Strange Bug
Strange Bug
Ok this has todo with 2 extra items i can't seem to figure out why its doing this.
When spawn as human the light looks like this. (Normal)
When human and buy T-Virus it looks like this.
When using the antidote to turn back into human it looks like this.
When spawn as human the light looks like this. (Normal)
When human and buy T-Virus it looks like this.
When using the antidote to turn back into human it looks like this.
Don't test before game not started, in core we don't add support for pre-game start things.
What i mean there is must be at least 2, 3, 4 (Based on required zombies cvar) so game start.
Try these when game start and let me know how it looks.
What i mean there is must be at least 2, 3, 4 (Based on required zombies cvar) so game start.
Try these when game start and let me know how it looks.
He who fails to plan is planning to fail
- #include <zombie_escape>
- new g_iAntidote, szName[32]
- public plugin_init()
- {
- register_plugin("[ZE] Extra Item: Antidote", "1.0", "Rain1153/Jack GamePlay")
- g_iAntidote = ze_register_item("Antidote", 30, 0)
- }
- public ze_select_item_pre(id, itemid, ignorecost)
- {
- if (itemid != g_iAntidote)
- return ZE_ITEM_AVAILABLE
- if(!ze_is_user_zombie(id))
- return ZE_ITEM_DONT_SHOW
- return ZE_ITEM_AVAILABLE
- }
- public ze_select_item_post(id, itemid, ignorecost)
- {
- if (itemid != g_iAntidote)
- return
- get_user_name(id, szName, charsmax(szName))
- set_hudmessage(0, 255, 0, -0.05, -0.45, 1, 0.0, 5.0, 1.0, 1.0, -1)
- show_hudmessage(0, "%s has used antidote!", szName)
- ze_set_user_human(id)
- }
In core find
Only i added the reset night vision line, verify it's working and i'll commit it to github to be default in our Mod.
public Set_User_Human(id)
and edit it to:- public Set_User_Human(id)
- {
- if (!is_user_alive(id))
- return
- g_bIsZombie[id] = false
- set_entvar(id, var_health, get_pcvar_float(g_pCvarHumanHealth))
- set_entvar(id, var_gravity, get_pcvar_float(g_pCvarHumanGravity)/800.0)
- ExecuteForward(g_iForwards[FORWARD_HUMANIZED], g_iFwReturn, id)
- // Reset Nightvision
- Set_NightVision(id, 0, 0, 0x0000, 0, 0, 0, 0)
- if (get_member(id, m_iTeam) != TEAM_CT)
- rg_set_user_team(id, TEAM_CT, MODEL_UNASSIGNED)
- }
Only i added the reset night vision line, verify it's working and i'll commit it to github to be default in our Mod.
He who fails to plan is planning to fail
Yep fixedRaheem wrote: ↑5 years ago In core findpublic Set_User_Human(id)
and edit it to:
public Set_User_Human(id) { if (!is_user_alive(id)) return g_bIsZombie[id] = false set_entvar(id, var_health, get_pcvar_float(g_pCvarHumanHealth)) set_entvar(id, var_gravity, get_pcvar_float(g_pCvarHumanGravity)/800.0) ExecuteForward(g_iForwards[FORWARD_HUMANIZED], g_iFwReturn, id) // Reset Nightvision Set_NightVision(id, 0, 0, 0x0000, 0, 0, 0, 0) if (get_member(id, m_iTeam) != TEAM_CT) rg_set_user_team(id, TEAM_CT, MODEL_UNASSIGNED) }
Only i added the reset night vision line, verify it's working and i'll commit it to github to be default in our Mod.
Officially added to our Mod: https://github.com/raheem-cs/Zombie-Esc ... b97aa7b363
He who fails to plan is planning to fail
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