Plug-ins compatibility with Zombie Escape 1.x only!
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z0h1r-LK
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#1
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by z0h1r-LK » 3 years ago
Gamemode: Nemesis
Notice :
This plugin only supports version 1.6, does not work on previous version, no need to use it on version 1.7 or later !
ScreenShots :
Description :
It's a simple round, but zombies become nemesis (tyrant) with different features from zombies like (high power, speed, glow,..etc). An infection event is canceled in this round, as it will be damage.
Modules Used :
AMX Mod X - ReAPI
Change Log :
[Version 1.0]
- Release.
[Version 1.1]
- Add cvar block frost and fire.
[Version 1.2]
- Fixed some bugs.
- Fixed function damage human.
- Added Long-Jump for nemesis with Cvar.
- Added command ze_nemesis to make player.
- Added Cvar ze_nemesis_base_hp to get the appropriate health value for the number of players.
- Support Zombie Escape Mod v1.4, v1.5, 1.6 or above.
- Switch Ham Sandwich API | FakeMeta to ReAPI API.
- Changed Cvar ze_nemesis_freeze and ze_nemesis_fire.
- Update ze_class_nemesis.inc & ze_gamemode_nemesis.inc.
[Version 1.3] - CURRENT
- Fixed native ze_is_user_nemesis(id)
- Added ze_hud_info.sma support nemesis (Thanks VicKy).
Cvars :
Code: Select all
// Nemesis Round
ze_nemesis_health 10000 // Nemesis health value (0=zombie health).
ze_nemesis_base_hp 1000 // Base health (base_hp * count of players alive) require: ze_nemesis_health 0
ze_nemesis_speed 320 // Nemesis speed value (0=zombie speed).
ze_nemesis_gravity 500 // Nemesis gravity value (0=zombie gravity).
ze_nemesis_glow 1 // Nemesis glow shell (0=no glow).
ze_nemesis_glow_r 255 // Nemesis glow color red 0..255
ze_nemesis_glow_g 0 // Nemesis glow color green 0..255
ze_nemesis_glow_b 05 // Nemesis glow color blue 0..255
ze_nemesis_frostnade 0 // Block frostnade from effect from nemesis (0=disable | 1=enable).
ze_nemesis_firenade 0 // Block firenade from effect from nemesis. (0=disable | 1=enable)
ze_nemesis_knockback 200 // Nemesis knockback value (0=zombie knockback).
ze_nemesis_damage 4 // Nemesis multiple damage (0=normal).
// Gamemode Nemesis
ze_nemesis_chance 20 // Chance nemesis round (1=Always).
ze_nemesis_minplayers 4 // Minimum count of players to turn nemesis round.
ze_nemesis_sound 1 // Sound notice (0=disable |1=enable)
ze_nemesis_notice 3 // Notice message (0=Disable|1=Normal text|2=HUD|3=DHUD)
// Long-Jump
ze_leap_zombie 0 // who will get a longjump? (0=Disable|1=All zombies|2=First zombies|3=Last zombies).
ze_leap_zombie_height 300 // Height value when zombie use long-jump.
ze_leap_zombie_force 500 // Force longjump.
ze_leap_zombie_cooldown 10 // Delay before re-active long-jump for zombie(s).
ze_leap_nemesis 1 // who will get a longjump? (0=Disable|1=All nemesis|2=Last nemesis).
ze_leap_nemesis_height 300 // Height value when nemesis use long-jump.
ze_leap_nemesis_force 500 // Force longjump.
ze_leap_nemesis_cooldown 5 // Delay before re-active long-jump for nemesis.
Configurations :
zombie_escape.txt
[en]
NOTICE_NEMESIS = ** Nemesis Mode **
CMD_NOT_ACCESS = You don't have access !
CMD_NOT_FOUND = Player not found !
CHAT_ALREADY_TURNED = ^4%s^1 is already make next round is ^4Nemesis mode^1.
CHAT_NEMESIS_TURNED = ^4%s^1 is make next round is ^4Nemesis mode^1.
CHAT_NEMESIS_ROUND = This ^3Round^1 is a ^4Nemesis mode^1.
CHAT_MAKE_NEMESIS = ^4%s^1 is make ^4%s^1 a nemesis !
ZOMBIE_NOT_CHOSEN = You can't before choose zombies.
ALREADY_NEMESIS = It's already nemesis.
CMD_LAST_HUMAN = You can't make the last human nemesis.
zombie_escape.ini
[Access Flags]
Make Nemesis = d
[Player Models]
NEMESIS = ze_nemesis
[Weapon Models]
V_KNIFE NEMESIS = models/zombie_escape/v_knife_nemesis.mdl
[Sounds]
Nemesis Round = zombie_escape/ze_nemesis.wav
Download :
If you not working or there bugs, tell me in comments.
Last edited by
z0h1r-LK 1 year ago, edited 20 times in total.
Reason: Last Updated !
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PunisheR
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#2
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by PunisheR » 3 years ago
Goob job brother
NEVER GIVE UP
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SobekPogrywamy
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#3
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by SobekPogrywamy » 3 years ago
02/09/2021 - 21:14:17: [ZE] Invalid Player (1)
L 02/09/2021 - 21:14:17: [AMXX] Displaying debug trace (plugin "ze_gamemode_nemesis.amxx", version "1.0")
L 02/09/2021 - 21:14:17: [AMXX] Run time error 10: native error (native "ze_set_user_nemesis")
L 02/09/2021 - 21:14:17: [AMXX] [0] ze_gamemode_nemesis.sma::ze_player_disconnect (line 104)
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z0h1r-LK
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#4
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by z0h1r-LK » 3 years ago
SobekPogrywamy wrote: ↑3 years ago
02/09/2021 - 21:14:17: [ZE] Invalid Player (1)
L 02/09/2021 - 21:14:17: [AMXX] Displaying debug trace (plugin "ze_gamemode_nemesis.amxx", version "1.0")
L 02/09/2021 - 21:14:17: [AMXX] Run time error 10: native error (native "ze_set_user_nemesis")
L 02/09/2021 - 21:14:17: [AMXX] [0] ze_gamemode_nemesis.sma::ze_player_disconnect (line 104)
If ze_class_nemesis is not working, so ze_gamemode_nemesis.sma will not work
Because ze_set_user_nemesis was registered from ze_class_nemesis
So check from ze_class_nemesis is running
1/ - type
amxx plugins
in cmd server
2/ - search from
ze_class_nemesis.amxx
Notice: i'm try plugin in my game is worked, in ze 1.5 and is not working in 1.4 1.3
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SobekPogrywamy
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#5
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by SobekPogrywamy » 3 years ago
[ 63] [ZE] Class: Nemesis 1.0 ZE Dev Team ze_class_nemesi debug
[ 64] [ZE] Gamemode: Nemesis 1.0 LiZou Mapper ze_gamemode_nem debug
its run
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z0h1r-LK
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#6
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by z0h1r-LK » 3 years ago
SobekPogrywamy wrote: ↑3 years ago
[ 63] [ZE] Class: Nemesis 1.0 ZE Dev Team ze_class_nemesi debug
[ 64] [ZE] Gamemode: Nemesis 1.0 LiZou Mapper ze_gamemode_nem debug
its run
Fixed now
I'm test it when bots, it's worked !
and i'm add 2 cvars (block freeze and block fire) !
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Raheem
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#7
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by Raheem » 3 years ago
OK, I added the Approved tag. Thanks for this, many were needing it.
He who fails to plan is planning to fail
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z0h1r-LK
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#8
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by z0h1r-LK » 3 years ago
Raheem wrote: ↑3 years ago
OK, I added the Approved tag. Thanks for this, many were needing it.
Raheem
I find new method to create gamemodes manager
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#9
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by Raheem » 3 years ago
lizoumapper wrote: ↑3 years ago
Raheem wrote: ↑3 years ago
OK, I added the Approved tag. Thanks for this, many were needing it.
Raheem
I find new method to create gamemodes manager
Personally, I don't like game modes in ZE, but good to do bro in fact so it will help others who like it. Generally, I don't code something I don't like
He who fails to plan is planning to fail
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ngamerz
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#10
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by ngamerz » 3 years ago
Ohh nice work, you forgot the "leap" feature of nemesis, anyways GJ. But don't make ZE as ZP (I mean swarm mode)
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z0h1r-LK
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#11
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by z0h1r-LK » 3 years ago
ngamerz wrote: ↑3 years ago
Ohh nice work, you forgot the "leap" feature of nemesis, anyways GJ. But don't make ZE as ZP (I mean swarm mode)
LEAP is available
but i forgot put it ok
ok, next update i will add it ok
i will fix some bugs in plugins
thanks
i will remove swarm mode ok
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NomaDD
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#12
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by NomaDD » 3 years ago
i got this errors
Code: Select all
L 03/21/2021 - 20:21:01: [ZE] Invalid Player (2)
L 03/21/2021 - 20:21:01: [AMXX] Run time error 10 (plugin "ze_gamemode_nemesis.amxx") (native "ze_set_user_nemesis") - debug not enabled!
L 03/21/2021 - 20:21:01: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
And idk is from my sv but when someone is spectating the nemesis , the nemesis get stuck
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z0h1r-LK
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#13
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by z0h1r-LK » 3 years ago
NomaDD wrote: ↑3 years ago
i got this errors
Code: Select all
L 03/21/2021 - 20:21:01: [ZE] Invalid Player (2)
L 03/21/2021 - 20:21:01: [AMXX] Run time error 10 (plugin "ze_gamemode_nemesis.amxx") (native "ze_set_user_nemesis") - debug not enabled!
L 03/21/2021 - 20:21:01: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
And idk is from my sv but when someone is spectating the nemesis , the nemesis get stuck
Tell me any version ze mod do you use
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#14
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by VicKy » 2 years ago
Bro Add leap jump
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z0h1r-LK
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#15
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by z0h1r-LK » 2 years ago
VicKy wrote: ↑2 years ago
Bro Add leap jump
I will update nemesis mode, soon
I need solve some problems, I'm will update it
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#16
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by z0h1r-LK » 2 years ago
Updated to 1.2
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#17
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by VicKy » 2 years ago
Add Nemesis Mod All Round At Some Map That Would Me Manage in zombie_escape.ini
Like This
Nemesis_Map = Any Map You Want To Run Nemesis Mod All Round Like De_dust etc
Also Add Cvar For Nemesis Map Time
I mean when choosen time came sv will vote our added nemesis map than change to nemesis map
Sorry For Bad English
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#18
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by z0h1r-LK » 2 years ago
VicKy wrote: ↑2 years ago
Add Nemesis Mod All Round At Some Map That Would Me Manage in zombie_escape.ini
Like This
Nemesis_Map = Any Map You Want To Run Nemesis Mod All Round Like De_dust etc
Also Add Cvar For Nemesis Map Time
I mean when choosen time came sv will vote our added nemesis map than change to nemesis map
Sorry For Bad English
Method is easy:
- Add new folder in configs directory called 'maps'
- Add new file in new folder 'maps' called 'prefix_de.cfg', Don't forgot add extension .cfg is very important, and put it in 'prefix_de.cfg' this :
// General
mp_timeleft 45 // Timeleft, Time change map.
mp_roundtime 9 // Time round end.
// Nemesis Round
ze_nemesis_health 10000 // Nemesis health value (0=zombie health).
ze_nemesis_base_hp 1000 // Base health (base_hp * count of players alive) require: ze_nemesis_health 0
ze_nemesis_speed 310 // Nemesis speed value (0=zombie speed).
ze_nemesis_gravity 500 // Nemesis gravity value (0=zombie gravity).
ze_nemesis_glow 1 // Nemesis glow shell (0=no glow).
ze_nemesis_glow_r 255 // Nemesis glow color red 0..255
ze_nemesis_glow_g 255 // Nemesis glow color green 0..255
ze_nemesis_glow_b 255 // Nemesis glow color blue 0..255
ze_nemesis_frostnade 0 // Block frostnade from effect from nemesis (0=disable | 1=enable).
ze_nemesis_firenade 1 // Block firenade from effect from nemesis. (0=disable | 1=enable)
ze_nemesis_knockback 200 // Nemesis knockback value (0=zombie knockback).
ze_nemesis_damage 4 // Nemesis multiple damage (0=normal).
// Gamemode Nemesis
ze_nemesis_chance 20 // Chance nemesis round (1=Always).
ze_nemesis_minplayers 4 // Minimum count of players to turn nemesis round.
ze_nemesis_sound 1 // Sound notice (0=disable |1=enable)
ze_nemesis_notice 3 // Notice message (0=Disable|1=Normal text|2=HUD|3=DHUD)
// Long-Jump
ze_leap_zombie 0 // who will get a longjump? (0=Disable|1=All zombies|2=First zombies|3=Last zombies).
ze_leap_zombie_height 300 // Height value when zombie use long-jump.
ze_leap_zombie_force 500 // Force longjump.
ze_leap_zombie_cooldown 10 // Delay before re-active long-jump for zombie(s).
ze_leap_nemesis 1 // who will get a longjump? (0=Disable|1=All nemesis|2=Last nemesis).
ze_leap_nemesis_height 300 // Height value when nemesis use long-jump.
ze_leap_nemesis_force 500 // Force longjump.
ze_leap_nemesis_cooldown 5 // Delay before re-active long-jump for nemesis.
and save file.
If current map is de_ will turn nemesis round always.
If you set this cvar 'ze_nemesis_chance' to '1', Nemesis round will turn always.
save file like this: 'prefix_de.cfg' not like it: 'prefix_de.cfg.txt'
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#19
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by VicKy » 2 years ago
Z0uha1r_LK wrote: ↑2 years ago
VicKy wrote: ↑2 years ago
Add Nemesis Mod All Round At Some Map That Would Me Manage in zombie_escape.ini
Like This
Nemesis_Map = Any Map You Want To Run Nemesis Mod All Round Like De_dust etc
Also Add Cvar For Nemesis Map Time
I mean when choosen time came sv will vote our added nemesis map than change to nemesis map
Sorry For Bad English
Method is easy:
- Add new folder in configs directory called 'maps'
- Add new file in new folder 'maps' called 'prefix_de.cfg', Don't forgot add extension .cfg is very important, and put it in 'prefix_de.cfg' this :
// General
mp_timeleft 45 // Timeleft, Time change map.
mp_roundtime 9 // Time round end.
// Nemesis Round
ze_nemesis_health 10000 // Nemesis health value (0=zombie health).
ze_nemesis_base_hp 1000 // Base health (base_hp * count of players alive) require: ze_nemesis_health 0
ze_nemesis_speed 310 // Nemesis speed value (0=zombie speed).
ze_nemesis_gravity 500 // Nemesis gravity value (0=zombie gravity).
ze_nemesis_glow 1 // Nemesis glow shell (0=no glow).
ze_nemesis_glow_r 255 // Nemesis glow color red 0..255
ze_nemesis_glow_g 255 // Nemesis glow color green 0..255
ze_nemesis_glow_b 255 // Nemesis glow color blue 0..255
ze_nemesis_frostnade 0 // Block frostnade from effect from nemesis (0=disable | 1=enable).
ze_nemesis_firenade 1 // Block firenade from effect from nemesis. (0=disable | 1=enable)
ze_nemesis_knockback 200 // Nemesis knockback value (0=zombie knockback).
ze_nemesis_damage 4 // Nemesis multiple damage (0=normal).
// Gamemode Nemesis
ze_nemesis_chance 20 // Chance nemesis round (1=Always).
ze_nemesis_minplayers 4 // Minimum count of players to turn nemesis round.
ze_nemesis_sound 1 // Sound notice (0=disable |1=enable)
ze_nemesis_notice 3 // Notice message (0=Disable|1=Normal text|2=HUD|3=DHUD)
// Long-Jump
ze_leap_zombie 0 // who will get a longjump? (0=Disable|1=All zombies|2=First zombies|3=Last zombies).
ze_leap_zombie_height 300 // Height value when zombie use long-jump.
ze_leap_zombie_force 500 // Force longjump.
ze_leap_zombie_cooldown 10 // Delay before re-active long-jump for zombie(s).
ze_leap_nemesis 1 // who will get a longjump? (0=Disable|1=All nemesis|2=Last nemesis).
ze_leap_nemesis_height 300 // Height value when nemesis use long-jump.
ze_leap_nemesis_force 500 // Force longjump.
ze_leap_nemesis_cooldown 5 // Delay before re-active long-jump for nemesis.
and save file.
If current map is de_ will turn nemesis round always.
If you set this cvar 'ze_nemesis_chance' to '1', Nemesis round will turn always.
save file like this: 'prefix_de.cfg' not like it: 'prefix_de.cfg.txt'
Thanks Working
>> Block Zombie/Humans To Be Respawn After Nemesis Round Started !
>> I Want To Add Nemesis At Hud Like
Class :- Nemesis
ZOMBIE_SPEC = Spectating: %s^nHP: %i^nClass: Zombie^nEscape Coins: %i
ZOMBIE_SPEC_COMMAS = Spectating: %s^nHP: %s^nClass: Zombie^nEscape Coins: %i
NEMESIS_SPEC = Spectating: %s^nHP: %i^nClass: Nemesis^nEscape Coins: %i
NEMESIS_SPEC_COMMAS = Spectating: %s^nHP: %s^nClass: Nemesis^nEscape Coins: %i
HUMAN_SPEC = Spectating: %s^nHP: %i^nClass: Human^nEscape Coins: %i
HUMAN_SPEC_COMMAS = Spectating: %s^nHP: %s^nClass: Human^nEscape Coins: %i
HUMAN_SPEC_LEADER = Spectating: %s^nHP: %i^nClass: Escape Leader^nEscape Coins: %i
HUMAN_SPEC_COMMAS_LEADER = Spectating: %s^nHP: %s^nClass: Escape Leader^nEscape Coins: %i^
ZOMBIE = >> HP: %i | Class: Zombie | Escape Coins: %i <<
ZOMBIE_COMMAS = >> HP: %s | Class: Zombie | Escape Coins: %i <<
HUMAN_LEADER = >> HP: %i | Class: Escape Leader | Escape Coins: %i <<
HUMAN_LEADER_COMMAS = >> HP: %s | Class: Escape Leader | Escape Coins: %i <<
HUMAN = >> HP: %i | Class: Human | Escape Coins: %i <<
HUMAN_COMMAS = >> HP: %s | Class: Human | Escape Coins: %i <<
NEMESIS = >> HP: %i | Class: Nemesis | Escape Coins: %i <<
NEMESIS_COMMAS = >> HP: %s | Class: Nemesis | Escape Coins: %i <<
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z0h1r-LK
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#20
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by z0h1r-LK » 2 years ago
VicKy wrote: ↑2 years ago
Thanks Working
>> Block Zombie/Humans To Be Respawn After Nemesis Round Started !
>> I Want To Add Nemesis At Hud Like
Class :- Nemesis
ZOMBIE_SPEC = Spectating: %s^nHP: %i^nClass: Zombie^nEscape Coins: %i
ZOMBIE_SPEC_COMMAS = Spectating: %s^nHP: %s^nClass: Zombie^nEscape Coins: %i
NEMESIS_SPEC = Spectating: %s^nHP: %i^nClass: Nemesis^nEscape Coins: %i
NEMESIS_SPEC_COMMAS = Spectating: %s^nHP: %s^nClass: Nemesis^nEscape Coins: %i
HUMAN_SPEC = Spectating: %s^nHP: %i^nClass: Human^nEscape Coins: %i
HUMAN_SPEC_COMMAS = Spectating: %s^nHP: %s^nClass: Human^nEscape Coins: %i
HUMAN_SPEC_LEADER = Spectating: %s^nHP: %i^nClass: Escape Leader^nEscape Coins: %i
HUMAN_SPEC_COMMAS_LEADER = Spectating: %s^nHP: %s^nClass: Escape Leader^nEscape Coins: %i^
ZOMBIE = >> HP: %i | Class: Zombie | Escape Coins: %i <<
ZOMBIE_COMMAS = >> HP: %s | Class: Zombie | Escape Coins: %i <<
HUMAN_LEADER = >> HP: %i | Class: Escape Leader | Escape Coins: %i <<
HUMAN_LEADER_COMMAS = >> HP: %s | Class: Escape Leader | Escape Coins: %i <<
HUMAN = >> HP: %i | Class: Human | Escape Coins: %i <<
HUMAN_COMMAS = >> HP: %s | Class: Human | Escape Coins: %i <<
NEMESIS = >> HP: %i | Class: Nemesis | Escape Coins: %i <<
NEMESIS_COMMAS = >> HP: %s | Class: Nemesis | Escape Coins: %i <<
Ok.
I'm add that in this plugin.
Download this plugin and compile it, put it in plugins folder your server.
- ze_hud_info.sma
- HUD Info (Support Nemesis)
- (11.89 KiB) Downloaded 217 times
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