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Subplugin Submission Zombie Plague Shade 1.1.2 [Developer Preview] (27 March 2016)


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Depresie
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Join Date: Nov 2013
Old 12-16-2015 , 03:16   Re: Zombie Plague Shade v1.2-debug1 [with Item Limiter] (12 September 2015)
Reply With Quote #161

lol, nice find
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Chihuahuax
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Old 12-16-2015 , 23:35   Re: Zombie Plague Shade v1.2-debug1 [with Item Limiter] (12 September 2015)
Reply With Quote #162

Quote:
Originally Posted by Depresie View Post
lol, nice find
lol, i found out that problem while testing ZPS. Was wondering why Assassin's victim doesnt explode even when the cvar is on.


Also, this looks not really nice, it can be simplified
PHP Code:
// Remove freeze task
public remove_freeze(id)
{
    
// Not alive or not frozen anymore
    
if (!g_isalive[id] || !g_frozen[id])
        return;
    
    
// Unfreeze
    
g_frozen[id] = false;
    
    
// Restore gravity and maxspeed (bugfix)
    
set_pev(idpev_gravityg_frozen_gravity[id])
    
ExecuteHamB(Ham_Player_ResetMaxSpeedid)
    
    
// Restore rendering
    
if (g_handle_models_on_separate_ent)
    {
        
// Nemesis, Survivor or Sniper glow / remove glow on player model entity
        
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell25000kRenderNormal25)
        else if (
g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)

        else if (
g_assassin[id] && get_pcvar_num(cvar_assassinglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell25000kRenderNormal25)
        else if (
g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)    

        else if (
g_bombardier[id] && get_pcvar_numcvar_bombardierglow ) )
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell255140 0kRenderNormal25)
        else if (
g_bombardier[id] && !( get_pcvar_numcvar_bombardierglow ) ) )
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell00kRenderNormal25)
        
        else if (
g_survivor[id] && get_pcvar_num(cvar_survglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell010255kRenderNormal25)
        else if (
g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)
        
        else if (
g_sniper[id] && get_pcvar_num(cvar_sniperglow))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShellget_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal25)
        else if (
g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
            
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell000kRenderNormal25)
            
        else
            
fm_set_rendering(g_ent_playermodel[id])
    }
    else
    {
        
// Nemesis, Survivor or Sniper glow / remove glow
        
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
            
fm_set_rendering(idkRenderFxGlowShell25000kRenderNormal25)
        else if (
g_nemesis[id] && !(get_pcvar_num(cvar_nemglow)))
            
fm_set_rendering(idkRenderFxGlowShell000kRenderNormal25)

        else if (
g_assassin[id] && get_pcvar_num(cvar_assassinglow))
            
fm_set_rendering(idkRenderFxGlowShell25000kRenderNormal25)
        else if (
g_assassin[id] && !(get_pcvar_num(cvar_assassinglow)))
            
fm_set_rendering(idkRenderFxGlowShell000kRenderNormal25)

        else if (
g_bombardier[id] && get_pcvar_numcvar_bombardierglow ) )
            
fm_set_renderingidkRenderFxGlowShell255140 0kRenderNormal25)
        else if (
g_bombardier[id] && !( get_pcvar_numcvar_bombardierglow ) ) )
            
fm_set_renderingidkRenderFxGlowShell00kRenderNormal25)    
        
        else if (
g_survivor[id] && get_pcvar_num(cvar_survglow))
            
fm_set_rendering(idkRenderFxGlowShell010255kRenderNormal25)
        else if (
g_survivor[id] && !(get_pcvar_num(cvar_survglow)))
            
fm_set_rendering(idkRenderFxGlowShell000kRenderNormal25)
        
        else if (
g_sniper[id] && get_pcvar_num(cvar_sniperglow))
            
fm_set_rendering(idkRenderFxGlowShellget_pcvar_num(cvar_snipercolor[0]), get_pcvar_num(cvar_snipercolor[1]), get_pcvar_num(cvar_snipercolor[2]), kRenderNormal25)
        else if (
g_sniper[id] && !(get_pcvar_num(cvar_sniperglow)))
            
fm_set_rendering(idkRenderFxGlowShell000kRenderNormal25)
        
        else
            
fm_set_rendering(id)
    }
    
    
// Gradually remove screen's blue tint
    
message_begin(MSG_ONEg_msgScreenFade_id)
    
write_short(UNIT_SECOND// duration
    
write_short(0// hold time
    
write_short(FFADE_IN// fade type
    
write_byte(0// red
    
write_byte(50// green
    
write_byte(200// blue
    
write_byte(100// alpha
    
message_end()
    
    
// Broken glass sound
    
static sound[64]
    
ArrayGetString(grenade_frost_breakrandom_num(0ArraySize(grenade_frost_break) - 1), soundcharsmax(sound))
    
emit_sound(idCHAN_BODYsound1.0ATTN_NORM0PITCH_NORM)
    
    
// Get player's origin
    
static origin2[3]
    
get_user_origin(idorigin2)
    
    
// Glass shatter
    
message_begin(MSG_PVSSVC_TEMPENTITYorigin2)
    
write_byte(TE_BREAKMODEL// TE id
    
write_coord(origin2[0]) // x
    
write_coord(origin2[1]) // y
    
write_coord(origin2[2]+24// z
    
write_coord(16// size x
    
write_coord(16// size y
    
write_coord(16// size z
    
write_coord(random_num(-5050)) // velocity x
    
write_coord(random_num(-5050)) // velocity y
    
write_coord(25// velocity z
    
write_byte(10// random velocity
    
write_short(g_glassSpr// model
    
write_byte(10// count
    
write_byte(25// life
    
write_byte(BREAK_GLASS// flags
    
message_end()
    
    
ExecuteForward(g_fwUserUnfrozeng_fwDummyResultid);

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ROKronoS
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Join Date: Oct 2010
Location: Bucharest, Romania
Old 03-26-2016 , 07:29   Re: Zombie Plague Shade v1.1 [1.1.2 Dev Preview] (03 March 2016)
Reply With Quote #163

Hello guys!

Long time, no see. I created a repository where you can find the latest experimental builds. The changes are documented and you can start testing the latest version. I will try to update the repository often and I also plan to improve and finish the website.

You can find a link to the repository in the first post.

Thanks for using and supporting Zombie Plague Shade!

@Chihuahuax: Thanks for that. I fixed it on Github.
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Last edited by ROKronoS; 03-26-2016 at 07:34.
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ROKronoS
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Location: Bucharest, Romania
Old 03-27-2016 , 14:41   Re: Zombie Plague Shade 1.1.2 [Developer Preview] (27 March 2016)
Reply With Quote #164

Update!
Code:
* ZPS v1.1.2 - Bombardier Branch - 27.03.2016
 - Added a native which returns the number of consecutive normal rounds played since the last special mode
    # native: zp_consecutive_normalrounds( )
 - Added a native which returns the current gameplay mode
    # native: zp_get_current_mode( )
 - Full nade support for bots, including Bombardiers (credits to abdul-rehman)
 - Fixed: Gore effect for humans killed by an Assassin
If you encounter bugs or errors, report them in this topic.
Beta testing is also available, make sure to check the releases on github.
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gian145
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Join Date: Mar 2014
Location: Santa fe
Old 04-03-2016 , 00:45   Re: Zombie Plague Shade 1.1.2 [Developer Preview] (27 March 2016)
Reply With Quote #165

Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2013 ITB CompuPhase, AMX Mod X Team

Error: Undefined symbol "zp_get_user_bombardier" on line 148

1 Error.
Could not locate output file C:\Users\AeroChord\Desktop\zps_bot_support_1. 0.amx (compile failed).


help?
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ROKronoS
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Join Date: Oct 2010
Location: Bucharest, Romania
Old 04-03-2016 , 06:53   Re: Zombie Plague Shade 1.1.2 [Developer Preview] (27 March 2016)
Reply With Quote #166

Replace zombieplague.inc from scripting/includes with the one provided in the archive.
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gian145
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Location: Santa fe
Old 04-03-2016 , 15:48   Re: Zombie Plague Shade 1.1.2 [Developer Preview] (27 March 2016)
Reply With Quote #167

Quote:
Originally Posted by ROKronoS View Post
Replace zombieplague.inc from scripting/includes with the one provided in the archive.

Thanks problem solved
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Sh0pke
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Join Date: Oct 2017
Location: Republic of Serbia
Old 09-26-2022 , 20:44   Re: Zombie Plague Shade 1.1.2 [Developer Preview] (27 March 2016)
Reply With Quote #168

I see you don't visit this forum anymore but if there's still a chance, I opened an issue on your github ZP Shade repository link that you provided so you can see a reported, huge bug there. The similar one @ScoobyDooo reported CLICK
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