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  Spray Grabber
Posted by: JonnyBoy0719 - 08-12-2017, 01:24 PM - Forum: Plugins - No Replies

Plugin Information
Basically prints the name of the player from the spray, so you always know who prints the cute, weird, or the naaasty pictures.


Plugin Installation
Put the Angelscript file under zps/data/scripts/plugins, and then add the info below into the zps/default_plugins.txt Smile

Code:
	"plugin"
	{
		"name" "Spray Grabber"
		"script" "SprayGrabber"
	}

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  Pills Cure Plugin
Posted by: XeroX - 08-11-2017, 01:19 PM - Forum: Plugins - Replies (1)

Upon using pills there is a chance (30% by default, can be changed at the top of the file) that it will cure your infection.

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

Code:
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"Plugins"
{
	"plugin"
	{
		"name"		"Pills Cure"
		"script"	"pills_cure"
		"lifetime"	"HOTRELOADABLE"
	}
}



License:

Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Quote:THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED.  IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.


Changelog:

- Updated hooks now using CHL2MP_Player instead of CBasePlayer (Thanks to Jonny)
- Simplyfied code
- Added colors (Again thanks to Jonny telling me about them)

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  Map Chooser Extended
Posted by: JonnyBoy0719 - 08-09-2017, 07:08 PM - Forum: Plugins - Replies (5)

Plugin Information
It works similar to the Map Chooser that comes with ZPS, but this one changes the 5th slot to either increase the time, or the round. This can be changed inside the plugin to suit your needs!

But it also comes with new features, which are similar to the old AMXX map chooser and SM Extended Map Chooser. Smile

  • A Countdown to the actual vote
  • Sound countdown (Optional, can be toggled off)
  • Choose to either add more rounds, or increase the timer (the gamemode rounds must be set higher than 0 to make use of the rounds variant!)

Plugin Installation
You simply copy the MapChooserEx.as into zps/data/scripts/plugins/ and then modify zps/default_plugins.txt. (NOTE: Don't forget to comment out, or remove, the MapChooser that is already included!)

Code:
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	"plugin"
	{
		"name" "Map Chooser Extended"
		"script" "MapChooserEx"
		"lifetime" "SERVER"
	}



Change log

2018-01-03 | 1.0.6

  • Added config file
  • Added round support
  • Fixed some bugs related to timelimit

2017-09-14 | 1.0.5
  • Updated the hooks to use the new method
  • Re-wrote some functions to fix some loopholes
  • Fixed where it wouldn't grab the timelimit if the timelimit was set as 0 on server initial bootup
  • Fixed where the numbers it was displaying on the chat was incorrect
  • Added Color support for the chat messages

2017-09-14 | 1.0.4
  • Updated to the latest revision (Added Plugin author, version and name)

2017-08-25 | 1.0.3
  • Fixed some typos where it would cause the plugin to stop working

2017-08-19 | 1.0.2
  • Added Cvars
  • Updated the hooks to the latest revision

2017-08-11 | 1.0.1
  • Fixed "Case found ',' but expected ':'" error
  • Added Say hook (!timeleft, /timeleft and timeleft)
  • Fixed typos in PluginInit()
  • Moved the download & Precache down to MapInit() instead

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Question Summer Development Progress Update
Posted by: JonnyBoy0719 - 07-19-2017, 07:01 PM - Forum: Announcements - Replies (1)

[Image: e2252316cec3e88b93cdd00d43a1fa746619a909.png]

We hope everyone is having a great Summer full of lots of fun! We're also having so much fun working on the final stages of the build. Unfortunately, we likely won't be able to reach a Summer release due to features that need to be adjusted and tweaked, as well as bugs and issues that need to be ironed out before release. So that means we'll have to release sometime in the Fall, but it should be well worth the wait.

Like our last announcement, we have so much to discuss about our development progress and what we've done the past few months. While our main priority is security and game stability - we're always working toward improving our ability to develop with the addition of new content such as entities, animations, props and textures. As development has gone on, we've listened to the ideas and feedback of the community, and taken the time to implement ideas that we've agreed with and/or have seen as possible to address without delaying the release. Let's get straight to introducing some of these things to you, shall we?


Angelscript Support
Zombie Panic! Source will now have Angelscript support in v3.0, it works similar to how NUTscript works for Left 4 Dead 2 or Contagion. Angelscript was added to cut down the entdata for maps that use a lot of entities to make certain math related sequences.

At this moment, Angelscript is only supported for maps, but will have added support for plugins in the near future sometime after v3.0. For those who know C or C++, they will understand the basics of Angelscript. For those who don't, there is an Angelscript documentation to get you started once v3.0 goes live!

There will also be a ZPS API documentation for Angelscript, which will be easy to navigate. This documentation API will be available once v3.0 goes live!

[Image: fbd6cd0a91e5876508d0445ee33b6b01e3dfbc3f.png]


Linux Build
We've been working really hard preparing Linux binaries for v3.0, we need to fix all current crashes and incompatibility issues within our build. We're doing everything we can to make Linux support happen for our Linux users out there, both server and client! We would like to give a special thanks to one of our testers, Shepard62FR, who is assisting our programmer with this huge task!


Destructible Doors
If you've watched our Twitch development streams in the past, you may already be aware that Ratboy was modeling destructible doors. You can set the HP of the door and they'll have a certain amount of stages to break through. The door will become more broken the more damage you do to it, until it breaks to pieces and falls off the hinge.

[Image: 1cedbd9a4d088829ddbaa770230b3a96e2339bf3.png]


Additional Triggers

Trigger_infect/uninfect
  • If the player touches trigger_infect, depending on how much % the trigger is set to (example; some can be set to 10%, or others will be 25% etc), they will get infected. Also if your health is 25 or lower, you have a higher risk of getting infected.
  • If the player touches trigger_uninfect, their infection will be removed immediately.
Trigger_health
  • This trigger will either slowly or quickly heal the player, or set their health to a specific amount. But it cannot go above or beyond their actual max health.
Trigger_barricade
  • When this trigger is enabled it will destroy any barricades it comes in contact with.
Trigger_escape
  • The trigger_escape works similar to how escaping worked in Contagion. Instead of instantly triggering a Survivor win like how it normally works on objective maps, this trigger will cause the individual player who touched it to escape. Escaping results in the player being switched to the spectator team and receiving additional points for achieving their own victory, their weapons and ammo do not drop to the ground. After 30 seconds, those players can join the zombie team to help finish off the round.

    This trigger will work great on certain maps by keeping them from ending abruptly when there's still lots of fun action that could unfold. It will also make it more urgent that the player successfully escape instead of trying to camp and rack up as many kills as they want, since they'll eventually get overrun and killed by the other players who already escaped. (Although that strategy of camping for kills in objective maps can never completely be prevented by us, and it will require moderation of the server if players feel that it's an issue.)

Game Instructor
The game instructor is the same one used by Alien Swarm and Left 4 Dead. It can be used to teach new players how to perform actions and abilities, and be used to relay other important information to players.

It will tell players things like how to manage their inventory as survivor, not to damage your teammates, how to Roar and Spot as the Carrier, things like that which will be important for new players to learn, or things that are important to inform the player of.

[Image: 815960f9a5dcef8bac5ea11df7fd1875acfe9d52.png]


The game instructor can also display a temporary beacon with text. One of the ways we've implemented this is for when someone requests weapons or ammo, you'll see a beacon display on the player who requested the item with text explaining what they requested


Backpack

The backpack was originally intended to serve as a visual indication that a player is carrying an item_deliver (the objective items that you carry in your inventory), for those that don't have their own world model to display. But we're still debating what other uses to implement the backpack for. For v3.0 this will likely remain its only use, but in the future this might change.

This model was developed by our modeler, Darb Dude! As some of you might be able to tell - the selection of this particular looking backpack was inspired from the backpack which was used in the original Zombie Panic! mod for Half-life.

[Image: 24f9e599f870a030230205c60fcebdd547df6e79.jpg]


Animations Adjustments
Creating new sexier models, props, textures, and sounds - reworking animations is in one of our future plans both before and after the v3.0 update. Jonnyboy has been working hard to improve as best as he can our survivor animations, especially the reload and idle animations, which you can see in those images below.

[Image: 55b3970f25ce5a60c8c2f37da6eb6a3f79eda032.jpg]
[Image: 09430d582073daa6f34a32822d9e965dff7912f8.jpg]
[Image: 720fc80e4309eef9456f34901e6474437e5fc527.png]


Carry Mode for Item_deliver
The item_deliver now has the option to be set to require two hands to carry it, making the player vulnerable and unable to attack until they drop it. This will make it important for players to be very cautious or have a teammate around when transporting these items. The idea for this was inspired from the two-handed items used in L4D, such as the gas cans and propane tanks.


Infection Adjustments
We're removing the limitations from infection, such as not being able to chat, and not being able to manage your inventory or interact with items. We've decided to remove these limitations because they don't actually prevent griefing/trolling like they were probably intended to do. The player will ultimately find some way to troll or grief if they really want, limiting the players' ability was not the proper way to try to prevent that. It just made it more frustrating to play when you were infected if you actually tried to survive as long as you could. We also feel the limitations didn't offer much in terms of immersion, it was more frustrating than immersive.

When it comes down to trolling or griefing, we'll do what we can from a development perspective to prevent it - but with this issue in particular there was no good solution that worked well. It will be up to the server owners to decide if doing things like hiding or wasting ammo before they turn into a zombie is against their rules or not. It will also be up to their own community to help enforce that rule.

To help limit a players' ability to perform actions which will give them an advantage when they turn into a zombie from infection - we've reduced the known infection time to 10-15 seconds. That means you will only get an indication of your infection 10-15 seconds before you turn. This is to reduce the time the player will have to react to their infection, giving them less time to do something which will sabotage the survivor team and give them an advantage when they transfer to the zombie team.


Starting Zombie Selection Restrictions
We've implemented some restrictions to the zombie selection code that selects which players are going to be zombie at the start of the round. We've made it so that a player will no longer be zombie twice in a row, unless they volunteer for it. The less times you've been zombie, the more chance you'll have of being chosen as a starting zombie if there's no volunteers. But also the more you volunteer for zombie, the less chance you'll have of becoming zombie against others volunteers who haven't been zombie as many times.

This is to help prevent people unfairly being chosen as a starting zombie multiple times in a row, when other players haven't been chosen at all. It will also make it more fair for people to have a chance to be a starting zombie if there's a lot of other players volunteering, so that the same few people aren't always getting starting zombie.


Bullet Penetration Through Teammates
While bullets penetrating through teammates is a bit unrealistic, we felt this was a necessary addition for multiple reasons. One issue is that you can have a room full of people like the living room on harvest, where there's not a whole lot of room to shoot past your teammates - and a lot of people end up blocking each others' bullets unintentionally. Then there's griefers who will intentionally stand in your way in an attempt to waste your ammo or get you killed.
[Image: 41cde508c304203f5824f080fbe869c76357f141.png]
So we've implemented bullet penetration through teammates in order to solve these issues. What bullet penetration does is allow bullets to penetrate through teammates, and reduced the damage of bullets which have penetrated through teammates. But we understand that some people might not enjoy this feature, and we've decided to make this an optional cvar that server owners can control.


Damage Drop-off
Bullets will now have drop-off damage, meaning that the further a bullet travels the less damage it will do until its damage is completely negated and reduced to 0. This is intended to keep players from being able to snipe across the map with every firearm. We can properly limit their range, thus helping to balance out the effectiveness of wide open areas.

Support for Community Content
It is no secret that our team's priority is to develop the original design of the game. It is undoubtedly the design we cherish and wish to expand upon. However, this doesn't mean that we look at custom content with ill intentions.

We understand that the reality of the new update breaking a lot of custom content is scary but it is by no means intentional. It's a matter of the two engines being different. Triggers, events, and entities are named differently, updated or just don't exist anymore so naturally most SourceMod plugins won't know what's up or down.

Our team is not going to spend time updating all custom content. We simply don't have the time. It has always been the community's responsibility to update their own content. We'll be releasing our Mod Tools completely updated once the v3.0 update rolls out. From there, you'll be able to create your own maps and upload them to the Workshop!

SourceMod for 3.0
For the past 4 or so months, Janaz Leonheart, owner of Vertigo Gaming, has been working on updating SourceMod so that it is ready when the update launches. He is currently awaiting some finalization of our Linux build to continue his work. He has also been helping us with his extensive knowledge of exploits used to attack other servers, making sure that the build is as secure as possible. Once his work is complete, he has agreed to release it, along with a guide and whatever plugins he may have updated in the testing phase, publicly for the entire community to use.

His work is not part of our development, they are two separate processes. We are merely overseeing his work while we focus on our own


Other News
Twitch Development Streams
When we first started our development streams, we planned to be streaming weekly on Fridays. But due to our schedules, the lack of work suitable for streaming and people willing to stream - we're unable to deliver on that promise. From now on the streams will be as we're able to do them, which we'll inform you of through Tweets and the Channel Feed on our Twitch Page, as well as posting a Steam Event once we're live.

You can always check out the past broadcasts directly on our Twitch page (these VODs only stay up for 2 weeks), or we've started archiving these streams on our YouTube channel.

[Image: TwitchTV_450.png]

YouTube Channel

While we don't have much of anything uploaded to our YouTube channel yet. We plan to be uploading our teasers, trailers, and other videos to this channel. We would appreciate it if you'd all help support the channel by going and subscribing to it for future content.

We're very thankful of the huge support everyone has been giving us, it means a lot to us!

-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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Information v3.0 Info, Release Window, & Now Accepting Team Applications!
Posted by: JonnyBoy0719 - 04-24-2017, 12:01 PM - Forum: Announcements - No Replies

[Image: acc8c3efca0e3ef5d87aedccfea2b36488e4048d.png]


The development has been, and still is, an incredible taxing but also enjoyable experience. Despite our team consisting of people from different cultures, with different ideas, opinions and talents, we all share the same passion for ZPS which allows us to be a very productive team.

We have reached a point in the development where we feel comfortable enough to share the news that you have all been waiting for.

Progress of v3.0
The update has come a long way from its beginnings, and JonnyBoy has put together a small showcase of the builds' progress over the months. The video also shows several new features that we are excited to properly introduce!

It's important to take note of a few things in the video though:
  • The features teased in the video are still subject to change, remember that this is the progress of the work over time. Most things have been changed or are still being tweaked in ways.

  • The Workshop for ZPS will not be implemented with the release of v3.0, even though it appears to be a selectable option in the video. However, it will be implemented later once the dedicated server is able to download and update the maps from the Workshop.



We've added many new features and entities as well as made changes to existing ones for several different reasons. We wanted to give more options and add more variety, make it easier to balance things, and give the level designer more control. Some things were suggested by community members, others were just created out of necessity from common sense or issues and ideas that arose through testing.

New Features, Updated Entities for Community Mappers

If you want to see the full list, check out our announcement on Steam Hub.

v3.0 Release Window!
We expect the update to be ready to release sometime between Summer and Fall of 2017. Since issues can spring up out of seemingly nowhere, we feel a release window allows us more time to fix potential problems and make sure everything works as intended. As opposed to a release date which could very likely be pushed back, to both you and our disappointment.

The final stages of development require large-scale playtests. What remains to be done is to properly test out the new features and maps, as well as old ones, and make sure they all get some needed balance tweaks.


Now Accepting Team Applications!
We know that community consists of many talented and dedicated people that we are sure would benefit the development. If you're interested in playtesting, or want to apply for a position on the development team, you can do so in our new Team Applications sub-forum.

It's essential that you read and follow the Application Rules & Sample Application Format if you wish for your application to be valid.


Weekly Development Streams on Twitch! Every Friday @ 9 PM EDT
We stream every Friday for a few hours starting at 9PM EDT. Come check out our channel if you have any questions about development, want to catch sneakpeeks or just want to hang out and discuss games in general.

[Image: twitch_logo_140.png]
You can also go and check out our past broadcasts if there's anything you've missed.

Thank You!
It's been a while since the MOTY 2016 Nominations where we last addressed the community. Sadly, we didn't make into the Honorable Mention. But we did land ourselves a nice 85th place on the Top 100 Mods List. We are truly thankful for the huge, and incredibly dedicated, support that you all continue to show us. It keeps us motivated and dedicated in our work.



[Image: facebook.png][Image: twitter.png][Image: moddb.png][Image: youtube.png][Image: steam.png]

See you around,
- Zombie Panic! Development Team

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