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


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bmp
Senior Member
Join Date: Nov 2007
Location: Berlin, Germany
Old 04-19-2009 , 07:38   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #181

for testing purposes I changed the path for the models e.g. from "models/player/zombie_source/ombie_source.mdl" to "models/TON/player/zombie_source/zombie_source.mdl".

I think I've replaced all the paths (zombie_plague40.sma, beta5), but ingame (console) there are errors like:
Quote:
Error: could not load file models/player/human_umbrella/human_umbrella.mdl
other players see zombies with normal human skin

precache (models/TON/...) works correctly (download starts when connecting to the server).
what is going wrong?
Attached Files
File Type: sma Get Plugin or Get Source (zombie_plague40.sma - 650 views - 318.6 KB)
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predator latvia
Member
Join Date: Apr 2008
Location: Latvia
Old 04-19-2009 , 08:49   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #182

Maby in next version in "Sound list" add human die sounds
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tlch0324
Senior Member
Join Date: Jan 2007
Old 04-19-2009 , 11:06   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #183

Can anyone make a sound when leap zombie leap?
What's the code?
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <zombieplague>
#define PLUGIN "[ZP] Class : Leap Zombie"
#define VERSION "1.3.9"
#define AUTHOR "Fry!"
new const zclass_name[] = { "Leap Zombie" }
new const 
zclass_info[] = { "HP+ Speed+ Gravity++ Knockback++" }
new const 
zclass_model[] = { "zombie_source" }
new const 
zclass_clawmodel[] = {"v_knife_zombie.mdl" }
const 
zclass_health 2200
const zclass_speed 230
const Float:zclass_gravity 0.5
const Float:zclass_knockback 1.7
new bool:g_hasLongJump[33]
new 
g_zclass_LongJumpg_LongJump_forceg_LongJump_height
public plugin_init()
{
 
register_cvar("zp_zclass_leap_zombie",VERSION,FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_UNLOGGED|FCVAR_SPONLY)
 
 
g_LongJump_force register_cvar("zp_zclass_longjump_force""570")
 
g_LongJump_height register_cvar("zp_zclass_longjump_height""275")
 
 
register_forward(FM_PlayerPreThink"fw_PlayerPreThink")
}
public 
plugin_precache()
{
 
g_zclass_LongJump zp_register_zombie_class(zclass_namezclass_infozclass_modelzclass_clawmodelzclass_healthzclass_speedzclass_gravityzclass_knockback)
}
public 
client_connect(id)
{
 
g_hasLongJump[id] = false
}
public 
zp_user_infected_post(playerinfector)
{
 if (
zp_get_user_zombie_class(player) == g_zclass_LongJump)
  
g_hasLongJump[player] = true
  
 
return PLUGIN_CONTINUE
}
public 
zp_user_humanized_post(player)
{
 
g_hasLongJump[player] = false
}
public 
fw_PlayerPreThink(id)
{
 if (!
is_user_alive(id))
  return 
FMRES_IGNORED
  
 
if (zp_get_user_zombie(id) != g_zclass_LongJump)
  return 
PLUGIN_CONTINUE
  
 
if (allowed_LongJump(id))
 {
  static 
Float:velocity[3]
  
velocity_by_aim(idget_pcvar_num(g_LongJump_force), velocity)
  
  
velocity[2] = get_pcvar_float(g_LongJump_height)
  
  
set_pev(idpev_velocityvelocity)
 }
 return 
FMRES_IGNORED
}
allowed_LongJump(id)

 if (
zp_get_user_zombie_class(id) != g_zclass_LongJump)
  return 
PLUGIN_CONTINUE
  
 
if (!(pev(idpev_flags) & FL_ONGROUND) || fm_get_speed(id) < 20)
  return 
false
 
static buttons
 buttons 
pev(idpev_button)
 
 if (!
is_user_bot(id) && (!(buttons IN_JUMP) || !(buttons IN_DUCK)))
  return 
false
  
 
return true
}
stock fm_get_speed(entity)
{
 static 
Float:velocity[3]
 
pev(entitypev_velocityvelocity)
 
 return 
floatround(vector_length(velocity))

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anchit211
Member
Join Date: Mar 2009
Old 04-19-2009 , 23:35   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #184

how to turn on the weather effectcs like fog rain in zp 4.3 beta 5 i couldnt find find the option inb zombieplague.sma
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bmp
Senior Member
Join Date: Nov 2007
Location: Berlin, Germany
Old 04-20-2009 , 05:41   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #185

addons/amxmodx/configs/zombieplague.ini

Quote:
[Weather Effects]
RAIN = 0
SNOW = 0
FOG = 0
FOG DENSITY = 0.0018
FOG COLOR = 128 128 128
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g00db0y
New Member
Join Date: Apr 2009
Old 04-20-2009 , 19:32   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #186

I get this error when trying to use this mod:

Code:
L 04/20/2009 - 19:29:50: [AMXX] Plugin "zombie_plague40.amxx" failed to load: Module/Library "hamsandwich" required for plugin.  Check modules.ini.
L 04/20/2009 - 19:29:50: Called dynanative into a paused plugin.
L 04/20/2009 - 19:29:50: [AMXX] Displaying debug trace (plugin "zp_zclasses40.amxx")
L 04/20/2009 - 19:29:50: [AMXX] Run time error 10: native error (native "zp_register_zombie_class")
L 04/20/2009 - 19:29:50: [AMXX]    [0] zp_zclasses40.sma::plugin_precache (line 89)
I definitely have the hamsandwich module installed. I have AMXMODX version 1.8+
and have been struggling with this plugin for a couple days.

Has anyone had a similar problem to mine?
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MmikiM
Senior Member
Join Date: Nov 2006
Location: Poland
Old 04-24-2009 , 11:41   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #187

you don't have hamsandwich module.
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Old 06-17-2009, 20:03
zombikiller
This message has been deleted by zombikiller. Reason: My problem is solved
retribution
Member
Join Date: Nov 2007
Location: msk
Old 10-14-2009 , 13:36   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #188

MeRcyLeZZ, i've got several ideas about new cvars and features you may be intested in.

First is limit of unstucks. If you have lasermines plugin on your server, then there is a bug when player plant a mine, get stucked in it and use this feature. He can teleport from enemies unlimited times.

Here is my solution:

Code:
        case 3: // Unstuck
        {
            // Check if player is stuck
            if (g_isalive[id])
            {
                if (!get_pcvar_num(cvar_unstucklimit))
                {
                    if (is_player_stuck(id))
                    {
                        // Move to an initial spawn
                        if (get_pcvar_num(cvar_randspawn))
                            do_random_spawn(id) // random spawn (including CSDM)
                        else
                            do_random_spawn(id, 1) // regular spawn
                    }
                    else
                        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_STUCK")
                }
                else
                {
                    if (is_player_stuck(id) && (g_unstuckcounter[id] < get_pcvar_num(cvar_unstucklimit)))
                    {
                        g_unstuckcounter[id]++
                        // Move to an initial spawn
                        if (get_pcvar_num(cvar_randspawn))
                            do_random_spawn(id) // random spawn (including CSDM)
                        else
                            do_random_spawn(id, 1) // regular spawn
                    }
                    else
                        zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT_STUCK")
                }
            }
            else
                zp_colored_print(id, "^x04[ZP]^x01 %L", id, "CMD_NOT")
Second is additional mode for stats save so you can save only players zombie class without ammo. If you run server with ammobank there is a bug with getting unlimited ammo.

Code:
    // Now save the current player stats
    if (get_pcvar_num(cvar_statssave) == 2)
    {
        copy(db_name[id], charsmax(db_name[]), g_playername[id]) // name
        db_ammopacks[id] = 0  // ammo packs
        db_zombieclass[id] = g_zombieclassnext[id] // zombie class
    }
    else
    {
        copy(db_name[id], charsmax(db_name[]), g_playername[id]) // name
        db_ammopacks[id] = g_ammopacks[id]  // ammo packs
        db_zombieclass[id] = g_zombieclassnext[id] // zombie class
    }
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Last edited by retribution; 10-14-2009 at 21:03.
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Hammerfallerz
Senior Member
Join Date: Feb 2008
Old 10-15-2009 , 13:46   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #189

Quote:
Originally Posted by retribution View Post
blabla
Just edit tripmines code and make them non-solid.
Problem solved.

It also wont be possible to destroy them with gunfire.
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retribution
Member
Join Date: Nov 2007
Location: msk
Old 10-16-2009 , 10:29   Re: News / Early Betas (Updated: 2009/04/15)
Reply With Quote #190

This will change gameplay!
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