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jc980
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Old 08-20-2011 , 07:38   Re: Zombie Plague 5.0 Beta 2
#141

since this is still in beta, will the items will have separate costs? like this one is with money the others with APs.
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abdul-rehman
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Old 08-20-2011 , 07:47   Re: Zombie Plague 5.0 Beta 2
#142

Quote:
Originally Posted by jc980 View Post
since this is still in beta, will the items will have separate costs? like this one is with money the others with APs.
We havent added sumthing like that
U can use either AP or Money but nt both
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jc980
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Old 08-20-2011 , 07:58   Re: Zombie Plague 5.0 Beta 2
#143

Quote:
Originally Posted by abdul-rehman View Post
We havent added sumthing like that
U can use either AP or Money but nt both
im asking will the final version will have this feature.
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Old 08-20-2011, 09:29
JoKeR LauGh
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5c0r-|3i0
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Old 08-20-2011 , 10:14   Re: Zombie Plague 5.0 Beta 2
#144

@abdul : Correct .
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jc980
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Old 08-20-2011 , 10:18   Re: Zombie Plague 5.0 Beta 2
#145

Quote:
Originally Posted by JoKeR LauGh View Post
why u like to put both of it?
because other items that are simple will only cost money.

while special items will only use APs.


like an online game.
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5c0r-|3i0
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Old 08-20-2011 , 11:23   Re: Zombie Plague 5.0 Beta 2
#146

Quote:
[ZP] Game mode selection is running into an infinite loop. Check server settings.
What's wrong . I just add some features to frost nades ,add some human classes , extra items ( old ones )
And then I encounter this .
All game modes are enabled .
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MmikiM
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Old 08-20-2011 , 13:39   Re: Zombie Plague 5.0 Beta 2
#147

I remind abdul words again...
Quote:
Originally Posted by abdul-rehman
I told you not to use any 3rd party plugins with this beta version, we only need to check for errors which are from the core.
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Last edited by MmikiM; 08-20-2011 at 13:50.
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abdul-rehman
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Old 08-20-2011 , 13:52   Re: Zombie Plague 5.0 Beta 2
#148

@MeRcyLeZZ: i think we should remove the current method through which game modes are selected becoz:
1- Not all game modes are given a chance every time
In ZP 4.3 every game mode was given a chance since you use to check the chance level for every game mode (and you know how well it works)
PHP Code:
    // Set up some common vars
    
static forward_idsound[64], iZombiesiMaxZombies
    
    
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SURVIVOR) && random_num(1get_pcvar_num(cvar_survchance)) == get_pcvar_num(cvar_surv) && iPlayersnum >= get_pcvar_num(cvar_survminplayers)) || mode == MODE_SURVIVOR)
    {
         
// Lots of code
    
}
    else if ((
mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SWARM) && random_num(1get_pcvar_num(cvar_swarmchance)) == get_pcvar_num(cvar_swarm) && iPlayersnum >= get_pcvar_num(cvar_swarmminplayers)) || mode == MODE_SWARM)
    {        
             
// Lots of code
    
}
    else if ((
mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_MULTI) && random_num(1get_pcvar_num(cvar_multichance)) == get_pcvar_num(cvar_multi) && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) >= && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum && iPlayersnum >= get_pcvar_num(cvar_multiminplayers)) || mode == MODE_MULTI)
    {
         
// Lots of code
    
}
    else if ((
mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_PLAGUE) && random_num(1get_pcvar_num(cvar_plaguechance)) == get_pcvar_num(cvar_plague) && floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) >= 1
    
&& iPlayersnum-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) >= && iPlayersnum >= get_pcvar_num(cvar_plagueminplayers)) || mode == MODE_PLAGUE)
    {
         
// Lots of code
    
}
    else
    {
        
// Lots of code
        
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_NEMESIS) && random_num(1get_pcvar_num(cvar_nemchance)) == get_pcvar_num(cvar_nem) && iPlayersnum >= get_pcvar_num(cvar_nemminplayers)) || mode == MODE_NEMESIS)
        {
            
// Lots of code
        
}
    } 
2- Also in this new method you are first selecting a gamemode randomly and then applying another random chance level of the game mode which reduces every game modes chance to be chosen.

So a new method should be implemented in which looping is done and every mode is given a chance, then the respective game mode would apply the random chance level, if it returns PLUGIN_HANDLED then the loop should continue, in the end infection mode should be chosen to start if no other mode has started yet

I m just quoting this from our original project, this is what i mean (in code):
Also i have been using this method to select custom game modes in ZPA as well and it works pretty well
Code:
    // No custom game modes registered, start infection mode instead     if (g_gameModeCount == 1) {         start_game_mode(MODE_INFECTION, players[random(playerCount)])         return;     }         // Loop through every custom game mode present     // This is to ensure that every game mode is given a chance     static gameMode, gameModeData[eModeInfo]     for (gameMode = 1; gameMode < g_gameModeCount; gameMode++)     {         // Retrieve the game mode's data         ArrayGetArray(g_aGameModes, gameMode, gameModeData)                 // Unpause it         unpause("ac", gameModeData[File]);                 // Inform the game mode about its turn, this is where it will decide to run itself or block itself         ExecuteForward(g_Forwards[fwGameModeStarting], g_Forwards[fwDummy])                 // Useful Debug!         client_print(0, print_chat, "[ZP debug info] Return Value: %d", g_Forwards[fwDummy])                 // The game mode doesnt want to run itself         if (g_Forwards[fwDummy] >= PLUGIN_HANDLED)         {             // Pause this one and give other game modes a chance             pause("ac", gameModeData[File])                         // Debug!             client_print(0, print_chat, "[ZP debug info] Game Mode %d refused to start!", gameMode)             continue;         }         else         {             // Otherwise start the game mode             start_game_mode(gameMode, players[random(playerCount)])             return;         }     }         // No game mode started ? Start the default infection mode     start_game_mode(MODE_INFECTION, players[random(playerCount)])
Using this method we wont require checks for infinite loop thing etc, otherwise its up to you


Quote:
Originally Posted by 5c0r-|3i0 View Post
What's wrong . I just add some features to frost nades ,add some human classes , extra items ( old ones )
And then I encounter this .
All game modes are enabled .
Recheck your game mode's cvars, there might be a problem.
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Last edited by abdul-rehman; 08-21-2011 at 06:54.
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Old 08-20-2011, 14:40
Se7ven
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Old 08-20-2011, 16:59
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MeRcyLeZZ
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Old 08-20-2011 , 17:15   Re: Zombie Plague 5.0 Beta 2
#149

Quote:
Originally Posted by abdul-rehman View Post
@MeRcyLeZZ: i think we should remove the current method through which game modes are selected
I'm going to recode it to be like ZP 4.3. For this I'm also planning to add a native to specify which should be the mode to fall back to (by default Infection Mode), then we can avoid the infinite loop situation entirely.

Quote:
Originally Posted by jc980 View Post
since this is still in beta, will the items will have separate costs? like this one is with money the others with APs.
I can add to items a third parameter which would specify which should be used. So by default it would work with both, but you will be able to change that in zp_extraitems.ini.
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bibu
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Old 08-20-2011 , 17:27   Re: Zombie Plague 5.0 Beta 2
#150

Aren't that abit too much includes? You guys really sure to keep it like it is right now?
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Old 08-20-2011, 17:28
Se7ven
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Old 08-20-2011, 17:38
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