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Latest Threads
Some Jump Glitch Spots..
Forum: General
Last Post: JonnyBoy0719
06-19-2018, 04:35 AM
» Replies: 2
» Views: 267
Grenades ignore mp_friend...
Forum: General
Last Post: XeroX
06-07-2018, 06:24 PM
» Replies: 0
» Views: 95
Website in Steam Overlay
Forum: Plugins
Last Post: XeroX
05-29-2018, 09:31 AM
» Replies: 0
» Views: 225
zpo_murksville
Forum: Level
Last Post: ninja_muffin_
05-21-2018, 12:32 AM
» Replies: 0
» Views: 191
v3.0.8 Update - Madhouse ...
Forum: Announcements
Last Post: JonnyBoy0719
05-09-2018, 03:42 PM
» Replies: 0
» Views: 320
A Strategy Made By A Very...
Forum: Zombie
Last Post: Corpse Thief
04-22-2018, 11:42 PM
» Replies: 0
» Views: 272
The Meme Corner
Forum: Off-Topic
Last Post: Corpse Thief
04-22-2018, 11:30 PM
» Replies: 0
» Views: 900
zps_ruralpanic
Forum: Level
Last Post: Orphanage
04-21-2018, 11:56 AM
» Replies: 0
» Views: 247
Model Menu (AS or SourceM...
Forum: General
Last Post: JonnyBoy0719
04-12-2018, 11:50 AM
» Replies: 1
» Views: 353
zps_keretti
Forum: Level
Last Post: ninja_muffin_
03-19-2018, 01:22 AM
» Replies: 0
» Views: 127

 
Photo Some Jump Glitch Spots..
Posted by: Klowby1 - 06-17-2018, 03:04 PM - Forum: General - Replies (2)

[Plz dont mind my poor English.]
      Hey threre! Recently i found people posted some pictures in discord. In the pics they were able to get through the map. And they said they did it by chance. So.. Im trying to figure out how to do that.

       At first, Lets see some pictures after i found the correct way to perform the glitch.





====ZPH MAPS====
1.Zph_pithole
[Image: plQRcdGTg]

(If u want to do this, Don't forget to hold S when u perform the glitch.)
(Its too high for zombies to hurt you.)

[Image: pmorz4Weg]
[Image: plPbhCODg]
[Image: pofBvRhzg]

(A good way to get to the roof.
It works for every this kind of prop in the house..)

[Image: pouhx8K5g]

(If u do that correctly, Zombies cant hurt you too Big Grin)







====ZPO MAPS====
For the most zpo maps, Jump glitch can make you invinsible, But.. you cant get back!

1.Zpo_Aquatica
[Image: pomfiqPEg]
[Image: plESR2rEg]
[Image: poxlo2M5g]

(Though u cant get back , you are able to enjoy the beauty of ocean. )

[Image: pnKTxVX9g]
(After you grabbed weapon in this smal room, you can go second floor in this way.)




2.Zpo_Biotec
[Image: pnDe6Q3hg]

(I saw purlple girl posted this spot in discord.)

[Image: poXMTszcg]
[Image: pm1k13Sng]
[Image: pokfKYc2g]
(You can also do that in another three ways.)

3.Zpo_Harvest
[Image: pnMmr5pHg]
[Image: pmUgqVJWg]
[Image: pn5eiMKHg]
(These 3 spots are useful. you can ignore objectives to go outside or escape from zombies attack.)

4.Zpo_Keretti
[Image: pmPcpU5Lg]
(A good way to go second floor. If zombie blocked the stairs.  )

5.Zpo_Murksville
[Image: pmnjde1hg]
(If you dont wanna fight... You can come here.)


6.Zpo_Subway
[Image: pmstzmwng]
[Image: pnEqdBN0g]
(Once you get out the map, you cant get back.
But its also a good idea to hide. Dodgy )

7.Zpo_Zomboeing
[Image: pm16izmug]
(Zomboeing spot.)

====ZPS MAPS====
For zps maps, You can get out of map to waste time. Until you win.

1.Zps_Asylum
[Image: pndpMDrug]
[Image: poSMR8M1g]

(Two spots to hide.)

[Image: pnhb4K73g]
(When you have nowhere to escape. You can hide here for a shot while. But be careful, zombies can hurt you by jumping. And rooftop is also a Zrespawn area.)

2.Zps_Blackout
[Image: pnhnfzNwg]


3.Zps_Cinema
[Image: pnEs2krCg]
[Image: pljxl31Vg]

(Some spots in Cinema..)

[Image: plKsLDl5g]
(You can almost get through every this kind of prop.)

4.Zps_Deadend
[Image: pl9THwjWg]

(A faster way to get up there.)

[Image: pl03DBZRg]
(This is not about jump glitch.. Just how to get on the bus.
If zombies want to hurt you,They need to jump on some props.
Cuz we all know Human's movement is more flexible.
I mean.. Zombies cant use the same way to get on the bus.)

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  Grenades ignore mp_friendlyfire
Posted by: XeroX - 06-07-2018, 06:24 PM - Forum: General - No Replies

Hi,

currently (3.0.9a) it seems that grenades completly ignore mp_friendlyfire they will only affect the thrower or any non teammates.

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  Website in Steam Overlay
Posted by: XeroX - 05-29-2018, 09:31 AM - Forum: Plugins - No Replies

This Plugin easily allows players to visit the servers website using the Steam Overlay.

As this plugin uses the OpenSteamOverlayToWebPage function 3.0.9 is required.

Players ingame can simply use !website or /website to visit the servers website.
It does require the player to set cl_allow_servers_to_use_steam_overlay to 1 otherwise the steam overlay will not show the specified website.

Installation: Put the website.as in zps/data/scripts/plugins and add the plugin in your default_plugins.txt (zps root where gameinfo.txt etc is).



Code:
1
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5
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"Plugins"
{
	"plugin"
	{
		"name" "Ingame Website Plugin"
		"script" "Website"
	}
}


The plugin will (if it doesn't exist) automatically create a file in zps/data/custom called website.zpdata (file can be opened with any text editor such as notepad or notepad++) where you can change if it should be enabled at all and the url to open upon entering the command.

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  zpo_murksville
Posted by: ninja_muffin_ - 05-21-2018, 12:32 AM - Forum: Level - No Replies

Map needs a plank, player clip or lowered ground so this trap spot can't be abused by humans slaughtering zombies who try to get out the water in this area.



Attached Files Thumbnail(s)
   
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  v3.0.8 Update - Madhouse Mayhem
Posted by: JonnyBoy0719 - 05-09-2018, 03:42 PM - Forum: Announcements - No Replies

Update: We're shipping a quick hotfix including fixes to SteamCMD on Linux and for "Multiple Personalities" achievement.

Hi everyone,

We're pleased to finally announce an incredible visual and gameplay overhaul to Asylum, made by one of our environmental artists, Casei Magnus (with some additional support by dr.Vodker), and some information regarding our next update!

Asylum has some updated visuals, more weapons, new locations, and some new pathing between existing rooms, however the big news is that the map isn't nearly as easy for survivors now. Winning is going to require a focused approach to that most dreaded of ZPS activities - teamwork!

[Image: 9e4b065b86c0e3676eb523747c22de975b7a7612.png]

The ZPS v3.0.8 update also features a fix for the achievements system, a fix for a server crash reported by a community member, a few map tweaks, and some general bugs fixes.

v3.0.8 Changelog

General
  • New Survival Asylum overhaul.

Code
  • Fixed a crashing bug reported by a community member.
  • Fixed achievement system not properly working and giving to the wrong player team.
    Fixed an issue where Eugene wouldn't be recognized for the "Multiple Personalities" achievement.
  • Fixed a memory leak in a rare case scenario.

Maps
  • zph_pithole
    • Added new toxic barrel props
    • Fixed two pushcarts to prevent doors being blocked in the lab
    • Removed the door move sound in the ravine
  • zpo_harvest
    • Tweaked ammo and weapon spawns above 16+ players
    • Made Winchester ignore gamemode rules when spawning on the fireside.
    • Fixed an error model inside the easter egg room.
    • Fixed minor old objective func errors.
  • zpo_frozenheart
    • Added new IED planting obj method.
    • Added physc clips on zombie vents to prevent players glitching the box of food.
    • Added physc clips on outside's fences.
    • Tweaked zombie spawn timers on the roof.
  • zpo_zomboeing
    • Tweaked tower's zombie spawn to be disabled after lockdown objective is complete.
  • zps_sapidcerebrum
    • New "breakable wall" notification textures
    • Fixed up basement lantern
    • Turned out the light in the balcony Z-spawn

Sound
  • Added new soundscapes for Asylum.
  • Fixed a couple of physics sound issues.

[Image: f224cd3ce0050ce29ac5055d7f810cf432421085.png][Image: a279f257f3fd94cd18c68c07d26bc244b81b1ac2.png]
[Image: 5cde2488b126fa16d3fa8286a3eee3ecac52dd8f.png]

Also, we're not planning on releasing any major patches or hotfixes on the current code version (3.0.8) of the game, though we might ship a patch if something gets our attention. We've decided to call our next ZPS update version 3.1!


What's in ZPS v3.1 and how's it looking?

Despite the fact that our main priority is to get our code rewritten fully functional and properly running, we're always making some improvements and updates in other departments of our development.

In our previous announcement, we divulged a couple of new work-in-progress first-person weapon animations for pistols, shotguns, and explosives. We may look into working on other weapons to receive this same revamp and improvements, considering we're doing this in our free time and when we feel it needs work.

You can expect a more attractive main menu with a particular improvement to our scoreboard for varied resolutions on our next biggest update! This includes numerous and known bugs getting fixed where we couldn't fix before because of current difficulties our team had to deal with actual limitations and issues on the HL2Big GrinM code as a base - which we're now developing our own code.

We know you expect us to give an estimated date when this update may or may not roll out for the public. As our code structure is relatively completed, we yet have to playtest it as much as we can to deliver at least a playable though unstable build for public beta. In all honesty, we hope to get v3.1 playable for this Summer. An announcement will be published with further information regarding our next update in the future.

[Image: b278fc82596b5fb18bbd495fdc4c810358c539f6.gif]

Prove your sanity,
- Zombie Panic! Development Team

Follow us on social media at:
[Image: 257987627cf0a0406b2ec71f5bc36ab6e84e6871.png] [Image: 53e854886c24daf87ce00c248399d9c772aef39b.png] [Image: 98d8275add80ec87331d1e3d05d033bd7db028b2.png] [Image: 98bbe46c6538c4981826c2cd1849fc5e272d2777.png] [Image: 7fa572b7d48f01cb8308ce4afbd572e577117415.png]

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Lightbulb A Strategy Made By A Very Intelligent Human-being
Posted by: Corpse Thief - 04-22-2018, 11:42 PM - Forum: Zombie - No Replies

Do not EAT the brain, USE it!


[Image: use%2Bseu%2Bc%25C3%25A9rebro.png]

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Rainbow The Meme Corner
Posted by: Corpse Thief - 04-22-2018, 11:30 PM - Forum: Off-Topic - No Replies

POST YOUR DANKEST MEMES

[Image: 41a.gif]

[Image: 3bcd6499acbb6c7be0fa4cfdcae612bd.gif]

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  zps_ruralpanic
Posted by: Orphanage - 04-21-2018, 11:56 AM - Forum: Level - No Replies

Bug name:
Survivors capable of camping behind zombie spawn and possibly gunning zombies down as soon as they spawn in that zone.

Where it happens?
Outside of the white house, corn field area.

How to reproduce:
Simply play as survivor and come over to white house. Depending where you spawned in, you need to look around white house and see where corn field area is. Once you found it, simply go in there until you'll see rocks and start camping.

Screenshot:
https://cdn.discordapp.com/attachments/4...5717_1.jpg

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  Model Menu (AS or SourceMod)
Posted by: Dusty Ayres - 04-12-2018, 01:31 AM - Forum: General - Replies (1)

I've been trying to make a Model Menu Server Side Plugin for my custom server, in both AngelScript, and SourceMod... and both haven't been able to get the desired functionality.

For SourceMod, I've tried using the following :

      SetEntityModel(entity, info)... and this isn't working for me, and I don't think it's supported.

For AngelScript, I've tried using the "OnPlayerSpawn" Hook... but I can't get it to fire for me, which is integral to the plugin, because it needs to set the model when you spawn each round.

HookReturnCode OnPlayerSpawn(CBasePlayer@ pPlayer)
{
       // Not Hitting any of these
       Engine.Print(chat, pPlayer, "Hello!");
       Engine.PrecacheFile(model, "models\\test.mdl");
       pPlayer.SetModel("models\\test.mdl");
       return HOOK_HANDLED;
}

I'm stuck, and would appreciate any help with these issues.

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  zps_keretti
Posted by: ninja_muffin_ - 03-19-2018, 01:22 AM - Forum: Level - No Replies

Guns and ammo spawns are not properly adjusted; AS plug-in seems to be broken so even with low player count every weapoon and ammo spawn gets triggered anyways so zombies end up losing each round since a handfull survivors are swimming in supplies.

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