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[CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 19-Feb-2021)


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Franc1sco
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Join Date: Oct 2010
Location: Spain (Madrid)
Old 12-31-2020 , 14:11   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 1-Feb-2020)
Reply With Quote #511

Quote:
Originally Posted by Levchik97 View Post
@Franc1sco
Good time of day.
I have such a problem.
The server starts to slow down terribly, lag.
When a large number of people or zombies die when they die, for example from using " matter” or from dying from a map. With the death and rebirth of terrible lag and hangs. Occurs when 40+ people are online.
I apologize for my English.
Thanks.
Try using this (i added support in the new zr version) and set the correct rates.

Quote:
Originally Posted by Remy611 View Post
Hi, I have an issue with the plugin. The issue is that sometimes when a player is infected, it becomes a human class (in my case, normal human because that is the only class I set for human). This happens when a person becomes the last one to become a zombie (in the next round, the person's zombie class is set as human class). Can I get some help with this?
Use the classfix plugin in the repository.


New version 3.5

-Added support for Hitbox Changer extension.
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Remy611
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Join Date: Jul 2011
Old 01-01-2021 , 02:18   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 1-Feb-2020)
Reply With Quote #512

Quote:
Originally Posted by ayrton09_arg View Post
its fixed when i started to put my custom models, seems like original files are bug or something in the playerclasses.txt (csgo game)

btw there is a way to fix the zombie classes on infect i tried the zrclassfix but is not fixing the problem
Hi are able to fix this problem? I've tried using zrclassfix too but the issue still persists.
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Remy611
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Old 01-03-2021 , 07:06   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 1-Feb-2020)
Reply With Quote #513

Hi Francisco, I've used the zr_classfix plugin but the problem still persists :/
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Franc1sco
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Old 01-15-2021 , 10:43   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 15-Jan-2021)
Reply With Quote #514

Version 3.5.1

-Fixed a problem to make extension hitboxchanger optional.
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Franc1sco
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Old 01-24-2021 , 20:59   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 15-Jan-2021)
Reply With Quote #515

Forgot to mention:

-Fixed a log error on classfix plugin and some other improvements.
-Fixes on russian translation (thanks to Blueberryy).
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Oylsister
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Old 01-25-2021 , 08:35   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
Reply With Quote #516

You can remove "#include <emitsoundany>" from zombiereloaded.sp

The api that include in emitsoundany.inc will has "Any" at behind of it.
such as 'PrecacheSoundAny' , 'EmitSoundToAllAny' , 'EmitSoundToClientAny'

just change it back to 'PrecacheSound' , 'EmitSoundToAll' , 'EmitSoundToClient'
because of 2018 CS:GO update, emitsoundany.inc is no longer need (Source: https://forums.alliedmods.net/showthread.php?t=237045)

Many people already known about it but there also many people who don't know about it.

soundeffects.inc of Z:R plugin will look like this. And you will hear a zombie sound normally when somebody get infected
PHP Code:
/*
 * ============================================================================
 *
 *  Zombie:Reloaded
 *
 *  File:          soundeffects.inc
 *  Type:          Core 
 *  Description:   Basic sound-management API.
 *
 *  Copyright (C) 2009-2013  Greyscale, Richard Helgeby
 *
 *  This program is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 * ============================================================================
 */

/**
 * Maximum sound path length.
 */
#define SOUND_MAX_PATH 128

/**
 * Ambient sound channel.
 */
#define SOUND_AMBIENT_CHANNEL 8

#include "zr/soundeffects/voice"
#include "zr/soundeffects/ambientsounds"
#include "zr/soundeffects/zombiesounds"

/**
 * Load sound effects data.
 */
SEffectsLoad()
{
    
// Load ambient sound cvars.
    
AmbientSoundsLoad();
}

/**
 * Map is starting.
 */ 
SEffectsOnMapStart()
{
    
// Forward event to sub-modules.
    
AmbientSoundsOnMapStart();
}

/**
 * Client is joining the server.
 * 
 * @param client    The client index.
 */
SEffectsClientInit(client)
{
    
// Forward event to sub-modules.
    
AmbientSoundsClientInit(client);
    
ZombieSoundsClientInit(client);
}

/**
 * The round is starting.
 */
SEffectsOnRoundStart()
{
    
// Forward event to sub-modules.
    
VoiceOnRoundStart();
    
AmbientSoundsOnRoundStart();
}

/**
 * The round is ending.
 */
SEffectsOnRoundEnd()
{
    
// Forward event to sub-modules.
    
VoiceOnRoundEnd();
    
AmbientSoundsOnRoundEnd();
    
ZombieSoundsOnRoundEnd();
}

/**
 * Client is spawning into the game.
 * 
 * @param client    The client index.
 */
SEffectsOnClientSpawn(client)
{
    
// Forward event to sub-modules.
    
VoiceOnClientSpawn(client);
    
ZombieSoundsOnClientSpawn(client);
}

/**
 * Client is spawning into the game. *Post
 * 
 * @param client    The client index.
 */
SEffectsOnClientSpawnPost(client)
{
    
// Forward event to sub-modules.
    
AmbientSoundsOnClientSpawnPost(client);
}

/**
 * Client has been killed.
 * 
 * @param client    The client index.
 */
SEffectsOnClientDeath(client)
{
    
// Forward event to sub-modules.
    
ZombieSoundsOnClientDeath(client);
}

/**
 * Client has been hurt.
 * 
 * @param client    The client index.
 */
SEffectsOnClientHurt(client)
{
    
// Forward event to sub-modules.
    
ZombieSoundsOnClientHurt(client);
}

/**
 * Client has been infected.
 * 
 * @param client    The client index.
 */
SEffectsOnClientInfected(client)
{
    
// Forward event to sub-modules.
    
VoiceOnClientInfected(client);
    
ZombieSoundsOnClientInfected(client);
}

/**
 * Client has been turned back human.
 * 
 * @param client    The client index.
 */
SEffectsOnClientHuman(client)
{
    
// Forward event to sub-modules.
    
VoiceOnClientHuman(client);
}

/**
 * Emits an ambient sound
 * 
 * @param sound         The path to the sound file (relative to sounds/)
 * @param soundvolume   The volume of the sound (0.0 - 1.0)
 * @param client        (Optional) Client index to play sound to.
 */
SEffectsEmitAmbientSound(const String:sound[], Float:ambientvolume 1.0client = -1)
{
    
// Precache sound before playing.
    
PrecacheSound(sound);
    
    if (
ZRIsClientValid(client))
    {
        
// Emit ambient sound.
        
EmitSoundToClient(clientsoundSOUND_FROM_PLAYERSOUND_AMBIENT_CHANNEL__ambientvolume);
        
        
// Flag client that sound is playing.
        
bAmbientSoundsIsPlaying[client] = true;
        
    }
    else
    {
        for (new 
1<= MaxClientsx++)
        {
            
// If client isn't in-game, then stop.
            
if (!IsClientInGame(x))
            {
                continue;
            }
            
            
// Emit ambient sound.
            
EmitSoundToClient(xsoundSOUND_FROM_PLAYERSNDCHAN_AUTO__ambientvolume);
        }
    }
}

/**
 * Stop an ambient sound
 *  
 * @param sound     The path to the sound file (relative to sounds/) 
 */
SEffectsStopAmbientSound(const String:sound[])
{
    
// x = client index.
    
for (new 1<= MaxClientsx++)
    {
        
// If client isn't in-game, then stop.
        
if (!IsClientInGame(x))
        {
            continue;
        }
        
        
// Stop ambient sound.
        
StopSound(xSOUND_AMBIENT_CHANNELsound);
    }
}

/**
 * Replay an ambient sound
 * 
 * @param sound     The path to the sound file (relative to sounds/)
 */ 

/**
 * Emits a sound from a client.
 * 
 * @param client    The client index.
 * @param sound     The sound file relative to the sound/ directory.
 * @param level     The attenuation of the sound.
 */
SEffectsEmitSoundFromClient(client, const String:sound[], level SNDLEVEL_NORMAL)
{
    
// Precache sound before playing.// Emit sound from client.
    
PrecacheSound(sound);
    
// Emit sound from client.
    
EmitSoundToAll(soundclient_level);

infect.inc start at line 647
PHP Code:
public Action:InfectCountdown(Handle:timer)
{
    new 
bool:countdown GetConVarBool(g_hCvarsList[CVAR_INFECT_MZOMBIE_COUNTDOWN]);
    if (!
countdown)
    {
        
InfectStopCountdown();
        return 
Plugin_Stop;
    }
    
    
// Read the info from the datapack.
    
ResetPack(hInfectCountdownData);
    new 
Float:length ReadPackFloat(hInfectCountdownData);
    new 
Float:counter ReadPackFloat(hInfectCountdownData);
    
    
// Check if the countdown has finished.
    
if (counter >= length)
    {
        
InfectStopCountdown();
        return 
Plugin_Stop;
    }
    
    new 
counter_int RoundToNearest(length counter);
    
char sounddir[128];
    
Format(sounddir128"sound/zr/countdown/%i.mp3"counter_int);
    
    if(
FileExists(sounddir))
    {
        
ReplaceString(sounddir128"sound/""");
        
        
EmitSoundToAll(sounddir);
    }
    
    
// Print the countdown text to the clients.
    
TranslationPrintCenterTextAll(false"Infect countdown"counter_int);
    
    
counter++;
    
    
// Write the new counter value to the datapack.
    
ResetPack(hInfectCountdownData);
    
WritePackFloat(hInfectCountdownDatalength);
    
WritePackFloat(hInfectCountdownDatacounter);
    
    return 
Plugin_Continue;
}

CountDown()
{
    
int count 1;
    
char sounddir[128];
    
Format(sounddir128"sound/zr/countdown/%i.mp3"count);
    
    while(
FileExists(sounddir))
    {
        
AddFileToDownloadsTable(sounddir);
        
ReplaceString(sounddir128"sound/""");
        
        
PrecacheSound(sounddir);
        
        
count++;
        
Format(sounddir128"sound/zr/countdown/%i.mp3"count);
    }

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Primestar
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Join Date: Apr 2010
Old 01-30-2021 , 18:39   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
Reply With Quote #517

Hi there!! I have some question on this plugin.
First Question. Is there a way to change zombie infection timer on maps . I have default time on Infection timer. But on some maps its a long Infection time. And for some maps its to short. Its there a settings for maps??

My second question is. Why do I see alot off message Suicide Interupt in console. off some people when they joining me and my friends server?? They get that message when they pressing keyboard button number 1 or number 2. or they get this message in chat "[ZR] Suicide interupt " "[ZR] This feature requires that you are dead." Is therea fix for that??

Third Question. Is there a way to change timelimit for maps?? right now we have default 20min each maps. But we want on some maps like 40min as default when its starting these maps.

Last edited by Primestar; 01-30-2021 at 18:47.
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ViSH_17
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Join Date: Jun 2018
Location: New Delhi
Old 02-01-2021 , 21:06   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
Reply With Quote #518

Hey, I am getting "Segmentation Fault (Core Dumped)" Error while loading this plugin.

Whenever A player joins server, this Error occurs on my vps and Server gets restarted.

This issue never happened before with any other plugin and fixes automatically if i remove this plugin.

VPS is a Linux BASED Ubuntu Machine
Trying to Use this Plugin on CS:Source v34 (Clientmod) Version.

Help Me with a Fix Pls !!
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Oylsister
Member
Join Date: Aug 2019
Location: KhonKaen, Thailand
Old 02-04-2021 , 01:53   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
Reply With Quote #519

Quote:
Originally Posted by Primestar View Post
Hi there!! I have some question on this plugin.
First Question. Is there a way to change zombie infection timer on maps . I have default time on Infection timer. But on some maps its a long Infection time. And for some maps its to short. Its there a settings for maps??

My second question is. Why do I see alot off message Suicide Interupt in console. off some people when they joining me and my friends server?? They get that message when they pressing keyboard button number 1 or number 2. or they get this message in chat "[ZR] Suicide interupt " "[ZR] This feature requires that you are dead." Is therea fix for that??

Third Question. Is there a way to change timelimit for maps?? right now we have default 20min each maps. But we want on some maps like 40min as default when its starting these maps.
the first one.
Yeah, there is a setting for a specific map inside a map file.

the second one is a bug from csgo panorama patch itself. If you press M and choose a team again, it will stop happening.

the third one.
You can create a cfg file with a map name at cfg/sourcemod/zombiereloaded folder. and put a convar inside. but most of the server have mapchooser plugin and player can extend the map if they like to.
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Primestar
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Join Date: Apr 2010
Old 02-13-2021 , 14:55   Re: [CS:GO/CS:S] Release: Zombie:Reloaded Franug edition (Updated 25-Jan-2021)
Reply With Quote #520

Hi Oylsister!! thx for the answer. I could fix some problem.
But know I have 1 annoying problem on our server. So this is for everyone who knows this problem, Why does it spawn random zombie classes for some people when I kill them? We have 2 Zombie classes. 1 is Hellknight and is Default one. and the second is a VIP skin. But are open for everyone to test. So I asked everyone to choose the VIP class. And when I was zombie mother and begin to kill people like 3-4 players get right skins. And then the rest 2 players get the default skins. And we were testing with 6 players online. Is there a fix for this problem?? annyone on this forum who knows how to fixit?? and I wunder why sometimes we get this message

Second question is why does it write in chat "[ZR] The mother zombie infection cycle has been reset." Every time when exakt same person gets to be Zombie mother after other players has already been zombie mother??

Last edited by Primestar; 02-13-2021 at 15:32.
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