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Zombie Plague Mod 5.0


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YKH =]
Senior Member
Join Date: Sep 2008
Location: Hong Kong
Old 10-08-2008 , 10:13   Re: Zombie Plague Mod 4.07
#2071

Ha!
use this code in zp4.07 MUST be better
Because if you are full ammo, this code will not - your ammopacks

Code:
public clcmd_buyammo(id)
{
	// Not alive or infinite ammo setting enabled
	if (get_pcvar_num(cvar_infammo) || !is_user_alive(id))
		return PLUGIN_HANDLED;
	
	// Not human
	if (g_zombie[id])
	{
		client_print(id, print_chat, "[ZP] %L", id, "CMD_HUMAN_ONLY")
		return PLUGIN_HANDLED;
	}
	if (g_survivor[id])
	{
		client_print(id, print_chat, "[ZP] %L", id, "CMD_HUMAN_ONLY")
		return PLUGIN_HANDLED;
	}
	
	// Not enough ammo packs
	if (g_ammopacks[id] < 1)
	{
		client_print(id, print_chat, "[ZP] %L", id, "NOT_ENOUGH_AMMO")
		return PLUGIN_HANDLED;
	}
	
	// Get user weapons
	static weapons[32], num, i, currentammo, weaponid
	num = 0 // reset passed weapons count (bugfix)
	get_user_weapons(id, weapons, num)
	
	// Loop through them and give the right ammo type
	for (i = 0; i < num; i++)
	{
		// Prevents re-indexing the array
		weaponid = weapons[i]
		
		if ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM) // primary
		{
			// Get current ammo of the weapon
			currentammo = fm_get_user_bpammo(id, weaponid)
			
			// Check if we are close to the BP ammo limit
			if (currentammo <= MAXBPAMMO[weaponid]-BUYAMMO[weaponid])
			{
				// Flash ammo in hud
				message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
				write_byte(AMMOID[weaponid]) // ammo id
				write_byte(BUYAMMO[weaponid]) // ammo amount
				message_end()
				
				// Increase BP ammo
				fm_set_user_bpammo(id, weaponid, currentammo + BUYAMMO[weaponid])
				// Deduce ammo packs, play clip purchase sound, and notify the player
				g_ammopacks[id]--
				engfunc(EngFunc_EmitSound, id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
				client_print(id, print_chat, "[ZP] %L", id, "AMMO_BOUGHT")
			}
			else
			{
				// Flash ammo in hud
				message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
				write_byte(AMMOID[weaponid]) // ammo id
				write_byte(MAXBPAMMO[weaponid]-currentammo) // ammo amount
				message_end()
				
				// Reached the limit
				fm_set_user_bpammo(id, weaponid, MAXBPAMMO[weaponid])
			}
		}
		else if ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM) // secondary
		{
			// Get current ammo of the weapon
			currentammo = fm_get_user_bpammo(id, weaponid)
			
			// Check if we are close to the BP ammo limit
			if (currentammo <= MAXBPAMMO[weaponid]-BUYAMMO[weaponid])
			{
				// Flash ammo in hud
				message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
				write_byte(AMMOID[weaponid]) // ammo id
				write_byte(BUYAMMO[weaponid]) // ammo amount
				message_end()
				
				// Increase BP ammo
				fm_set_user_bpammo(id, weaponid, currentammo + BUYAMMO[weaponid])
				// Deduce ammo packs, play clip purchase sound, and notify the player
				g_ammopacks[id]--
				engfunc(EngFunc_EmitSound, id, CHAN_ITEM, sound_buyammo, 1.0, ATTN_NORM, 0, PITCH_NORM)
				client_print(id, print_chat, "[ZP] %L", id, "AMMO_BOUGHT")
			}
			else
			{
				// Flash ammo in hud
				message_begin(MSG_ONE_UNRELIABLE, g_msgAmmoPickup, _, id)
				write_byte(AMMOID[weaponid]) // ammo id
				write_byte(MAXBPAMMO[weaponid]-currentammo) // ammo amount
				message_end()
				
				// Reached the limit
				fm_set_user_bpammo(id, weaponid, MAXBPAMMO[weaponid])
			}
		}
	}
	
	return PLUGIN_HANDLED;
}
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Last edited by YKH =]; 10-08-2008 at 10:18.
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Fry!
Veteran Member
Join Date: Apr 2008
Location: Latvia
Old 10-08-2008 , 10:25   Re: Zombie Plague Mod 4.07
#2072

What do You talking about?
__________________
Quote:
Originally Posted by wisam187
why all the great scriptors..... always.... leave and let their works go into oblivion ???
i miss your way in making outstanding plugins...
this forum needs lots of the likes of you..... and less of the idiots that spread right now.
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koyumu
Senior Member
Join Date: Jul 2008
Old 10-08-2008 , 12:51   Re: Zombie Plague Mod 4.07
#2073

Hi mercyclez,

I have a suggestion: add a cvar so that a person who joins the server, when that she joins a team it is automatically zombie.

NB : For deathmatch and nodeathmatch mode.

Is it possible ?

thanks
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zssz
Member
Join Date: Aug 2008
Old 10-08-2008 , 17:38   Re: Zombie Plague Mod 4.07
#2074

Quote:
Originally Posted by FisH n' ChIpS View Post
If your not satisfied with the speed, one way to change things is to edit the speed in the sma until your happy.
I have tried that already. I wouldn't be posting unless I couldn't get it to work myself. Thanks thought.

Also have tested this on different modes, we mostly play plague and this is the mode with the "nerfed" speed. Is there a setting that you have in some part of the code to multiple speed on Plague mode?

Last edited by zssz; 10-08-2008 at 17:47.
zssz is offline
bobas
Junior Member
Join Date: Sep 2008
Old 10-08-2008 , 17:48   Re: Zombie Plague Mod 4.07
#2075

Hi, is there anyway to show last human as a red point on radar like dropped bomb? I try to find it, but i dont. Sorry for my english, and thanks in advance.
bobas is offline
NeverMore
Member
Join Date: Jun 2008
Old 10-08-2008 , 18:51   Re: Zombie Plague Mod 4.07
#2076

Can someone please make this 2 songs in the proper format (.wav) so that they could be playd by "ambience sounds"

Song 1
Song 2
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Stixsmaster
Veteran Member
Join Date: May 2007
Location: I am all around you...I
Old 10-08-2008 , 19:28   Re: Zombie Plague Mod 4.07
#2077

hey all,

I am back with my Zombie Server for CZ...if you didnt see my post in general chat...click here

And well I shall continue to update server...and well I will also once again try to help support mod again...and other server owners...

I suspect the plugin has not been altered much since I last used it...

---Stixsmaster
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MeRcyLeZZ
Veteran Member
Join Date: Dec 2007
Old 10-08-2008 , 21:22   Re: Zombie Plague Mod 4.07
#2078

Quote:
Originally Posted by zssz
EDIT AGAIN: I figured out why it wouldn't work: ZP is NOT compatible with monster mod (I totally forgot I had this running until a few minutes ago when it popped into my head!). Lol.
Nice to hear you finally got it working. I'll see if I can download MonsterMod sometime and figure out what's causing the crash.

Quote:
Originally Posted by 5mT
How should I do pause/turn off ZP before the map change occurs?
Has any method? Pleease teach me! Thanks!
Maybe a simpler solution is to add zp_toggle 0 in your non-zombiemod map .cfgs. This will make your map get loaded twice, but I can't think of any other method right now.

Quote:
Originally Posted by ubeyou
Hi, each time i press AK 47, the game will crash, any idea?
Hi, each time i come over this thread i see poorly described posts, any idea?

Quote:
Originally Posted by NeWbiE'
But I need change power of knockback when im ducking..because 0.4 is good for me when im standing but bad when im ducking.. its to much.
I see. Look for the fw_TraceAttack function and add this line
Code:
    // Reduce knockback if ducking     if ((victimflags & FL_DUCKING) && (victimflags & FL_ONGROUND))         xs_vec_mul_scalar(direction, 0.5, direction) // <-- change 0.5 to whatever you want knockback be multiplied for
right BEFORE this
Code:
    // Add up the new vector     xs_vec_add(direction, velocity1, velocity1)

Quote:
Originally Posted by WcK | Kyuubi
the only problem that I have with the last version 4.07, is the Survivor,he doesn't have the glow( the blue one) :S, just his light around him.
Make sure you have zp_surv_glow set to 1. If that doesn't work, a 3rd party plugin may be messing with player's rendering...

Quote:
Originally Posted by koyumu
I have a suggestion: add a cvar so that a person who joins the server, when that she joins a team it is automatically zombie.
This currently happens for specific situations only (e.g. joining during a survivor round, joining when there are no zombies) and is pretty much harcoded so that no team stacks occur. The code was a pain to figure out, so I'd rather not mess with it for now.
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zloi-ded
Junior Member
Join Date: May 2008
Old 10-08-2008 , 21:57   Re: Zombie Plague Mod 4.07
#2079

MeRcyLeZZ Please add cvar command for frost grenade, that on/off damage for zombie if he frozen, it's necessary for balance between zombie and human:
1) on the smol maps
2) If you use some sub-plugins pack
3 ) for more realism


MeRcyLeZZ Please add cvar command for frost grenade, that on/off damage for zombie if he frozen, it's necessary for balance between zombie and human:
1) on the smol maps
2) If you use some sub-plugins pack
3 ) for more realism


MeRcyLeZZ Please add cvar command for frost grenade, that on/off damage for zombie if he frozen, it's necessary for balance between zombie and human:
1) on the smol maps
2) If you use some sub-plugins pack
3 ) for more realism


SORRY FOR REPEAT!!!!
This post only for MeRcyLeZZ (if you can made that me necessary - this post for you too)!!
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MeRcyLeZZ
Veteran Member
Join Date: Dec 2007
Old 10-08-2008 , 22:36   Re: Zombie Plague Mod 4.07
#2080

Quote:
Originally Posted by zssz
Also have tested this on different modes, we mostly play plague and this is the mode with the "nerfed" speed. Is there a setting that you have in some part of the code to multiple speed on Plague mode?
Definitely not. This is the code that handles player's speed so it should always be correctly set (except for freezetime, during which players should be completely frozen)
Code:
    // Set Player MaxSpeed     if (g_frozen[id])     {         set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion         set_pev(id, pev_maxspeed, 1.0) // prevent from moving     }     else if (!g_freezetime)     {         if (g_zombie[id])         {             if (g_nemesis[id])                 set_pev(id, pev_maxspeed, get_pcvar_float(cvar_nemspd))             else                 set_pev(id, pev_maxspeed, float(g_zclass_spd[g_zombieclass[id]]))         }         else         {             if (g_survivor[id])                 set_pev(id, pev_maxspeed, get_pcvar_float(cvar_survspd))             else                 set_pev(id, pev_maxspeed, get_pcvar_float(cvar_humanspd))         }     }
Quote:
Originally Posted by bobas
Hi, is there anyway to show last human as a red point on radar like dropped bomb? I try to find it, but i dont. Sorry for my english, and thanks in advance.
It's possible with a sub-plugin, though no one has made it yet.

Quote:
Originally Posted by Stixsmaster
hey all,
I suspect the plugin has not been altered much since I last used it...
Hi, not significantly. You can always take a look at the changelog at the first page.
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