Search found 15 matches
- 3 Weeks Ago
- Forum: Gameplay
- Topic: Zombie Escape Lazy Fix (Not Tested)
- Replies: 0
- Views: 134
Zombie Escape Lazy Fix (Not Tested)
Zombie Escape Lazy Fix (Not Tested) The code is taken from github & make some chances. When i review the code, i think this mode need a rework. But nevermind its too much since i already have my own ZE which is very basic. This may help Original Link: + ReHLDS -- https://github.com/dreamstalker/rehl...
- 3 Weeks Ago
- Forum: Releases
- Topic: Zombie Escape Releases
- Replies: 298
- Views: 257228
Re: Zombie Escape Releases
Just a suggestion, i think its not a good idea to make a Full Pack (Windows / Linux), since Re Project always update. How about to link to the original page and let server hoster learn how to install the mod, if you wanna host a server that mean you must know a basic stuffs about amxmodx. Original L...
- 1 Year Ago
- Forum: Trash
- Topic: bots specifically for zombie plague
- Replies: 2
- Views: 9566
Re: bots specifically for zombie plague
WTF this guy spam all of Zombie Mod related forums with his/her shitty bot, your bot is based on Sypb bot which is based on yapb bot which is based on podbot. You make money from opensource project.. shame on you.
- 1 Year Ago
- Forum: Bug Reports
- Topic: Errors after Reapi update
- Replies: 5
- Views: 6672
Re: Errors after Reapi update
Bro this is better: if (get_user_team(iVictim) == get_user_team(iAttacker)) return; This mod already has it own native to detect team "ze_get_user_zombie(id)". I believe this is the best solution to detect team in this mod. You can use ze_get_user_zombie(id) or get_member(id, m_iTeam). Just don't u...
- 1 Year Ago
- Forum: Bug Reports
- Topic: Errors after Reapi update
- Replies: 5
- Views: 6672
Re: Errors after Reapi update
I have a same error. I need to fix it in ze_coins_system.sma Add debug in plugins-ze.ini This should fix the issue. public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType) { // Player Damage Himself if (iVictim == iAttacker) return; // iAttacker Not Connected if (!i...
- 1 Year Ago
- Forum: Scripting Help
- Topic: [Solved] How to remove entity using ReAPI.
- Replies: 7
- Views: 3893
Re: How to remove entity using ReAPI.
Like i said in my previous post above, improper use of EngFunc_RemoveEntity may lead to server crash. So i avoid that by using the stock i posted above. the reapi and fakemeta pev_ dont have any different in speed. For easy coding i still prefer pev and set_pev from fakemeta. But for private data i ...
- 1 Year Ago
- Forum: Scripting Help
- Topic: [Solved] How to remove entity using ReAPI.
- Replies: 7
- Views: 3893
Re: How to remove entity using ReAPI.
This is enough:
Code: Select all
stock RemoveEntitySafe(ent)
{
set_pev(ent, pev_flags, FL_KILLME)
dllfunc(DLLFunc_Think, ent)
}
- 1 Year Ago
- Forum: Scripting Help
- Topic: [Solved] How to remove entity using ReAPI.
- Replies: 7
- Views: 3893
Re: How to remove entity using ReAPI.
From my experience.
EngFunc_RemoveEntity -- May cause server crash with improper use of these function.
Safely remove entity i always use:
set_pev(ent, pev_flags, FL_KILLME)
dllfunc(DLLFunc_Think, ent)
EngFunc_RemoveEntity -- May cause server crash with improper use of these function.
Safely remove entity i always use:
set_pev(ent, pev_flags, FL_KILLME)
dllfunc(DLLFunc_Think, ent)
- 1 Year Ago
- Forum: Releases
- Topic: Zombie Escape Releases
- Replies: 298
- Views: 257228
Re: Zombie Escape Releases
Yes, bro but you know that many bugs/issues are fixed in the latest version, for this reason using the latest version will be best. Also, there are some new features in the latest AMXX like print_chat_color . I'm wondering how AMXX v1.1 works without issues :shock:. The only issue i found in Amxmod...
- 1 Year Ago
- Forum: Releases
- Topic: Zombie Escape Releases
- Replies: 298
- Views: 257228
Re: Zombie Escape Releases
you remove task for setting speed for zombies in every new round so if you return ZE_STOP in ze_game_started_pre forward the task will not be created again so ze_set_zombie_speed will not work What i understand about this post is when we block the ze_game_started_pre, the set zombie speed is failed...
- 1 Year Ago
- Forum: Maps
- Topic: Ze_Kingdom_v2
- Replies: 2
- Views: 4057
Re: Ze_Kingdom_v2
Nice map, gonna add to my server soon. Thank you.
- 1 Year Ago
- Forum: Gameplay
- Topic: Press Button Info
- Replies: 31
- Views: 31214
Re: Press Button Info
Hi, i just updated the plugin a bit. #include <amxmodx> #include <hamsandwich> #include <reapi> #define TIME_COOLDOWN 5.0 public plugin_init() { register_plugin("AMX183 Button Info", "1.0p", "SeRious_SaM,wbyokomo") RegisterHam(Ham_Use, "func_button", "OnButtonPressedPost", 1) } public OnButtonPresse...
- 1 Year Ago
- Forum: Releases
- Topic: Zombie Escape Releases
- Replies: 298
- Views: 257228
Re: Zombie Escape Releases
Just my opinion, how about to start using amxmodx 1.10
i used that version on my 3 HLDS, seems nothing critical error yet. My server don't have many player, but we need to test on server that always full house.

- 1 Year Ago
- Forum: Technical Support
- Topic: SZ_GetSpace Overflow
- Replies: 5
- Views: 3595
Re: SZ_GetSpace Overflow
Server send too many data, maybe you can reduce it by using MSG_ONE_UNRELIABLE
- 1 Year Ago
- Forum: Releases
- Topic: Zombie Escape Releases
- Replies: 298
- Views: 257228
Re: Zombie Escape Releases
Wow i am late, good to see a mod that utilize reverse engineering hlds and game dll. Good job by the way 
