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Version 1.7
Posted: 13 Jun 2021, 07:48
by Night Fury
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
.
Re: Version 1.7
Posted: 13 Jun 2021, 13:42
by karan
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.
Re: Version 1.7
Posted: 15 Jun 2021, 10:09
by SobekPogrywamy
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.
Re: Version 1.7
Posted: 13 Jul 2021, 23:50
by NOVA
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
Re: Version 1.7
Posted: 16 Sep 2021, 01:44
by z0h1r-LK
Switch Fake Meta/Ham Sandwich API to ReAPI
Ex:
if (!pev_valid(iEnt)) return;
in reapi
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)
#include <amxmodx>
#include <reapi>
Finish_Round({255, 0, 0}, "ESCAPE_SUCCESS", WINSTATUS_CTS, 3)
public Finish_Round(iColor[3], const szMessage[], WinStatus:iWin, iPrintType) {
// Finish a round.
rg_round_end(5.0, iWin, ROUND_NONE, "");
// Show HUD
switch (iPrintType) {
case 1: engclient_print(0, engprint_center, "%L", LANG_PLAYER, szMessage)
case 2: {
set_hudmessage(iColor[0], iColor[1], iColor[2], -1.0, 0.3, 1, 5.0, 5.0, 0.0, 0.0)
show_hudmessage(0, "%L", LANG_PLAYER, szMessage)
}
case 3: {
set_dhudmessage(iColor[0], iColor[1], iColor[2], -1.0, 0.3, 1, 5.0, 5.0, 0.0, 0.0)
show_dhudmessage(0, "%L", LANG_PLAYER, szMessage)
}
}
}
Re: Version 1.7
Posted: 16 Sep 2021, 02:13
by z0h1r-LK
Update cvar '"ze_coins_save_type"
0 = nVault
1 = MySQL
2 = No Save
Re: Version 1.7
Posted: 16 Sep 2021, 15:24
by VicKy
Z0uha1r_LK wrote: ↑2 years ago
Update cvar '"ze_coins_save_type"
0 = nVault
1 = MySQL
2 = No Save
Yes !!!
Re: Version 1.7
Posted: 17 Sep 2021, 21:54
by z0h1r-LK
Add this in zombie_escape.inc
#define ZE_SETTING_RESOURCES "zombie_escape.ini"
Re: Version 1.7
Posted: 10 Oct 2021, 22:41
by z0h1r-LK
Fix this in ze_resources.amxx
// Play Ready sound only if game started
public ze_game_started()
{
// Play Ready Sound For All Players
new szSound[SOUND_MAX_LENGTH]
ArrayGetString(g_szReadySound, random_num(0, ArraySize(g_szReadySound) - 1), szSound, charsmax(szSound))
for(new id = 1; id <= g_iMaxPlayers; id++)
{
if(!is_user_connected(id) && !g_bReadySound[id])
continue
PlaySound(id, szSound)
}
}
You forgot this !g_bReadySound[id]
:
if(!is_user_connected(id) && !g_bReadySound[id])
Re: Version 1.7
Posted: 08 Nov 2021, 10:55
by karan
Night Fury wrote: ↑2 years 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
.
try doing one more thing if possible dk what happens but from v1 of this mod when humanized event pops up it consumes cpu power for few sec(depending on how much players u have). if this could get fixed in v1.7 that can increase mod stability for all servers...
Re: Version 1.7
Posted: 14 Nov 2021, 16:00
by z0h1r-LK
karan wrote: ↑2 years ago
Night Fury wrote: ↑2 years 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
.
try doing one more thing if possible dk what happens but from v1 of this mod when humanized event pops up it consumes cpu power for few sec(depending on how much players u have). if this could get fixed in v1.7 that can increase mod stability for all servers...
We need optimize codes and switch more natives FakeMeta & Ham Sandwich to ReAPI.
Re: Version 1.7
Posted: 16 Nov 2021, 09:45
by z0h1r-LK
ze_core is use more CPU usage!
Re: Version 1.7
Posted: 17 Nov 2021, 18:24
by z0h1r-LK
We need fix this error in v1.7:
Reason: When use last version of the ReAPI:
Solution: viewtopic.php?f=22&p=12179#p12179
or
change set_member
and get_member
----> set_member_s
and get_member_s
L 11/15/2021 - 12:13:08: [ReAPI] get_member_s: 'm_iTeam' has no refs to the base class of an entity 'worldspawn'
L 11/15/2021 - 12:13:08: [AMXX] Run time error 10 (plugin "ze_coins_system.amxx") (native "get_member_s") - debug not enabled!
Re: Version 1.7
Posted: 24 Nov 2021, 22:25
by z0h1r-LK
Plugin: ze_core.amxx
public Fw_TraceAttack_Pre(iVictim, iAttacker, Float:flDamage, Float:flDirection[3], iTracehandle, bitsDamageType)
{
if (iVictim == iAttacker || !is_user_connected(iVictim) || !is_user_connected(iAttacker))
return HC_CONTINUE
// Attacker and Victim is in same teams? Skip code blew
if (get_member(iAttacker, m_iTeam) == get_member(iVictim, m_iTeam))
return HC_CONTINUE
// ...
Now, It's better:
public Fw_TraceAttack_Pre(iVictim, iAttacker, Float:flDamage, Float:flDirection[3], iTracehandle, bitsDamageType)
{
// Invalid player or Attacker is himself.
if (iVictim == iAttacker || !is_user_connected(iVictim) || !is_user_connected(iAttacker))
return HC_CONTINUE;
// Attacker and Victim is in same teams? Skip code blew
if (g_bIsZombie[iVictim] || !g_bIsZombie[iAttacker])
return HC_CONTINUE;
// ...
}
Re: Version 1.7
Posted: 24 Nov 2021, 22:46
by z0h1r-LK
I tried optimize this and check from all codes, I haven't tried it:
Updated: 28/03/2022
Re: Version 1.7
Posted: 27 Nov 2021, 17:12
by z0h1r-LK
I optimize code using ReAPI
Required: Last version of ReAPI
Re: Version 1.7
Posted: 12 Feb 2022, 23:47
by z0h1r-LK
Add this feature in resource.amxx, to set player model using ze_set_user_model
#include <zombie_escape>
// Defintions.
#define MAX_MODEL_LENGTH 64
// Variables.
new bool:g_bHumanCustomModel[MAX_CLIENTS+1]
new bool:g_bZombieCustomModel[MAX_CLIENTS+1]
new g_szHumanCustomModel[MAX_CLIENTS+1][MAX_MODEL_LENGTH]
new g_szZombieCustomModel[MAX_CLIENTS+1][MAX_MODEL_LENGTH]
// Forward called after server activation.
public plugin_init() {
// Load plugin.
register_plugin("[ZE] Resource", "0.1", "Escapers-Zone.NET")
}
// Forward allows registering natives.
public plugin_natives() {
register_native("ze_set_user_model", "_native_set_user_model", 0)
register_native("ze_reset_user_model", "_native_reset_user_model", 0)
}
// Forward called when set player Human (when cure).
public ze_user_humanized(id) {
// Human Custom Model is enabled?
if (g_bHumanCustomModel[id]) {
// Set player new Human Model.
rg_set_user_model(id, g_szHumanCustomModel[id])
}
}
// Forward called after infect Human.
public ze_user_infected(iVictim, iAttacker)
{
// Zombie Custom Model is enabled?
if (g_bZombieCustomModel[id]) {
// Set player new Zombie Model.
rg_set_user_model(id, g_szZombieCustomModel[id])
}
}
public _native_set_user_model(id, szModel[], iTeam) {
// Player not found?
if (!is_user_connected(id)) {
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return 0; // Return false.
}
// Set player Human/Zombie Model.
switch (iTeam) {
case ZE_TEAM_HUMAN: {
g_bHumanCustomModel[id] = true
copy(g_szHumanCustomModel[id], charsmax(g_szHumanCustomModel[]), szModel)
} case ZE_TEAM_ZOMBIE: {
g_bZombieCustomModel[id] = true
copy(g_szZombieCustomModel[id], charsmax(g_szZombieCustomModel[]), szModel)
} default: {
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Team (%d)", iTeam)
return 0; // Return false.
}
}
// Return true.
return 1;
}
public _native_reset_user_model(id, iTeam) {
// Player not found?
if (!is_user_connected(id)) {
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Player (%d)", id)
return 0; // Return false.
}
// Set player Human/Zombie Model.
switch (iTeam) {
case ZE_TEAM_HUMAN: {
g_bHumanCustomModel[id] = false
g_szHumanCustomModel[id] = '^0'
} case ZE_TEAM_ZOMBIE: {
g_bZombieCustomModel[id] = false
g_szZombieCustomModel[id] = '^0'
} default: {
log_error(AMX_ERR_NATIVE, "[ZE] Invalid Team (%d)", iTeam)
return 0; // Return false.
}
}
// Return true.
return 1;
}
Re: Version 1.7
Posted: 04 Apr 2022, 20:17
by z0h1r-LK
Add new native ze_infection_status(bool:bStatus)
to enable or disabled infection.
Do this in ze_core
#include <zombie_escape>
// Variables.
new bool:g_bStatusInfection
// Hook Chains Variable.
new HookChain:g_hcTraceAttack
// Forward allows registering natives.
public plugin_natives() {
register_native("ze_infection_status", "_native_infection_status", 1)
}
// Forward called after server activation.
public plugin_init() {
// ...
// Hook Chains.
g_hcTraceAttack = RegisterHookChain(RG_CBasePlayer_TraceAttack, "Fw_TraceAttack_Pre", 0)
// Static Values.
g_bStatusInfection = true
}
public _native_infection_status(bool:bStatus) {
if (!bStatus) {
g_bStatusInfection = false
DisableHookChain(g_hcTraceAttack)
} else {
g_bStatusInfection = true
EnableHookChain(g_hcTraceAttack)
}
}
Re: Version 1.7
Posted: 04 Apr 2022, 20:42
by z0h1r-LK
I see this is better method to chosen player in previous round.
Change this:
// Dynamic Arrays
new Array:g_aChosenPlayers
By this:
// Trie Variables.
new Trie:g_tChosenPlayers
No need to check, If smart random is Enabled, can Owner enable it in any time, and change dyanmic array to Triepublic
public DelaySmartRandom() {
// Create our Trie to store SteamIDs in
g_tChosenPlayers = TrieCreate()
}
This better:
Choose_Zombies() {
new szAuthID[35], iAliveCount, iReqZombies, iZombies, id
// Get total alive players and required players
iAliveCount = GetAllAlivePlayersNum()
iReqZombies = RequiredZombies()
// Get integer value from cvar.
new iSmartRandom = get_pcvar_num(g_pCvarSmartRandom)
// Get float value (first zombie health) from cvar
new Float:flFirstZombieHealth = get_pcvar_float(g_pCvarFirstZombiesHealth)
// Loop till we find requires players
while (iZombies < iReqZombies) {
// Get random player index.
id = GetRandomAlive(random_num(1, iAliveCount))
// Get auth (SteamID) of player.
get_user_authid(id, szAuthID, charsmax(szAuthID))
// Player is died or is already Zombie?
if (!is_user_alive(id) || g_bIsZombie[id])
continue;
// Check if CVAR enabled and if player in the Trie, it means he chosen previous round so skip him this round
if (iSmartRandom && TrieKeyExists(g_tChosenPlayers, szAuthID))
continue;
// Infect player.
Set_User_Zombie(id)
// Set zombie health.
set_entvar(id, var_health, flFirstZombieHealth)
// Set zombie frozen flag.
g_bIsZombieFrozen[id] = true
set_entvar(id, var_maxspeed, 1.0)
// New Zombie
iZombies++
}
if (iZombies > 0) {
g_bZombieFreezeTime = true
set_task(0.1, "Zombies_Speed", ZOMBIES_SPEED, _, _, "b") // Better than PreThink
ExecuteForward(g_iForwards[FORWARD_ZOMBIE_APPEAR], g_iFwReturn)
}
// Check from Smart Random is enable?
if (iSmartRandom) {
// Clear the Trie first
TrieClear(g_tChosenPlayers)
new szAuthID[35], id
// Add steamid of chosen zombies, so we don't choose them next round again (using steamid means it support reconnect)
for (id = 1; id <= g_iMaxClients; id++) {
// Player not found or is a Zombie?
if(!is_user_connected(id) || !g_bIsZombie[id])
continue
// Get authid (SteamID) of player.
get_user_authid(id, szAuthID, charsmax(szAuthID))
// Stors SteamIDs of chosen players in Trie.
TrieSetCell(g_tChosenPlayers, szAuthID, 0)
}
}
// 2 is Hardcoded Value, It's Fix for the countdown to work correctly
g_iCountDown = get_pcvar_num(g_pCvarZombieReleaseTime) - 2
// Show release time.
set_task(1.0, "ReleaseZombie_CountDown", TASK_COUNTDOWN2, _, _, "b")
}
Re: Version 1.7
Posted: 04 Apr 2022, 20:50
by z0h1r-LK
in cs_weap_models_api
change this:
// cstrike
cs_get_weapon_id(entity_id)
to this:
#define EXTRAOFFSET_WEAPONS 4
#define OFFSET_WEAPONTYPE 43
// fakemeta.
get_pdata_int(entity_id, OFFSET_WEAPONTYPE, EXTRAOFFSET_WEAPONS)