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News / Early Betas (Updated: 2009/04/15)


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SonicSonedit
Veteran Member
Join Date: Nov 2008
Location: Silent Hill
Old 04-04-2009 , 08:16   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #151

All
Why -karma for my post above?
If you don't understand it, if you don't know what it does, don't give me -karma (it wolln't make you smarter at all).
What you do not understand in the code?

Nightday
That means you use integer values where are supposed to be float, e.t.c., but if everything is ok then just ignore it.
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Last edited by SonicSonedit; 04-04-2009 at 09:29.
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Old 04-04-2009, 08:58
SonicSonedit
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Old 04-07-2009, 11:54
6o}|{e
This message has been deleted by 6o}|{e. Reason: Bump...
6o}|{e
Junior Member
Join Date: Mar 2009
Location: Paradise!
Old 04-07-2009 , 17:03   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #152

Why NV blinks? Is it normal?
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superang
Senior Member
Join Date: Apr 2009
Location: Portugal
Old 04-08-2009 , 16:51   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #153

Dude, do you gone make the antidote bomb , its a great item for the humans.
Plz dude do that.

One more thing THANKS REALY THANKS FOR DOING THE FILE WITH MODELS LOCATION.

Last edited by superang; 04-08-2009 at 18:12.
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MeRcyLeZZ
Veteran Member
Join Date: Dec 2007
Old 04-09-2009 , 16:37   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #154

Quote:
Originally Posted by Pach
[ENG] buy additional items from the extra items, after buying ammo packs did not decrease
Short answer: Thanks, I'll be "fixing" that for the next release.

Long answer: The last version introduced the feature for sub-plugins to block an item's purchase by returning PLUGIN_HANDLED on the zp_item_select forward. Unfortunately many newcomers to AMXX have the annoying habit of doing that in every function they come across. So apparently I'm once again forced to divert from the standards in order to support everyone's work...
Quote:
Originally Posted by smoothjazz
I got a small bug with zp43 beta4
When a hunman is holding a knife and got infected, he is still holding a knife not claw.
Weird I can't reproduce that. Which other plugins were you running?
Quote:
Originally Posted by nicolazo103
It would be great if you donīt have to modify the zombie plague to made a gamemod, just a suggest
Well you don't really have to, actually.
Quote:
Originally Posted by smoothjazz
In the meantime, could you also add buy limit for items like Zombie Madness and Antidote? And option to have a custom p_ and w_ models for fire/frost/flare gren?
1. Sure.
2. You can use a model replacement plugin for that.
Quote:
Originally Posted by blue2kx
One problem I found in Zombie Plague 4.2 is the unstuck feature (...) when you're a zombie and you use the unstuck feature, you turn back into a human
Thanks a lot for reporting! I don't usually get to test that sort of features very often...
Quote:
Originally Posted by 6o}|{e
Why NV blinks? Is it normal?
Make sure you have the available bandwidth and a steady amount of FPS (preferably >= 20). Also if you happen to be playing from the same box HLDS is running on, giving the server a higher priority usually helps.
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djulioo
Junior Member
Join Date: Sep 2007
Old 04-09-2009 , 18:57   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #155

Is there a way to change the "claw" model for the admin`s zombie model? I looked in the code but couldn`t find anything about it...
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smoothjazz
Senior Member
Join Date: Jul 2008
Old 04-09-2009 , 22:01   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #156

@MeRcyLeZZ
I run weaponmod with zp.
But I don't have this bug with zp 4.1 or early.
Thx for ur reply!

Last edited by smoothjazz; 04-09-2009 at 23:18.
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anthony_g4i
Member
Join Date: Feb 2009
Old 04-10-2009 , 13:38   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #157

Quote:
Short answer: Thanks, I'll be "fixing" that for the next release.
Next release = 4.3???
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Old 04-11-2009, 07:37
bigbud
This message has been deleted by bigbud. Reason: my mistake, sry!
zeus
Senior Member
Join Date: Jul 2008
Old 04-11-2009 , 14:54   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #158

I have a suggestion.
When a zombie is frosted and a human throws a fire greande at the zombie, the zombie will defrost and viceversa
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Old 04-11-2009, 15:00
alan_el_more
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edga85
BANNED
Join Date: Jan 2009
Old 04-12-2009 , 13:19   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #159

Pls someone help i found bug
I have Vip menu on ZM server and when i zombie taked Machine gun + deagle it gives to zombie machine gun and he can shoot at humans if humans are more than two if i shoot at him he infects if last he gets damage
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SonicSonedit
Veteran Member
Join Date: Nov 2008
Location: Silent Hill
Old 04-12-2009 , 21:57   Re: News / Early Betas (Updated: 2009/03/27)
Reply With Quote #160

MeRcyLeZZ
Here is a big request coming - can you make a function that similar to fakemeta pev/set_pev ?
Because i found out that ZP overrides a LOT of things - damage, speed, some effects, e.t.c.
So i think it will be REALLY good to have a function to work with internal ZP variables.
Here is a small list of things scriptes don't have access to:
  • g_zombie // sometimes you need to change these vars directly, without infection/disinfection functions
  • g_nemesis
  • g_survivor
  • g_frozen // this one is REALLY needed
  • g_nodamage // this one either
  • g_nvision // i wrote about NV before, same for flashlight
  • g_nvisionenabled
  • g_flashlight
  • g_flashbattery
  • g_zombieclass
  • g_zombieclassnext
  • g_currentweapon // it will help a lot if scripter will be able to check/set this
  • g_canbuy // will be usefull
  • g_ammopacks
  • g_damagedealt
  • g_playermodel
  • g_infbombcounter
  • g_spawnCount
Also needed:
  • g_human
  • g_speed //if == 0 then default speed (human/survivor/nemesis/current zombie class) is used
  • g_hudmessage //if == 0 then no default hud messages with current class, hp, e.t.c.
  • g_damagemodifer //not multiper, 100 means +100 additional damage on attack
  • g_painshock //if == 0 no painshock for this player
  • g_knockback //if == 0 no knockback for this player
  • g_canburn //if == 0 this player cannot be burned with napalm nades
  • g_canfreeze //if == 0 this player cannot be frozen with frost nades
  • g_canattack // if == 0, cannot deal damage, to enemy team but can infest others, while being zombie
  • g_caninfect // if == 0, player cannot infest others
  • g_extraitemid //returns extraitem ID by name
Yeah, that a lot of work, but it will allow to make a more complicated ZP sub-plugins without using some hackish (also laggy) ways.
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Last edited by SonicSonedit; 04-15-2009 at 21:25.
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