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abdul-rehman
Veteran Member
Join Date: Jan 2010
Location: Khi, Pakistan
Old 08-17-2011 , 14:21   Re: Zombie Plague 5.0 Beta 1
#27

Quote:
Originally Posted by yokomo View Post
This is EN forum so speak English can?

Bug report:
* When i turn someone into nemesis during "zp_gamemode_delay" it will become a normal round instead of Nemesis round and follow with gamemod set by plugin (it mean 1 nemesis+gamemod).
I think the problem lies here (zp50_class_nemesis.sma) :
Code:
public zp_fw_core_infect_post(id, attacker) {     // Apply Nemesis attributes?     if (!flag_get(g_IsNemesis, id))         return;         // Health     if (get_pcvar_num(cvar_nemesis_health) == 0)         set_user_health(id, get_pcvar_num(cvar_nemesis_base_health) * GetAliveCount())     else         set_user_health(id, get_pcvar_num(cvar_nemesis_health))         // Gravity     set_user_gravity(id, get_pcvar_float(cvar_nemesis_gravity))         // Speed     cs_set_player_maxspeed_auto(id, get_pcvar_float(cvar_nemesis_speed))         // Apply nemesis player model     new player_model[PLAYERMODEL_MAX_LENGTH]     ArrayGetString(g_models_nemesis_player, random_num(0, ArraySize(g_models_nemesis_player) - 1), player_model, charsmax(player_model))     cs_set_player_model(id, player_model)         // Apply nemesis claw model     new model[MODEL_MAX_LENGTH]     ArrayGetString(g_models_nemesis_claw, random_num(0, ArraySize(g_models_nemesis_claw) - 1), model, charsmax(model))     cs_set_player_view_model(id, CSW_KNIFE, model)          // Nemesis glow     if (get_pcvar_num(cvar_nemesis_glow))         set_user_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)         // Nemesis aura task     if (get_pcvar_num(cvar_nemesis_aura))         set_task(0.1, "nemesis_aura", id+TASK_AURA, _, _, "b") }
MeRcyLeZZ forgot to add support for the first nemesis
It should be :
Code:
public zp_fw_core_infect_post(id, attacker) {     // Apply Nemesis attributes?     if (!flag_get(g_IsNemesis, id))         return;         // Health     if (get_pcvar_num(cvar_nemesis_health) == 0)         set_user_health(id, get_pcvar_num(cvar_nemesis_base_health) * GetAliveCount())     else         set_user_health(id, get_pcvar_num(cvar_nemesis_health))         // Gravity     set_user_gravity(id, get_pcvar_float(cvar_nemesis_gravity))         // Speed     cs_set_player_maxspeed_auto(id, get_pcvar_float(cvar_nemesis_speed))         // Apply nemesis player model     new player_model[PLAYERMODEL_MAX_LENGTH]     ArrayGetString(g_models_nemesis_player, random_num(0, ArraySize(g_models_nemesis_player) - 1), player_model, charsmax(player_model))     cs_set_player_model(id, player_model)         // Apply nemesis claw model     new model[MODEL_MAX_LENGTH]     ArrayGetString(g_models_nemesis_claw, random_num(0, ArraySize(g_models_nemesis_claw) - 1), model, charsmax(model))     cs_set_player_view_model(id, CSW_KNIFE, model)          // Nemesis glow     if (get_pcvar_num(cvar_nemesis_glow))         set_user_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)         // Nemesis aura task     if (get_pcvar_num(cvar_nemesis_aura))         set_task(0.1, "nemesis_aura", id+TASK_AURA, _, _, "b")         // First nemesis ? Then start our gamemode
    if (zp_gamemodes_get_current == ZP_NO_GAME_MODE && GetNemesisCount() == 1)
        zp_gamemodes_start(zp_gamemodes_get_id("Nemesis Mode"))
}
And then this should be editted in zp50_gamemode_nemesis
Code:
public zp_fw_gamemodes_start() {     // Turn player into nemesis     zp_class_nemesis_set(g_TargetPlayer)         .... }
->
Code:
public zp_fw_gamemodes_start() {     // Turn player into nemesis if no nemesis has been chosen yet.     if (GetNemesisCount() != 1) zp_class_nemesis_set(g_TargetPlayer)         .... }
Although this is just a temporary fix, and he will come up with a much better one.
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Last edited by abdul-rehman; 08-17-2011 at 14:27.
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