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[CS:GO] Experimental: Zombie Plague X


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gubka
Veteran Member
Join Date: Jan 2012
Location: Dublin
Old 11-19-2016 , 20:46   [CS:GO] Experimental: Zombie Plague X
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: X 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
  • Account System: awarded 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: F4
    • Deimos: Skill = Sting shot ~ Activation on button: F4
    • Healer: Skill = Healing for money rewards ~ Activation on button: F4
    • Smoker: Skill = Toxic cloud ~ Activation on button: F4
    • Fast: Skill = Fast running ~ Activation on button: F4
    • Witch: Skill = Bats flock ~ Activation on button: F4
    • Baller: Skill = Paralyzing ball ~ Activation on button: F4
    • Tesla: Skill = Hallucination blast ~ Activation on button: F4
    • Stamper: Skill = Explosive coffin ~ Activation on button: F4
    • Ghost: Skill = Invisibility ~ Activation on button: F4
    • Sleeper: Passive skill = Randomly dazzles the assailant
    • Trapper: Skill = Traping for money rewards ~ Activation on button: F4
    • Tank: Skill = Invulnerability ~ Activation on button: F4
  • Deathmatch System
  • Restoring System
  • Sounds System
  • Hitbox System
  • Log System
  • Ragdoll System
  • Menu System
  • Skills System
  • Money System
  • Hands/Submodel System
  • Level System with MySQL and SQLite Support
  • Leap/Boost Jumps
  • Freeze, Fire, Flare, Infection, Jump and Molotov Nades
  • 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

_____________________________________________

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 money/level/exp/costume/rebuy/zclass/hclass.

Database information:
Spoiler

Last edited by gubka; 01-16-2019 at 23:59.
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gubka
Veteran Member
Join Date: Jan 2012
Location: Dublin
Old 11-21-2016 , 16:50   [CS:GO] Experimental: Zombie Plague 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 6269 ~ Download here
  3. DHook: 2.2 ~ Download here


Commands
_____________________________________________

Conlose:
Admin commands:
PHP Code:
zp_debug Prints debugging dump info the log file.
zp_config_menu Opens the config reload menu.
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] ...
zp_class_dump Dumps class data at a specified indexUsagezp_class_dump <index|name>
zp_money_give Gives the moneyUsagezp_money_give <name> [amount]
zp_level_give Gives the levelUsagezp_level_give <name> [amount]
zp_exp_give Gives the experienceUsagezp_exp_give <name> [amount]
zp_class_menu Opens the classes menu.
zp_mode_menu Opens the modes menu
Client commands:
PHP Code:
zp_version Prints version info about this plugin.
zp_rebuy_menu Changes the rebuy state.
zp_main_menu Opens the main menu.
zp_item_menu Opens the extra items menu.
zp_zombie_menu Opens the zombie classes menu.
zp_human_menu Opens the human classes menu.
zp_costume_menu Opens the costumes menu.
zp_pistol_menu Opens the pistols menu.
zp_shotgun_menu Opens the shotguns menu.
zp_rifle_menu Opens the rifles menu.
zp_sniper_menu Opens the snipers menu.
zp_machinegun_menu Opens the machineguns menu.
zp_knife_menu Opens the knifes menu.
zp_donate_menu Opens the donates menu.
zp_antistick_prop Unstucks player from the another prop
_____________________________________________

Buttons:
PHP Code:
'F3' open a main game menu.
'F4' - use a human/zombie skill.
'F' - switch flashlight, 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 class has feature

Installing
_____________________________________________

Extract everything from (.zip) to your server's cs:go folder.
Always 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



Game customization
_____________________________________________

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:
"chainsaw" // Name
{
    
// General
    
"info"         "" 
    "entity"       "weapon_negev"
    "group"        ""
    "class"        "human"

    
// Base
    
"cost"         "0"
    "slot"         "0"
    "level"        "1"
    "online"       "1"
    "damage"       "1.2"
    "knockback"    "2.0"
    "clip"         "100"
    "ammo"         "300"
    "ammunition"   "3"
    "drop"         "yes"
    "speed"        "0.075"
    "reload"       "3.0"
    "deploy"       "1.23"
    "sound"        ""

    
// Models    
    
"view"         "models/weapons/chainsaw/v_chainsaw.mdl"
    "world"        "models/weapons/chainsaw/w_chainsaw.mdl"
    "dropped"      "models/weapons/chainsaw/w_chainsaw_dropped.mdl"
    "body"         ""
    "skin"         ""
    "muzzle"       ""
    "heat"         "0.0"

Description of weapon blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove weapon case just delete whole block!
NOTE: Name/info will be taken from translation file. (only low cases)
NOTE: Required the DHook module for dynamic ammo/clip updates.
NOTE: Mod will be precached all model files/textures/sound automatically!

SUPPORT: any weapon_*, weapon_c4, weapon_knife_t, weapon_fists, weapon_knife_ghost, weapon_axe, weapon_hammer,
SUPPORT: weapon_tablet, weapon_spanner, 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:
"buy weapons" // Name
{
    
// Access
    
"group"        ""
    "class"        ""
    "hide"         ""

    
// Console
    
"command"      ""
    "submenu"
    
{
        
"auto rebuy" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_rebuy_menu"
        
}
        
        
"buy pistols" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_pistol_menu"
        
}
        
        
"buy shotguns" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_shotgun_menu"
        
}
        
        
"buy rifles" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_rifle_menu"
        
}
        
        
"buy snipers" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_sniper_menu"
        
}
        
        
"buy machineguns" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_machinegun_menu"
        
}
        
        
"buy knifes" // Name
        
{
            
// Access
            
"group"        ""
            "class"        ""
            "hide"         ""

            
// Console
            
"command"      "zp_knife_menu"
        
}
    }

Description of menu blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove menu case just delete whole block!
NOTE: Name will be taken from translation file. (only low cases)
NOTE: Main keys support only one submenu!
NOTE: Checks of group/class will be automatically generated!
_____________________________________________

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" // Name
{
    
// General
    
"index"        "0"

    
// Damage
    
"damage"       "on"

    
// Knockback
    
"knockback"    "1.0"
    
    
// Defence
    
"armor"        "0.5"
    "bonus"        "0.5"
    "heavy"        "0.5"
    "protect"      "no"

Description of hitgroups blocks:
Spoiler

_____________________________________________

Classes loading from ../sourcemod/zombieplague/classes.ini
For additional information see include/zombieplague/classes.inc

Look at the default classes case in that file for an example.
PHP Code:
"stamper" // Name
{
    
// General
    
"info"          "stamper info"
    "type"          "zombie"
    "model"         "models/player/custom_player/zombie/normal_m_02/normal_m_02.mdl"
    "claw_model"    "models/player/custom_player/zombie/normal_m_02/hand_v2/hand_zombie_normal_m_02.mdl"
    "gren_model"    "models/player/custom_player/zombie/normal_m_02/grenade/grenade_normal_m_02.mdl"
    "body"          "-1" 
    "skin"          "-1"
    
    
// Base
    
"health"        "5500"
    "speed"         "1.0"
    "gravity"       "0.9"
    "knockback"     "0.9"
    "armor"         "500"
    "level"         "1"
    "group"         ""
    
    
// Skill
    
"duration"      "5.0"
    "countdown"     "15.0"
    "bar"           "off"
    "regenerate"    "300"
    "interval"      "5.0"
    "fall"          "off"
    "spotted"       "on"
    
    
// Hud
    
"fov"           "90"
    "crosshair"     "off"
    "nvgs"          "on"
    "overlay"       "overlays/zp/zvision.vmt"
    
    
// Bonus
    
"weapon"        "jump bomb, zombie claw"
    "money"         "1, 200, 2, 5, 2, 1"
    "experience"    "5, 200, 5, 5, 2, 1"
    "lifesteal"     "500"
    
    
// Jump
    
"leap"          "2"
    "force"         "1500.0"
    "cooldown"      "5.0"
    
    
// Partical
    
"effect"        "fire_vixr_final"
    "attachment"    ""
    "time"          "1.0"
    
    
// Sound
    
"death"         "ZOMBIE_DEATH_SOUNDS"
    "hurt"          "ZOMBIE_HURT_SOUNDS"
    "idle"          "ZOMBIE_IDLE_SOUNDS"
    "infect"        "ZOMBIE_INFECTION_SOUNDS"
    "respawn"       "ZOMBIE_RESPAWN_SOUNDS"
    "burn"          "ZOMBIE_BURN_SOUNDS"
    "attack"        "ZOMBIE_ATTACK_SOUNDS"
    "footstep"      "ZOMBIE_FOOTSTEP_SOUNDS"
    "regen"         "ZOMBIE_REGEN_SOUNDS"

Description of class blocks:
Spoiler


Description of models:
Spoiler


NOTE: To remove class case just delete whole block!
NOTE: Names/types must be a unique.
NOTE: To remove class case just delete whole block!
NOTE: Name/info/type will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!
NOTE: Uniqie classes will be choose randomly, exept 'zombie'/'human'!
NOTE: All parameters works for all classes, exept 'zombie','infect'!
_____________________________________________

Gamemodes loading from ../sourcemod/zombieplague/gamemodes.ini
For additional information see include/zombieplague/gamemodes.inc

Look at the default modes case in that file for an example.
PHP Code:
"normal mode" // Name
{
    
// Dhud
    
"desc"           "mode normal"
    "color"          "255 0 0 255"
    "position_X"     "-1.0"
    "position_Y"     "0.17"
    "time"           "3.0"
    
    
// General
    
"chance"         "0"
    "min"            "0"
    "ratio"          "0.0"
    "health"         "100"
    "group"          "[Admin]"
    
    
// Sound
    
"start"          "GAMEMODE_NORMAL_SOUNDS"
    "end_human"      "GAMEMODE_HUMAN_SOUNDS"
    "end_zombie"     "GAMEMODE_ZOMBIE_SOUNDS"
    "end_draw"       "GAMEMODE_DRAW_SOUNDS"
    "ambient"        "GAMEMODE_AMBIENT_SOUNDS"
    "duration"       "120.0"
    "volume"         "0.4"
    
    
// Base
    
"infect"         "yes"
    "respawn"        "yes"
    "humanclass"     "human"
    "zombieclass"    "zombie"
    
    
// Hud
    
"overlay_human"  "overlays/zp/zg_humans_win.vmt"
    "overlay_zombie" "overlays/zp/zg_zombies_win.vmt"
    "overlay_draw"   ""
    
    
// Respawn
    
"deathmatch"     "0"
    "amount"         "5"
    "delay"          "5.0"
    "last"           "1"
    "suicide"        "no"
    "escape"         "off"
    
    
// Enviroment
    
"xray"           "on"    
    "regen"          "on"
    "skill"          "yes"
    "leapjump"       "yes"
    "weapon"         "yes"
    "extraitem"      "yes"

Description of gamemodes blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove mode case just delete whole block!
NOTE: Name/desc will be taken from translation file. (only low cases)
NOTE: Mod will be precached all model files/textures/sound automatically!
_____________________________________________

Extraitems loading from ../sourcemod/zombieplague/extraitems.ini
For additional information see include/zombieplague/extraitems.inc

Look at the default items case in that file for an example.
PHP Code:
"flare grenade" // Name
{
    
// General
    
"info"          ""
    "cost"          "7"
    "level"         "5"
    "online"        "10"
    "limit"         "1"
    "group"         ""
    "class"         "human, survivor, sniper"

Description of extraitems blocks:
Spoiler


NOTE: Names must be a unique.
NOTE: To remove item just delete whole block!
NOTE: Names will be taken from translation file. (only low cases)
_____________________________________________

Costumes 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" // Name
{
    
// Model
    
"model"        "models/cso2/hats/pighead/pighead.mdl"
    
    
// General
    
"body"         ""
    "skin"         ""
    "attachment"   "facemask"
    "position"     ""
    "angle"        ""
    
    
// Other
    
"group"        ""
    "hide"         "yes"
    "merge"        "no"
    "level"        "2"

Description of costumes blocks:
Spoiler


NOTE: Names must be a unique.
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.
NOTE: Mod will be precached all model files/textures/sound automatically!
NOTE: Costumes work only on humans!


Downloads
_____________________________________________

All files loading from ../sourcemod/zombieplague/downloads.ini

The downloads configuration file is a list of files used on the server.
Remember that most of modules will automatically precache models and thier materials.
Use one line per file, with paths relative to the "csgo" folder.
The maximum length of the full string must be less than 256 symbols.
In addition, module will be precache and add to download table all types of files: (mp3, wav, mdl, vmt, vvd, dx90.vtx, pcf)
Lastly, if you want to precache the whole folder, the path must have '/' (slash) in the end.

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

Default download blocks:
Spoiler


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

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 on the map load.
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



Credits
_____________________________________________

A thank you to those, who helped:

Community of AlliedMods (For ideas and testing)
Kuristaja - All player models was port and fix by him. You can ask him here: Steam.Page
napas - All weapon models was port and fix by him. You can ask him 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



Changelog
_____________________________________________

Quote:
-Version: X Stable (January 17 2018)
* New custom cvar system, which load cvars on plugin start. custom map config was removed
* Add dronegun (battleroyale) addon
* Fists and knife_ghost support in weapons.ini module. added fix of p_ models on ghost knife
* Precaching invalid texture/sound not stop writiring file's with pathes for models and particle textures/sounds
* Return cstrike module, fix round reason on windows
* Round end change function
* Added standart knifes in buymenu
* Allow pickup knifes for all classes, like c4 fix
* Cvars allow to make changes and apply them instantly during game, by reloading .cfg and some modules can be unload during game
* Zombieclasses/extraitems/humanclasses/gamemodes now work throght the .ini like other modules, API is changed (More flexible to customize during gameplay)
* String len optimization
* Core structure changes
* Cvars hook not work on the
* API changes
* Parser improved by specials separator, added string info errors, removed additional key buffers
* Nemesis knockback now can be customize
* Config system minor improvements
* Addons changes
* Added ambient sound system for gamemodes
* Improve sound core
* Weapon switch improve, make bowth view models invisible on pre deploy
* Jumpboost cvar for decrasing knockback in air
* Sniper not drop weapon on the drop on the spawn, the ZP_GiveClientWeapon get new param for remove on drop
* New warmpup cvars block
* Core now is stabled
* Menus module improved by adding key constructor.
* Fixed problem in auto textures extractor. By atd hash map validation, generated file of chainsaw v_ was updated
* Weapon drop changed to cstrike sig function
* Gamodes/classes configs improved
* Melee & fist secondary attack block because lack of cstrike hooks
* If trapper, catch the victim, his gain some rewards in money
* The trapping skill is changed, that you cant move during the using skill
* Kill/suicide commands will be available if player stucked in the physics prop (not another player)
* Gamemodes/zombieclases/humanclasses have a more customizations
* Many cvars removed to .ini files
* Nemesis/Survivor are removed, now you can create custom classes in .ini
* If level system is disabled, it will still show class name and armor in dhud
* Ammopacks removed, changed by standart money
* API for classes are reworked
* Zombie and human classes merged together
* Weapon post switch improved for both classes
* Added weapon validate forward for menu
* Added support of multi classes in extraitems.ini to make it easiar to manitpulate instead of code
* New forwards for all menus
* Classes parameteters for menus, extraitems
* Damage system reworked
* Hitgroups system add armor parameters
* Armor reworked for classes, no more limit
* Added new enum structs from last dev update
* Added unloaded compatibility
* Added support of specators DHUD for money and player info
* Parser improved to work directly with arraylists
* Sound system and cvar system parsing changed, removed additional buffer arrays
* Sound system can handle multiple same keys and will randomize block's index output on 'soundkeytoindex'
* Added full support of item_kevlar, item_assaultsuit, item_heavyassaultsuit for weapons.ini
* AntiStick collision change
* New forwards (OnClientMoney,Level, Exp) with copypack params
* All string quotes compytation improvement
* New algorithm to divide multistring
* Classes gain lifesteal (health recovery) on the kill is well
* All SendEntData/GetEntData moved to seperate stocks
* Zombies can reduce not only human armor, and their health is well, so lethal damage can infect similar to 0 armor!
* Gamemodes randomize got more optimized system for randomize clients, only 2 loops for build and shuffle array , no more single random player extracting
* Forwards moved to structs
* Infect icon changed to cvar
* Last human,zombie disconnect not force to restart round, force to infect/humanize other players based on current gamemode, to not stop gameplay
* Escape feature for gamemodes (send to respawn)
* Skill bar of duration added
* If you reset skill ,the duration timer will stop and end forward won't called then
* Slot for grenades are removed
* Strcmp functions reworked
* Weapon give function changed
* Added support of tablet weapon
* Clip pararemet for item_* is armor amount
* Infection sound are getting from the zombie class now
* Added block drop param to weapons ini (because fist can force to drop weapon even on zombies)
* Added forward to round end
* Database remaked, it store all changes immediately, and unload and load faster
* Mutation Heavy class place traps which will be visible for zombies, before activation
* Gamemode desc hint message change to dhud, + new param for gamemodes
* Reloads of classes.ini|gamemodes.ini (except cvars) are auto restart round, to reload the variables more quickly ???
* Added class dump command
* Added unstuck memu (for map props)
* Added ammopack donate menu
* Default menus havr a access check inside callbacks
* New gamemodes menu and class menu for admins , now only in core, because it fully dynamic
* Added translations for reply commands
* Gamemode names will be taken from a translation files (for menu purpose)
* Menu constructor got a auto listener to check all callbacks
* Added first class health multiplier in gamemodes.ini
* Fix spotting + param in classes.ini
* Shop history for rebuy resets only on round start after showing rebuy menu
* Commands for admin to give money, exp, level
* Fixed janus7 sounds in ini file
* Added tablet to the dronegun item to place it
* Old versions
Spoiler



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If you think I did a good job, please donate some money. Thanks! PayPal


Download
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Download all files:
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Git.Hub
Do not forget to reintall all files each update
Attached Files
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Last edited by gubka; 01-16-2019 at 23:49.
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gubka
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Location: Dublin
Old 11-21-2016 , 21:24   [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 23:37.
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Dacia_Logan
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Old 11-22-2016 , 06:45   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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Join Date: Nov 2012
Location: don't know where :/
Old 11-22-2016 , 13:12   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 14:05.
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Old 11-22-2016 , 14:25   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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Last edited by gubka; 11-22-2016 at 14:25.
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Mikado
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Old 11-22-2016 , 15:06   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 07:45. Reason: reported a bug
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gubka
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Old 11-23-2016 , 14:44   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 15:53.
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Mikado
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Old 11-23-2016 , 16:33   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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gubka
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Old 11-23-2016 , 21:07   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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