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Zombie Plague Mod 5.0


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InFiNiTi-Gamer
Member
Join Date: Feb 2009
Old 02-12-2009 , 09:43   Re: Zombie Plague Mod 4.2
#2751

Thank, I established updating on server
On given moment at me the most new server in Cs 1.
6 Zombie Plague in europe.
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cheewongken
Senior Member
Join Date: Feb 2009
Old 02-12-2009 , 11:46   Re: Zombie Plague Mod 4.2
#2752

i have a bug from 4.1 (dunno if fixed here) if i disable flashlight in config, it still can be used.

oh yeah, for future releases, can you just post which extra cvar's are added into the update? editing the config file again wastes lots of time.
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Stixsmaster
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Join Date: May 2007
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Old 02-12-2009 , 11:53   Re: Zombie Plague Mod 4.2
#2753

Quote:
Originally Posted by cheewongken View Post
i have a bug from 4.1 (dunno if fixed here) if i disable flashlight in config, it still can be used.
If I am not mistaken the flashlight on/off cvar i the config is to enable/disable custom flashlight...not both the original Goldsrc flashlight along with the custom 1....

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cheewongken
Senior Member
Join Date: Feb 2009
Old 02-12-2009 , 11:56   Re: Zombie Plague Mod 4.2
#2754

@Satoko, you have to recompile the plugin for different models. change the zombie_source to another folder

@Stixsmaster under

Quote:
// Flashlight & Nightvision
// ------------------------
zp_flash_custom 1 // Enable custom flashlight

// Additional settings
// -------------------
mp_flashlight 0 // Enables flashlight

Last edited by cheewongken; 02-12-2009 at 11:59.
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Stixsmaster
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Join Date: May 2007
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Old 02-12-2009 , 13:07   Re: Zombie Plague Mod 4.2
#2755

Wait you have Custom flashlight activated but mp_flashlight off?

The problem is that both need to be off if you dont want any flashlight use...

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dertas14
New Member
Join Date: Jan 2009
Old 02-12-2009 , 13:24   Re: Zombie Plague Mod 4.2
#2756

nice plugin
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Satoko
Senior Member
Join Date: Oct 2008
Location: Germany
Old 02-12-2009 , 16:41   Re: Zombie Plague Mod 4.2
#2757

Quote:
Originally Posted by cheewongken View Post
@Satoko, you have to recompile the plugin for different models. change the zombie_source to another folder
yeah i found it but it need to precache more files so some maps won't work because i need to put all human skins in the human line and zombie classes in the zombie line same for admin (zombie) amdin (human) vip and survivor have own models.

the server can't precache some zp sounds what he was able before i changed the model lines.

Code:
// Player Models (randomly chosen if more than one)
new const model_nemesis[][] = { "nemesis" } // Nemesis
new const model_survivor[][] = { "survivor" } // Survivor
new const model_human[][] = { "arctic", "guerilla", "leet", "terror", "gign", "gsg9", "sas", "urban" } // Human
new const model_admin[][] = { "arctic", "guerilla", "leet", "terror", "gign", "gsg9", "sas", "urban" } // Admin (human)
new const model_admin_zombie[][] = { "zombie_source", "zp_raptor", "zp_poison", "hulk", "zp_leech", "gign_zombie", "zombie5", "zombie10", "l4d99x", 

"stalker", "zombie12" } // Admin (zombie)
I don't have other plugins on what needs many things to precache. Zombie Plague needs to many datas. is it not possible to do something against that? this sank sounds plugin is it not possible to do that plugin with zombie plague together? i mean that MeRcyLeZZ put it in his plugin somehow so not player need to do it because i didn't want to try it out how to make it better with the sank sounds plugin.

Well maybe a way to have an option to deactivate the special admin zombie and admin human model that would help me. (Edit k i found the cvars)

Code:
; Add sub-plugins, custom zombie classes, and extra items here
zp_class_tight10c.amxx
zp_extra_human_armor.amxx
zp_extra_multijump.amxx
zp_extra_parachute.amxx
zp_extra_unlimited_clip.amxx
zp_heartbeat.amxx
zp_shootable_objects.amxx
zp_zombie_faller.amxx
zp_zombie_stixsworld.amxx
Edit: Well k i did removed the heartbeat and some models to have only 2 - 3 zombie admin models and 2 - 4 human admin models and have 10 models at human models now (militia and spetsnaz added (cz)) now it looks fine with sounds and those stuff.

Edit 2: The bots need a "not shot" thing on every round start and only shot if target is zombie (when human) and i think a bot who is survivor buys ammopacks because i've spectate the survivor which only has 1 ammo pack and i think he shot some bots dead or making damage to have more then only one so maybe it must be checked that a bot is not purchasing ammunation when beeing nemesis or survivor, the second problem is when they shot they do it very long but the don't do it on a target so they waste ammunation.
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Last edited by Satoko; 02-13-2009 at 12:07. Reason: Write some Edits
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wasabi
New Member
Join Date: Feb 2009
Old 02-13-2009 , 22:24   Re: Zombie Plague Mod 4.2
#2758

i have problem wit tis.....
help me solve it ~~
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Anggara_nothing
Veteran Member
Join Date: Jan 2009
Location: Indonesia
Old 02-13-2009 , 22:29   Re: Zombie Plague Mod 4.2
#2759

other indonesia people.

Last edited by Anggara_nothing; 02-15-2009 at 03:47.
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Satoko
Senior Member
Join Date: Oct 2008
Location: Germany
Old 02-13-2009 , 23:23   Re: Zombie Plague Mod 4.2
#2760

its the typical error when having to much models sprites sounds etc. the half life engine only can precache 512 files maximum and there is no way to fix that (read it in other thread(s).
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