Zombie Escape Releases
Hey lazy, you tested the p_knife? i tested it doesn't work.
how i can add it ? i find it in zombie_escape.ini
Code: Select all
[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 HUMAN = models/FG_ZE/v_knife_human.mdl
P_KNIFE HUMAN = models/FG_ZE/p_knife_human.mdl
V_KNIFE HUMAN ADMIN = models/FG_ZE/v_knife_human.mdl
V_KNIFE ZOMBIE = models/FG_ZE/v_knife_zombie.mdl
V_KNIFE ZOMBIE ADMIN = models/FG_ZE/v_knife_zombie_vip_new.mdl
You use the Special Models plugin and it's not compatible yet with our ZE v1.1 When i update it to be compatible i'll notice you.
He who fails to plan is planning to fail
what i do ? disabling special models? ok i'll wait till updates
I reviewed the special models plugin it have nothing which mean problem maybe because you don't use latest ze_resources.amxx
He who fails to plan is planning to fail
- sam_bhosale4
- Mod Tester
- Posts: 109
- Joined: 7 years ago
- Location: INDIA
- Contact:
Raheem please change the ze_coin_system code as it has bug of resetting coins after player disconn/mapchange..
code i changed to old one,
use this.
code i changed to old one,
use this.
Code: Select all
#include <zombie_escape>
// Static (Change it if you need)
new const g_szVaultName[] = "Escape_Coins"
// Variables
new g_iMaxClients, g_iEscapeCoins[33], Float:g_fDamage[33]
// Cvars
new Cvar_Escape_Success, Cvar_Human_Infected, Cvar_Damage, Cvar_Damage_Coins, Cvar_Start_Coins, Cvar_Max_Coins,
Cvar_Earn_ChatNotice
public plugin_natives()
{
register_native("ze_get_escape_coins", "native_ze_get_escape_coins", 1)
register_native("ze_set_escape_coins", "native_ze_set_escape_coins", 1)
}
public plugin_init()
{
register_plugin("[ZE] Escape Coins System", ZE_VERSION, AUTHORS)
// Hook Chains
RegisterHookChain(RG_CBasePlayer_TakeDamage, "Fw_TakeDamage_Post", 1)
// Commands
register_clcmd("say /EC", "Coins_Info")
register_clcmd("say_team /EC", "Coins_Info")
// Static Values
g_iMaxClients = get_member_game(m_nMaxPlayers)
// Cvars
Cvar_Escape_Success = register_cvar("ze_escape_success_coins", "15")
Cvar_Human_Infected = register_cvar("ze_human_infected_coins", "5")
Cvar_Damage = register_cvar("ze_damage_required", "300")
Cvar_Damage_Coins = register_cvar("ze_damage_coins", "4")
Cvar_Start_Coins = register_cvar("ze_start_coins", "50")
Cvar_Max_Coins = register_cvar("ze_max_coins", "200000")
Cvar_Earn_ChatNotice = register_cvar("ze_earn_chat_notice", "1")
}
public Coins_Info(id)
{
ze_colored_print(id, "%L", LANG_PLAYER, "COINS_INFO", g_iEscapeCoins[id])
}
public client_putinserver(id)
{
if (is_user_bot(id) || is_user_hltv(id))
return
LoadCoins(id)
}
public client_disconnect(id)
{
if (is_user_bot(id) || is_user_hltv(id))
return
SaveCoins(id)
}
public ze_roundend(WinTeam)
{
for(new id = 1; id <= g_iMaxClients; id++)
{
if (!is_user_alive(id) || ze_is_user_zombie(id))
continue
if (WinTeam == ZE_TEAM_HUMAN)
{
g_iEscapeCoins[id] += get_pcvar_num(Cvar_Escape_Success)
if (get_pcvar_num(Cvar_Earn_ChatNotice) != 0)
ze_colored_print(id, "%L", LANG_PLAYER, "ESCAPE_SUCCESS_COINS", get_pcvar_num(Cvar_Escape_Success))
}
}
}
public ze_user_infected(iVictim, iInfector)
{
if (iInfector == 0) // Server ID
return
g_iEscapeCoins[iInfector] += get_pcvar_num(Cvar_Human_Infected)
if (get_pcvar_num(Cvar_Earn_ChatNotice) != 0)
ze_colored_print(iInfector, "%L", LANG_PLAYER, "HUMAN_INFECTED_COINS", get_pcvar_num(Cvar_Human_Infected))
}
public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
{
// Player Damage Himself
if (iVictim == iAttacker)
return HC_SUPERCEDE
// Two Players From one Team
if (get_member(iAttacker, m_iTeam) == get_member(iVictim, m_iTeam))
return HC_SUPERCEDE
// iVictim or iAttacker Not Alive
if (!is_user_alive(iVictim) || !is_user_alive(iAttacker))
return HC_SUPERCEDE
// Attacker is Zombie
if (get_member(iAttacker, m_iTeam) == TEAM_TERRORIST)
return HC_SUPERCEDE
// Store Damage For every Player
g_fDamage[iAttacker] += fDamage
// Damage Calculator Equal or Higher than needed damage
if (g_fDamage[iAttacker] >= get_pcvar_float(Cvar_Damage))
{
// Give Player The Coins
g_iEscapeCoins[iAttacker] += get_pcvar_num(Cvar_Damage_Coins)
// Rest The Damage Calculator
g_fDamage[iAttacker] = 0.0
}
return HC_CONTINUE
}
public LoadCoins(id)
{
new szAuthID[35], iStartValue
iStartValue = get_pcvar_num(Cvar_Start_Coins)
get_user_authid(id, szAuthID, sizeof(szAuthID) - 1)
new szData[16]
if(fvault_get_data(g_szVaultName, szAuthID, szData, sizeof(szData) - 1))
{
g_iEscapeCoins[id] = str_to_num(szData)
}
else
{
g_iEscapeCoins[id] = iStartValue
}
}
public SaveCoins(id)
{
new szAuthID[35], iMaxValue
iMaxValue = get_pcvar_num(Cvar_Max_Coins)
get_user_authid(id, szAuthID, sizeof(szAuthID) - 1)
// Set Him to max if he Higher than Max Value
if(g_iEscapeCoins[id] > iMaxValue)
{
g_iEscapeCoins[id] = iMaxValue
}
new szData[16]
num_to_str(g_iEscapeCoins[id], szData, sizeof(szData) - 1)
// Save His SteamID, Escape Coins
fvault_set_data(g_szVaultName, szAuthID, szData)
}
public native_ze_get_escape_coins(id)
{
return g_iEscapeCoins[id]
}
public native_ze_set_escape_coins(id, iAmount)
{
g_iEscapeCoins[id] = iAmount
}
No need to back to the old, Also what we do in our new update is replacing
Solution which works for me is:
client_disconnect()
Forward with new one that more efficient to detect most drops it's in amxmodx v 1.8.3 client_disconnected()
but there is some problems in this forward for ReHLDS/ReGameDLL.Solution which works for me is:
- To make sure you uploaded the whole gamedata folder in data folder.
- If problem persist then try this: https://forums.alliedmods.net/showpost. ... stcount=29
He who fails to plan is planning to fail
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
Teach Raheem "C++" & he's gonna fix it. :V
Bro now how can i fix this problem !
Lose coins problem? It's a problem and not a problem so till i get enough information so i'll be able to fix.
He who fails to plan is planning to fail
- sam_bhosale4
- Mod Tester
- Posts: 109
- Joined: 7 years ago
- Location: INDIA
- Contact:
haha
- sam_bhosale4
- Mod Tester
- Posts: 109
- Joined: 7 years ago
- Location: INDIA
- Contact:
yes many reported me the problem of loosing coins!
is it the inactivity which causes it or some other issue? have no hint about the main cause
There is some things need to be checked:
1-Maybe client_putinserver() and client_disconnected() forwards not called right when player connect or disconnect, This may cause these problems.
2-Maybe the problem in the FVault system so i should review all function in it.
These what may cause the problem and why i can't discover the problem for now? I don't know when it's come to know how it's going...
For example on windows the client_disconnected() forward works without problems but maybe in linux have some problems and i testing on windows.
If some one can give more details and track the problem and tell me when how it's restarting the coins this will be so great.
1-Maybe client_putinserver() and client_disconnected() forwards not called right when player connect or disconnect, This may cause these problems.
2-Maybe the problem in the FVault system so i should review all function in it.
These what may cause the problem and why i can't discover the problem for now? I don't know when it's come to know how it's going...
For example on windows the client_disconnected() forward works without problems but maybe in linux have some problems and i testing on windows.
If some one can give more details and track the problem and tell me when how it's restarting the coins this will be so great.
He who fails to plan is planning to fail
New version out v1.2, For more information read changelog and: http://escapers-zone.xyz/viewtopic.php?f=23&p=4085
Hope with this version you don't face coins Resetting again.
Have FUN .
Hope with this version you don't face coins Resetting again.
Have FUN .
He who fails to plan is planning to fail
-
- Veteran Member
- Posts: 678
- Joined: 7 years ago
- Location: Paraguay
- Contact:
version v1.2 is out?
so what files we need to update if we use this linux pack?
so what files we need to update if we use this linux pack?
Nobody Is That Busy If They Make Time
Simply you can now know from GitHub, But i'll tell you.
1-ze_hud_info.sma
2-ze_resources.sma
4-ze_nightvision_lighting.sma
5-ze_effects_frags.sma
6-ze_coins_system.sma
For more information what changes in these files you can track commits to know: https://github.com/raheem-cs/Zombie-Esc ... its/master
1-ze_hud_info.sma
2-ze_resources.sma
4-ze_nightvision_lighting.sma
5-ze_effects_frags.sma
6-ze_coins_system.sma
For more information what changes in these files you can track commits to know: https://github.com/raheem-cs/Zombie-Esc ... its/master
He who fails to plan is planning to fail
Very important fix inserted, Update your ze_core.sma: https://github.com/raheem-cs/Zombie-Esc ... its/master
He who fails to plan is planning to fail
-
- Veteran Member
- Posts: 678
- Joined: 7 years ago
- Location: Paraguay
- Contact:
I am excited to see the Next Update
Nobody Is That Busy If They Make Time
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