Originally Posted by Mikado (Post 2472172)
still not working :/

I don't have this problem now, you can check it here 46.174.55.160:27015

Mikado 11-24-2016 09:30

Re: [CS:GO] Release: Zombie Plague 6.5
 
why don't you change it, instead of before infection to after infection so people can use a scary ambiance sound *-*
and please add a cvar to enable and control nemesis knockback

Edit: if you use a lower infection time ( countdown ) than 20s start sound won't work and help messages won't be displayed


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