[Release] [ZM] ZOMBIES++
-
I couldn't find any functionality for Mule Kick, and couldn't get it to work until I added this into _zm_weapons.gsc
get_player_weapon_limit( player ) { if ( isDefined( level.get_player_weapon_limit ) ) { return [[ level.get_player_weapon_limit ]]( player ); } weapon_limit = 2; if ( player hasperk( "specialty_additionalprimaryweapon" ) || player.hasMuleKick == true ) { weapon_limit = 3; } return weapon_limit; }
Essentially having the weapon_give function read this function rather then the _zm_utility one, which didn't work with mule kick, will look for both specialty_additionalprimaryweapon (normal mule kick perk) and self.hasMuleKick which is Cahz's mule kick detection.
-
Amusedd
The mod uses functions from _zm_perks.gsc to enable mule kick. There was no need for me to change any functionality of mule kick because it's all already done inside _zm_perks.gsc.self setperk( perk );
And the self.hasMuleKick variable was supposed to be used for the custom perk hud, but I never actually ended up using the variables anywhere. So they're useless.
for(;;) { self waittill( "player_downed" ); self unsetperk( "specialty_additionalprimaryweapon" ); //removes mulekick self unsetperk( "specialty_longersprint" ); //removes staminup self unsetperk( "specialty_deadshot" ); //removes deadshot self.icon1 Destroy();self.icon1 = undefined; //deletes the perk icon self.icon2 Destroy();self.icon2 = undefined; //deletes the perk icon self.icon3 Destroy();self.icon3 = undefined; //deletes the perk icon self.icon4 Destroy();self.icon4 = undefined; //deletes the perk icon }
So unless you managed to remove either the setperk function and the unsetperk functions, it should be working fine. Nobody else seems to have any issues with that, and I just tested the most recent version on my github and had no issues.
But whatever works for you, buddy
-
Great work, cool that you managed to add extra perk machines to maps, also the custom powerup drops as well.
-
How do i install this "Mod?"
-
congrats on 100 posts!
-
don't work ZombieBlood.How to fix?
-
So I've been getting a weird issue on all maps with this mod. I am running my own password protected server.
Essentially, at some point mid game(random intervals, but seems mostly to happen while portaling in tranzit), other players on my server will have their screen freeze until they alt+tab and close the game. The server will still receive input until they close the game. Everyone else sees that character running around and shooting at nothing.The server itself continues on, but the client has to be restarted mid round on their end so they can join back in.
I did change a couple lines in the gsc script, just so it says my server name. I did not changed anything else in the script. I used my IDE text editor to combine the files into 1 gsc, and used compiler.exe to compile the code.I was wonder if:
a) someone can confirm this happens to them (or doesn't)
b) someone is willing to look at my script/server config
c) anyone can tell me how I can read the dmp file so I can see for myself what is happening
d) reshade makes a diff? hasn't caused problems before, but you never know. I don't use depth effects.any insight is greatly appreciated. I've already gone as far as clean installing windows, but I've also checked into various other things like re-running piry. The next thing I will try on my own will be just going back to my basic server and see if it persists.
thanks!*EDITED FOR CLARITY/CONCISENESS
-
ItsTopNick It's bugged, I guess just don't use the mod on Origins
-
Cahz the link is dead, can u update the old links on top plz
-
-
Hey is there a way to have the players start with any of the special perks.
-
UnbidBurrito281 totally. but its not necessary as the perk machines allow you to purchase them for X amount of points.
-
Cahz it's your broken mod buddy lmao are all CS students this cocky?
-
goodspaghetti21 it's updated have fun skid
-
goodspaghetti21 If you don't like it, fix the mod yourself or don't use it, it's that simple
-
Cahz buenas cuanto pesa el juego no se soy nuevo
-
I tried with the updated gsc 1.2, and my friends still have the same issue unfortunately. I have a working theory that because their ping is not great, when they hit a spike the server ends the player thread, but without removing them from the session. I think, maybe. I'm going to try to add a bunch of 5 second wait states and see if that mitigates their issue, because all of us playing on good internet seem ok 99% of the time.
also you didn't mention in your changelog that you removed the bank emulation, connect message (which I added back in for myself), and also added in thousands of lines of extra code.
However thank you for all your hard work, I will keep troubleshooting on my own so you can do what you do. I'll share as I make progress. thanks again!
-
thebx2 said in [Release] [ZM] ZOMBIES++ (Updated 8/8/2020):
I tried with the updated gsc 1.2, and my friends still have the same issue unfortunately.
What issue are you having? You didn't seem to make it clear.
also you didn't mention in your changelog that you removed the bank emulation, connect message (which I added back in for myself), and also added in thousands of lines of extra code.
Removed bank emulation for stability.
Removed anti-kiting as nobody utilized it anyway.
and I didn't "add in thousands of lines of code"
I got rid of the separated gsc files as most people don't use GSC Studio. So everything got split into _clientids.gsc and _zm_powerups.gsc.
No more main.gsc, zm_server_function.gsc, ect. -
Cahz
Sorry I'll try to be more clear with the issue.During a session, some of my friends experience a game freeze, seemingly at random. During this freeze, they see a static image of the moment their screen froze. everyone else see's that person's character still walking around the map. To fix it, they have to restart their game. This can sometimes happen 2 or 3 times during a game, and it sucks to lose all your points/perks and then have to spawn back in.
This seems to happen more often to the friends with crappier computers/internet with pings sometimes up to 150ms. Since no one else posted this specific issue, and 150ms is pretty shit, I started to think maybe giving the server more time before it ends their player thread might help or eliminate the problem for them.
I'll take your word on the volume of code, it doesn't bother me at all how much there is or how its split up. Maybe I was somehow missing part of your original code, but the copy of the old gsc I have is ~1700 ish lines iirc.