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[CS:GO] Experimental: Zombie Plague 8.4.0


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gubka
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Join Date: Jan 2012
Location: Dublin
Old 11-19-2016 , 19:46   [CS:GO] Experimental: Zombie Plague 8.4.0
Reply With Quote #1

Quote:
Mod don't against valves' rules. Regarding this, now the plugin should prevent auto trigger ban, but be careful, use addons just with custom models



Current Version: 8.4.0 Experimental Version
Thank to MeRcyLeZZ, for this CS 1.6 Zombie Plague
Regards to Greyscale and Richard Helgeby for some useful modules



Discription
_____________________________________________

Nowadays Zombie Plague become a huge CS:GO server-side modification with API, developed as an source mod plugin based on new SourcePawn 1.7,
which completely revamps the gameplay, turning the game into an intense "Humans vs Zombies" survival experience.

Even though it's strongly based on the classic zombie infection mods, it takes the concept to a new level by introducing:
  • Gameplay Modes System: allowing add new game modes
  • Weapons System: allowing add new custom/standart weapons
  • Zombie Classes System: allowing add new zombie classes with unique models for knife and grenades
  • Human Classes System: allowing add new human classes with unique hands for all weapons
  • Ammo Packs: awarded ин killing, damaging or infecting players, can be exchanged for goods
  • Extra Items System: allows adding unlimited custom items to buy
  • Custom Grenades: Napalms, Frost Nades, Fires and Flare
  • Deathmatch Mode: where zombies or humans can continually respawn
  • Admin Menu: to easily manage gamemodes and players
  • Special Effects: from the HL2 Engine, such as dark lighting, infection effects, fog, screen shake and etc
  • Level System: awarded by killing, damaging or infecting, increase damage, speed, gravity
  • Restoring System: allow to restore health, if you are zombie


Main Features
_____________________________________________
  • Weapons Support (+Custom)
  • Custom Models Support
  • Extra Items Support
  • Zombie Classes Support
  • Human Classes Support
  • Gameplay Modes Support
  • Flashlight and Nightvision
  • Custom Lighting, Fog, Sky, Sun
  • Default Game Modes:
    • Normal Infection
    • Multi Infection
    • Swarm Mode
    • Nemesis Mode
    • Survivor Mode
    • Sniper Mode
    • Plague Mode
    • Armageddon
  • Default Human Classes:
    • Red tank: Skill = Armorup ~ Activation on button: F4
    • Blue tank: Skill = Regeneration ~ Activation on button: F4
    • Red Alice: Skill = Fast running ~ Activation on button: F4
    • Blue Alice: Skill = Invisibility ~ Activation on button: F4
    • And many others
  • Default Zombie Classes:
    • Explosive: Skill = Infection gas ~ Activation on death
    • Shaman: Skill = Scream ~ Activation on button: G
    • Deimos: Skill = Sting shot ~ Activation on button: G
    • Healer: Skill = Healing for ammopack rewards ~ Activation on button: G
    • Smoker: Skill = Toxic cloud ~ Activation on button: G
    • Fast: Skill = Fast running ~ Activation on button: G
    • Witch: Skill = Bats flock ~ Activation on button: G
    • Baller: Skill = Paralyzing ball ~ Activation on button: G
    • Tesla: Skill = Hallucination blast ~ Activation on button: G
    • Stamper: Skill = Explosive coffin ~ Activation on button: G
    • Ghost: Skill = Invisibility ~ Activation on button: G
    • Sleeper: Passive skill = Randomly dazzles the assailant
    • Trapper: Skill = Traps ~ Activation on button: G
    • Tank: Skill = Invulnerability ~ Activation on button: G
  • Deathmatch System
  • Restoring System
  • Sounds System
  • Hitbox System
  • Log System
  • Ragdoll System
  • Menu System
  • Skills System
  • Ammopacks System
  • Hands/Submodel System
  • Level System with MySQL and SQLite Support
  • Leap/Boost Jumps
  • Freeze, Fire, Flare, Infection, Jump and Molotov Nades
  • Game menu on "E"
  • Objective removals (C4/Hostage/Buyzone/Doors)
  • Kill & Infection Rewards
  • More than 100 Natives and Forwards
  • Multi-Lanugage Support (All messages)
    • English Supported
    • Russian Supported


Main settings
_____________________________________________

Cfg file can be find here
../csgo/cfg/sourcemod/zombieplague.cfg

Spoiler

_____________________________________________

Also you can create custom map configs
../csgo/cfg/sourcemod/zombieplague/du_dust2.cfg

Configuration information:
Spoiler

_____________________________________________

Modification use some virtual addresses and offsets
../csgo/addons/sourcemod/gamedata/plugin.zombieplague

Gamedata information:
Spoiler


Update information:
Spoiler

_____________________________________________

Also, admin and vip module integrated into the mod.

Group information:
Spoiler

_____________________________________________

Either manage the database for ammopacks/level/exp/costume/rebuy/zclass/hclass.

Database information:
Spoiler

Last edited by gubka; Yesterday at 23:12.
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gubka
Veteran Member
Join Date: Jan 2012
Location: Dublin
Old 11-21-2016 , 15:50   [CS:GO] Experimental: Zombie Plague 8.x
Reply With Quote #2

Quote:
Compatibility
_____________________________________________

This plugin is tested on the following Sourcemod & Metamod versions or newer.
  1. Metamod:Source: 1.11 build 1116 ~ Download here
  2. SourceMod: 1.9 build 6248 ~ Download here
  3. DHook: 2.2 ~ Download here


Commands
_____________________________________________

Conlose:
Admin commands:
PHP Code:
zp_version Prints version info about this plugin.
zp_debug Prints debugging dump info the log file.
zp_config_reload Reloads a config fileUsagezp_config_reload <file alias>
zp_config_reloadall Reloads all config filesUsagezp_config_reloadall
zp_log_list 
- List available logging flags and modules with their status values.
zp_log_add_module Add one or more modules to the module filterUsagezp_log_add_module <module> [module] ...
zp_log_remove_module Remove one or more modules from the module filterUsagezp_log_remove_module <module> [module] ... 
Client commands:
PHP Code:
zmainmenu Open the main menu.
zweaponmenu Open the weapons menu.
zitemmenu Open the extra items menu.
zzombieclassmenu Open the zombie classes menu.
zhumanclassmenu Open the human classes menu.
zhatmenu Open the costume menu
_____________________________________________

Buttons:
PHP Code:
'E' open a main game menu. (You can change button)
'G' - use a zombie skill.
'F4' - use a human skill.
'F' - switch flasglight, if you are human or nightvision, if you are a zombie. (+lookatweapon)
'.' or '/' buy ammunition.
'CTRL' 'SPACE' - do the leap jump.
Do 
not move and press any button - for recovering HP, if you are a zombie

Installing
_____________________________________________

Extract everything from (.zip) to your server's cs:go folder.
Allways change all files when you update to a newer version.
Better to install modification on the clear server.

All mod's folders:
PHP Code:
../addons/sourcemod/configs/..
../
addons/sourcemod/plugins/..
../
addons/sourcemod/translations/..
../
addons/sourcemod/zombieplague/..
../
models/..
../
sounds/..
../
materials/..
../
cfg/.. 
Open server.cfg and set sv_pure 0 to protect server from disconnecting players.

Start server!

On success you will see:
Spoiler


Host_Error: Index error writing string table baseline downloadables
Spoiler



Game customization
_____________________________________________

All weapons loading from ../sourcemod/zombieplague/weapons.ini
For additional information see include/zombieplague/weapons.inc

Look at the default weapon in that file for an example.
PHP Code:
"etherial"
{
    
// General
    
"info"         ""
    "entity"       "weapon_m4a1"
    "group"        ""

    
// Base
    
"cost"         "0"
    "slot"         "7"
    "level"        "1"
    "online"       "1"
    "damage"       "5.0"
    "knock"        "1.0"
    "clip"         "100"
    "ammo"         "200"
    "speed"        "0.25"
    "reload"       "2.5"
    "deploy"       "1.5"
    "sound"        "ETHERIAL_SHOOT_SOUNDS"
    "class"        "2"

    
// Models    
    
"view"         "models/player/custom_player/zombie/ethereal/ethereal_v.mdl"
    "world"        "models/player/custom_player/zombie/ethereal/ethereal_w.mdl"
    "dropped"      "models/player/custom_player/zombie/ethereal/ethereal_w_dropped.mdl"
    "body"         ""
    "skin"         ""
    "muzzle"       "weapon_muzzle_flash_taser"
    "heat"         "0.5"

NOTE: If you want to change weapon name, just edit name of the block!

Description of weapon blocks:
Spoiler


NOTE: To remove weapon just delete whole block!
NOTE: Names will be taken from translation file. (only low cases)
NOTE: The maximum amount of custom weapons is unlimited!
NOTE: Support any weapon_*, weapon_c4, weapon_knife_t, item_assaultsuit, item_defuser, item_heavyassaultsuit, item_kevlar, item_nvgs.
_____________________________________________

Main menu loading from ../sourcemod/zombieplague/menus.ini
For additional information see include/zombieplague/menus.inc

Look at the default menu case in that file for an example.
PHP Code:
"admin menu"
{
    
// Admin flags to access
    
"group"      "[Admin]"

    
// Command to execute
    
"command"    "zadminmenu"

Description of menu blocks:
Spoiler


NOTE: To remove menu case just delete whole block!
NOTE: Names will be taken from translation file. (only low cases)
_____________________________________________

All hitgroups loading from ../sourcemod/zombieplague/hitgroups.ini
For additional information see include/zombieplague/hitgroups.inc

Look at the default hitgroup case in that file for an example.
PHP Code:
"generic"
{
    
// General
    
"index"        "0"

    
// Damage
    
"damage"       "on"

    
// Knockback
    
"knockback"    "1.0"

Description of hitgroups blocks:
Spoiler

_____________________________________________

Costume menu loading from ../sourcemod/zombieplague/costumes.ini
For additional information see include/zombieplague/costumes.inc

Look at the default costume case in that file for an example.
PHP Code:
"pig head"
{
    
"model"        "models/cso2/hats/pighead/pighead.mdl"
    "body"         ""
    "skin"         ""
    "attachment"   "facemask"
    "group"        "[VIP]"
    "hide"         "yes"
    "level"        "1"

Description of costumes blocks:
Spoiler


NOTE: To remove costume just delete whole block!
NOTE: Names will be taken from translation file. (only low cases)
NOTE: Required the DHook module for dynamic costume updates.
_____________________________________________

All sounds loading from ../sourcemod/zombieplague/sounds.ini
For additional information see include/zombieplague/sounds.inc

The sounds configuration file is a list of sounds used on the server stored in key/value format.
The sounds listed in this file are also precached when the server starts.
You can add more sounds, in format "sound1", "sound2", "sound3"...
The maximum length of the full string must be less than 256 symbols.
You also can use that sounds by ZP_EmitSoundKeyID and ZP_GetSoundKeyID native functions in any other plugin.

Look at the default sounds in that file for an example.

Default sounds blocks:
Spoiler



Addons
_____________________________________________

All extra items is separate plugins, method like in ZP 4.3 from CS 1.6
For additional information see include/zombieplague/extraitems.inc

Instruction for creating custom extraitem:
Spoiler

_____________________________________________

All zombie clases is separate plugins, method like in ZP 4.3 from CS 1.6
Also, you can you default zombie classes source code to change health, speed, models, ect. and recompile them back.
For additional information see include/zombieplague/zombieclasses.inc

Instruction for zombie class:
Spoiler


NOTE: Mod will be precached all model files/textures/sound automatically!

This is quite obviously against the stated rules and will very likely get your server banned if reported even if it doesn't currently trigger the automatic detections.

Valve Model, Valve Texture = No.
Valve Model, Custom Texture = No.
Custom Model, Valve Texture = No.
Custom Model, Custom Texture = Appears to be OK currently.

Claw models:
Spoiler

_____________________________________________

All human classes is separate plugins, method like in ZP 5.0 from CS 1.6
Also, you can you default human classes source code to change health, speed, models, ect. and recompile them back.
For additional information see include/zombieplague/humanclasses.inc

Instruction for human class:
Spoiler


NOTE: Mod will be precached all model filess/textures/sound automatically!

Player models:
Spoiler


_____________________________________________

All game modes is separate plugins, method like in ZP 5.0 from CS 1.6
Also, you can you default game modes source code to change ratio, respawn, infection, ect. and recompile them back.
For additional information see include/zombieplague/gamemodes.inc

Instruction for game modes:
Spoiler



Downloads
_____________________________________________

Write all paths of files into downloads list file.
Custom models' materials must be listed in the download list so clients will download them. Use one line per file, with paths relative to the "csgo" folder. In addition, module will be precache and add to download table all types of files: (mp3, wav, mdl, vmt, vvd, dx90.vtx, [email protected])
Also, if you want to precache the whole folder, the path must have '/' (slash) in the end.

List files to be downloaded in the following file: ../sourcemod/zombieplague/downloads.ini

Look at the default downloads in that file for an example on how to list files to be downloaded.

Default download blocks:
Spoiler


NOTE: Don't forget about main server cvars to upload files to clients: sv_allowdownload, sv_downloadurl, sv_allowupload


Credits
_____________________________________________

A thank you to those, who helped:

Community of AlliedMods (For ideas and testing)
Kuristaja - All modification models was port and made by him. You can ask that best modelmaker in the world here: Steam.Page
Greyscale and Richard Helgeby - Some useful modules and structures.
inklesspen - Some important help with tests.
Counter-Strike: Online 2 - Materials, sounds and models. (R.I.P)


Bugs
_____________________________________________

If there are any bugs, please report them in this topic.
The version can have many of them, due to huge amount of changes and lack of tests.
The amount of natives and forwards allow to make any gamemode changes throw tha addons.
The best advise is just don't try to modify the core's sourcecode and be a flexiable for the future updates.
_____________________________________________

DHOOK:
Spoiler

_____________________________________________

ATTACHMENTS:
Spoiler



Changelog
_____________________________________________

PHP Code:
-Version8.4.0 Experimental (October 16 2018)
 * 
Added +25 new CUSTOM weapons. (old remaked)
 * 
Fix with bazooka looping sound.
 * 
Fix with normal01 class.
 * 
Fix with log translation.
 * New 
gamemode of survivor (sniper).
 * 
Added new runcmd forward for weapons.
 * 
Optimizing system of precahce.
 * New 
4 classes. + new 6 submodels of hands for each class and for custom weapons.
 * 
Fix with frags and kills in infection.
 * New 
forwards for creating custom weapons easier.
 * New 
customization with info for weapons.ini
 
Added knife menu to weapon list
 * 
Added skills for humans. + (Same API like for zombies)
 * 
Added 4 new human class with skillls.
 * 
Fix with weapon created forward for grenadecreated new forward for grenade creating. (Flare is fixed)
 * 
Added menu with instant change class on infection in cvars. (zp_zombie_class_menu)
 * 
Added menu with instant change class on humanize in cvars. (zp_human_class_menu)
 * 
Arm skin model for survivor. (if someone use standart models)
 * 
Fix with team selecting after round start.
 * 
Fix with sound for some weapons.
 * 
Fix with invivible flying entitites shadows in flashlight.
 * 
Added native with connected/disconnected time which return 32bit unix time.  (Store last disconnect time into mysql/sqlite auto fix of corrupted time like 0)
 * 
Added respawn for new connected players. (respawn like on deathso it fully customize) + block of abuse of reconnect by chcking last connect time.

-
Version8.3.2 Experimental (August 12 2018)
 * 
Added more flexible body/skin variable in weapons.ini for each model.
 * 
Particle system precache improvements.

-
Version8.3.1 Experimental (August 11 2018)
 * 
Lasermine not drop the healthshop anymore.
 * 
Fix with windows GetAttachment signature. + Regex ext required
 
Fix with team damage/trace

-Version8.3.0 Experimental (August 08 2018)
 * 
Remove all flagsAdded only admin groups support
 
* New menus
 
* New features for groups for each module
 
Levels access for costumes
 
Support of weapon_c4/weapon_knife_t entities
 
* New lasermines based on c4 entity. (With 2 types of working (static and impulse)
 * 
Groups access for menus/zclass/hclass/weapons
 
* New natives and updates in forwards
 
Fixes of blood position for chainsaw
 
Fixes of MaxClients
 
Native of particle able to use your position
 
Fully fixes for some weapons deploy on switch, now work for all weapons and proper animations.
 * New 
damage nativeadded knockback for chainsaw using it and fully remove SDKHook_TakeDamage
 
Many contants are transform to weapons.ini
 
Update in OnFakeTakeDamage forward
 
Damage and multiplayer features in weapons work for custom weapons like bazooka,chainsaw
 
Fix with damage functions.
 * 
Custom weapon standart weapon hud icons fix on drop.
 * 
Allow selectiong team and spectators team fix with panorama team changingnow fully work.
 * 
Admin menu fix for spectators.
 * 
Damage on bazooka and some zombie skills decrease by distance of exp.
 * 
new custom weapons added. (HZ LZ)
 * 
Weapons names use translation.
 * 
Added crossbow.
 * 
Fix with all translationsadded checking.
 * 
Add drop of sigranure from cstrike backIt wok better with custom viewmodels.
 * 
Added info cell for extraitems native.
 * 
Fix with zombie range class.
 * 
Remove holster on knife model set.
 * 
Added support of any items_ to weapons.ini.
 * 
Added defuser models back support.
 * 
Added jetpack on the defuser entity.
 * 
Fix with flying projectile entity damage on friendlyfire touch.
 * 
Added rest of particles in the case of missing some.
 * 
Added crosshair cvar for zombie.
 * 
Added signature for checking attachments.
 * New 
sound system.
 * 
Glow for lasermines in impulse mode.
 * 
Signarute for getattachment.
 * New 
native for weapon back entities.

-
Version8.2.0 Experimental (Jule 30 2018)
 * 
Added new natives and improvements in exist forwards/natives.
 * New 
features in weapons.ini
 
* New code fot custom weapons which custom attack.
 * 
Added chainsaw/bazzoka fix.
 * New 
effects for etherial.
 * 
Now materials/textures/sounds are precache from the models (.mdl) and particles (.pcf) and overlays
 
Materials fixesreduce the mod size.
 * New 
registration for particles.
 * 
Changes in cvars for overlays.
 * New 
drop function, which use virtual offsetsignature removed.

-
Version8.1.0 Experimental (Jule 22 2018)
 * 
Added deploy property for the weapon
 
Updated native for deploy
 
Fix with delays for weapons
 
Fix bazookaremoved decals of shoot (It use a simulation of attack)
 * 
Updated weapons.ini/sounds.ini

-Version8.0.9 Experimental (Jule 20 2018)
 * 
Increase the string size for MySQL requests
 
Fix with array out of bounds in OnEntityCreated

-Version8.0.8 Experimental (Jule 20 2018)
 * 
Drop hook fixadded weapon index validation
 
Fix of map soundsnow they will not be stopped.

-
Version8.0.7 Experimental (Jule 18 2018)
 * 
Bazzoka fixwhen it shooted with 0 ammo
 
More optimized method for chaning drop models

-Version8.0.6 Experimental (Jule 17 2018) (Important performance update)
 * 
Optimized sounds system. (The make big difference in performarcebecause of removed search of block each eventthey proceed on map start)
 * 
Changed natives for sounds and addons.
 * 
Fix stamperthat coffin did not damaged by player.
 * 
Fix for custom commands thowing errors in console.
 * New 
reminder message for ammunition in chat.
 * 
Zombie infect grenade not sticking nowbut you can enable sticking to wall in addon
 
Remaked some addons which used soundsnow they load it from sounds.ini
 
* New cvars for some sounds.
 * 
Fix some reloading of subaddons.

-
Version8.0.5 Experimental (Jule 14 2018)
 * 
Buy ammunition added for human/survivor (Buttons buyammo1,2 on . and /)
 * 
Added block to avoid reloading all sub addons

-Version8.0.4 Experimental (Jule 14 2018)
 * New 
module costumes.
 * New 
forwards/natives.
 * New 
validations for items
 
Extraitems fixes
 
Fixes on switch/deploy.
 * 
Added removing map weapons.
 * 
Reduced gamedata config.
 * New 
cvars.
 * 
Unlimited amount of packs custom hud after the 65000 limit.
 * New 
counter systemyou can disable it by removing sounds.
 
-
Version8.0.3 Experimental (Jule 12 2018)
 * 
Weapons use datamap prop to store custom ID
 
* New forwars and natives to menus
 
* New optimized bazooka/etherial

-Version8.0.2 Experimental (Jule 11 2018)
 * 
Fixed drop weapon on survivor on E
 
Added new properties for weapons in weapons.ini (SoundReload timeAttack rime)
 * 
Fixed grenades molotov/inc together caused bug
 
Bazooka/Etherial attachment calculation fixedit caused problem with first shoot.
 * New 
native for custom weapon validation using ID
 
All extraitems was update.
 * 
Healthshot fixed
 
All cvars loading in addons was fixed
 
All reading/native modules optimized strings.
 * 
Parser is will throw errors if input line dont have commas
 
* New natives for weapons.inc.
 * 
Removed old functions like FloatDiv ect
 
-Version8.0.1 Experimental (Jule 10 2018)
 * 
More ligher validation of create/check entities and ect.
 * 
Model switches improve on spawn/buy buy calling SDK virtual funtions
 
Round end validation fixed (Timer removed)
 * 
Round end validation on disconnect fixed
 
Frogrenade dropped was fixed ('flesh prop data') (new grenade model)
 * 
Flying entity optimized
 
Fix with weapon on the player back when player dead
 
Draw animation fixed a bit
 
Leap jump buttons fix

-Version8.0 Experimental (Jule 08 2018)
 * 
Fix with death fake events.
 * 
Fix with change team for spectators .
 * 
Added saving of selected human and zombie classes in the sql database.
 * 
Added free weapon menu on the spawn ADDON (Like in classic ZP 4.3)
 * 
Fix flare grenade.
 * New 
glass break effect for freeze and also fixed ice angle position.
 * 
Psyh zombie class have a scream skill (Like shaman in killing floor)
 * 
Girl zombie class have a bomb blast skill (Like deimos in cso)
 * 
Blinder zombie class have a passive sleep skill for humans who attack him.
 * 
NormalM01 zombie class have a smoke stack skill (Like ps in cso)
 * 
Cvars for setting selection of zclass and hclass only for VIPsNormal players selected class by randomlike botsYou only need to block access into menu in <menus.ini>
 * 
Range zombie class have a infect explosion after death.
 * 
Fix with teamscores.
 * 
Possibility to set the zombie grenade model (v_ in the class addon.
 * 
Ammo setting for the standart weapons. (clipreserve)
 * 
Supporting of mp3 and wav files precaching to client in the downloads.ini.
 * 
Zombie infect grenade and unique models for each class (grenades with unique hands)
 * 
Tagrenade was removed and remaked to infection grenade.
 * 
Grenades for human rewrited.
 * 
Some cvars removed.
 * 
Update of some natives and improvements of forwards in zombieplague.inc
 
Weapon module optimisation and improvementIt was rewritten, and have more optimions to customize weaponsCstrike module there was removed. + Other changes.
 * 
Damage module was rewrittenimprovements in the forward.
 * 
Damage multipliers Knockback multipliers was fixed.
 * 
Fix with the world models for zombiesnot they have correct invisibility.
 * 
Minor changes in precache system.
 * 
Amunnition addons was replaced by standart cvars/and new cvars for all classes for default weaponsMore flexible system.
 * 
Added trimming to the string cvarsto avoid user mistakes.
 * 
Energy splash effect was removedit was very bad.
 * 
Added sound level cvar. For all mod and addons.
 * 
Fix with zombie attack sounds, and fix of zombie claws sounds in the client side in the claw view model.
 * 
Added customisation of weapon speed in weapons.ini
 
Damage box was trasfered into the mod
 * 
Added possibility of changing color for hint messages using html blocks.
 * 
Database was trasfered to engine of modto make the nice logging and aded savings on restart/disabling server.
 * 
Added more logs info on the start of server for zombie/human classes and weapons.
 * 
Fix some logs info/errors more clear.
 * 
Fix view model animations hooks.
 * 
Reupdating ammo on spawn fix.
 * 
Menus for modules was transform to modfixed problemsImprove the weapon system menu titles.
 * 
Additional features of sound systemMore sounds for classes
 * 
Voice system from zr. +my improvements
 
Fix of repeated timers.
 * 
Weapon ammo fix for reloading if you have less ammos than standart weapon.
 * 
Rebuy slot for rebuying the weapons which you bought last round in special menu on spawnthat variable is store in Sqlite/MySQL table
 
Strings validation oprimisations.
 * 
Fix translation for other languages.
 * 
Changed all handles to the methodmap methods.
 * 
Gamemodes transform to seperate addonsin the way of classes and extraitems.
 * 
A lot of cvars connected to gammodes was removed.
 * 
A lot of natvies to manage gamemodes outside the core was added.
 * 
Admin menu was updated to new gamemode system.
 * 
Classes of zombies/humans can have unique sounds by adding new customisations for natives.
 * New 
API for sound systemwhich you can use in other plugins and play block from sounds.ini.
 * 
Respawn for classes was fixed.
 * 
CUSTOM PCF (PARTICLESYSTEM integrate 87 effects look downloads.iniWhich use can use in other plugins is wellZP will registate it for you
 
* New effect system using custom particles.
 * 
USP fix.
 * 
Remove some old effects fully.
 * 
Optimization of randomising.
 * 
Healthshot effect.
 * New 
flareWhich is limited for use.
 * 
Now ammopacks HUD not update in runcmd.
 * 
Fix of lag on custom model (Precache bug)
 * New 
view model corefixed a lot of problems with animations.
 * 
Methodmaps removedoptimized of PROPS offsets. (They getting on start which will reduce the overload CPU in some situaltions)
 * 
KnockBack fix
 
Remove All use virual SDK call now
 
Custom effects can be fully disabled, if you dont have a powerful server.
 * 
Skins/Body possibility to change in weapons.iniZombie grenades will use them.
 * 
Glowing fully removed (Flare is exception)
 * 
FOV was removedbecause of the reason of not proper working with custom models.
 * 
Tabs in code changed by spaces.
 * 
Fixed damage ratio for level system.
 * 
Paramparser fixed for empty strings in sounds
 
Block standart round end sounds and add custom ones.
 * New 
sound for flarefreeze
 
* New block cvars for ff
 
Reload validation optimized
 
Round end sounds added. + Block standart rounds end sounds.
 * 
Added support of mp_round_restart_delay to custom round endsto add your length for round end music
 
More effect for grenades (infectfreezejump) / more sounds hit sounds (Standart sounds is blocked now)
 * 
Weapons withoout access will be grop on spawn.
 * 
Tagrenade glow (redwas removed.
 * 
Jump bomb have a shake effect water exp sound.
 * 
Now resets of addots variables for playersmovetypeetc resets in addons
 
Vision for zombie can be set with a overlay, if not the zombies will use standart one
 
Bodies (subbodyessupport on the world modelsbut not support on the dropped one ;(
 * 
Database procetion load from wrong previuus classes id which could be removed after the saving for exp
 
* New effects for skills all zombie classes.
 * 
Added hitbox system natives
 
Added round draw sounds bonuses
 
You can disabled overlays now.
 * 
Bazooka insteap of AWP
 
* New weeapons for survivor
 
* New zombie class trapper (Mutation Heavy)
 * New 
zombie class banchee (use bats to catch humans) (Witch)
 * New 
nightvision for zombies with overlays.
 * 
View models fix on spawn.
 * New 
smoke effect for smoker (pcf effect)
 * 
Negative armor fixed.
 * New 
hud cvars for colors
 
* New subtranslationsdesctription of classes removed
 
All zombie claws positions are fixed.
 * 
Added lasers for survivor gun.
 * 
Improved view model system a bit.
 * 
Optimize of data lenth vectors compulation.
 * 
Fix downloading of view models in new core.
 * 
Fix problems on decals.
 * 
Added native which get attachment of the weapon world/view model.
 * 
Added support of skins for world player models.
 * 
Optimize work with entity validation.
 * 
Optimize runcmd part change some int to static.
 * 
Errors on the extraitems cleaning without loaded items fixed.
 * 
Changed cvar of survivor health to ratio
 
Now all strings support only translations.
 * New 
info string translation for zombie on infection.
 * 
Zombie grenade with different skins added to zombies.
 * 
Support for grenade throw models added setting of body/skins is well for grenades world trowed grenade.
 * 
Added new mode (Plague) + Update for admin menu.
 * 
Smoker added a damage to a toxic cloud.
 * 
Healer class added Heal for reward.
 * 
Blast class, shoot with energy ball which can freeze humans on explosions.
 * 
Fire and burning should reduce speed of the zombies.
 * 
Added stamper class from cso.
 * 
Test gameplay balance of all zombie classes.
 * 
Improve view modelsfix bugs not the order get the activities from models correctly.
 * 
Added support of body/skins for dropped weapon models.
 * 
Added tesla class.
 * 
Fix of flyin entities.
 * 
Added support of muzzle smoke for custom view models, if they have attachment on the first place with shoot position.
 * 
Remove hiding Radar for zombie.
 * 
Convars use method maps.
 * 
Attack sounds removed from weapons.ini
 
Remaked the spawn/infect module.
 * 
Optimized precache for folders in models.cpp
 
Remove humanize using spawn calltherefore it work using one function and call other modules there.
 * 
Added printing class for nemesis/survivor
 
Added support of custom weaponsweapons.ini expanded until the array limit (which you can increase)
 * 
Not mod support any amount of same weapons entityes in the weapons.ini
 
Optimize checking of weapon index.
 * 
All custom weapons must be added from weapons.ini or extraitems but for extraitems you should also you a weapons.ini to set modelsaccessect.
 * 
Now shop are generate weaponscvars for default weapons blocked, use custom one to set the default weapon.
 * 
Extraitem are give to the play by new special nativewhich use the name of weapon block to find the weapon in weapons.ini
 
Removed cstrike module changed by SDKCalls
 
Floats for skills  part for zombie classes
 
Timers was fixed (Added proper references and removing them)
 * 
DHOOK support macros added.
 * 
Timers was improved.
 * 
Improve the checking due to new custom weapon system.
 * 
Added custom weapon models for back on player. (All weapons)
 * 
Added DHUD synchronizer.
 * 
Opimizing the translations module by blocking formating for fake clients
* Old versions
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Last edited by gubka; Yesterday at 23:11.
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gubka
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Old 11-21-2016 , 20:24   [CS:GO] Private: NPS's Custom GameModes
Reply With Quote #3

Quote:
Addons:
< NOT EXIST YET >
_____________________________________________

Tutorials:
< NOT EXIST YET >
_____________________________________________

NPS's Map GameModes:




How to buy:
50$ each, but if you want to buy them together 25$ sale off

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Last edited by gubka; 07-10-2018 at 22:37.
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Old 11-22-2016 , 05:45   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #4

gubka make in next update 6.5 costum grenade for, flape grenade, freze greanade
http://gamebanana.com/skins/134473 grenade model
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Mikado
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Old 11-22-2016 , 12:12   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #5

thank you gubka and good job for the zombie plague reborn

i have some suggestions to make the mod better why not, so:
Quote:
- try to add weapon menu on spawn like on the cs 1.6 one
- add a feature thet shows the ammopacks like the hud message on 1.6 ( health: %s | Armor: %s | Ammopack: %s | ) or add it on zombie plague menu something like "available ammopacks:.. "
- make the xp feature as a separated sub addons, (make the mod as simple as possible, easy to edit by adding sub-addons)
- change menu button, because "E" if someone uses parachute plugin it will spam his screen with menu

And thank you again for reviving the zombie plague that we all loved on the 1.6

Last edited by Mikado; 11-22-2016 at 13:05.
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Old 11-22-2016 , 13:25   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #6

Quote:
- try to add weapon menu on spawn like on the cs 1.6 one
Just to small plagin witch press E button on the spawn

Quote:
- add a feature thet shows the ammopacks like the hud message on 1.6 ( health: %s | Armor: %s | Ammopack: %s | ) or add it on zombie plague menu something like "available ammopacks:.. "
CS:GO don't have hud like in the 1.6

Quote:
make the xp feature as a separated sub addons, (make the mod as simple as possible, easy to edit by adding sub-addons)
You can disable level and xp feature in the zombieplague.cfg and i can't divide main part of the code in the subplugin, it just useless, it already easy like as possible, just open 'zp' folder and you can find a lot of modules in the code
In my opinion , just adddons must be by separate plugins, but not the main core

Quote:
- change menu button, because "E" if someone uses parachute plugin it will spam his screen with menu
It the easiest possible button now, because i cant hook M or B button in CS:GO because they on the client side, just edit parachute plugin and change E button there, on the (IN_USE -> IN_JUMP) for example
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Mikado
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Old 11-22-2016 , 14:06   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #7

Quote:
Originally Posted by gubka View Post
Just to small plagin witch press E button on the spawn
not like that, i mean a weapon menu for free like deathmatch on spawn

Quote:
Originally Posted by gubka View Post
It the easiest possible button now, because i cant hook M or B button in CS:GO because they on the client side, just edit parachute plugin and change E button there, on the (IN_USE -> IN_JUMP) for example
that's a good idea editing parachute..., but why not making it more easier for people who don't know how to code and make zp sub parachute with jump button it's helpfull when u use jetpack with the mod

Edit: There is a bug with Round start sounds aren't played

Last edited by Mikado; 11-23-2016 at 06:45. Reason: reported a bug
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Old 11-23-2016 , 13:44   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #8

Quote:
Originally Posted by Mikado View Post
Edit: There is a bug with Round start sounds aren't played
Spoiler


I know that this problem can exist, if you run the server, but at first server hibernate, and sourcemod didn't hook round start and when you connect you need to wait until restart, and on next round, hook will work and sounds is well
I had same problem with timer, and at first i didn't understand why timer do not start on first run of the server and after a create infinite timer which create on map start
Or might be you don't have fast download on your server and sound do not upload to clients, because i didnt have problems with sounds on my linux server on the hosting
May be sounds interact now with standart ones
Because here sounds worrking https://www.youtube.com/watch?v=ooDggGVhIFg
May be after last update they bugged my mod again) We need to update Valve update, where they will allow server to ctop standart client sounds on round end and round start, because playgamesound Music.StopAllMusic not work now

PHP Code:
Version6.5 (Novermber 232016)
Fix with round start sounds
Cvar system in the code have changes
Fix with custom weapons like medkit etc
Edit: I fixed that, now start sounds will enable on 20sec before infection
And also fix problems with non-weapons, like medkit
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Last edited by gubka; 11-23-2016 at 14:53.
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Mikado
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Old 11-23-2016 , 15:33   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #9

Quote:
Originally Posted by gubka View Post
Edit: I fixed that, now start sounds will enable on 20sec before infection
still not working :/
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Old 11-23-2016 , 20:07   Re: [CS:GO] Release: Zombie Plague 6.4
Reply With Quote #10

Quote:
Originally Posted by Mikado View Post
still not working :/
I don't have this problem now, you can check it here 46.174.55.160:27015
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