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[MOD] CS Zombie Panic (v1.4.2)


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CNSR xiaodo
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Join Date: Jun 2020
Old 03-16-2021 , 23:16   Re: [CS] Zombie Panic 1.3.0
Reply With Quote #11

Awesome plugins.I tried to use it on the xash server, and the console reported many such errors like No spawn function for info_player_team2. The player could not spawn normally, and could not spawn weapons on the map, and the player model would not be displayed.

Last edited by CNSR xiaodo; 03-16-2021 at 23:18.
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Hedgehog Fog
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Join Date: Jun 2010
Location: Ukraine
Old 03-17-2021 , 10:12   Re: [CS] Zombie Panic 1.3.0
Reply With Quote #12

Quote:
Originally Posted by CNSR xiaodo View Post
Awesome plugins.I tried to use it on the xash server, and the console reported many such errors like No spawn function for info_player_team2. The player could not spawn normally, and could not spawn weapons on the map, and the player model would not be displayed.
Thanks for your report!

The original version of HL Zombie Panic uses info_player_team1 and info_player_team2 to spawn players, which are not registered in Counter-Strike, so I made an implementation that replacing these spawn points with info_player_start and info_player_deathmatch to make the mod compatible with original maps.
The current implementation uses FM_KeyValue hook to process unregistered entities KeyValueData and use it to spawn and process new entity which using info_target as base entity.

This problem is in api_custom_entities, for some reason, it doesn't support Xash servers, I'll try to figure it out when I have enough time, but for now, I don't even know what could be the reason, but I can assume that Xash handles KeyValueData in a different way.

Is ReGameDll compatible with Xash servers?
__________________

❄️ CS Snow Wars - Mod based on snowballs fights
🧟 CS Zombie Panic - A port of HL Zombie Panic!
🎃 CS Halloween Mod - Completely new gamemode for Halloween Holidays
📦 AMXXPack - CLI and build system for amxx projects
🔧 Custom Entities API - API to register custom entities

Last edited by Hedgehog Fog; 03-17-2021 at 19:16.
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Hedgehog Fog
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Join Date: Jun 2010
Location: Ukraine
Old 03-26-2021 , 20:42   Re: [CS] Zombie Panic 1.3.0
Reply With Quote #13

Updated to 1.4.0
Additions and improvements:
  • Infected players with symptoms can now pickup healthkit
  • Healthkit is now suspends infection
  • Player disconnection now affets zombie lives
  • Increased flashlight consumption rate
  • Bots no longer affect items respawn
  • Reduced respawn control range for not visible items
  • Added bodyindex property to Character API
  • Added inherit property to Characters API
  • Reduced weapon drop velocity
  • Force disable minmodels
  • Added weapon_crowbar entity
  • Updated humans win message
  • Increased duration for win message screen fade effect
  • Improved team menu
  • Added plugin to fix and improve bots behavior
Cvars:
  • Added zp_healthkit_suspend_infection cvar
Fixes:
  • Fixed weaponbox cleanup
  • Fixed a bug when weapons overflow entities storage
  • Grenades can no longer be dropped at the start of a throw
  • Fixed melee hit detection
  • Fixed respawn task for spectators
  • Fixed respawn hints
  • Fixed infected attribute updating
  • Fixed weapon animations for spectators
  • Fixed crosshair for spectators
  • Fixed team info for spectators
  • Fixed game messages on zpo_contingency map
__________________

❄️ CS Snow Wars - Mod based on snowballs fights
🧟 CS Zombie Panic - A port of HL Zombie Panic!
🎃 CS Halloween Mod - Completely new gamemode for Halloween Holidays
📦 AMXXPack - CLI and build system for amxx projects
🔧 Custom Entities API - API to register custom entities
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CNSR xiaodo
New Member
Join Date: Jun 2020
Old 07-05-2021 , 10:21   Re: [CS] Zombie Panic 1.3.0
Reply With Quote #14

Quote:
Originally Posted by Hedgehog95 View Post
Thanks for your report!

The original version of HL Zombie Panic uses info_player_team1 and info_player_team2 to spawn players, which are not registered in Counter-Strike, so I made an implementation that replacing these spawn points with info_player_start and info_player_deathmatch to make the mod compatible with original maps.
The current implementation uses FM_KeyValue hook to process unregistered entities KeyValueData and use it to spawn and process new entity which using info_target as base entity.

This problem is in api_custom_entities, for some reason, it doesn't support Xash servers, I'll try to figure it out when I have enough time, but for now, I don't even know what could be the reason, but I can assume that Xash handles KeyValueData in a different way.

Is ReGameDll compatible with Xash servers?
Yes It's working.
CNSR xiaodo is offline
CNSR xiaodo
New Member
Join Date: Jun 2020
Old 07-05-2021 , 11:06   Re: [CS] Zombie Panic 1.3.0
Reply With Quote #15

Quote:
Originally Posted by Hedgehog95 View Post
Thanks for your report!

The original version of HL Zombie Panic uses info_player_team1 and info_player_team2 to spawn players, which are not registered in Counter-Strike, so I made an implementation that replacing these spawn points with info_player_start and info_player_deathmatch to make the mod compatible with original maps.
The current implementation uses FM_KeyValue hook to process unregistered entities KeyValueData and use it to spawn and process new entity which using info_target as base entity.

This problem is in api_custom_entities, for some reason, it doesn't support Xash servers, I'll try to figure it out when I have enough time, but for now, I don't even know what could be the reason, but I can assume that Xash handles KeyValueData in a different way.

Is ReGameDll compatible with Xash servers?
I really want to play Zombie Panic on Mobile with xash.That will be super cool.
CNSR xiaodo is offline
Hedgehog Fog
Senior Member
Join Date: Jun 2010
Location: Ukraine
Old 07-28-2021 , 11:53   Re: [CS] Zombie Panic 1.4.0
Reply With Quote #16

Updated to 1.4.1
Additions and improvements:
  • Reduced shotgun spread
  • Reduced shotgun range modifier
  • Reduced default infection chance
  • Map information is no longer showing by default
  • Bots can now pick multiple secondary weapons
  • Added hu localization (by regener)
Cvars:
  • Added zp_mapinfo cvar
Fixes:
  • Fixed satchels drop
  • Fixed and optimized objective marks
  • Fixed custom weapons prediction
  • Fixed bots interaction with doors blocked by master
  • Fixed en localization
__________________

❄️ CS Snow Wars - Mod based on snowballs fights
🧟 CS Zombie Panic - A port of HL Zombie Panic!
🎃 CS Halloween Mod - Completely new gamemode for Halloween Holidays
📦 AMXXPack - CLI and build system for amxx projects
🔧 Custom Entities API - API to register custom entities
Hedgehog Fog is offline
hjkwe654
Member
Join Date: Sep 2005
Location: Taiwan
Old 11-14-2021 , 12:09   Re: [CS] Zombie Panic 1.4.1
Reply With Quote #17

Hi Hedgehog95,

I'm interesting in your Custom Weapons API, could you provide a example like Custom Entities API?
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Hedgehog Fog
Senior Member
Join Date: Jun 2010
Location: Ukraine
Old 11-15-2021 , 00:59   Re: [CS] Zombie Panic 1.4.1
Reply With Quote #18

Quote:
Originally Posted by hjkwe654 View Post
Hi Hedgehog95,

I'm interesting in your Custom Weapons API, could you provide a example like Custom Entities API?
Maybe this will help you:

PHP Code:
#pragma semicolon 1

#include <amxmodx>
#include <fakemeta>
#include <reapi>
#include <xs>

#include <api_custom_weapons>

#define PLUGIN "[Custom Weapon] Test Pistol"
#define VERSION "1.0.0"
#define AUTHOR "Hedgehog Fog"

#define WEAPON_V_MODEL "models/v_9mmhandgun.mdl"
#define WEAPON_P_MODEL "models/p_9mmhandgun.mdl"
#define WEAPON_W_MODEL "models/w_9mmhandgun.mdl"
#define WEAPON_SHELL_MODEL "models/shell.mdl"
#define WEAPON_SHOT_SOUND "sound/weapons/pl_gun1.wav"
#define WEAPON_RELOAD_START_SOUND "sound/weapons/reload2.wav"
#define WEAPON_RELOAD_END_SOUND "sound/weapons/reload1.wav"
#define WEAPON_HUD_TXT "sprites/test_pistol.txt"
#define WEAPON_NAME "test_pistol"
#define WEAPON_ID CSW_FIVESEVEN
#define WEAPON_CLIP_SIZE 7
#define WEAPON_PRIMARY_AMMO_ID 0
#define WEAPON_PRIMARY_AMMO_LIMIT 60
#define WEAPON_SECONDARY_AMMO_ID -1
#define WEAPON_SECONDARY_AMMO_LIMIT -1
#define WEAPON_SLOT_ID 1
#define WEAPON_SLOT_POSITION 6
#define WEAPON_FLAGS 0
#define WEAPON_ICON "fiveseven"
#define WEAPON_CUSTOM_FLAGS CWF_None
#define WEAPON_DAMAGE 20.0
#define WEAPON_RANGE_MODIFIER 0.8
#define WEAPON_FIRE_RATE 0.125
#define WEAPON_SPREAD_VEC Float:VECTOR_CONE_3DEGREES
#define WEAPON_RECOIL_VEC Float:{-2.5, 0.0, 0.0}
#define WEAPON_RELOAD_DURATION 1.68
#define WEAPON_PLAYER_ANIM_EXT "onehanded"
#define WEAPON_SEQ_IDLE_1 0
#define WEAPON_SEQ_IDLE_2 1
#define WEAPON_SEQ_IDLE_3 2
#define WEAPON_SEQ_PRIMARY_ATTACK 3
#define WEAPON_SEQ_RELOAD 5
#define WEAPON_SEQ_DRAW 7
#define WEAPON_SEQ_DURATION_IDLE_1 ANIM_DURATION(61, 16)
#define WEAPON_SEQ_DURATION_IDLE_2 ANIM_DURATION(41, 16)
#define WEAPON_SEQ_DURATION_IDLE_3 ANIM_DURATION(50, 14)
#define WEAPON_SEQ_DURATION_PRIMARY_ATTACK ANIM_DURATION(15, 25)
#define WEAPON_MAX_SPEED 250.0

stock Float:ANIM_DURATION(iFrameCountiFramesPerSecond) {
    return 
float(iFrameCount) / float(iFramesPerSecond);
}

new 
CW:g_iCwHandler;

public 
plugin_precache() {
    
precache_generic(WEAPON_HUD_TXT);

    
precache_model(WEAPON_V_MODEL);
    
precache_model(WEAPON_P_MODEL);
    
precache_model(WEAPON_W_MODEL);
    
precache_model(WEAPON_SHELL_MODEL);

    
precache_sound(WEAPON_SHOT_SOUND);
    
precache_sound(WEAPON_RELOAD_START_SOUND);
    
precache_sound(WEAPON_RELOAD_END_SOUND);

    
g_iCwHandler CW_Register(
        
WEAPON_NAME,
        
WEAPON_ID,
        
WEAPON_CLIP_SIZE,
        
WEAPON_PRIMARY_AMMO_ID,
        
WEAPON_PRIMARY_AMMO_LIMIT,
        
WEAPON_SECONDARY_AMMO_ID,
        
WEAPON_SECONDARY_AMMO_ID,
        
WEAPON_SLOT_ID,
        
WEAPON_SLOT_POSITION,
        
WEAPON_FLAGS,
        
WEAPON_ICON,
        
WEAPON_CUSTOM_FLAGS
    
);

    
CW_Bind(g_iCwHandlerCWB_Idle"@Weapon_Idle");
    
CW_Bind(g_iCwHandlerCWB_PrimaryAttack"@Weapon_PrimaryAttack");
    
CW_Bind(g_iCwHandlerCWB_Reload"@Weapon_Reload");
    
CW_Bind(g_iCwHandlerCWB_DefaultReloadEnd"@Weapon_DefaultReloadEnd");
    
CW_Bind(g_iCwHandlerCWB_Deploy"@Weapon_Deploy");
    
CW_Bind(g_iCwHandlerCWB_GetMaxSpeed"@Weapon_GetMaxSpeed");
    
CW_Bind(g_iCwHandlerCWB_Spawn"@Weapon_Spawn");
    
CW_Bind(g_iCwHandlerCWB_WeaponBoxModelUpdate"@Weapon_WeaponBoxSpawn");
}

public 
plugin_init() {
    
register_plugin(PLUGINVERSIONAUTHOR);
}

// idle implementation
public @Weapon_Idle(this) {
    switch (
random(3)) {
        case 
0: {
            
CW_PlayAnimation(thisWEAPON_SEQ_IDLE_1WEAPON_SEQ_DURATION_IDLE_1);
        }
        case 
1: {
            
CW_PlayAnimation(thisWEAPON_SEQ_IDLE_2WEAPON_SEQ_DURATION_IDLE_2);
        }
        case 
2: {
            
CW_PlayAnimation(thisWEAPON_SEQ_IDLE_3WEAPON_SEQ_DURATION_IDLE_3);
        }
    }
}

// primary attack implementation
public @Weapon_PrimaryAttack(this) {
    
// block automatic firing
    
if (get_member(thism_Weapon_iShotsFired) > 0) {
        return;
    }

    
// using shot implementation from Half-Life
    
if (CW_DefaultShot(thisWEAPON_DAMAGEWEAPON_RANGE_MODIFIERWEAPON_FIRE_RATEWEAPON_SPREAD_VEC)) {
        
CW_PlayAnimation(thisWEAPON_SEQ_PRIMARY_ATTACKWEAPON_SEQ_DURATION_PRIMARY_ATTACK);

        new 
pPlayer CW_GetPlayer(this);
        
emit_sound(pPlayerCHAN_WEAPONWEAPON_SHOT_SOUNDVOL_NORMATTN_NORM0PITCH_NORM);

        
// adding some recoil
        
static Float:vecPunchAngle[3];
        
pev(pPlayerpev_punchanglevecPunchAngle);
        
xs_vec_add(vecPunchAngleWEAPON_RECOIL_VECvecPunchAngle);

        if (
xs_vec_len(vecPunchAngle) > 0.0) {
            
set_pev(pPlayerpev_punchanglevecPunchAngle);
        }

        
// ejecting shells
        
CW_EjectWeaponBrass(thisengfunc(EngFunc_ModelIndexWEAPON_SHELL_MODEL), 1);
    }
}

// reload start implemetation
public @Weapon_Reload(this) {
    new 
pPlayer CW_GetPlayer(this);

    
// using reload implementation from Half-Life
    
if (CW_DefaultReload(thisWEAPON_SEQ_RELOADWEAPON_RELOAD_DURATION)) {
        
emit_sound(pPlayerCHAN_WEAPONWEAPON_RELOAD_START_SOUNDVOL_NORMATTN_NORM0PITCH_NORM);
    }
}

// reload end implementation
public @Weapon_DefaultReloadEnd(this) {
    new 
pPlayer CW_GetPlayer(this);
    
emit_sound(pPlayerCHAN_WEAPONWEAPON_RELOAD_END_SOUNDVOL_NORMATTN_NORM0PITCH_NORM);
}

// deploy implementation
public @Weapon_Deploy(this) {
    
CW_DefaultDeploy(thisWEAPON_V_MODELWEAPON_P_MODELWEAPON_SEQ_DRAWWEAPON_PLAYER_ANIM_EXT);
}

// calculate max speed
public Float:@Weapon_GetMaxSpeed(this) {
    return 
WEAPON_MAX_SPEED;
}

// change weapon entity model
public @Weapon_Spawn(this) {
    
engfunc(EngFunc_SetModelthisWEAPON_W_MODEL);
}

// change weaponbox entity model
public @Weapon_WeaponBoxSpawn(thispWeaponBox) {
    
engfunc(EngFunc_SetModelpWeaponBoxWEAPON_W_MODEL);

__________________

❄️ CS Snow Wars - Mod based on snowballs fights
🧟 CS Zombie Panic - A port of HL Zombie Panic!
🎃 CS Halloween Mod - Completely new gamemode for Halloween Holidays
📦 AMXXPack - CLI and build system for amxx projects
🔧 Custom Entities API - API to register custom entities

Last edited by Hedgehog Fog; 11-15-2021 at 01:00.
Hedgehog Fog is offline
Old 11-15-2021, 11:10
hjkwe654
This message has been deleted by hjkwe654.
Hedgehog Fog
Senior Member
Join Date: Jun 2010
Location: Ukraine
Old 08-29-2022 , 19:27   Re: [MOD] CS Zombie Panic (v1.4.2)
Reply With Quote #19

Updated to 1.4.2
Additions and improvements:
  • Add ambient_generic reset
__________________

❄️ CS Snow Wars - Mod based on snowballs fights
🧟 CS Zombie Panic - A port of HL Zombie Panic!
🎃 CS Halloween Mod - Completely new gamemode for Halloween Holidays
📦 AMXXPack - CLI and build system for amxx projects
🔧 Custom Entities API - API to register custom entities
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BIGTONY
New Member
Join Date: Nov 2023
Old 11-28-2023 , 19:22   Re: [MOD] CS Zombie Panic (v1.4.2)
Reply With Quote #20

Outstanding work Hedgehog Fog, too bad I'm a little late to the party.

One question, on a scale of 1 to 10 how hard would it be to port this to HL1? Now you may say why not play the real mod instead, well its pretty dead and with the recent HL1 update the player base is quite large now so I believe it'd be easy to fill up a server if this could be ported.
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