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-   Zombie:Reloaded (https://forums.alliedmods.net/forumdisplay.php?f=132)
-   -   [CS:GO] Zombie Plague 1.2.1 (Updated 01-Mar-2023) (https://forums.alliedmods.net/showthread.php?t=290657)

gubka 04-18-2019 00:38

Re: [CS:GO] Experimental: Zombie Plague X.015
 
What are done:
Quote:

-Version: X.016 Stable (March 19 2018)
* Heavy class trap entity improved
* Smoker, attached gas effect was remaked, now it will attach to pos of spawn
* New team check
* #emit removed
* Sfpistol model and shoot fix
* Drop dynamic stock improved
* Airdrop minor fixes with collision
* Fix self damage for turret and others
* ZP_TakeDamage removed, point_hurt used instead
* Damage system changes
* Turret got a knockback, but client not more gain money for damage appilied by them to victims (from mines is well)
* All custom damage now applied using point_hurt
* Improved Damage module
* Turret will attack NPC and chickens
* Turret rockets fix, added random skins
* Rockets are removed by bodygroup on turrets
* Airdrop some kill timers replace by inputs
* Increase def size of muzzle name using by native system up to 64
* Turret invalid sound fix
* Rockets spawn on fixed pos, because layers sometimes return invalid attachment
* When safe is open, it will spawn bag which will drop weapons on E (+use)
* New translate for bag info
* Airdrop will print lnfo only for humans
* Lasermine dropped model attachment changes for gibs
* Helicopter changes (now door should be expload only to open if)
* Helicopter drop many different cases
* Safe body (which is open) can be destoyed on +use to avoid problems with PVS
* Trains entity removed for drops, helicpter spawn phys entities
* Phys effect fix
* Fix reload for all full custom weapons (they used custom reload system)
* Fix sound for sfpistol
* Fix reload animations for custom weapons with custom reloading (near 7-8 addons)
* M32 full custom reloading added
* WeaponRunCmd will start calling after WeaponHolster & WeaponHolsterDeployPost, to avoid problems in hooks
* Line of sigth sig block , for ze maps triggers, thanks to SHUFFEN.jp
* Particles fix should work on PVS block on windows, new DHOOK required
* Particles will work on first download
* Fix with buy ammo
* All TE_DispatchEffect were replaced by info particle system entities
* Holster fix
* F18 bomber will drop bomb like a projectile object
* Added custom idle modules for some weapons, so idle state works perfect on full custom weapons
* Custom reloading act naturally + reload will execute automatically on 0 clip
* Added shell particles into the weapon module, in weapons .ini and also integrate into some fully custom weapons

EMINEM_FB 04-20-2019 09:38

Re: [CS:GO] Experimental: Zombie Plague X.015
 
https://i.imgur.com/FL2npWx.jpg

:)

DruGzOG 04-20-2019 19:54

Re: [CS:GO] Experimental: Zombie Plague X.015
 
PHP Code:

Failed to set custom material for 'pist_glock18'no matching material name found on model models/weapons/holybom/v_holybomb.mdl
Failed to set custom material 
for 'pist_glock18'no matching material name found on model models/weapons/holybom/v_holybomb.mdl
Failed to set custom material 
for 'pist_glock18'no matching material name found on model models/weapons/holybom/v_holybomb.mdl 

My console spams that in the server. Not sure why, since nothing was really altered. (Also new to sourcemod so excuse me if its a simple fix)

8guawong 04-21-2019 11:50

Re: [CS:GO] Experimental: Zombie Plague X.015
 
Quote:

Originally Posted by EMINEM_FB (Post 2648281)

u mean it shows the hand now?

EMINEM_FB 04-21-2019 14:45

Re: [CS:GO] Experimental: Zombie Plague X.015
 
Quote:

Originally Posted by 8guawong (Post 2648378)
u mean it shows the hand now?

After I fix all weapons then it will be this in new version of zp :)

EMINEM_FB 04-22-2019 12:51

Re: [CS:GO] Experimental: Zombie Plague X.015
 
in X.016 version
https://i.imgur.com/TVrEi08.jpg

if someone want thanks me via paypal then add me on steam... :D





.

DeteCT0R 04-23-2019 09:36

Re: [CS:GO] Experimental: Zombie Plague X.015
 
The mod itself great but would be nice if you do like the real zombie plague(cs1.6) and only include the mod itself. Leave the extra item different topic..

DruGzOG 04-23-2019 10:51

Re: [CS:GO] Experimental: Zombie Plague X.015
 
Quote:

Originally Posted by DeteCT0R (Post 2648636)
The mod itself great but would be nice if you do like the real zombie plague(cs1.6) and only include the mod itself. Leave the extra item different topic..

You could just disable them though and have the mod itself

AuricYoutube 04-26-2019 04:11

Re: [CS:GO] Experimental: Zombie Plague X.015
 
cant wait for x.016

inlovecs 05-01-2019 06:54

Re: [CS:GO] Experimental: Zombie Plague X.015
 
Doesn't work after the new csgo update from today

L 05/01/2019 - 09:24:11: [CSTRIKE] Invalid detour address passed - Disabling detour to prevent crashes
L 05/01/2019 - 09:24:11: [CSTRIKE] CSWeaponDrop detour could not be initialized - Disabled OnCSWeaponDrop forward
L 05/01/2019 - 09:24:11: [SM] Exception reported: [Engine] [GameData Validation] Failed to get address: "m_ArmorValue"
L 05/01/2019 - 09:24:11: [SM] Blaming: zp_core.smx
L 05/01/2019 - 09:24:11: [SM] Call stack trace:
L 05/01/2019 - 09:24:11: [SM] [0] SetFailState
L 05/01/2019 - 09:24:11: [SM] [1] Line 445, zp/core/log.cpp::LogEvent
L 05/01/2019 - 09:24:11: [SM] [2] Line 528, zp/core/zombieplague.cpp::fnInitGameConfAddress
L 05/01/2019 - 09:24:11: [SM] [3] Line 92, zp/manager/playerclasses/tools.cpp::ToolsOnInit
L 05/01/2019 - 09:24:11: [SM] [4] Line 130, zp/manager/classes.cpp::ClassesOnInit
L 05/01/2019 - 09:24:11: [SM] [5] Line 122, E:\scripting zpcore\zp_core.sp::OnPluginStart


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