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


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gubka
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Join Date: Jan 2012
Location: Russia
Old 06-28-2018 , 10:46   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #421

Last my changes for update, today i finishing the bachee class, hope it will work and i will make bazooka instead of awp for humans, also i need o finish another 3 zombie class and update all sounds, update some weapons and versions of 8.0 will be done i suppose

Ver8.0
Quote:
* Added hitbox system + natives
* Added round draw sounds + bonuses
* You can disabled overlays now.
* Bazooka insteap of AWP
* New weeapons for survivor
* New zombie class trapper (Mutation Heavy)
* New zombie class banchee (use bats to catch humans) (Witch)
* New nightvision for zombies with overlays.
* View models fix on spawn.
* New smoke effect for smoker (pcf effect)
* Negative armor fixed.
* New hud + cvars for colors
* New subtranslations, desctription of classes removed
* All zombie claws positions are fixed.
* Added lasers for survivor gun.
* Improved view model system a bit.
* Optimize of data lenth vectors compulation.
* Fix downloading of view models in new core.
Quote:
* Fix problems on decals.
* Added native which get attachment of the weapon world/view model.
* Added support of skins for world player models.
* Optimize work with entity validation.
* Optimize runcmd part + change some int to static.
* Errors on the extraitems cleaning without loaded items fixed.
* Changed cvar of survivor health to ratio
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Last edited by gubka; 06-29-2018 at 22:50.
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xkonsole
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Join Date: Mar 2018
Old 06-30-2018 , 04:04   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #422

By the way. Tac-awareness grenade and healthshot are insta-dropped after the purchase. Sent link to video with this bug, server console & logs via pm.

Last edited by xkonsole; 06-30-2018 at 04:11.
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gubka
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Old 06-30-2018 , 17:17   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #423

Quote:
Originally Posted by xkonsole View Post
By the way. Tac-awareness grenade and healthshot are insta-dropped after the purchase. Sent link to video with this bug, server console & logs via pm.
I dont have that problem in 8.0 because i rewrite weapons.cpp
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gubka
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Old 06-30-2018 , 18:46   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #424



Quote:
* Now all strings support only translations.
* New info string translation for zombie on infection.
* Zombie grenade with different skins added to zombies.
* Support for grenade throw models + added setting of body/skins is well for grenades world / trowed grenade.
* Added new mode (Plague) + Update for admin menu.
* Smoker added a damage to a toxic cloud.

4 zclasses in progress

# TESLA CLASS (Electricty skill, like scream skill but dont deal damage, only make the confusion for the humans in the radius)
# STAMPER CLASS (Like in cso)
# HEALER CLASS (Like in cso)
# BLAST CLASS (Blast paralizing ball)
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Last edited by gubka; 06-30-2018 at 20:18.
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xkonsole
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Old 07-01-2018 , 07:34   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #425

Looks great. Already prepared a clean srcds for it. ^^
By the way. Maybe some cvar should be added for molotov to slow down affected zombies? Seems kinda useless otherwise.
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sHoC
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Join Date: Nov 2015
Location: Italy
Old 07-01-2018 , 07:47   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #426

Quote:
Originally Posted by xkonsole View Post
Looks great. Already prepared a clean srcds for it. ^^
By the way. Maybe some cvar should be added for molotov to slow down affected zombies? Seems kinda useless otherwise.
I agree with you, I had a paid zombie server, that when you trow the molotov to zombie, the molotov push back the zombies
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gubka
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Old 07-01-2018 , 07:58   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #427

Quote:
Originally Posted by xkonsole View Post
Looks great. Already prepared a clean srcds for it. ^^
By the way. Maybe some cvar should be added for molotov to slow down affected zombies? Seems kinda useless otherwise.
You can made it by your self, knockback system wont work for that kind of damage properly
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xkonsole
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Old 07-01-2018 , 08:53   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #428

Quote:
Originally Posted by gubka View Post
You can made it by your self, knockback system wont work for that kind of damage properly
Never mentioned knockback tho. Players in csgo get movement-slowdown effect, when they're getting shot. Is it possible to implement this effect to molotov via sourcemod?
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gubka
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Old 07-01-2018 , 09:06   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #429

Quote:
Originally Posted by xkonsole View Post
Never mentioned knockback tho. Players in csgo get movement-slowdown effect, when they're getting shot. Is it possible to implement this effect to molotov via sourcemod?
You can hook brun damage and reduce their speed and after increase it back

PHP Code:
/**
 * ============================================================================
 *
 *  Zombie Plague Mod #3 Generation
 *
 *
 *  Copyright (C) 2015-2018 Nikita Ushakov (Ireland, Dublin)
 *
 *  This program is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 * ============================================================================
 **/

#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <zombieplague>

#pragma newdecls required

/**
 * Record plugin info.
 **/
public Plugin Molotov =
{
    
name            "[ZP] ExtraItem: Molotov",
    
author          "qubka (Nikita Ushakov)",     
    
description     "Addon of extra items",
    
version         "1.0",
    
url             "https://forums.alliedmods.net/showthread.php?t=290657"
}

/**
 * @section Information about extra items.
 **/
#define EXTRA_ITEM_NAME                "Molotov" // If string has @, phrase will be taken from translation file         
#define EXTRA_ITEM_COST                2
#define EXTRA_ITEM_LEVEL               0
#define EXTRA_ITEM_ONLINE              0
#define EXTRA_ITEM_LIMIT               0
/**
 * @endsection
 **/
 
/**
 * @section Properties of the grenade.
 **/
#define GRENADE_IGNITE_DAMAGE          7.0     // Damage of molotov multiplier (2.0 = double damage)
#define GRENADE_IGNITE_DURATION        5.0     // Burning duration in seconds
#define GRENADE_IGNITE_SPEED_RATIO     2.0     // Burning ratio which reduce speed
/**
 * @endsection
 **/
 
/**
 * @section Water levels.
 **/
#define WLEVEL_CSGO_DRY                0
#define WLEVEL_CSGO_FEET               1
#define WLEVEL_CSGO_HALF               2
#define WLEVEL_CSGO_FULL               3
/**
 * @endsection
 **/

// Initialize variables
Handle Task_ZombieBurned[MAXPLAYERS+1] = INVALID_HANDLEfloat flSpeed[MAXPLAYERS+1];
 
// Item index
int iItem;
#pragma unused iItem

/**
 * Called after a library is added that the current plugin references optionally. 
 * A library is either a plugin name or extension name, as exposed via its include file.
 **/
public void OnLibraryAdded(const char[] sLibrary)
{
    
// Validate library
    
if(!strcmp(sLibrary"zombieplague"false))
    {
        
// Initilizate extra item
        
iItem ZP_RegisterExtraItem(EXTRA_ITEM_NAMEEXTRA_ITEM_COSTTEAM_HUMANEXTRA_ITEM_LEVELEXTRA_ITEM_ONLINEEXTRA_ITEM_LIMIT);
    }
}

/**
 * Called when a client is disconnecting from the server.
 *
 * @param clientIndex       The client index.
 **/
public void OnClientDisconnect(int clientIndex)
{
    
// Reset variable
    
flSpeed[clientIndex] = 0.0;
    
    
// Delete timer
    
delete Task_ZombieBurned[clientIndex];
}

/**
 * Called when a client became a zombie/nemesis.
 * 
 * @param clientIndex       The client index.
 * @param attackerIndex     The attacker index.
 **/
public void ZP_OnClientInfected(int clientIndexint attackerIndex)
{
    
// Reset variable
    
flSpeed[clientIndex] = 0.0;
    
    
// Delete timer
    
delete Task_ZombieBurned[clientIndex];
}

/**
 * Called when a client became a human/survivor.
 * 
 * @param clientIndex       The client index.
 **/
public void ZP_OnClientHumanized(int clientIndex)
{
    
// Reset variable
    
flSpeed[clientIndex] = 0.0;
    
    
// Delete timer
    
delete Task_ZombieBurned[clientIndex];
}

/**
 * Called after select an extraitem in the equipment menu.
 * 
 * @param clientIndex       The client index.
 * @param extraitemIndex    The index of extraitem from ZP_RegisterExtraItem() native.
 *
 * @return                  Plugin_Handled or Plugin_Stop to block purhase. Anything else
 *                              (like Plugin_Continue) to allow purhase and taking ammopacks.
 **/
public Action ZP_OnClientBuyExtraItem(int clientIndexint extraitemIndex)
{
    
// Validate client
    
if(!IsPlayerExist(clientIndex))
    {
        return 
Plugin_Handled;
    }
    
    
// Check the item's index
    
if(extraitemIndex == iItem)
    {
        
// If you don't allowed to buy, then return ammopacks
        
if(IsPlayerHasWeapon(clientIndex"weapon_molotov") || IsPlayerHasWeapon(clientIndex"weapon_incgrenade") || ZP_IsPlayerZombie(clientIndex) || ZP_IsPlayerSurvivor(clientIndex))
        {
            return 
Plugin_Handled;
        }
        
        
// Give item and select it
        
GivePlayerItem(clientIndex"weapon_molotov");
        
FakeClientCommandEx(clientIndex"use weapon_molotov");
    }
    
    
// Allow buying
    
return Plugin_Continue;
}

/**
 * Called when a client take a fake damage.
 * 
 * @param clientIndex        The client index.
 * @param attackerIndex      The attacker index.
 * @param damageAmount       The amount of damage inflicted.
 * @param damageType         The ditfield of damage types
 **/
public void ZP_OnClientDamaged(int clientIndexint attackerIndexfloat &damageAmountint damageType)
{
    
// Validate client
    
if(!IsPlayerExist(clientIndex))
    {
        return;
    }
    
    
// Client was damaged by 'fire' or 'burn'
    
if(damageType DMG_BURN || damageType DMG_DIRECT)
    {
        
// Verify that the victim is zombie
        
if(ZP_IsPlayerZombie(clientIndex))
        {
            
// If the victim is in the water or freezed
            
if(GetEntProp(clientIndexProp_Data"m_nWaterLevel") > WLEVEL_CSGO_FEET || GetEntityMoveType(clientIndex) == MOVETYPE_NONE)
            {
                
// This instead of 'ExtinguishEntity' function
                
int fireIndex GetEntPropEnt(clientIndexProp_Data"m_hEffectEntity");
                if(
IsValidEdict(fireIndex))
                {
                    
// Make sure the entity is a flame, so we can extinguish it
                    
static char sClassname[SMALL_LINE_LENGTH];
                    
GetEdictClassname(fireIndexsClassnamesizeof(sClassname));
                    if(!
strcmp(sClassname"entityflame"false))
                    {
                        
SetEntPropFloat(fireIndexProp_Data"m_flLifetime"0.0);
                    }
                }
            }
            else
            {
                
// Put the fire on
                
if(damageType DMG_BURNIgniteEntity(clientIndexGRENADE_IGNITE_DURATION);

                
// Return damage multiplier
                
damageAmount *= GRENADE_IGNITE_DAMAGE;
                
                
// Store the current speed
                
if(!flSpeed[clientIndex]) flSpeed[clientIndex] = GetEntPropFloat(clientIndexProp_Data"m_flLaggedMovementValue");

                
// Sets a new speed
                
SetEntPropFloat(clientIndexProp_Data"m_flLaggedMovementValue"flSpeed[clientIndex] / GRENADE_IGNITE_SPEED_RATIO);
                
                
// Validate that timer not execute
                
if(Task_ZombieBurned[clientIndex] == INVALID_HANDLE)
                {
                    
// Create timer for removing freezing
                    
delete Task_ZombieBurned[clientIndex];
                    
Task_ZombieBurned[clientIndex] = CreateTimer(1.0ClientRemoveBurnEffectclientIndexTIMER_FLAG_NO_MAPCHANGE);
                }
                
                
// Return on success
                
return;
            }
        }
        
        
// Block damage
        
damageAmount *= 0.0;
    }
}

/**
 * Timer for remove burn effect.
 *
 * @param hTimer            The timer handle.
 * @param clientIndex       The client index.
 **/
public Action ClientRemoveBurnEffect(Handle hTimerany clientIndex)
{
    
// Clear timer 
    
Task_ZombieBurned[clientIndex] = INVALID_HANDLE;

    
// Validate client
    
if(IsPlayerExist(clientIndex))
    {    
        
// Sets the previous speed
        
SetEntPropFloat(clientIndexProp_Data"m_flLaggedMovementValue"flSpeed[clientIndex]);
    }

    
// Reset variable
    
flSpeed[clientIndex] = 0.0;

    
// Destroy timer
    
return Plugin_Stop;

Quote:
* Healer class added + Heal for reward.
* Blast class, shoot with energy ball which can freeze humans on explosions.
* Fire and burning should reduce speed of the zombies.

2 zclasses in progress

# TESLA CLASS (Electricty skill, like scream skill but dont deal damage, only make the confusion for the humans in the radius)
# STAMPER CLASS (Like in cso)
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Last edited by gubka; 07-01-2018 at 09:52.
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xkonsole
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Old 07-01-2018 , 11:01   Re: [CS:GO] Release: Zombie Plague 7.8fix2
Reply With Quote #430

Thanks, will try!

========

Failed to compile:


root@cyberdyne:~/zombieplague/csgo/addons/sourcemod/scripting# ./compile.sh zbm3_extraitem_molotov.sp
Compiling zbm3_extraitem_molotov.sp...
SourcePawn Compiler 1.8.0.6041
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2015 AlliedModders LLC

zbm3_extraitem_molotov.sp(184) : error 181: function argument named 'damageType' differs from prototype

1 Error.

Last edited by xkonsole; 07-01-2018 at 12:03. Reason: upd
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