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Subplugin Submission Zombie Plague Shade 1.1.2 [Developer Preview] (27 March 2016)


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zmd94
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Join Date: Nov 2013
Location: Malaysia (9w2zow).
Old 12-10-2014 , 20:40   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #121

No need to add check whether the player is bombardier in the code that you have uploaded. It is not necessary in this case.

Last edited by zmd94; 12-10-2014 at 20:41.
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limbric
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Join Date: Aug 2014
Old 12-11-2014 , 04:13   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #122

You're right, but i have more classes, like Smoker and Siren and lots of them. Can i use the same code, restriction for all of them?
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zmd94
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Old 12-11-2014 , 04:17   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #123

It is depend on how the code is being designed.

My advice:

Just try every zombie classes first. If you find any problems, then you fix it.
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limbric
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Old 12-11-2014 , 04:38   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #124

Okay, thank you!
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ROKronoS
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Join Date: Oct 2010
Location: Bucharest, Romania
Old 12-11-2014 , 08:33   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #125

@limbric: You have to do an adjustment, so that the assassins and bombardiers can't howl.
Search for
Code:
	if(!zp_get_user_zombie(id) || zp_get_user_nemesis(id))
		return FMRES_IGNORED;
replace it with
Code:
	if(!zp_get_user_zombie(id) || zp_get_user_nemesis(id) || zp_get_user_assassin(id) || zp_get_user_bombardier(id))
		return FMRES_IGNORED;
Recompile using the latest library included in Zombie Plague Shade.
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limbric
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Join Date: Aug 2014
Old 12-11-2014 , 11:30   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #126

Thank you very much, KronoS! I will try!
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limbric
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Join Date: Aug 2014
Old 12-12-2014 , 04:00   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #127

Hey, sorry for double post but you can't see the notifications if you have just read the topic.

How can i change the bombardier to infect not to kill the humans with the bomb? And if there is one human left, no get any bombs.

Thanks!

Last edited by limbric; 12-12-2014 at 04:01.
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zmd94
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Old 12-12-2014 , 10:30   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #128

The author will add that options in the next release.
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limbric
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Join Date: Aug 2014
Old 12-13-2014 , 03:56   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #129

Ok i will wait for the next release! Thank you!
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ROKronoS
Senior Member
Join Date: Oct 2010
Location: Bucharest, Romania
Old 12-13-2014 , 08:12   Re: ZPlague Shade v1.1 [with Item Limiter] (10 December 2014)
Reply With Quote #130

@limbric: I will not modify the bombardier mode as it will drastically increase zombie's win chance and it will have a negative impact over the gameplay.However, if you want those modifications follow the next steps.

Bombardier infects humans/doesn't kill them

Search for this function
Code:
// Infection Bomb Explosion
infection_explode(ent)
Inside the function, search for this code
Code:
		// Last human is killed
		if (fnGetHumans() == 1 || g_bombardier[attacker])
		{
			ExecuteHamB(Ham_Killed, victim, attacker, 0)
			continue;
		}
Replace with
Code:
		// Last human is killed
		if (fnGetHumans() == 1)
		{
			ExecuteHamB(Ham_Killed, victim, attacker, 0)
			continue;
		}
Bombardier won't receive infection nades when there is only one human alive

Search for this function
Code:
// Infection Bomb Explosion
infection_explode(ent)
Inside the function, search for this code
Code:
	if(g_bombardier[attacker])
		fm_give_item(attacker, "weapon_hegrenade")
Replace it with
Code:
	if(g_bombardier[attacker] && fnGetHumans() > 1)
		fm_give_item(attacker, "weapon_hegrenade")
Save and recompile the mod.
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Last edited by ROKronoS; 12-13-2014 at 08:13.
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