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


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Dacia_Logan
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Join Date: Sep 2016
Old 11-23-2018 , 04:18   Re: [CS:GO] Experimental: Zombie Plague 8.4.6
Reply With Quote #691

Gubka try tested jetpack when you change map on zm_ map.
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gubka
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Location: Russia
Old 11-23-2018 , 16:28   Re: [CS:GO] Experimental: Zombie Plague 8.4.6
Reply With Quote #692

Quote:
Originally Posted by Dacia_Logan View Post
Gubka try tested jetpack when you change map on zm_ map.
I will check in next ver
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gubka
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Old 11-23-2018 , 21:13   Re: [CS:GO] Experimental: Zombie Plague 8.4.7
Reply With Quote #693

Quote:
-Version: 8.4.7 Experimental (November 22 201
* Fix of leamp jump on the next maps
* Fix of lasermine damage on next maps
* Fix of jetpack on the next maps
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romeo7
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Join Date: Mar 2017
Old 11-24-2018 , 07:21   Re: [CS:GO] Experimental: Zombie Plague 8.4.7
Reply With Quote #694

You can use GetTickedTime(), its more accurate.
Code:
/**
 * Returns the simulated game time.  
 *
 * This time is internally maintained by SourceMod and is based on the game 
 * tick count and tick rate.  Unlike GetGameTime(), it will increment past 
 * map changes and while no players are connected.  Unlike GetEngineTime(), 
 * it will not increment based on the system clock (i.e. it is still bound 
 * to the ticking process).
 *
 * @return					Time based on the game tick count.
 */
native float GetTickedTime();
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Zombie Plague Classic
||37.26.2.29:27021||
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gubka
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Join Date: Jan 2012
Location: Russia
Old 11-24-2018 , 10:58   Re: [CS:GO] Experimental: Zombie Plague 8.4.7
Reply With Quote #695

Quote:
Originally Posted by romeo7 View Post
You can use GetTickedTime(), its more accurate.
Code:
/**
 * Returns the simulated game time.  
 *
 * This time is internally maintained by SourceMod and is based on the game 
 * tick count and tick rate.  Unlike GetGameTime(), it will increment past 
 * map changes and while no players are connected.  Unlike GetEngineTime(), 
 * it will not increment based on the system clock (i.e. it is still bound 
 * to the ticking process).
 *
 * @return					Time based on the game tick count.
 */
native float GetTickedTime();
Looks nice, thanks, i will add it in next version
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gubka
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Old 11-24-2018 , 21:11   Re: [CS:GO] Experimental: Zombie Plague 8.4.8
Reply With Quote #696

Quote:
-Version: 8.4.8 Experimental (November 25 201
* Fix of armor on the spawn
* Minor changes in delay counters
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Last edited by gubka; 11-24-2018 at 21:12.
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gubka
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Old 11-25-2018 , 16:32   Re: [CS:GO] Experimental: Zombie Plague 8.4.9
Reply With Quote #697

Quote:
-Version: 8.4.9 Experimental (November 25 201
* Fix of weapons give cause by armor fix
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Dr.Mohammad
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Join Date: Jan 2016
Location: CSGO Servers
Old 11-26-2018 , 23:47   Re: [CS:GO] Experimental: Zombie Plague 8.4.9
Reply With Quote #698

Quote:
Originally Posted by gubka View Post
Oh I see , thanks for dump, I will try to fix issue with CellArray's
zombie plugin have problem with last sourcemod version. please check

thank you
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gubka
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Join Date: Jan 2012
Location: Russia
Old 11-27-2018 , 17:47   Re: [CS:GO] Experimental: Zombie Plague 8.4.9
Reply With Quote #699

Quote:
Originally Posted by Dr.Mohammad View Post
zombie plugin have problem with last sourcemod version. please check

thank you
I wouldn't have time, i will look in next month, i advise to use ver from the topic
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Dacia_Logan
Member
Join Date: Sep 2016
Old 12-07-2018 , 08:54   Re: [CS:GO] Experimental: Zombie Plague 8.4.9
Reply With Quote #700

whay its give me this error today ?
Code:
L 12/07/2018 - 15:53:52: -------- Mapchange to zm_foda_v16 --------
L 12/07/2018 - 15:53:52: [SM] Unable to load extension "cleaner.ext": Failed to find signature. Please contact the author.
L 12/07/2018 - 15:53:53: [SM] Exception reported: [Tools] [GameData Validation] Failed to load SDK call "CBaseAnimating::LookupAttachment". Update signature in "plugin.zombieplague"
L 12/07/2018 - 15:53:53: [SM] Blaming: zbm3_core.smx
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