Version 1.7

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Night Fury
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Version 1.7

#1

Post by Night Fury » 3 Months Ago

Hello there, as you know, we regularly make new version of the mod in order to make it as stable as possible including new features & improvements for any problems that exist.
So in this topic, post whatever new ideas or suggestions to be added or any bugs that currently exist to be fixed in the next version, if you have any. It may happen that there are some ideas that didn't make but we are doing our best to provide as many good ideas as possible.
Please make sure to write as clear as possible so it is easier for us to understand what you mean.
Waiting your awesome ideas :boom: :boom: :boom:.
Want your own mod edition? PM me.
Accepting private projects.
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karan
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#2

Post by karan » 3 Months Ago

stop mod at map change all cmds all function will stop at map change and 1 acknowledgement will show "stoping mod changing map" it will prevent load on server while changing map.
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#3

Post by SobekPogrywamy » 3 Months Ago

Adding class-related working code to the main engine.
(the current one does not allow too much)
The best option to turn them off with one cvar (e.g. ze_class 0/1)
I know that you do not like classes, so such a solution would be good - because a few people are counting on them ..: P
One part of the people would be happy if it was possible to enable classes in an engine, and the other would not complain if it was possible to disable it.

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#4

Post by NOVA » 2 Months Ago

Some Suggestions for Mod ( if any of the suggestion's already Exist Than Don't Mind )

- Add Natives for Changing value of Global Limits of any Particular Item
- Add Zombie idle , Idle Last Sound ( for last zombie )
- Add Cvar to Ze Sounds to stop any particular Sounds
- Add Natives for Geting Zombie Speed ( I Don't know if it exist xD)
- Some Forwards Before and After Extra item Menu Open ( Not Item pre and post selected )
- Some Forwards Before and After Weapon Buy Menu Open
- Some Natives to Release Zombies ( This Can be Some condition in which any event started and the Zombie Are Not released )
- Mode- Choose Zm while Running .... xD
- Some Coustom Weapon Knock Back system ?

if More I Will Let you know :D

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#5

Post by Z0uha1r_LK » 3 Days Ago

Switch Fake Meta/Ham Sandwich API to ReAPI

Ex:
  1. if (!pev_valid(iEnt)) return;
in reapi
  1. if (!is_entity(iEnt)) return;
Try delete repeats "rg_round_end" in ze_core, Use it:
ze_message_win (1=Text/2=HUD/3=DHUD)
  1. #include <amxmodx>
  2. #include <reapi>
  3.  
  4. Finish_Round({255, 0, 0}, "ESCAPE_SUCCESS", WINSTATUS_CTS, 3)
  5.  
  6. public Finish_Round(iColor[3], const szMessage[], WinStatus:iWin, iPrintType) {
  7.     // Finish a round.
  8.     rg_round_end(5.0, iWin, ROUND_NONE, "");
  9.    
  10.     // Show HUD
  11.     switch (iPrintType) {
  12.         case 1: engclient_print(0, engprint_center, "%L", LANG_PLAYER, szMessage)
  13.         case 2: {
  14.             set_hudmessage(iColor[0], iColor[1], iColor[2], -1.0, 0.3, 1, 5.0, 5.0, 0.0, 0.0)
  15.             show_hudmessage(0, "%L", LANG_PLAYER, szMessage)
  16.         }
  17.         case 3: {
  18.             set_dhudmessage(iColor[0], iColor[1], iColor[2], -1.0, 0.3, 1, 5.0, 5.0, 0.0, 0.0)
  19.             show_dhudmessage(0, "%L", LANG_PLAYER, szMessage)
  20.         }
  21.     }
  22. }
Last edited by Z0uha1r_LK on 17 Sep 2021, 21:29, edited 1 time in total.
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#6

Post by Z0uha1r_LK » 3 Days Ago


Update cvar '"ze_coins_save_type"

0 = nVault
1 = MySQL
2 = No Save
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#7

Post by VicKy » 3 Days Ago

Z0uha1r_LK wrote:
3 Days Ago

Update cvar '"ze_coins_save_type"

0 = nVault
1 = MySQL
2 = No Save
Yes !!!
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#8

Post by Z0uha1r_LK » 1 Day Ago

Add this forward:
  1. forward ze_user_model_is_set(id, szModel[])
We can use that like it:
  1. public ze_user_model_is_set(iPlayer, szModel[]) {
  2.     // Player is not a alive.
  3.     if (!is_user_alive(iPlayer))
  4.         return PLUGIN_CONTINUE;
  5.        
  6.     // Set player new model
  7.     rg_set_user_model(iPlayer, szModel)
  8.     return PLUGIN_HANDLED; // Block ze_resources.amxx from set player model.
  9. }
You will understand:
  1. public ze_user_humanized(id)
  2. {
  3.     if (ze_is_user_zombie(id) || !is_user_alive(id))
  4.         return
  5.    
  6.     // Rest Player Knife model
  7.     new szModel[MODEL_MAX_LENGTH]
  8.     ArrayGetString(g_v_szHumanKnifeModel, random_num(0, ArraySize(g_v_szHumanKnifeModel) - 1), szModel, charsmax(szModel))
  9.     cs_set_player_view_model(id, CSW_KNIFE, szModel)
  10.     ArrayGetString(g_p_szHumanKnifeModel, random_num(0, ArraySize(g_p_szHumanKnifeModel) - 1), szModel, charsmax(szModel))
  11.     cs_set_player_weap_model(id, CSW_KNIFE, szModel)
  12.    
  13.     // Reset the claws
  14.     WeaponList(id, 0)
  15.  
  16.     new iRandomModel = random_num(0, charsmax(szHumanModels))
  17.    
  18.     // Execute forward ze_user_model_is_set().
  19.     ExecuteForward(g_iForward[FORWARD_MODEL_SET], g_iFwReturn, id, szHumanModels[iRandomModel])
  20.    
  21.     // Forward returned 1.
  22.     if (g_iFwReturn >= 1)
  23.         return
  24.    
  25.     // Rest Player Model (Model Randomly)
  26.     rg_set_user_model(id, szHumanModels[iRandomModel])
  27. }
  1. public ze_user_infected(iVictim, iInfector)
  2. {  
  3.     // Emit Sound For infection (Sound Source is The zombie Body)
  4.     new szSound[SOUND_MAX_LENGTH]
  5.     ArrayGetString(g_szInfectSound, random_num(0, ArraySize(g_szInfectSound) - 1), szSound, charsmax(szSound))
  6.     emit_sound(iVictim, CHAN_BODY, szSound, 1.0, ATTN_NORM, 0, PITCH_NORM)
  7.    
  8.     // Play Zombie Appear Sound for all Players
  9.     ArrayGetString(g_szComingSound, random_num(0, ArraySize(g_szComingSound) - 1), szSound, charsmax(szSound))
  10.     PlaySound(0, szSound)
  11.    
  12.     // Set Zombie Models
  13.     new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
  14.    
  15.     ArrayGetString(g_v_szZombieKnifeModel, random_num(0, ArraySize(g_v_szZombieKnifeModel) - 1), szModel, charsmax(szModel))
  16.     cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
  17.     cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies   
  18.    
  19.     // Random Model Set
  20.     switch(random_num(0, 130))
  21.     {
  22.         case 0..30, 71..100:
  23.         {
  24.             ArrayGetString(g_szHostZombieModel, random_num(0, ArraySize(g_szHostZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
  25.            
  26.             // Execute forward ze_user_model_is_set().
  27.             ExecuteForward(g_iForward[FORWARD_MODEL_SET], g_iFwReturn, id, szPlayerModel)
  28.            
  29.             // Forward returned 1.
  30.             if (g_iFwReturn >= 1)
  31.                 return 
  32.  
  33.             rg_set_user_model(iVictim, szPlayerModel) // This native Faster 100000000000 times than one in fun module
  34.         }
  35.         case 31..70, 101..130:
  36.         {
  37.             ArrayGetString(g_szOriginZombieModel, random_num(0, ArraySize(g_szOriginZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
  38.            
  39.             // Execute forward ze_user_model_is_set().
  40.             ExecuteForward(g_iForward[FORWARD_MODEL_SET], g_iFwReturn, id, szPlayerModel)
  41.            
  42.             // Forward returned 1.
  43.             if (g_iFwReturn >= 1)
  44.                 return 
  45.            
  46.             rg_set_user_model(iVictim, szPlayerModel)
  47.         }
  48.     }
  49. }
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#9

Post by Z0uha1r_LK » 1 Day Ago

Add this in zombie_escape.inc
  1. #define ZE_SETTING_RESOURCES "zombie_escape.ini"
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