Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
Happy reading/lection day :)
1) After I did did the fix for the dhud message, I tried to compile it: Zombie Plague Nightmare .sma [core] Code:
// C:\Users\armin\Desktop\Compilator\a.sma(14790) : warning 225: unreachable codePHP Code:
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public client_disconnect(iID)Code:
#if AMXX_VERSION_NUM <= 182Yeah it work.. (PS: Oh I feel like in a Bug-Report or Beta testing) (edit) You forgot some old version of plugins in scripting folder :) (edit 2) I succesfull compiled without errors the plugins, except the md5 and geoip.. I tried to modify based on you workaround and the error recommandation but it did give me another error.. (edit 3) *Until the next version* I did fix (using the author code) all the plugins with client_disconnect error.. here are all of the scripts + the fixed part: Download + FixedAPI -- zpnm_gp_freeze_camera ; freeze_effects and amx_settings_api -- give error, I Ican't fix them. (In the archive I didn't include the zpnm.sma core) * I changed for aproximatley 3 plugins the sound,sprites,model path (like from models/mod/ to models/arminc/mod/ - you change change that) (edit 4) Code:
Processing sound/zombie_plague/win_humans1.wavPS: I couldn't change the sprites/674628.spr path, any help ?? + How I can change for example models/player/zombie_source to for example: models/zpnm/player/zombie_source ? In ZPNM.sma I tried but I don't know If I f#ck'd the entire code :D *as I stated in previous posts, I want to change the default path, they can confilct with other servers one and I like to have a separate folder for my server, and isn't a problem if I have a good sv_dwd* (edit 4) a)
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1) The HUD is bad placed I don't know (see left side).. and sometimes the upper hud (see: curent mode. can be seen behind another 2-3 messages WTF?!, like Current Mode behind AFK message behind something) 2) Why the map is in default state soooo dark? like the most dark value ;\ and in other case is so light wtf?! update:
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-- see 1) b)
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1) Why 1-2 player(s) can make soo much light with nightvision? And why on the center isn't a nightvision color and on the corners everytime I can see it?? 2) See in photo nr. 2 how the player's nightvision from the photo 1 can penetrate the wall and almost have a nightvision as large as the entire map :\ update:
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-Why is so big and in some corners don't even apply? --> And all of this apply to the RED zombie assasin?? light too!! c) The Zombie Bar when crouch is .. #rip.. can you make an detect for crouch and when is happening to go higer or another fix/workaround?
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- I will come with other photos.. if it is the case.. (edit 5) Try to make a Zombie Win/ Survivor win effect at the end, anything than now:)) And u could try to make the countdown hud more better now it to simple in my opinon.. |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
up?
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.0 + all sub-plugins [Updated on 2017.11.25
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You can just rename the models instead. Quote:
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Also, about the corners, the game is not perfect. It has some bugs left. Quote:
https://i.imgur.com/ys3PzjU.jpg Quote:
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
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(edit) You can't do something about that hp bar? Not everytime it's so low but when is.. it's annoying.. (edit) Do you have anymore that D7_ plugins? |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
Hi!
I'm using this mode, and I'd like to ask if you know any autosave bank, registration system for it, also where can I set auracolor of nemesis,assassin,sniper,survivor? |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
It already has a SQL sub-plugin for saving classes and ammo.
Aura colors are hardcoded and read the nightvision settings from their respective class. |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
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Thanks for the fast response; also could you tell me the register of the new rounds? Sniper Vs Assassin Sniper Vs Nemesis Survivor Vs Nemesis Survivor Vs Assassin Survivor&Sniper Vs Assassin&Nemesis? because I have a laser plugin, and I would like to rewrite the code so that it is forbidden to put lasers on these rounds as well (I have already rewritten it to be forbidden in sniper and assassin round, but I couldn't find the register name of those i listed below) thanks!!! |
Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
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Re: [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04
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Hello.
Yesterday i decided to make another huge edit of ZPNM - add separate sounds to each Zombie Class, Nemesis, Assassin, Survivor and Sniper. I used this guide (yes, it's russian, so use translator): https://cs-wz.ru/stati/page,1,2,375-...herez-mod.html Everything works as intended, except of ZClass infection/humanize. If zombie attacks (no matter what, he can hit another player, wall, even miss, it doesn't matter) and then becomes a human, his name disappears from admin-menu and all notifications like "*Name* brains has been eaten" until restart. I found out, that if i cut algorithm for determining the sounds for a hit, this bug dissapears, but it's kinda sucks, cuz then this edit makes no sense, since i wanna have different sounds for every class. I tried this edit on other versions of ZP, such as regular 4.3, or 4.3fix5a, and it works just fine, this bug appears only on ZPNM. I'm not a coder at all, so i can't resolve this problem myself, so i need your help, guys. P.S. Sorry for my english, i never had a chance to properly study it. |
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