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


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gubka
Veteran Member
Join Date: Jan 2012
Location: Russia
Old 08-18-2018 , 21:28   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #621

Quote:
Originally Posted by romeo7 View Post
good information.
there have 2 problem in zp8.3 which i found:
1. win overlays not workin properly. only shows zombie win overlay.
2 smoker class skill not working. error log:
Code:
L 08/17/2018 - 08:17:05: [SM] Exception reported: Invalid convar handle 0 (error 4)
L 08/17/2018 - 08:17:05: [SM] Blaming: zbm3_zclasses_normal_m_01.smx
L 08/17/2018 - 08:17:05: [SM] Call stack trace:
L 08/17/2018 - 08:17:05: [SM]   [0] ConVar.IntValue.get
L 08/17/2018 - 08:17:06: [SM]   [1] Line 154, D:\Steam Servers\Counter-Strike Global Offensive\Zombie Plague v8.0 Test\(zombieplaguetest)\csgo\addons\sourcemod\scripting\zbm3_zclasses_normal_m_01.sp::ZP_OnClientSkillUsed
L 08/17/2018 - 08:17:06: [SM]   [3] Call_Finish
L 08/17/2018 - 08:17:06: [SM]   [4] Line 326, zp/api/forwards.h.cpp::API_OnClientSkillUsed
L 08/17/2018 - 08:17:06: [SM]   [5] Line 150, zp/game/skillsystem.cpp::SkillsOnStart
L 08/17/2018 - 08:17:06: [SM]   [6] Line 129, zp/game/skillsystem.cpp::SkillsOnUse
Add hSoundLevel convar load in ZP_OnEngineExecute like in other plugin, i forget about it

Quote:
Originally Posted by Qes View Post
group - [VIP] -> what is that? How I can add VIP zombie class?
Read informatio properly

Which weapons i closely to finish

In next update i will do many thing for custom weapons creating also i will add 6 submodels of hands from cso to each weapons and also the human class with standart weapons will have them is well.
In the total i will add + 60 weapons from cso to the core and that i will be last big update until the next summer.

PHP Code:
 Added +60 new CUSTOM weapons. (old remaked)
 * 
Fix with bazooka looping sound.
 * 
Fix with normal01 class.
 * 
Fix with log translation.
 * 
Added new runcmd forward for weapons.
 * 
Optimizing system of precahce.
 * New 
4 classes. + new 6 submodels of hands for each class and for custom weapons.
 * 
Fix with frags and kills in infection.
 * New 
forwards for creating custom weapons easier.
 * New 
customization with info for weapons.ini 


Which models are will be in update

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Last edited by gubka; 08-18-2018 at 21:34.
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romeo7
Senior Member
Join Date: Mar 2017
Old 08-19-2018 , 05:58   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #622

Quote:
Originally Posted by gubka View Post
Add hSoundLevel convar load in ZP_OnEngineExecute like in other plugin, i forget about it
ok. i will add. please fix 2nd problem (win overlays).
new problems:
I made extra item for zombie which gives zombie awp with one bullet and after fire weapon awp removing from zombie. i have 2 problem:
1. i want to add model for it but models doesn`t change. weapons.ini:
Code:
    "zawp"
    {
        // General
        "entity"       "weapon_awp"
        "group"        ""

        // Base
        "cost"         "0"
        "slot"         "7"
        "level"        "0"
        "online"       "1"
        "damage"       ""
        "knock"        ""
        "clip"         ""
        "ammo"         ""
        "speed"        ""
        "reload"       ""
        "deploy"       ""
        "sound"        ""
        "class"        "3"

        // Models    
        "view"         "models/weapons/v_cso_awpz.mdl"
        "world"        "models/weapons/w_cso_awpz.mdl"
        "dropped"      ""
        "body"         "0"
        "skin"         "0"
        "muzzle"       ""
        "heat"         ""
    }
2. after awp removed from zombies awp draw sound looping.

First suggestion: please wait release, i will send you combined particles. Example in attachment. This is not finished. Don`t use it. There have 19 effect which you use for default effect. I will finish today or tomorrow.
Second suggestion: Precaching materials from *.pcf file not good idea, because plugins not read files from *.vpk archive (you know it). Please add it to downloads.ini.

Edit: there have a big problem. zombies can pickup weapons which not given from weapons.ini. how to fix this?
Attached Files
File Type: zip testparticle.zip (313.1 KB, 60 views)

Last edited by romeo7; 08-19-2018 at 10:22.
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gubka
Veteran Member
Join Date: Jan 2012
Location: Russia
Old 08-20-2018 , 11:38   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #623

Quote:
Originally Posted by romeo7 View Post
ok. i will add. please fix 2nd problem (win overlays).
new problems:
I made extra item for zombie which gives zombie awp with one bullet and after fire weapon awp removing from zombie. i have 2 problem:
1. i want to add model for it but models doesn`t change. weapons.ini:
Code:
    "zawp"
    {
        // General
        "entity"       "weapon_awp"
        "group"        ""

        // Base
        "cost"         "0"
        "slot"         "7"
        "level"        "0"
        "online"       "1"
        "damage"       ""
        "knock"        ""
        "clip"         ""
        "ammo"         ""
        "speed"        ""
        "reload"       ""
        "deploy"       ""
        "sound"        ""
        "class"        "3"

        // Models    
        "view"         "models/weapons/v_cso_awpz.mdl"
        "world"        "models/weapons/w_cso_awpz.mdl"
        "dropped"      ""
        "body"         "0"
        "skin"         "0"
        "muzzle"       ""
        "heat"         ""
    }
2. after awp removed from zombies awp draw sound looping.

First suggestion: please wait release, i will send you combined particles. Example in attachment. This is not finished. Don`t use it. There have 19 effect which you use for default effect. I will finish today or tomorrow.
Second suggestion: Precaching materials from *.pcf file not good idea, because plugins not read files from *.vpk archive (you know it). Please add it to downloads.ini.

Edit: there have a big problem. zombies can pickup weapons which not given from weapons.ini. how to fix this?
In next update i change the precache system, which will generate txt with vmt which mod extract and you can edit that file later and remove things which you want
If model not work, check console probably you have problems in the model smd, i cant help, because models which i used work nicely

Sounds from models play on the client side from event 5004 of sequence server cant manage it, report it to valve

I didnt get what you said about vpk, but you dont need precache the standart particles effect , only custom ones

Weapons which spawn without nativr ZP_GivePlayerWeapon not able to deploy because not have m_iHammerID prop with index of position in weapons.ini
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Last edited by gubka; 08-20-2018 at 11:42.
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Min2liz
AlliedModders Donor
Join Date: Feb 2008
Location: Street
Old 08-27-2018 , 04:41   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #624

Bug in newest version after trying reload config:

Quote:
L 08/27/2018 - 116:22: [SM] Exception reported: Translation string formatted incorrectly - missing at least 1 parameters (arg 3)
L 08/27/2018 - 116:22: [SM] Blaming: zbm3_core.smx
L 08/27/2018 - 116:22: [SM] Call stack trace:
L 08/27/2018 - 116:22: [SM] [0] VFormat
L 08/27/2018 - 116:22: [SM] [1] Line 410, zp/core/translation.cpp::TranslationReplyToCommand
L 08/27/2018 - 116:22: [SM] [2] Line 887, zp/core/config.cpp::Command_ReloadAllCommand
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gubka
Veteran Member
Join Date: Jan 2012
Location: Russia
Old 08-27-2018 , 17:27   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #625

Quote:
Originally Posted by Min2liz View Post
Bug in newest version after trying reload config:
Thanks i will fix it in next ver
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Qes
AlliedModders Donor
Join Date: Jul 2014
Old 09-01-2018 , 08:34   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #626

When the new version will appear?
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gubka
Veteran Member
Join Date: Jan 2012
Location: Russia
Old 09-06-2018 , 18:37   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #627

Quote:
Originally Posted by Qes View Post
When the new version will appear?
I hope soon, but the september started, i still have some problems with models od 30 new weapons and the code should have some fixes
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ByIcemaN
Member
Join Date: Nov 2013
Old 09-10-2018 , 16:10   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #628

I uploaded the files to the server but the mode does not start?
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turkcodec
Member
Join Date: Nov 2010
Old 09-13-2018 , 18:00   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #629

Hello,

When I put plugins in addons/sourcemod/plugins directory they work but when I put plugins in addons/sourcemod/plugins/disabled/zm/ directory they dont work.

I use multi mod system with this plugin: https://forums.alliedmods.net/showthread.php?p=607079

Can you please help me about it, thank you.
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Min2liz
AlliedModders Donor
Join Date: Feb 2008
Location: Street
Old 09-14-2018 , 15:25   Re: [CS:GO] Experimental: Zombie Plague 8.3.2
Reply With Quote #630

Quote:
Originally Posted by turkcodec View Post
Hello,

When I put plugins in addons/sourcemod/plugins directory they work but when I put plugins in addons/sourcemod/plugins/disabled/zm/ directory they dont work.

I use multi mod system with this plugin: https://forums.alliedmods.net/showthread.php?p=607079

Can you please help me about it, thank you.
Disabled directory is for plugins where you dont want to be loaded. It's mean, just say, you have: zombie.smx in plugins directory

If you put zombie.smx into disabled directory, this plugin will not be loaded anymore and will not be loaded.
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