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[CS:GO] Experimental: Zombie Plague X.028


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gubka
Veteran Member
Join Date: Jan 2012
Location: Dublin
Old 11-19-2016 , 19:46   [CS:GO] Experimental: Zombie Plague X.028
Reply With Quote #1

Quote:
Mod don't against valves' rules. Regarding this, now the plugin should prevent auto trigger ban, but be careful, use addons just with custom models



Current Version: X.028 Version
Thank to MeRcyLeZZ, for this CS 1.6 Zombie Plague
Regards to Greyscale and Richard Helgeby for some useful modules



Discription
_____________________________________________

Nowadays Zombie Plague become a huge CS:GO server-side modification with API, developed as an source mod plugin based on new SourcePawn 1.7,
which completely revamps the gameplay, turning the game into an intense "Humans vs Zombies" survival experience.

Even though it's strongly based on the classic zombie infection mods, it takes the concept to a new level by introducing:
  • Gameplay Modes System: allowing add new game modes
  • Weapons System: allowing add new custom/standart weapons
  • Zombie Classes System: allowing add new zombie classes with unique models for knife and grenades
  • Human Classes System: allowing add new human classes with unique hands for all weapons
  • Account System: awarded killing, damaging or infecting players, can be exchanged for goods
  • Extra Items System: allows adding unlimited custom items to buy
  • Custom Items: Napalms, Frost Nades, Fires, Flares, Jetpacks, Lasermine, Turret, Chainsaw, ect.
  • Deathmatch Mode: where zombies or humans can continually respawn
  • Admin Menu: to easily manage gamemodes and players
  • Special Effects: from the HL2 Engine, such as dark lighting, infection effects, fog, screen shake and etc
  • Level System: awarded by killing, damaging or infecting, increase damage, speed, gravity
  • Restoring System: allow to restore health, if you are zombie


Main Features
_____________________________________________
  • Weapons Support (+Custom)
  • Custom Models Support
  • Extra Items Support
  • Zombie Classes Support
  • Human Classes Support
  • Gameplay Modes Support
  • Flashlight and Nightvision
  • Custom Lighting, Fog, Sky, Sun
  • Default Game Modes:
    • Normal Infection
    • Multi Infection
    • Swarm Mode
    • Nemesis Mode
    • Survivor Mode
    • Sniper Mode
    • Plague Mode
    • Armageddon
  • Default Human Classes:
    • Red tank: Skill = Armorup ~ Activation on button: F4
    • Blue tank: Skill = Regeneration ~ Activation on button: F4
    • Red Alice: Skill = Fast running ~ Activation on button: F4
    • Blue Alice: Skill = Invisibility ~ Activation on button: F4
    • And many others
  • Default Zombie Classes:
    • Explosive: Skill = Infection gas ~ Activation on death
    • Shaman: Skill = Scream ~ Activation on button: F4
    • Deimos: Skill = Sting shot ~ Activation on button: F4
    • Healer: Skill = Healing for money rewards ~ Activation on button: F4
    • Smoker: Skill = Toxic cloud ~ Activation on button: F4
    • Fast: Skill = Fast running ~ Activation on button: F4
    • Witch: Skill = Bats flock ~ Activation on button: F4
    • Baller: Skill = Paralyzing ball ~ Activation on button: F4
    • Tesla: Skill = Hallucination blast ~ Activation on button: F4
    • Stamper: Skill = Explosive coffin ~ Activation on button: F4
    • Ghost: Skill = Invisibility ~ Activation on button: F4
    • Sleeper: Passive skill = Randomly dazzles the assailant
    • Trapper: Skill = Traping for money rewards ~ Activation on button: F4
    • Tank: Skill = Invulnerability ~ Activation on button: F4
  • Deathmatch System
  • Restoring System
  • Sounds System
  • Hitbox System
  • Log System
  • Ragdoll System
  • Menu System
  • Skills System
  • Money System
  • Hands/Submodel System
  • Level System with MySQL and SQLite Support
  • Leap/Boost Jumps
  • Freeze, Fire, Flare, Infection, Jump and Molotov Nades
  • Objective removals (C4/Hostage/Buyzone/Doors)
  • Kill & Infection Rewards
  • More than 100 Natives and Forwards
  • Multi-Lanugage Support (All messages)
    • English Supported
    • Russian Supported


Main settings
_____________________________________________

Cfg file can be find here
../csgo/cfg/sourcemod/zombieplague.cfg

Spoiler

_____________________________________________

Modification use some virtual addresses and offsets
../csgo/addons/sourcemod/gamedata/plugin.zombieplague

Gamedata information:
Spoiler


Update information:
Spoiler

_____________________________________________

Also, admin and vip module integrated into the mod.

Group information:
Spoiler

_____________________________________________

Either manage the database for money/level/exp/skin/weapon/zombie/human.

Database information:
Spoiler

_____________________________________________

Finally, manage the config constructor for any kind of customizations.

Config information:
Spoiler

Last edited by gubka; 08-03-2019 at 19:14.
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gubka
Veteran Member
Join Date: Jan 2012
Location: Dublin
Old 11-21-2016 , 15:50   [CS:GO] Experimental: Zombie Plague X
Reply With Quote #2

Quote:
Compatibility
_____________________________________________

This plugin is tested on the following Sourcemod & Metamod versions or newer.
  1. Metamod:Source: 1.11 build 1126 ~ Download here
  2. SourceMod: 1.10 build 6404 ~ Download here
  3. DHook: 2.2.1b ~ Download here
  4. PTaH: 1.1.0 ~ Download here


Commands
_____________________________________________

Conlose:
Admin commands:
PHP Code:
zp_debug Prints debugging dump info the log file.
zp_config_menu Opens the config reload menu.
zp_config_reload Reloads a config fileUsagezp_config_reload <file alias>
zp_config_reloadall Reloads all config filesUsagezp_config_reloadall
zp_log_list 
- List available logging flags and modules with their status values.
zp_log_add_module Add one or more modules to the module filterUsagezp_log_add_module <module> [module] ...
zp_log_remove_module Remove one or more modules from the module filterUsagezp_log_remove_module <module> [module] ...
zp_class_dump Dumps class data at a specified indexUsagezp_class_dump <index|name>
zp_money_give Gives the moneyUsagezp_money_give <name> [amount]
zp_level_give Gives the levelUsagezp_level_give <name> [amount]
zp_exp_give Gives the experienceUsagezp_exp_give <name> [amount]
zp_class_menu Opens the classes menu.
zp_mode_menu Opens the modes menu
Client commands:
PHP Code:
zp_version Prints version info about this plugin.
zp_rebuy_menu Changes the rebuy state.
zp_main_menu Opens the main menu.
zp_item_menu Opens the extra items menu.
zp_zombie_menu Opens the zombie classes menu.
zp_human_menu Opens the human classes menu.
zp_costume_menu Opens the costumes menu.
zp_pistol_menu Opens the pistols menu.
zp_shotgun_menu Opens the shotguns menu.
zp_rifle_menu Opens the rifles menu.
zp_sniper_menu Opens the snipers menu.
zp_machinegun_menu Opens the machineguns menu.
zp_knife_menu Opens the knifes menu.
zp_donate_menu Opens the donates menu.
zp_money_donate Donates the money.
zp_antistick_prop Unstucks player from the another prop
_____________________________________________

Buttons:
PHP Code:
'B' open a weapon menu.
'F3' open a main game menu.
'F4' - use a human/zombie skill.
'F' - switch flashlight, if you are human or nightvision, if you are a zombie. (+lookatweapon)
'.' or '/' buy ammunition.
'CTRL' 'SPACE' - do the leap jump.
Do 
not move and press any button - for recovering HP, if you class has feature

Installing
_____________________________________________

Extract everything from (.zip) to your server's cs:go folder.
Always change all files when you update to a newer version.
Better to install modification on the clear server.

All mod's folders:
PHP Code:
../addons/sourcemod/configs/..
../
addons/sourcemod/plugins/..
../
addons/sourcemod/translations/..
../
addons/sourcemod/zombieplague/..
../
models/..
../
sounds/..
../
materials/..
../
cfg/.. 
Open server.cfg and set sv_pure 0 to protect server from disconnecting players.

Start server!

On success you will see:
Spoiler



Game customization
_____________________________________________

Weapons loading from ../sourcemod/zombieplague/weapons.ini
For additional information see include/zombieplague/weapons.inc

Look at the default weapon in that file for an example.
PHP Code:
"chainsaw" // Name
{
    
// General
    
"info"         "" 
    "entity"       "weapon_negev"
    "group"        ""
    "class"        "human"

    
// Base
    
"cost"         "0"
    "slot"         "machinegun"
    "level"        "1"
    "online"       "1"
    "limit"        "0"
    "damage"       "1.2"
    "knockback"    "2.0"
    "clip"         "100"
    "ammo"         "300"
    "ammunition"   "3"
    "drop"         "yes"
    "speed"        "0.075"
    "reload"       "3.0"
    "deploy"       "1.23"
    "sound"        ""
    "icon"         "weapon_muzzle_smoke"

    
// Models    
    
"view"         "models/weapons/cso/chainsaw/v_chainsaw2.mdl"
    "world"        "models/weapons/cso/chainsaw/w_chainsaw2.mdl"
    "dropped"      "models/weapons/cso/chainsaw/w_chainsaw2_dropped.mdl"
    "body"         ""
    "skin"         ""
    "muzzle"       ""
    "shell"        ""
    "heat"         "0.0"

Description of weapon blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove weapon case just delete whole block!
NOTE: Name/info will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!

SUPPORT: any weapon_*, weapon_c4, weapon_knife_t, weapon_fists, weapon_knife_ghost, weapon_axe, weapon_hammer,

SUPPORT: any standart weapon_*
SUPPORT: weapon_shield, weapon_breachcharge, weapon_c4, weapon_snowball, weapon_fists, weapon_spanner, weapon_tablet, weapon_axe, weapon_hammer, weapon_bayonet, weapon_melee, weapon_bumpmine, weapon_diversion, weapon_firebomb, weapon_frag, weapon_knifegg, weapon_knife_ct, weapon_knife_t, weapon_knife_ghost, weapon_knife_gut, weapon_knife_flip, weapon_knife_m9_bayonet, weapon_knife_karambit, weapon_knife_tactical, weapon_knife_falchion, weapon_knife_butterfly, weapon_knife_survival_bowie, weapon_knife_push, weapon_knife_ursus, weapon_knife_gypsy_jackknife, weapon_knife_stiletto, weapon_knife_widowmaker, item_assaultsuit, item_defuser, [I]item_heavyassaultsuitv item_kevlar, item_nvgs, item_cutters, ...
_____________________________________________

Main menu loading from ../sourcemod/zombieplague/menus.ini
For additional information see include/zombieplague/menus.inc

Look at the default menu case in that file for an example.
PHP Code:
"buy weapons" // Name
{
    
// Access
    
"group"        ""
    "class"        ""
    "hide"         ""

    
// Console
    
"command"      ""
    "submenu"
    
{
        
"rebuy" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_rebuy_menu"
        
}
        
        
"buy pistols" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_pistol_menu"
        
}
        
        
"buy shotguns" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_shotgun_menu"
        
}
        
        
"buy rifles" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_rifle_menu"
        
}
        
        
"buy snipers" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_sniper_menu"
        
}
        
        
"buy machineguns" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_machinegun_menu"
        
}
        
        
"buy knifes" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_knife_menu"
        
}
        
        
"buy equipments" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_equipment_menu"
        
}
    }

Description of menu blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove menu case just delete whole block!
NOTE: Name will be taken from translation file. (only low cases)
NOTE: Main keys support only one submenu!
NOTE: Checks of group/class will be automatically generated!
_____________________________________________

Hitgroups loading from ../sourcemod/zombieplague/hitgroups.ini
For additional information see include/zombieplague/hitgroups.inc

Look at the default hitgroup case in that file for an example.
PHP Code:
"generic" // Name
{
    
// General
    
"index"        "0"

    
// Damage
    
"damage"       "on"

    
// Knockback
    
"knockback"    "1.0"
    
    
// Defence
    
"armor"        "0.5"
    "bonus"        "0.5"
    "heavy"        "0.5"
    "shield"       "0.7"
    "protect"      "no"

Description of hitgroups blocks:
Spoiler

_____________________________________________

Classes loading from ../sourcemod/zombieplague/classes.ini
For additional information see include/zombieplague/classes.inc

Look at the default classes case in that file for an example.
PHP Code:
"stamper" // Name
{
    
// General
    
"info"          "stamper info"
    "type"          "zombie"
    "model"         "models/player/custom_player/zombie/normal_m_02/normal_m_02.mdl"
    "claw_model"    "models/player/custom_player/zombie/normal_m_02/hand_v2/hand_zombie_normal_m_02.mdl"
    "gren_model"    "models/player/custom_player/zombie/normal_m_02/grenade/grenade_normal_m_02.mdl"
    "body"          "-1" 
    "skin"          "-1"
    
    
// Base
    
"health"        "5500"
    "speed"         "1.0"
    "gravity"       "0.9"
    "knockback"     "0.9"
    "armor"         "500"
    "level"         "1"
    "group"         ""
    
    
// Skill
    
"duration"      "5.0"
    "countdown"     "15.0"
    "bar"           "off"
    "regenerate"    "300"
    "interval"      "5.0"
    "fall"          "off"
    "spotted"       "on"
    
    
// Hud
    
"fov"           "90"
    "crosshair"     "off"
    "nvgs"          "on"
    "overlay"       "overlays/zp/zvision.vmt"
    
    
// Bonus
    
"weapon"        "jump bomb, zombie claw"
    "money"         "1, 200, 2, 5, 2, 1"
    "experience"    "5, 200, 5, 5, 2, 1"
    "lifesteal"     "500"
    
    
// Jump
    
"leap"          "2"
    "force"         "1500.0"
    "cooldown"      "5.0"
    
    
// Partical
    
"effect"        "fire_vixr_final"
    "attachment"    ""
    "time"          "1.0"
    
    
// Sound
    
"death"         "ZOMBIE_DEATH_SOUNDS"
    "hurt"          "ZOMBIE_HURT_SOUNDS"
    "idle"          "ZOMBIE_IDLE_SOUNDS"
    "infect"        "ZOMBIE_INFECTION_SOUNDS"
    "respawn"       "ZOMBIE_RESPAWN_SOUNDS"
    "burn"          "ZOMBIE_BURN_SOUNDS"
    "attack"        "ZOMBIE_ATTACK_SOUNDS"
    "footstep"      "ZOMBIE_FOOTSTEP_SOUNDS"
    "regen"         "ZOMBIE_REGEN_SOUNDS"
    "jump"          "ZOMBIE_LEAP_SOUNDS"

Description of class blocks:
Spoiler


Description of models:
Spoiler


NOTE: To remove class case just delete whole block!
NOTE: Names/types must be a unique.
NOTE: To remove class case just delete whole block!
NOTE: Name/info/type will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!
NOTE: Uniqie classes will be choose randomly, exept 'zombie'/'human'!
NOTE: All parameters works for all classes, exept 'zombie','infect'!
_____________________________________________

Gamemodes loading from ../sourcemod/zombieplague/gamemodes.ini
For additional information see include/zombieplague/gamemodes.inc

Look at the default modes case in that file for an example.
PHP Code:
"normal mode" // Name
{
    
// Dhud
    
"desc"           "mode normal"
    "color"          "255 0 0 255"
    "position_X"     "-1.0"
    "position_Y"     "0.17"
    "time"           "3.0"
    
    
// General
    
"chance"         "0"
    "min"            "0"
    "ratio"          "0.0"
    "health"         "100"
    "group"          "[Admin]"
    
    
// Sound
    
"start"          "GAMEMODE_NORMAL_SOUNDS"
    "end_human"      "GAMEMODE_HUMAN_SOUNDS"
    "end_zombie"     "GAMEMODE_ZOMBIE_SOUNDS"
    "end_draw"       "GAMEMODE_DRAW_SOUNDS"
    "ambient"        "GAMEMODE_AMBIENT_SOUNDS"
    "duration"       "120.0"
    "volume"         "0.4"
    
    
// Base
    
"infect"         "yes"
    "respawn"        "yes"
    "humanclass"     "human"
    "zombieclass"    "zombie"
    
    
// Hud
    
"overlay_human"  "overlays/zp/zg_humans_win.vmt"
    "overlay_zombie" "overlays/zp/zg_zombies_win.vmt"
    "overlay_draw"   ""
    
    
// Respawn
    
"deathmatch"     "0"
    "amount"         "5"
    "delay"          "5.0"
    "last"           "1"
    "suicide"        "no"
    "escape"         "off"
    
    
// Enviroment
    
"xray"           "on"    
    "regen"          "on"
    "skill"          "yes"
    "leapjump"       "yes"
    "weapon"         "yes"
    "extraitem"      "yes"

Description of gamemodes blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove mode case just delete whole block!
NOTE: Name/desc will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!
_____________________________________________

Extraitems loading from ../sourcemod/zombieplague/extraitems.ini
For additional information see include/zombieplague/extraitems.inc

Look at the default items case in that file for an example.
PHP Code:
"flare grenade" // Name
{
    
// General
    
"info"          ""
    "cost"          "7"
    "level"         "5"
    "online"        "10"
    "limit"         "1"
    "group"         ""
    "class"         "human, survivor, sniper"

Description of extraitems blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove item just delete whole block!
NOTE: Names will be taken from translation file. (only low cases)
_____________________________________________

Costumes loading from ../sourcemod/zombieplague/costumes.ini
For additional information see include/zombieplague/costumes.inc

Look at the default costume case in that file for an example.
PHP Code:
"pig head" // Name
{
    
// Model
    
"model"        "models/cso2/hats/pighead/pighead.mdl"
    
    
// General
    
"body"         ""
    "skin"         ""
    "attachment"   "facemask"
    "position"     ""
    "angle"        ""
    
    
// Other
    
"group"        ""
    "hide"         "yes"
    "merge"        "no"
    "level"        "2"

Description of costumes blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove costume just delete whole block!
NOTE: Names will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!
NOTE: Costumes work only on humans!
_____________________________________________

Levels loading from ../sourcemod/zombieplague/levels.ini
For additional information see include/zombieplague/classes/levelsystem.inc

The levels configuration file is a list of limits for each level.
Remember that list require enabled level system on the server.

Look at the default levels in that file for an example.

Default levels blocks:
Spoiler



Downloads
_____________________________________________

All files loading from ../sourcemod/zombieplague/downloads.ini

The downloads configuration file is a list of files used on the server.
Remember that most of modules will automatically precache models and thier materials.
Use one line per file, with paths relative to the "csgo" folder.
The maximum length of the full string must be less than 256 symbols.
In addition, module will be precache and add to download table all types of files: (mp3, wav, mdl, vmt, vvd, dx90.vtx, pcf)
Lastly, if you want to precache the whole folder, the path must have '/' (slash) in the end.

Look at the default downloads in that file for an example.

Default download blocks:
Spoiler


NOTE: Don't forget about main server cvars to upload files to clients: sv_allowdownload, sv_downloadurl, sv_allowupload
_____________________________________________

All sounds loading from ../sourcemod/zombieplague/sounds.ini
For additional information see include/zombieplague/sounds.inc

The sounds configuration file is a list of sounds used on the server stored in key/value format.
The sounds listed in this file are also precached when on the map load.
You can add more sounds, in format "sound1", "sound2", "sound3"...
The maximum length of the full string must be less than 256 symbols.
You also can use that sounds by ZP_EmitSoundKeyID and ZP_GetSoundKeyID native functions in any other plugin.

Look at the default sounds in that file for an example.

Default sounds blocks:
Spoiler



Credits
_____________________________________________

A thank you to those, who helped:

Community of AlliedMods (For ideas and testing)
Kuristaja - All player models was port and fix by him. You can ask him here: Steam.Page
napas - All weapon models was port by him. You can ask him here: Steam.Page
[CZE] мя. ξмıиεм - All weapon models was fix by him. You can ask him here: Steam.Page
Greyscale and Richard Helgeby - Some useful modules and structures.
inklesspen - Some important help with tests.
Counter-Strike: Online 2 - Materials, sounds and models. Core.Page


Bugs
_____________________________________________

If there are any bugs, please report them in this topic.
The version can have many of them, due to a huge amount of changes and lack of tests.
The number of natives and forwards allow making any gamemode changes throw the addons.
The best advice is just don't try to modify the core's sourcecode and be a flexible for the future updates.


Changelog
_____________________________________________

Quote:
-Version: X.028 Stable (August 04 2019)
* Fix with projectile models error

-Version: X.027 Stable (August 03 2019)
* Fix with dropped weapon entities (now all custom works like standard ones)
* Fix with some unclosed traces in weapon addons
* Added new cvars for weapon level system
* Fix with the speed reduction after heavy suit is broken

-Version: X.026 Stable (July 11 2019)
* Fix with lasermines, airdrop memory leak caused by non-deleteing array handle
* Removed solid from airdrop emitter

-Version: X.025 Stable (June 23 2019)
* Fix with GetSequenceActivity call

-Version: X.024 Stable (June 21 2019)
* All weapons fix (ZP_SequenceDuration removed because of the xmm reg on windows)
* Fix with costumes on loading when it disabled
* Balrog11 fix model

-Version: X.023 Stable (June 20 2019)
* Added proper solid check for mines and airdrop emitter
* Fix with costumes selection when costumes are disabled
* Improved dropping on weapon give
* Windows not supported officially now
* Showing armor bug fix

-Version: X.022 Stable (June 17 2019)
* Fix of outranged value for janus-11 spread
* Added ptah link for windows
* Turret upgrade fix with stuck inside when model changed
* Fix with grenade list array
* Replaced channel from static to weapon for weapons idle sounds
* Frezee time added randomizing for optimisation

-Version: X.021 Stable (June 16 2019)
* Animation native replaced by stock, signature removed
* Sfpistol sound fix

-Version: X.020 Stable (June 16 2019)
* Fix of invalid addresses for Windows in present gamedata
* Added button to remove the costume

-Version: X.019 Stable (June 16 2019)
* Airburster end attack fix
* Deploy animatition fix
* Sky cvar fix
* Fire will be extinguish on antidot
* Set Animation for players fix by adding sig
* Fix with back weapon models on spectator team change
* Fix with remove all weapons function
* Add option to load/unload all addons
* Map load native
* Added shield and mp5sd and bumbmine
* Add missing sounds for armor
* Add support of any weapons for any future updates
* Added dynamic loading ini configs for any maps or map prefixes
* Replace all GetEntData* by GetEntProp*
* Fix with animation enums
* Added PTah extension function, now core able to spawn any weapons
* Weapons entities names removed, defindex used instead
* FireBullets work from PTah on windows and linux normally
* Levelsystem config load faster , string converting removed
* New config module load types
* Fix chainsaw particle effect
* Added new tranlations
* Fixed some russian translation
* UseOutput replaced by separate hooks
* Damage fix for some addons, ZP_TakeDamage was returned
* Fix with sdktools missing include
* Lasermines touchOutput replaced by hook
* HUD bar replaced by progress bar for skill system
* Added optional solidicity to lasermines (with new TR_EnumerateEntitiesHull's)
* Improved block of secondary attack on all melee and fists weapons
* Fix with lasermine damage function (replaced by delay)
* New sfsniper viewmodel to avoid quick reload with fast re-deploy
* Added invisible hands (subbody) for grenade and claws on invible class when invis is active
* Shield can be dropped
* Added support of shield's custom weaponmodels (on the players back)
* Fix parenting of the health sprite
* Shield become unbreakable
* Shield will bounce grenade on attack
* Added shield multiplayer for hitgroups.ini
* Added drill draw animation into code to avoid bug
* Fix with toss which can crash [CS_WeaponDrop]
* Default weapon cvar load on map start, compability with config constructor
* Fix with idle sounds for 10 weapon models and moved them into code
* Fix some weapon pisitions thanks to 'Crazy Boy' for help
* Added progress bar for jetpack
* New etherial, sfsniper, sfpistol, balrog3, sgdrill, skull1, airburster, M134 code (fully custom weapons now)
* Breachcharge will drop on the death
* Added armor info into damage message if armor > 0
* Added new languages in translation file
* Added presents addon which work on maps with nav files
* Added glowing for cases in presents and airdrop addon, each box have unique color
* Class invisible will increase it's alpha while moving fast
* Trap fix, will be visible for human while it activate
* Added zoom for sfsniper
* Fist are fully custom weapon to avoid bugs with force drop + added balrog9 sounds to fists
* Stamper coffin will slow humans in radius
* Coffin will play idle sound
* Fix damage for lasermine and turrets
* Removed snd_setsoundparam because Valve delete it
* Changed burn slow code by stamina thing
* Knockback system can be replaced by stamina slowdown feature
* Added donate command for normal players. Works similar to menu.
* Added janus activate info message
* All code refactoring
* Fix with inferno death icon
* Fix footsteps sounds on none movetype
* Added turrets upgrade and knockback rework + new upgrade sounds
* Added grenade modes (6 different modes using with R to switch)
* Fix flare model
* Added toolbox model for turret
* New install system for turret, second button used to rotate turret
* Added gibs for turret
* New forward post weapon drop
* Remove mine exp damage
* Instalation impromements for mines and airdrop
* Pickups turret and mine fix when owner changed class and try to pickup it
* Added decals after turret shots
* Added grenade mode info
* Damage system changes
* Make laucnher position higher for turret
* Fix with rocket submodel switch after rocket launch for turret
* 99% of extraitems move to equipment slot
* zombie and human classes & costumes store by strings in database
* Huge database changes
* Database will drop columns which not used and can update any column if it will be changed in future without workaround with db on SQLlite and Mysql
* Added new auto-buy menu for weapons which need to be customize by player + save into db
* Fix of empty cases work correct in some cases
* Add redirection case to equipment from extraintems
* C4 give removed by cvarlock
* Lasermine save hp for repickup
* Turret layer fix for after fire sequence
* Turret added rotate sound
* Added knockback for lasermine in impulse mode
* Added turret rotate info and menu info message
* Added turret control menu on R button
* Turret rotation become smooth, fix of NPCSTATE prop which cause rewrite removed
* Add spawn hull check
* Turret think and trasmit hooks become fully separate
* New jetpack (more balanced one)
* Similar soundhooks for grenade replaced by forward
* Remove player anim for airdrop weapon
* Added control menu for turret on F3

-Version: X.018 Stable (May 04 2018)
* New rebuy menu
* Fix with crash because of extraparticlestable

-Version: X.017 Stable (May 03 2019)
* Fix airdrop randomize which was block to debug
* Added dhook comp with non-detour version
* Detour's have own macros in zp_core.sp

-Version: X.016 Stable (May 02 2019)
* Heavy class trap entity improved
* Smoker, attached gas effect was remaked, now it will attach to pos of spawn
* New team check
* #emit removed
* Sfpistol model and shoot fix
* Drop dynamic stock improved
* Airdrop minor fixes with collision
* Fix self damage for turret and others
* ZP_TakeDamage removed, point_hurt used instead
* Damage system changes
* Turret got a knockback, but client not more gain money for damage appilied by them to victims (from mines is well)
* All custom damage now applied using point_hurt
* Improved Damage module
* Turret will attack NPC and chickens
* Turret rockets fix, added random skins
* Rockets are removed by bodygroup on turrets
* Airdrop some kill timers replace by inputs
* Increase def size of muzzle name using by native system up to 64
* Turret invalid sound fix
* Rockets spawn on fixed pos, because layers sometimes return invalid attachment
* When safe is open, it will spawn bag which will drop weapons on E (+use)
* New translate for bag info
* Airdrop will print lnfo only for humans
* Lasermine dropped model attachment changes for gibs
* Helicopter changes (now door should be expload only to open if)
* Helicopter drop many different cases
* Safe body (which is open) can be destoyed on +use to avoid problems with PVS
* Trains entity removed for drops, helicpter spawn phys entities
* Phys effect fix
* Fix reload for all full custom weapons (they used custom reload system)
* Fix sound for sfpistol
* Fix reload animations for custom weapons with custom reloading (near 7-8 addons)
* M32 full custom reloading added
* WeaponRunCmd will start calling after WeaponHolster & WeaponHolsterDeployPost, to avoid problems in hooks
* Line of sigth sig block , for ze maps triggers, thanks to SHUFFEN.jp
* Particles fix should work on PVS block on windows, new DHOOK required
* Particles will work on first download
* Fix with buy ammo
* All TE_DispatchEffect were replaced by info particle system entities
* Holster fix
* F18 bomber will drop bomb like a projectile object
* Added custom idle modules for some weapons, so idle state works perfect on full custom weapons
* Custom reloading act naturally + reload will execute automatically on 0 clip
* Added shell particles into the weapon module, in weapons .ini and also integrate into some fully custom weapons
* Add new native ZP_ResetSequence
* New fire bullets effect for fully custom weapons
* Added player animation stock in classes.inc
* Added player animations for fully custom weapons
* Tools module changes
* Added ZP_FireBullets native which works on Linux only
* Added zoom for m32, balrog7, balrog3, skull11 on second button
* Added empty clip sound for some custom weapons
* All weapons models was updated. Thanks to eminem
* Added new 2 natives which works with sequences
* Many custom animation delays are get from sequence durating, so many macroses in custom weapons removed
* Range and grenade infect function not will work if trace are blocked by any brash
* Unstuck fix
* Fix knife emilation by adding hull intersection function
* All tracer functions improved
* New airburster
* New flare and lasermine and tablet model
* New weapon sfmg, big hammer, sfsword, skullaxe
* Now players can drop knifes and grenades on G
* If player drop his knife, he will get fists

-Version: X.015 Stable (April 02 2019)
* Knockback fix
* Sound helicopter, turret fix
* Added new particles tracers for turret, etherial, janus7, sfpistol
* Improve some valid checkers for entities
* Added new stocks for creating tracers (for weapons) (thanks Phoenix)
* Improve transmit hooks
* Fix collision for turrets
* New physics for turrets
* Drill increase damage ;)
* Helicoper improvements, collisions improved, drop position, model rework
* Turret owner damage
* New natives
* New UTILs library
* Remove hud limits for clip/ammo
* New native to find player collision with solid sphere (FindPlayerInSphere)
* New natives for sound library, option to play sound by key without extraction of string
* New watercannon effect
* New effect for plasma
* New effect for janus7
* New trails for rockets, and many other staff
* New expsosion effects
* Stamper improved coffin skill
* Tracers are use world trace now
* Lasermines reworked
* New effect for jetpack
* Jumpbomb create phys force for props
* Airdrop addons fix for helicopter
* New effects for cannon, balrog
* All weapons data props was fixed
* Cannon will ignite the victims by touch
* Janus7 knockback in second mode removed
* Many weapons view models fixed muzzle flash
* Added custom particles effects for muzzle flash
* Fix janus1, blaster, tempest, sfpistol models
* Plasmagun got bubble effect
* New tablet models for turret (build plan)
* ZP_IsPlayerHasWeapon will return weapon index, instead of true/false
* Airdrop on next round will be reset, in case if random human got it again

-Version: X.014 Stable (March 20 2019)
* Particles fix for windows removed, because win clean table himself
* Windows crash fix because of particle fix
* Added downloadserver folder

-Version: X.013 Stable (March 19 2019)
* HPBar sprite for classes module
* Fix with auto precache .vmt files in configuratuion files (gamemodes.ini, classes.ini)
* Fix with ghost/alive invisible
* Many teleport entity functions replaced with the KeyValues dispatch
* Added eye angles for stamper and heavy (skill) entities
* Removed features of level hud enabled with disable level system, because it useless information
* Fixed menu constructor access problem
* Fixed with napalm damage when attacker become a zombie
* Added support of weapon_breachcharge, weapon_snowball
* Added c4 default extraitem (breachcharge for humans)
* Added MDS CLayMore extraitem (for calling airdrop or air bombarding) (Randomly give to humans)
* Turret rotate sound removed
* Fixed default sounds in lasermines and turrets
* Small changes invalidations in addons
* New models and some changes in configs, check github for details

-Version: X.012 Stable (March 15 2019)
* Small changes in core
* Removed limit for health, armor, money (Memory patching)
* Changed custom money hud cvars
* Removed armor for level / short info dhud
* Fixed molotov error on invalid loading (added reminder info of inc grenade)
* Added native to get the exp limit for given level
* Material files update

-Version: X.011 Stable (March 13 2019)
* Particle fix changes, removed some sigs and add support of windows ;)
* Added support of packaked .vpk textures for decryptor
* Dronegun improvents (TF2 remake) with 3 modes
* Submenu access fix (on display submenu content)
* 'B' button used for open weapon menu
* New config for level limits with small updates translation a bit. (+Pre convert string to int)
* Added validations for dhooks
* Rebuy tiny changes
* Improved performance of removing ent on round start
* Fix for voice module
* Fix issue than .pcf didnt downloaded to clients, Valve broke IsGenericPrecached again
* download.ini can be used to add some non usual formats to download table
* Shortcut button to buy last extraitem ???
* Removed terminateround block is someone is going to respawn, because it cause issue with multi respawning at round end
* Last in gamemode.ini removed support of that feature [off param will not force to a round end on the last zombie death if he will respawned]
* Lasermines beam are not stuck in players on install in non impulse mode, and in impulse mode not stuck in humans
* Slay (suicide) will call death event methods
* 3 new forwards, to block main menu (hook button menu), to hook death, to hook respawn (for blocking)

-Version: X.010 Stable (March 3 2019)
* Removed hooks checkers (Improve performance)
* New turret (custom dronegun)
* Trace improvements
* Custom icons improvements
* ZP_TakeDamage can be used to damage victim himself and dont get any rewards + also hook death from bool return
* ZP_TakeDamage get inflicter parameter
* All default death events blocked
* New custom event system
* Icons for skills (on death)

-Version: X.009 Stable (February 26 2019)
* SVG icons for all weapons kill, new cvars for icon for infection
* Added new way to check default models, particles, sounds which are in .vpk
* Added support of precache standart game models/particles/sounds in download.ini (Not textures, they should be precache )
* Lasermines fix for non impulse mode
* Dronegun fix
* Weapon buy limit (similat what extraitems have)
* Code refactoring

-Version: X.008 Stable (January 24 2019)
* ForceSuicide fix
* Plague mod fix
* Particles uncaching fix for Linux
* Some changes in decryptor
* Last purchase fix on the new round
* Removed squared param in addons

-Version: X.007 Stable (January 24 2019)
* Fix sound stop function when key is disabled
* Add sound for leap jump for classes
* Added one native and new param in classes.ini
* Fix money return on infection
* Increase psyh skill damage

-Version: X.006 Stable (January 23 2019)
* Fix of account function error during team change
* Fix of leap jumps for all classes

-Version: X.005 Stable (January 23 2019)
* Fix empty steam id on insertion into database

-Version: X.004 Stable (January 22 2019)
* Deploy, reload, attack can be instant

-Version: X.003 Stable (January 22 2019)
* Added SQL default values for all database
* Removed tabs from menus

-Version: X.002 Stable (January 22 2019)
* Fixed deploy time for weapons

-Version: X.001 Stable (January 22 2019)
* Fix of range zombie, now it can infect even when he a single zombie and round wont over
* Death event changed
* Overlays will reset on death (just in case)
* Keyvalues extractioon fixed on windows (force all translation alias to low cases)
* Fixed with missing transtions on class menu update
* Added cvar for stating account amount on first conenction
* Change collision on the turret (But owner still cant damage it)
* Round shouldn't over, if zombies will be respawn
* Added new var which store vision var on client into database
* Added round blast for draw (Kill zombies on draw) + new cvar with round blast time
* Added round blast sound cvar
* Added timer handler for soundend/soundblast
* Fixed blaster, temperst, lightzm meterial list, because they was generated in 8.5, which had some problem in material extration
* Database module remaked, to work with transactions, add new column and be more sutable for updates of core with adding new variables to store

-Version: X Stable (January 17 2019)
* New custom cvar system, which load cvars on plugin start. custom map config was removed
* Add dronegun (battleroyale) addon
* Fists and knife_ghost support in weapons.ini module. added fix of p_ models on ghost knife
* Precaching invalid texture/sound not stop writiring file's with pathes for models and particle textures/sounds
* Return cstrike module, fix round reason on windows
* Round end change function
* Added standart knifes in buymenu
* Allow pickup knifes for all classes, like c4 fix
* Cvars allow to make changes and apply them instantly during game, by reloading .cfg and some modules can be unload during game
* Zombieclasses/extraitems/humanclasses/gamemodes now work throght the .ini like other modules, API is changed (More flexible to customize during gameplay)
* String len optimization
* Core structure changes
* Cvars hook not work on the
* API changes
* Parser improved by specials separator, added string info errors, removed additional key buffers
* Nemesis knockback now can be customize
* Config system minor improvements
* Addons changes
* Added ambient sound system for gamemodes
* Improve sound core
* Weapon switch improve, make bowth view models invisible on pre deploy
* Jumpboost cvar for decrasing knockback in air
* Sniper not drop weapon on the drop on the spawn, the ZP_GiveClientWeapon get new param for remove on drop
* New warmpup cvars block
* Core now is stabled
* Menus module improved by adding key constructor.
* Fixed problem in auto textures extractor. By atd hash map validation, generated file of chainsaw v_ was updated
* Weapon drop changed to cstrike sig function
* Gamodes/classes configs improved
* Melee & fist secondary attack block because lack of cstrike hooks
* If trapper, catch the victim, his gain some rewards in money
* The trapping skill is changed, that you cant move during the using skill
* Kill/suicide commands will be available if player stucked in the physics prop (not another player)
* Gamemodes/zombieclases/humanclasses have a more customizations
* Many cvars removed to .ini files
* Nemesis/Survivor are removed, now you can create custom classes in .ini
* If level system is disabled, it will still show class name and armor in dhud
* Ammopacks removed, changed by standart money
* API for classes are reworked
* Zombie and human classes merged together
* Weapon post switch improved for both classes
* Added weapon validate forward for menu
* Added support of multi classes in extraitems.ini to make it easiar to manitpulate instead of code
* New forwards for all menus
* Classes parameteters for menus, extraitems
* Damage system reworked
* Hitgroups system add armor parameters
* Armor reworked for classes, no more limit
* Added new enum structs from last dev update
* Added unloaded compatibility
* Added support of specators DHUD for money and player info
* Parser improved to work directly with arraylists
* Sound system and cvar system parsing changed, removed additional buffer arrays
* Sound system can handle multiple same keys and will randomize block's index output on 'soundkeytoindex'
* Added full support of item_kevlar, item_assaultsuit, item_heavyassaultsuit for weapons.ini
* AntiStick collision change
* New forwards (OnClientMoney,Level, Exp) with copypack params
* All string quotes compytation improvement
* New algorithm to divide multistring
* Classes gain lifesteal (health recovery) on the kill is well
* All SendEntData/GetEntData moved to seperate stocks
* Zombies can reduce not only human armor, and their health is well, so lethal damage can infect similar to 0 armor!
* Gamemodes randomize got more optimized system for randomize clients, only 2 loops for build and shuffle array , no more single random player extracting
* Forwards moved to structs
* Infect icon changed to cvar
* Last human,zombie disconnect not force to restart round, force to infect/humanize other players based on current gamemode, to not stop gameplay
* Escape feature for gamemodes (send to respawn)
* Skill bar of duration added
* If you reset skill ,the duration timer will stop and end forward won't called then
* Slot for grenades are removed
* Strcmp functions reworked
* Weapon give function changed
* Added support of tablet weapon
* Clip pararemet for item_* is armor amount
* Infection sound are getting from the zombie class now
* Added block drop param to weapons ini (because fist can force to drop weapon even on zombies)
* Added forward to round end
* Database remaked, it store all changes immediately, and unload and load faster
* Mutation Heavy class place traps which will be visible for zombies, before activation
* Gamemode desc hint message change to dhud, + new param for gamemodes
* Reloads of classes.ini|gamemodes.ini (except cvars) are auto restart round, to reload the variables more quickly ???
* Added class dump command
* Added unstuck memu (for map props)
* Added ammopack donate menu
* Default menus havr a access check inside callbacks
* New gamemodes menu and class menu for admins , now only in core, because it fully dynamic
* Added translations for reply commands
* Gamemode names will be taken from a translation files (for menu purpose)
* Menu constructor got a auto listener to check all callbacks
* Added first class health multiplier in gamemodes.ini
* Fix spotting + param in classes.ini
* Shop history for rebuy resets only on round start after showing rebuy menu
* Commands for admin to give money, exp, level
* Fixed janus7 sounds in ini file
* Added tablet to the dronegun item to place it
* Old versions
Spoiler



Donate
_____________________________________________

If you think I did a good job, please donate some money. Thanks! PayPal


Download
_____________________________________________







_____________________________________________

Download all files:
Plugins
Models/Materials/Sounds
Git.Hub
Do not forget to reintall all files each update
Attached Files
File Type: txt GPLv3.txt (35.0 KB, 323 views)

Last edited by gubka; 08-03-2019 at 19:15.
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Dacia_Logan
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Join Date: Sep 2016
Old 11-22-2016 , 05:45   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #3

gubka make in next update 6.5 costum grenade for, flape grenade, freze greanade
http://gamebanana.com/skins/134473 grenade model
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Mikado
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Old 11-22-2016 , 12:12   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #4

thank you gubka and good job for the zombie plague reborn

i have some suggestions to make the mod better why not, so:
Quote:
- try to add weapon menu on spawn like on the cs 1.6 one
- add a feature thet shows the ammopacks like the hud message on 1.6 ( health: %s | Armor: %s | Ammopack: %s | ) or add it on zombie plague menu something like "available ammopacks:.. "
- make the xp feature as a separated sub addons, (make the mod as simple as possible, easy to edit by adding sub-addons)
- change menu button, because "E" if someone uses parachute plugin it will spam his screen with menu

And thank you again for reviving the zombie plague that we all loved on the 1.6

Last edited by Mikado; 11-22-2016 at 13:05.
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gubka
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Old 11-22-2016 , 13:25   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #5

Quote:
- try to add weapon menu on spawn like on the cs 1.6 one
Just to small plagin witch press E button on the spawn

Quote:
- add a feature thet shows the ammopacks like the hud message on 1.6 ( health: %s | Armor: %s | Ammopack: %s | ) or add it on zombie plague menu something like "available ammopacks:.. "
CS:GO don't have hud like in the 1.6

Quote:
make the xp feature as a separated sub addons, (make the mod as simple as possible, easy to edit by adding sub-addons)
You can disable level and xp feature in the zombieplague.cfg and i can't divide main part of the code in the subplugin, it just useless, it already easy like as possible, just open 'zp' folder and you can find a lot of modules in the code
In my opinion , just adddons must be by separate plugins, but not the main core

Quote:
- change menu button, because "E" if someone uses parachute plugin it will spam his screen with menu
It the easiest possible button now, because i cant hook M or B button in CS:GO because they on the client side, just edit parachute plugin and change E button there, on the (IN_USE -> IN_JUMP) for example
__________________

Last edited by gubka; 11-22-2016 at 13:25.
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Mikado
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Old 11-22-2016 , 14:06   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #6

Quote:
Originally Posted by gubka View Post
Just to small plagin witch press E button on the spawn
not like that, i mean a weapon menu for free like deathmatch on spawn

Quote:
Originally Posted by gubka View Post
It the easiest possible button now, because i cant hook M or B button in CS:GO because they on the client side, just edit parachute plugin and change E button there, on the (IN_USE -> IN_JUMP) for example
that's a good idea editing parachute..., but why not making it more easier for people who don't know how to code and make zp sub parachute with jump button it's helpfull when u use jetpack with the mod

Edit: There is a bug with Round start sounds aren't played

Last edited by Mikado; 11-23-2016 at 06:45. Reason: reported a bug
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gubka
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Old 11-23-2016 , 13:44   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #7

Quote:
Originally Posted by Mikado View Post
Edit: There is a bug with Round start sounds aren't played
Spoiler


I know that this problem can exist, if you run the server, but at first server hibernate, and sourcemod didn't hook round start and when you connect you need to wait until restart, and on next round, hook will work and sounds is well
I had same problem with timer, and at first i didn't understand why timer do not start on first run of the server and after a create infinite timer which create on map start
Or might be you don't have fast download on your server and sound do not upload to clients, because i didnt have problems with sounds on my linux server on the hosting
May be sounds interact now with standart ones
Because here sounds worrking https://www.youtube.com/watch?v=ooDggGVhIFg
May be after last update they bugged my mod again) We need to update Valve update, where they will allow server to ctop standart client sounds on round end and round start, because playgamesound Music.StopAllMusic not work now

PHP Code:
Version6.5 (Novermber 232016)
Fix with round start sounds
Cvar system in the code have changes
Fix with custom weapons like medkit etc
Edit: I fixed that, now start sounds will enable on 20sec before infection
And also fix problems with non-weapons, like medkit
__________________

Last edited by gubka; 11-23-2016 at 14:53.
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Mikado
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Old 11-23-2016 , 15:33   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #8

Quote:
Originally Posted by gubka View Post
Edit: I fixed that, now start sounds will enable on 20sec before infection
still not working :/
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gubka
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Old 11-23-2016 , 20:07   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #9

Quote:
Originally Posted by Mikado View Post
still not working :/
I don't have this problem now, you can check it here 46.174.55.160:27015
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Mikado
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Join Date: Nov 2012
Location: don't know where :/
Old 11-24-2016 , 09:30   Re: [CS:GO] Release: Zombie Plague 6.5
Reply With Quote #10

why don't you change it, instead of before infection to after infection so people can use a scary ambiance sound *-*
and please add a cvar to enable and control nemesis knockback

Edit: if you use a lower infection time ( countdown ) than 20s start sound won't work and help messages won't be displayed

Last edited by Mikado; 11-24-2016 at 11:06.
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