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


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gubka
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Location: Russia
Old 01-15-2019 , 11:58   Re: [CS:GO] Experimental: Zombie Plague 8.5.0
Reply With Quote #741

Quote:
Originally Posted by nguyenbaodanh View Post
Gubka, can you update download package with all files ?
Seems still missing some materials, as the files for gameserver is almost empty currently.
I missed only 3 sounds in 8.4.9, i fix that in 8.5.0, and before each update i remove all files from client and checks which files downloaded, i just can say that download folder is a bit smaller because most of sounds are not used there, and i put them in server folder just in case

Quote:
Originally Posted by Dacia_Logan View Post
Delay for buy next extra item.
you have a limit option , which is similar

Quote:
Can you please add a VIP system which allow to make double XP / increase damage etc.
Mod have basic group access features, VIP modules already exist and you can you there api to connect and zp forward to increase and decrease damage easily
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Last edited by gubka; 01-15-2019 at 12:02.
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nguyenbaodanh
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Join Date: Jun 2007
Location: HCMC, Vietnam
Old 01-15-2019 , 21:37   Re: [CS:GO] Experimental: Zombie Plague 8.5.0
Reply With Quote #742

Plasma gun range is too close, only can hit at close range. need a fix

And how to change the first infected number of zombies ?
Example:
1-10 player = 1 zombies
10-15 players = 2 zombies
15-25 = 3 zombies
25 - 35 = 4 zombies
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Last edited by nguyenbaodanh; 01-15-2019 at 21:56.
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gubka
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Old 01-15-2019 , 23:49   Re: [CS:GO] Experimental: Zombie Plague 8.5.0
Reply With Quote #743

Quote:
Originally Posted by nguyenbaodanh View Post
Plasma gun range is too close, only can hit at close range. need a fix

And how to change the first infected number of zombies ?
Example:
1-10 player = 1 zombies
10-15 players = 2 zombies
15-25 = 3 zombies
25 - 35 = 4 zombies
you can change ratio in addons fo gamemodes

P.s in next version change ratio in gamemodes.ini
Quote:
// ratio decimal The infect ratio. ['0.0' = single zombie | '1.0' = all zombies except one player] (zombie count = ratio*player count)
If plazma gun range small, open plasma gun sp file and change macroses with parameters by yourself
Quote:
/**
* @section Information about weapon.
**/
#define WEAPON_PLASMA_SPEED 2000.0
#define WEAPON_PLASMA_GRAVITY 0.01
#define WEAPON_PLASMA_RADIUS 100.0
#define WEAPON_PLASMA_EXPLOSION 0.1
#define WEAPON_PLASMA_SHAKE_AMP 10.0
#define WEAPON_PLASMA_SHAKE_FREQUENCY 1.0
#define WEAPON_PLASMA_SHAKE_DURATION 2.0
#define WEAPON_EFFECT_TIME 5.0
#define WEAPON_EXPLOSION_TIME 2.0
/**
* @endsection
**/
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Last edited by gubka; 01-15-2019 at 23:52.
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inlovecs
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Join Date: Dec 2012
Old 01-16-2019 , 01:57   Re: [CS:GO] Experimental: Zombie Plague 8.5.0
Reply With Quote #744

Quote:
Originally Posted by gubka View Post


Mod have basic group access features, VIP modules already exist and you can you there api to connect and zp forward to increase and decrease damage easily
I didn't really understand how to do it im not familiar with sourcemod ..
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gubka
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Location: Russia
Old 01-16-2019 , 14:42   Re: [CS:GO] Experimental: Zombie Plague 8.5.0
Reply With Quote #745

Quote:
Originally Posted by inlovecs View Post
I didn't really understand how to do it im not familiar with sourcemod ..
I am not have time to make similar not zombies related features which already exist , ask some guys who developed VIP plugins ,to add support


PS. today I finish with new admin commands and donate menu for core and update are done , I will make a pre release soon )
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nguyenbaodanh
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Location: HCMC, Vietnam
Old 01-16-2019 , 21:36   Re: [CS:GO] Experimental: Zombie Plague 8.5.0
Reply With Quote #746

Quote:
Originally Posted by gubka View Post
you can change ratio in addons fo gamemodes

P.s in next version change ratio in gamemodes.ini


If plazma gun range small, open plasma gun sp file and change macroses with parameters by yourself
and which one is range field to edit ??

One other thing, can you make VIP system work with sourcebans vip/admin ?
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Last edited by nguyenbaodanh; 01-16-2019 at 21:46.
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gubka
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Old 01-16-2019 , 22:51   Re: [CS:GO] Experimental: Zombie Plague X
Reply With Quote #747

Quote:
* 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
If you will find problems , report them in topic, remember it a new version of core , fully reinstall it nad if you have addons update it using new api
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gubka
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Old 01-16-2019 , 22:55   Re: [CS:GO] Experimental: Zombie Plague 8.5.0
Reply With Quote #748

Quote:
Originally Posted by nguyenbaodanh View Post
and which one is range field to edit ??

One other thing, can you make VIP system work with sourcebans vip/admin ?
VIP system? do you read parameters , it just work with standart sourcemod groups, core not have any VIP modules and features except standart group system and never will have anothung except that, functionality of groups is quite massive and groups usually compable with any sm plugins, even that sourceban work with groups check sb_admin_groups.cfg, it work with same admin groups which zp does. Good luck
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it_error
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Join Date: Jan 2019
Old 01-17-2019 , 12:53   Re: [CS:GO] Experimental: Zombie Plague X
Reply With Quote #749

Quote:
L 01/17/2019 - 20:31:33: [SM] Failed to load plugin "zp_core.smx": Unable to load plugin (no debug string table).

//// zp_core.sp
//
// D:\sourcemod-1.9.0-git6269-windows\addons\sourcemod\scripting\include\st ring.inc(441) : warning 219: local variable "i" shadows a variable at a preceding level
// D:\sourcemod-1.9.0-git6269-windows\addons\sourcemod\scripting\include\st ring.inc(446) : warning 219: local variable "i" shadows a variable at a preceding level
// D:\sourcemod-1.9.0-git6269-windows\addons\sourcemod\scripting\include\me nus.inc(372) : warning 219: local variable "i" shadows a variable at a preceding level
// D:\sourcemod-1.9.0-git6269-windows\addons\sourcemod\scripting\include\ha lflife.inc(380) : warning 219: local variable "i" shadows a variable at a preceding level
// D:\sourcemod-1.9.0-git6269-windows\addons\sourcemod\scripting\include\sd ktools_sound.inc(470) : warning 219: local variable "i" shadows a variable at a preceding level
// zp/global.cpp(135) : error 001: expected token: "{", but found "struct"
// zp/global.cpp(138) : error 001: expected token: "public", but found "-identifier-"
// zp/global.cpp(184) : error 054: unmatched closing brace ("}")
// zp/global.cpp(184) : error 010: invalid function or declaration
// zp/global.cpp(197) : error 001: expected token: "{", but found "struct"
// zp/global.cpp(200) : error 001: expected token: "public", but found "-identifier-"
// zp/global.cpp(203) : error 021: symbol already defined: "Skill"
// zp/global.cpp(212) : error 021: symbol already defined: "Level"
// zp/global.cpp(237) : error 021: symbol already defined: "CounterTimer"
// zp/global.cpp(326) : error 054: unmatched closing brace ("}")
// zp/global.cpp(326) : error 010: invalid function or declaration
// zp/core/api.cpp(42) : error 001: expected token: "{", but found "struct"
// zp/core/api.cpp(45) : error 001: expected token: "public", but found "-identifier-"
// zp/core/api.cpp(515) : error 054: unmatched closing brace ("}")
// zp/core/api.cpp(515) : error 010: invalid function or declaration
// zp/core/api.cpp(545) : error 017: undefined symbol "gForwardData"
// zp/core/api.cpp(545) : error 029: invalid expression, assumed zero
// zp/core/api.cpp(545) : warning 215: expression has no effect
// zp/core/api.cpp(583) : warning 219: local variable "clientIndex" shadows a variable at a preceding level
// zp/core/api.cpp(601) : warning 219: local variable "clientIndex" shadows a variable at a preceding level
// zp/core/api.cpp(604) : error 017: undefined symbol "gClientData"
// zp/core/api.cpp(604) : warning 215: expression has no effect
// zp/core/api.cpp(604) : error 001: expected token: ";", but found "]"
// zp/core/api.cpp(604) : error 029: invalid expression, assumed zero
// zp/core/api.cpp(604) : fatal error 190: too many error messages on one line
//
// Compilation aborted.
// 21 Errors.
//
// Compilation Time: 0,8 sec
// ----------------------------------------
Core don't work and can't compile.
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tolik
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Join Date: Jan 2019
Old 01-17-2019 , 13:14   Re: [CS:GO] Experimental: Zombie Plague X
Reply With Quote #750

Gubka help please,i have installed zombie mod on the cs go server,but mod is not working and server is run as a simple classic game. (если сможешь ответь на русском)

Last edited by tolik; 01-17-2019 at 13:15.
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