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


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gubka
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Join Date: Jan 2012
Location: Russia
Old 07-16-2018 , 19:23   Re: [CS:GO] Experimental: Zombie Plague 8.0.5
Reply With Quote #521

Quote:
Originally Posted by romeo7 View Post
why you can`t read old post? recently i talk about this. do not spam!
I don't know where you find array there, because OnEntityCreate function don't use arrays now, and it also have validation which won't allow any entity which less than 0
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gubka
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Old 07-16-2018 , 20:46   Re: [CS:GO] Experimental: Zombie Plague 8.0.6
Reply With Quote #522

Quote:
-Version: 8.0.6 Experimental (Jule 17 201 (Important performance update)
* Optimized sounds system. (The make big difference in performarce, because of removed search of block each event, they proceed on map start)
* Changed natives for sounds and addons.
* Fix stamper, that coffin didn't damaged by player.
* Fix for custom commands thowing errors in console.
* New reminder message for ammunition in chat.
* Zombie infect grenade not sticking now, but you can enable sticking to wall in addon
* Remaked some addons which used sounds, now they load it from sounds.ini
* New cvars for some sounds.
* Fix some reloading of subaddons.
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romeo7
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Join Date: Mar 2017
Old 07-17-2018 , 03:38   Re: [CS:GO] Experimental: Zombie Plague 8.0.5
Reply With Quote #523

Quote:
Originally Posted by gubka View Post
I don't know where you find array there, because OnEntityCreate function don't use arrays now, and it also have validation which won't allow any entity which less than 0
i didn`t change anythink, only compiled with sm1.9 compiler and it gives this error. but compiled sm1.8 compiler, everythink is ok. i think somethink changed in sm1.9, which gives error.
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xkonsole
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Join Date: Mar 2018
Old 07-17-2018 , 08:58   Re: [CS:GO] Experimental: Zombie Plague 8.0.6
Reply With Quote #524

Another one suggestion: if possible, include option to display ammo packs in dhud. Default csgo cash sometimes displays zero untill ammopacks gained\used.
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Qes
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Join Date: Jul 2014
Old 07-17-2018 , 10:07   Re: [CS:GO] Experimental: Zombie Plague 8.0.6
Reply With Quote #525

find file: levelsystem.cpp and change this code
Code:
TranslationPrintHudText(hHudLevel, clientIndex, 0.02, 0.885, 1.1, iRed, iGreen, iBlue, 255, 0, 0.0, 0.0, 0.0, "Level info", GetClientArmor(clientIndex), sInfo, gClientData[clientIndex][Client_Level], gClientData[clientIndex][Client_Exp], LevelSystemStats[gClientData[clientIndex][Client_Level]]);
to:
Code:
TranslationPrintHudText(hHudLevel, clientIndex, 0.02, 0.885, 1.1, iRed, iGreen, iBlue, 255, 0, 0.0, 0.0, 0.0, "Level info", GetClientArmor(clientIndex), sInfo, gClientData[clientIndex][Client_Level], gClientData[clientIndex][Client_Exp], LevelSystemStats[gClientData[clientIndex][Client_Level]], gClientData[clientIndex][Client_AmmoPacks]);
and edit file zombieplague.phrases.txt
"Level info"
{6:d} -> #format
AP:[{6}] -> info
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Lost_lgz
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Join Date: Sep 2011
Old 07-17-2018 , 10:41   Re: [CS:GO] Experimental: Zombie Plague 8.0.6
Reply With Quote #526

Quote:
Originally Posted by Qes View Post
find file: levelsystem.cpp and change this code
Code:
TranslationPrintHudText(hHudLevel, clientIndex, 0.02, 0.885, 1.1, iRed, iGreen, iBlue, 255, 0, 0.0, 0.0, 0.0, "Level info", GetClientArmor(clientIndex), sInfo, gClientData[clientIndex][Client_Level], gClientData[clientIndex][Client_Exp], LevelSystemStats[gClientData[clientIndex][Client_Level]]);
to:
Code:
TranslationPrintHudText(hHudLevel, clientIndex, 0.02, 0.885, 1.1, iRed, iGreen, iBlue, 255, 0, 0.0, 0.0, 0.0, "Level info", GetClientArmor(clientIndex), sInfo, gClientData[clientIndex][Client_Level], gClientData[clientIndex][Client_Exp], LevelSystemStats[gClientData[clientIndex][Client_Level]], gClientData[clientIndex][Client_AmmoPacks]);
and edit file zombieplague.phrases.txt
"Level info"
{6:d} -> #format
AP:[{6}] -> info


i tested this and :

Code:
//// zbm3_core.sp
//
// zp/game/levelsystem.cpp(266) : warning 217: loose indentation
// zp/game/levelsystem.cpp(269) : warning 217: loose indentation
// Code size:           291252 bytes
// Data size:           465788 bytes
// Stack/heap size:      16384 bytes
// Total requirements:  773424 bytes
//
// 2 Warnings.
//
// Compilation Time: 2.73 sec
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Qes
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Join Date: Jul 2014
Old 07-17-2018 , 11:43   Re: [CS:GO] Experimental: Zombie Plague 8.0.6
Reply With Quote #527

This is a tabulation-error.
Bad text indentation
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gubka
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Join Date: Jan 2012
Location: Russia
Old 07-17-2018 , 11:54   Re: [CS:GO] Experimental: Zombie Plague 8.0.6
Reply With Quote #528

Quote:
Originally Posted by xkonsole View Post
Another one suggestion: if possible, include option to display ammo packs in dhud. Default csgo cash sometimes displays zero untill ammopacks gained\used.
The ammopacks updates on the instans of change, so it more opmized way to show the ammopacks.
https://github.com/qubka/Zombie-Plag...ccount.cpp#L75
I will still suggest the way, because it not requite the timers, and dhud channel, and also show the ammos for spectators, without any additional code, the custom dhud is worse in the way of performance. For me is better to add more useful things than that custom dhud bellow the 65k$
but of course you can set a mp_maxmoney to the 1, the custom hud should start work. Read cvar description.
And i also advise not to use mod, if you not experience in server building, it not a ready product, it will requite your changes not in the core, it requite changes and features made by addons, because core have more than 100 natives and a lot of forwards, if you dont know what to do and how game behave on the simplistic level with network props, better to start from something small in coding or use another modifications. Good luck with that
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Qes
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Old 07-17-2018 , 19:18   Re: [CS:GO] Experimental: Zombie Plague 8.0.6
Reply With Quote #529

Code:
zp_veffects_nemesis_name "end" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here:
Where is that particle: "end"?
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gubka
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Location: Russia
Old 07-17-2018 , 20:10   Re: [CS:GO] Experimental: Zombie Plague 8.0.6
Reply With Quote #530

Quote:
Originally Posted by Qes View Post
Code:
zp_veffects_nemesis_name "end" // Name of partical effect (Not a path, each '.pcf' have a name inside) For standart particles. Look here:
Where is that particle: "end"?
In downloads.ini you can find how registrate the pcf files

PHP Code:
particles/2j.pcf@end 
end is name of effect in the 2j.pcf file
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