Solved [ZE_Countdown]

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[ZE_Countdown]

#1

Post by Spir0x » 6 years ago

hi everybody please check this out :/

L 06/15/2017 - 20:25:28: [AMXX] Displaying debug trace (plugin "ze_countdown.amxx", version "1.0")

L 06/15/2017 - 20:25:28: [AMXX] Run time error 10: native error (native "ArrayGetString")

L 06/15/2017 - 20:25:28: [AMXX] [0] ze_countdown.sma::Countdown_Start (line 90)

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#2

Post by johnnysins2000 » 6 years ago

http://escapers-zone.xyz/viewtopic.php?f=11&t=304

read this

this topic has already been discussed !

u also have remove the freeze time from server.cfg so it is your own problem

don't remove freezetime

always keep it mp_freezetime 20

according to the ze settings
Nobody Is That Busy If They Make Time :roll:

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#3

Post by johnnysins2000 » 6 years ago

Mark it as solved
Nobody Is That Busy If They Make Time :roll:

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#4

Post by Spir0x » 6 years ago

Reality not solved :/ i already did mp_freeztime 17 like ze_free_time 17
in server.cfg

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#5

Post by Raheem » 6 years ago

And you still get this?
He who fails to plan is planning to fail

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#6

Post by Spir0x » 6 years ago

Yes :/ but raheem what about the dual katana hits ?
L 06/18/2017 - 19:35:13: [AMXX] Displaying debug trace (plugin "ze_countdown.amxx", version "1.0")

L 06/18/2017 - 19:35:13: [AMXX] Run time error 10: native error (native "ArrayGetString")

L 06/18/2017 - 19:35:13: [AMXX] [0] ze_countdown.sma::Countdown_Start (line 90)

L 06/18/2017 - 19:35:13: Invalid index 10 (count: 10)

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#7

Post by Raheem » 6 years ago

Dual katana reply on it's topic. About this problem post your zombie_escape.ini file
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#8

Post by Spir0x » 6 years ago

zombie_escape.ini here ?

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#9

Post by Raheem » 6 years ago

Yes!
He who fails to plan is planning to fail

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#10

Post by Spir0x » 6 years ago

Code: Select all

[Weather Effects]

FOG DENSITY = 0.0010

FOG COLOR = 100 100 100

FOG = 1

SNOW = 0

RAIN = 0

SKY = hk



[Weapons Menu]

PRIMARY = weapon_m4a1 , weapon_ak47 , weapon_aug , weapon_sg552 , weapon_galil , weapon_famas , weapon_m249 , weapon_mp5navy , weapon_m3 , weapon_xm1014 , weapon_mac10 , weapon_p90

SECONDARY = weapon_usp , weapon_glock18 , weapon_deagle , weapon_p228 , weapon_elite , weapon_fiveseven



[Sounds]

GRENADE FIRE EXPLODE = FG_ZE/grenade_explode.wav

GRENADE FIRE PLAYER = FG_ZE/zombie_burn_1.wav , FG_ZE/zombie_burn_2.wav , FG_ZE/zombie_burn_3.wav , FG_ZE/zombie_burn_4.wav , FG_ZE/zombie_burn_5.wav

FROST GRENADE EXPLODE = warcraft3/frostnova.wav

FROST GRENADE PLAYER = warcraft3/impalehit.wav

FROST GRENADE BREAK = warcraft3/impalelaunch1.wav

Ready Sound = FG_ZE/ZE_ready.mp3

Infect Sound = FG_ZE/zombie_infect_1.wav , FG_ZE/zombie_infect_2.wav , FG_ZE/zombie_infect_3.wav

Coming Sound = FG_ZE/zombie_coming_1.wav , FG_ZE/zombie_coming_2.wav , FG_ZE/zombie_coming_3.wav

Pre-Release Sound = FG_ZE/ZE_release.wav

Round Ambiance = FG_ZE/ZE_ambiance.mp3

Escape Success = FG_ZE/escape_success.wav

Escape Fail = FG_ZE/escape_fail.wav

COUNT DOWN = FG_ZE/1.wav , FG_ZE/2.wav , FG_ZE/3.wav , FG_ZE/4.wav , FG_ZE/5.wav , FG_ZE/6.wav , FG_ZE/7.wav , FG_ZE/8.wav , FG_ZE/9.wav , FG_ZE/10.wav

ZOMBIE PAIN = FG_ZE/zombie_pain_1.wav , FG_ZE/zombie_pain_2.wav

MISS SLASH = FG_ZE/zombie_miss_slash_1.wav , FG_ZE/zombie_miss_slash_2.wav , FG_ZE/zombie_miss_slash_3.wav

MISS WALL = FG_ZE/zombie_miss_wall_1.wav , zombie_escape/zombie_miss_wall_2.wav , zombie_escape/zombie_miss_wall_3.wav

ATTACK = FG_ZE/zombie_attack_1.wav , FG_ZE/zombie_attack_2.wav , FG_ZE/zombie_attack_3.wav

DIE = FG_ZE/zombie_die.wav



[Weapon Models]

V_GRENADE FIRE = models/FG_ZE/v_grenade_fire.mdl

P_GRENADE FIRE = models/FG_ZE/p_grenade_fire.mdl

V_GRENADE FROST = models/FG_ZE/v_grenade_frost.mdl

P_GRENADE FROST = models/FG_ZE/p_grenade_frost.mdl

V_KNIFE ZOMBIE = models/FG_ZE/v_knife_zombie.mdl

V_KNIFE HUMAN = models/v_katanad.mdl

P_KNIFE HUMAN = models/v_katanad.mdl

V_KNIFE HUMAN ADMIN = models/v_katanad.mdl

P_KNIFE HUMAN ADMIN = models/v_katanad.mdl

V_KNIFE ZOMBIE ADMIN = models/FG_ZE/knife_zombie_admin.mdl



[Grenade Sprites]

TRAIL = sprites/laserbeam.spr

RING = sprites/shockwave.spr

FIRE = sprites/flame.spr

SMOKE = sprites/black_smoke3.spr

GLASS = models/glassgibs.mdl


[Sound Durations]

Ready Sound = 20

Pre-Release Sound = 20

Round Ambiance = 80


[Player Models]

HOST ZOMBIE = host_zombie

ORIGIN ZOMBIE = origin_zombie

HUMAN ADMIN = Admin_Human

ZOMBIE ADMIN = Admin_Zombie

HUMAN 1 = human1

HUMAN 2 = human2

HUMAN 3 = human3

HUMAN 4 = human4

;Edited By Spirox

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#11

Post by Raheem » 6 years ago

Hmmm:
    1. COUNT DOWN = FG_ZE/1.wav , FG_ZE/2.wav , FG_ZE/3.wav , FG_ZE/4.wav , FG_ZE/5.wav , FG_ZE/6.wav , FG_ZE/7.wav , FG_ZE/8.wav , FG_ZE/9.wav , FG_ZE/10.wav
Where my empty.wav sound :twisted: If this empty sound not important so why i added it? Back it bro and before delete anything from original plugins just ask us why we do it like this.

Should be:
    1. COUNT DOWN = FG_ZE/empty.wav, FG_ZE/1.wav , FG_ZE/2.wav , FG_ZE/3.wav , FG_ZE/4.wav , FG_ZE/5.wav , FG_ZE/6.wav , FG_ZE/7.wav , FG_ZE/8.wav , FG_ZE/9.wav , FG_ZE/10.wav
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#12

Post by Spir0x » 6 years ago

okey xD i'm sorry and please what's this ?

FROST GRENADE EXPLODE = warcraft3/frostnova.wav

FROST GRENADE PLAYER = warcraft3/impalehit.wav

FROST GRENADE BREAK = warcraft3/impalelaunch1.wav


GLASS = models/glassgibs.mdl

when i go to models i dont find warcraft or glassgibs :/

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#13

Post by Night Fury » 6 years ago

Raheem wrote: 6 years agoYes!
Well...It happen to me too.
It's because of your method.
Don't tell me: "show me your work or bla bla bla".
I made fixed version & you only used Dias' method.
Want your own mod edition? PM me.
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#14

Post by johnnysins2000 » 6 years ago

Jack GamePlay wrote: 6 years ago
Raheem wrote: 6 years agoYes!
Well...It happen to me too.
It's because of your method.
Don't tell me: "show me your work or bla bla bla".
I made fixed version & you only used Dias' method.
Jack Is Angry :shock: :lol:
Nobody Is That Busy If They Make Time :roll:

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#15

Post by Raheem » 6 years ago

Jack GamePlay wrote: 6 years ago Well...It happen to me too.
It's because of your method.
Don't tell me: "show me your work or bla bla bla".
I made fixed version & you only used Dias' method.
You can look at old zombie escape mod and your method you give me before you will know who copies. For me why i call a function 10 times and i can do it only one time? This empty sound because of that this array is zero-based. To understand and i hope you can:
  • Code: Select all

    	// Start the count down when remain 10 seconds
    	if (g_iCountDown <= 10)
    	{
    		static szSound[SOUND_MAX_LENGTH]
    		ArrayGetString(g_szCountDownSound, g_iCountDown, szSound, charsmax(szSound))
    		PlaySound(0, szSound)
    	}
It will start like: ArrayGetString(g_szCountDownSound, 10, szSound, charsmax(szSound))
and the array is zero-based and so we have 11 sounds not 10 only as from 0 to 9 is 10. So this 10 should have any sound i'am not making it 11 as i need the count sound appear only at 10.

What problems this empty sound caused for you?????????????????? You can tell me!
He who fails to plan is planning to fail

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#16

Post by Spir0x » 6 years ago

i'm talking about the glassgibs and the warcraft file ..

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#17

Post by Night Fury » 6 years ago

Raheem wrote: 6 years ago
Jack GamePlay wrote: 6 years ago Well...It happen to me too.
It's because of your method.
Don't tell me: "show me your work or bla bla bla".
I made fixed version & you only used Dias' method.
You can look at old zombie escape mod and your method you give me before you will know who copies. For me why i call a function 10 times and i can do it only one time? This empty sound because of that this array is zero-based. To understand and i hope you can:
  • Code: Select all

    	// Start the count down when remain 10 seconds
    	if (g_iCountDown <= 10)
    	{
    		static szSound[SOUND_MAX_LENGTH]
    		ArrayGetString(g_szCountDownSound, g_iCountDown, szSound, charsmax(szSound))
    		PlaySound(0, szSound)
    	}
It will start like: ArrayGetString(g_szCountDownSound, 10, szSound, charsmax(szSound))
and the array is zero-based and so we have 11 sounds not 10 only as from 0 to 9 is 10. So this 10 should have any sound i'am not making it 11 as i need the count sound appear only at 10.

What problems this empty sound caused for you?????????????????? You can tell me!
Cool! You mean i copy a method whoch allows user to set for the number more than 1 sound & choose from it random sound? That's what in old ZE? You think so?! No, you only took that as you like.
Have fun.
Want your own mod edition? PM me.
Accepting private projects.
Discord: Fury#7469
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#18

Post by Raheem » 6 years ago

[mention]Jack GamePlay[/mention], I care about working + Optimized solution you can get better idea than me but to be more Optimized and working than mine.
Spir0x wrote: 6 years ago i'm talking about the glassgibs and the warcraft file ..
valve/models/glassgibs.mdl

warcraft3 folder in cstrike/sound
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#19

Post by Spir0x » 6 years ago

Raheem but what's this ? Error Server failed to (i forget it :v like transmit) FG_ZE/empty.wav

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#20

Post by johnnysins2000 » 6 years ago

Spir0x wrote: 6 years ago Raheem but what's this ? Error Server failed to (i forget it :v like transmit) FG_ZE/empty.wav
That is Because either the empty.wav is not in that folder or the server is not percaching that file

This is what this message means
Nobody Is That Busy If They Make Time :roll:

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