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AnAcKiNNN12345
[Mentally Stable]
Status: Offline
(since 30-01-2017 13:00)
Joined: 22 Feb 2015
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Topics: 42
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Posted: 02-03-2016, 16:39:27
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Salut vreau si eu un plugin cu 1 human care sa se teleporteze si sa dea
dmg
mai mare.
Si modificati-mi si mie zombie asta sa fie pe lvl
Spoiler:
/*
Plugin generated by AMXX-Studio
Plugin: [KF Like] JackZombie special to NewYear Zombie-Mod.ru //SlowPocke.jpg
Creator: Chrescoe1
Version: 0.0 //i con't test it on ZP - if you found Bugs - write me please Skype: Xailer24
01.01.2014 19:27 - Code make started
01.01.2014 20:14 - First Test
01.01.2014 20:27 - 20:35 Drink Coffe - AFK
01.01.2014 22:48 - Test Ending - Upload to Zombie-Mod.ru
*/
#include <amxmodx>
#include <hamsandwich>
#include <fakemeta_util>
#define PLUGIN "[IceFire] JackFrost"
#define VERSION "0.0"
#define AUTHOR "Chrescoe1"
//#define TestingTime //I test this plugin on public server
#if !defined TestingTime
#include <zombieplague>
new Jack
#endif
#define FireShpere_Classname "ZP_Jack_FireShpere"
#define FrostSphere_Classname "ZP_Jack_FrostSphere"
#define CDHudChannel 4
#define Model "jack_frost"
#define Claw "v_jackfrost.mdl"
#define Shpere "models/w_flashbang.mdl"
#define Trail "sprites/xenobeam.spr"
#define Burn "sprites/xflare2.spr"
#define ThrowFireShpereSound "FireBallMissileLaunch3.wav"
const Float:FireShpereExplodeRadius = 140.0
const Float:FireShpereExplodeDamage = 15.0
const Float:FireShpere_CD=30.0
const Float:FireShpere_BurnTime = 6.0
const Float:BurnDamage = 3.0
const Float:BurnUpdate = 0.5 //Damage == FireShpere_BurnTime/BurnUpdate*BurnDamage
const Float:FrostSphereExplodeRadius = 170.0
const Float:FrostSphereExplodeDamage = 35.0
const Float:FrostSphere_CD=20.0
const Float:FrostSphere_FreezeTime = 8.0
new bool:Can_Use_Ability[32],Selected_Ability[32],Float:Ability_CD[32],Float:UpdateHud[32]
new bool:in_frost[32],Float:FrostTime[32]
new bool:in_burn[32],Float:BurnTime[32],BurnOwner[32],Float:BurnUpdateDamage[32]
new Msg_ScreenShake,Msg_ScreenFade,TrailSpriteIndex,BurnSprite
public plugin_precache()
{
precache_model(Shpere)
TrailSpriteIndex=precache_model(Trail)
BurnSprite=precache_model(Burn)
precache_sound(ThrowFireShpereSound)
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
Msg_ScreenShake = get_user_msgid("ScreenShake")
Msg_ScreenFade = get_user_msgid("ScreenFade")
//Register Class
#if !defined TestingTime
Jack=zp_register_zombie_class("Jack Frost","Throw FireShpere and FrostSphere",Model,Claw,500,250,0.8,0.6)
#endif
//Ham
RegisterHam(Ham_Touch, "info_target", "Ham_Touch_Pre")
//CMD
register_clcmd("drop","use_ability")
// Add your code here...
}
//Cmd Drop
public use_ability(id)
{
if(!is_user_connected(id))return
if(!is_user_alive(id))return
#if !defined TestingTime
if(!zp_get_user_zombie(id))return
if(zp_get_user_nemesis(id))return
if(zp_get_user_zombie_class(id)!=Jack)return
#endif
if(!Can_Use_Ability[id-1])return
new Float: gametime = get_gametime()
switch(Selected_Ability[id-1])
{
case 0:throw_Shpere(id,1),Ability_CD[id-1]=gametime+FireShpere_CD,Can_Use_Ability[id-1]=false
case 1:throw_Shpere(id,2),Ability_CD[id-1]=gametime+FrostSphere_CD,Can_Use_Ability[id-1]=false
}
}
//Ham
public Ham_Touch_Pre(ent,world)
{
if(!pev_valid(ent))return HAM_IGNORED
new Classname[32]
pev(ent, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, FireShpere_Classname)&&!equal(Classname, FrostSphere_Classname))return HAM_IGNORED
new Float:Origin[3],id = pev(ent,pev_owner)
pev(ent,pev_origin,Origin)
new victim =-1,Float:Damage_Radius,Float:Damage,attacker
switch(pev(ent,pev_iuser1))
{
case 1:Damage_Radius=FireShpereExplodeRadius,Damage=FireShpereExplodeDamage,Light(Origin,30,255,105,0,4),DrawRings(Origin,255,105,0)
case 2:Damage_Radius=FrostSphereExplodeRadius,Damage=FrostSphereExplodeDamage,Light(Origin,30,0,105,255,4),DrawRings(Origin,0,55,255)
}
while((victim = engfunc(EngFunc_FindEntityInSphere, victim, Origin, Damage_Radius)) != 0)
{
if(pev_valid(victim)&&pev(victim, pev_takedamage)!=DAMAGE_NO&&pev(victim, pev_solid)!=SOLID_NOT)
{
if(is_user_connected(victim))
{
#if defined TestingTime
if(get_user_team(victim)!=get_user_team(id))
#else
if(!zp_get_user_zombie(victim))
#endif
{
if(pev(victim,pev_armorvalue)<=0.0&&pev(victim,pev_health)<Damage)attacker=id;else attacker=0
switch(pev(ent,pev_iuser1))
{
case 1: ExecuteHamB(Ham_TakeDamage,victim, ent,attacker, Damage, DMG_BURN),ScreenFade(victim,6,1,{255,125,0},125,1),
BurnTime[victim-1]=get_gametime()+FireShpere_BurnTime,in_burn[victim-1]=true,in_frost[victim-1]=false,BurnOwner[victim-1]=id
case 2: ExecuteHamB(Ham_TakeDamage,victim, ent,attacker, Damage, DMG_FREEZE),ScreenFade(victim,6,1,{0,0,255},125,1),
FrostTime[victim-1]=get_gametime()+FrostSphere_FreezeTime,in_frost[victim-1]=true,in_burn[victim-1]=false,
fm_set_rendering(victim, kRenderFxGlowShell, 0,105,255, kRenderNormal,15)
}
ScreenShake(victim, ((1<<12) * 3), ((2<<12) * 3))
}
}
else ExecuteHamB(Ham_TakeDamage,victim, ent,id, Damage, DMG_BLAST) //take damage entity
}
}
if(pev_valid(ent))engfunc(EngFunc_RemoveEntity, ent)
return HAM_HANDLED
}
//ZP
#if !defined TestingTime
public zp_user_infected_post(id,infector,nemesis)if(!zp_get_user_nemesis(id))Can_Use_Ability[id-1]=true
public zp_user_humanized_post(id)Can_Use_Ability[id-1]=false,in_frost[id-1]=false,in_burn[id-1]=false
#endif
//Standart Forwards
public client_connect(id)Can_Use_Ability[id-1]=false,Selected_Ability[id-1]=0
public client_PreThink(id)
{
new Float:gametime = get_gametime()
if(in_frost[id-1])
#if defined TestingTime
if(FrostTime[id-1]<gametime||!is_user_alive(id))
#else
if(FrostTime[id-1]<gametime||!is_user_alive(id)||zp_get_user_zombie(id))
#endif
fm_set_rendering(id),
in_frost[id-1]=false
else
{set_pev(id,pev_velocity,{0.0,0.0,0.0});new Float:Origin[3];pev(id,pev_origin,Origin);Light(Origin,15,0,105,255,4);}
if(in_burn[id-1])
#if defined TestingTime
if(BurnTime[id-1]<gametime||!is_user_alive(id))
#else
if(BurnTime[id-1]<gametime||!is_user_alive(id)||zp_get_user_zombie(id))
#endif
in_burn[id-1]=false
else
if(BurnUpdateDamage[id-1]<gametime)
{
if(pev(id,pev_armorvalue)<=0.0&&pev(id,pev_health)<BurnDamage)ExecuteHamB(Ham_TakeDamage,id, 0,BurnOwner[id-1], BurnDamage, DMG_BURN)
else ExecuteHamB(Ham_TakeDamage,id, 0,0, BurnDamage, DMG_BURN)
BurnUpdateDamage[id-1]=gametime+BurnUpdate
new Float:Origin[3]
pev(id,pev_origin,Origin)
engfunc(EngFunc_MessageBegin, MSG_BROADCAST, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_SPRITE) // TE id
engfunc(EngFunc_WriteCoord, Origin[0]+random_float(-5.0, 5.0)) // x
engfunc(EngFunc_WriteCoord, Origin[1]+random_float(-5.0, 5.0)) // y
engfunc(EngFunc_WriteCoord, Origin[2]+random_float(-10.0, 10.0)) // z
write_short(BurnSprite) // sprite
write_byte(random_num(5, 10)) // scale
write_byte(200) // brightness
message_end()
Light(Origin,15,255,105,0,7)
}
if(!is_user_alive(id))return
#if !defined TestingTime
if(!zp_get_user_zombie(id))return
if(zp_get_user_nemesis(id))return
if(zp_get_user_zombie_class(id)!=Jack)return
#endif
if(UpdateHud[id-1]<gametime)
{
new Text0[100], Text1[56],Text2[56]
formatex(Text0, 99, "Press [E] (IN_USE) to change ability^nPress [F] (Impulse 100) or [G] (Drop) to use ability^n^n")
switch(Selected_Ability[id-1])
{
case 0:formatex(Text1, 55, "Selected Ability: Throw FireShpere^n")
case 1:formatex(Text1, 55, "Selected Ability: Throw FrostSphere^n")
}
if(!Can_Use_Ability[id-1])
{
if(Ability_CD[id-1]-gametime>0.0)formatex(Text2, 55, "Recharge Ability: %..1f^n",Ability_CD[id-1]-gametime)
else formatex(Text2, 55, "Recharge Ability: Ready to use^n"),Can_Use_Ability[id-1]=true
}
set_hudmessage(255,255,255,0.02,0.2,0,0.1,1.0,0.0,0.0,CDHudChannel)
show_hudmessage(id,"%s%s%s",Text0,Text1,Text2)
UpdateHud[id-1]=gametime+0.1
}
//Select Ability
if((pev(id,pev_button)&IN_USE)&&!(pev(id,pev_oldbuttons)&IN_USE))
{
switch(Selected_Ability[id-1])
{
case 0:Selected_Ability[id-1]=1
case 1:Selected_Ability[id-1]=0
}
}
//Use ability
if(Can_Use_Ability[id-1])
if (pev(id,pev_impulse)==100)
{
switch(Selected_Ability[id-1])
{
case 0:throw_Shpere(id,1),Ability_CD[id-1]=gametime+FireShpere_CD,Can_Use_Ability[id-1]=false
case 1:throw_Shpere(id,2),Ability_CD[id-1]=gametime+FrostSphere_CD,Can_Use_Ability[id-1]=false
}
}
}
//Public func
public throw_Shpere(id,type)
{
emit_sound(id, CHAN_VOICE, ThrowFireShpereSound, 1.0, ATTN_NORM, 0, PITCH_NORM)
set_pdata_float(id, 83, 0.7, 5)
UTIL_PlayWeaponAnimation(id,5)
new Float:StartOrigin[3],Float:EndOrigin[3]
get_position(id,30.0,0.0,5.0,StartOrigin)
fm_get_aim_origin(id,EndOrigin)
new ient = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
engfunc(EngFunc_SetModel,ient, Shpere)
engfunc(EngFunc_SetSize, ient, {-3.0,-3.0,-3.0}, {3.0,3.0,3.0})
switch(type)
{
case 1: set_pev(ient, pev_classname, FireShpere_Classname),
fm_set_rendering(ient, kRenderFxGlowShell, 255,155,0, kRenderTransAlpha,25)
case 2: set_pev(ient, pev_classname, FrostSphere_Classname),
fm_set_rendering(ient, kRenderFxGlowShell, 0,105,255, kRenderTransAlpha,25)
}
set_pev(ient, pev_movetype, MOVETYPE_FLY)
set_pev(ient,pev_solid,SOLID_TRIGGER)
set_pev(ient,pev_origin,StartOrigin)
set_pev(ient,pev_owner,id)
set_pev(ient, pev_nextthink, get_gametime() +0.01)
set_pev(ient,pev_iuser1,type)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW)
write_short(ient)
write_short(TrailSpriteIndex)
write_byte(15)
write_byte(15)
switch(type)
{
case 1:
{
write_byte(255)
write_byte(155)
write_byte(0)
}
case 2:
{
write_byte(0)
write_byte(0)
write_byte(255)
}
}
write_byte(255)
message_end()
new Float:VECTOR[3],Float:VELOCITY[3]
xs_vec_sub(EndOrigin, StartOrigin, VECTOR)
xs_vec_normalize(VECTOR, VECTOR)
xs_vec_mul_scalar(VECTOR, 1300.0, VELOCITY)
set_pev(ient, pev_velocity, VELOCITY)
}
//Stocks
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_v_angle, vAngle);pev(id, pev_origin, vOrigin);pev(id, pev_view_ofs,vUp)
xs_vec_add(vOrigin,vUp,vOrigin)
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward)
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
stock DrawRings(Float:Origin[3],R,G,B)
{
for(new i=0;i<4;i++)
{
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_BEAMTORUS );
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2]+3.0*i)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2]+100.0+10.0*i)
write_short( TrailSpriteIndex ); // sprite
write_byte( 0 ); // Starting frame
write_byte( 0 ); // framerate * 0.1
write_byte( 8-1*i ); // life * 0.1
write_byte( 14 ); // width
write_byte( 0 ); // noise
write_byte( R ); // color r,g,b
write_byte( G ); // color r,g,b
write_byte( B); // color r,g,b
write_byte( 255 ); // brightness
write_byte( 0 ); // scroll speed
message_end();
}
}
stock Light(Float:Origin[3],RAD,R,G,B,Life)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_DLIGHT)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_byte(RAD) //Radius
write_byte(R) // r
write_byte(G) // g
write_byte(B) // b
write_byte(Life) //Life
write_byte(10)
message_end()
}
stock ScreenFade(id, Timer, FadeTime, Colors[3], Alpha, type)
{
if(id) if(!is_user_connected(id)) return
if (Timer > 0xFFFF) Timer = 0xFFFF
if (FadeTime <= 0) FadeTime = 4
message_begin(id ? MSG_ONE_UNRELIABLE : MSG_BROADCAST,Msg_ScreenFade, _, id);
write_short(Timer * 1 << 12)
write_short(FadeTime * 1 << 12)
switch (type) {
case 1: write_short(0x0000) // IN ( FFADE_IN )
case 2: write_short(0x0001) // OUT ( FFADE_OUT )
case 3: write_short(0x0002) // MODULATE ( FFADE_MODULATE )
case 4: write_short(0x0004) // STAYOUT ( FFADE_STAYOUT )
default: write_short(0x0001)
}
write_byte(Colors[0])
write_byte(Colors[1])
write_byte(Colors[2])
write_byte(Alpha)
message_end()
}
stock ScreenShake(id, duration, frequency)
{
message_begin(id ? MSG_ONE_UNRELIABLE : MSG_ALL, Msg_ScreenShake, _, id ? id : 0);
write_short(1<<14)
write_short(duration)
write_short(frequency)
message_end();
}
stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
{
set_pev(Player, pev_weaponanim, Sequence)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
write_byte(Sequence)
write_byte(pev(Player, pev_body))
message_end()
}
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AnAcKiNNN12345
[Mentally Stable]
Status: Offline
(since 30-01-2017 13:00)
Joined: 22 Feb 2015
Posts: 230
,
Topics: 42
Location:
Romania
Reputation:
104
Votes
: 4
Posted: 02-03-2016, 22:14:52
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Nimeni?
#Intr-un sistem corupt, totul e posibil!
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Iulian3D
[Mentally Stable]
Status: Offline
(since 04-03-2020 22:38)
Joined: 21 Jun 2015
Posts: 227
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Topics: 37
Location:
Buftea .
Reputation:
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Votes
: 4
Posted: 02-03-2016, 22:50:56
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Zombie modificat astfel încât sã fie pe level :
Spoiler:
/*
Plugin generated by AMXX-Studio
Plugin: [KF Like] JackZombie special to NewYear Zombie-Mod.ru //SlowPocke.jpg
Creator: Chrescoe1
Version: 0.0 //i con't test it on ZP - if you found Bugs - write me please Skype: Xailer24
01.01.2014 19:27 - Code make started
01.01.2014 20:14 - First Test
01.01.2014 20:27 - 20:35 Drink Coffe - AFK
01.01.2014 22:48 - Test Ending - Upload to Zombie-Mod.ru
*/
#include <amxmodx>
#include <hamsandwich>
#include <fakemeta_util>
#include <zombiexp>
#define PLUGIN "[IceFire] JackFrost"
#define VERSION "0.0"
#define AUTHOR "Chrescoe1"
//#define TestingTime //I test this plugin on public server
#if !defined TestingTime
#include <zombieplague>
new Jack
#endif
#define FireShpere_Classname "ZP_Jack_FireShpere"
#define FrostSphere_Classname "ZP_Jack_FrostSphere"
#define CDHudChannel 4
#define Model "jack_frost"
#define Claw "v_jackfrost.mdl"
#define Shpere "models/w_flashbang.mdl"
#define Trail "sprites/xenobeam.spr"
#define Burn "sprites/xflare2.spr"
#define ThrowFireShpereSound "FireBallMissileLaunch3.wav"
const Float:FireShpereExplodeRadius = 140.0
const Float:FireShpereExplodeDamage = 15.0
const Float:FireShpere_CD=30.0
const Float:FireShpere_BurnTime = 6.0
const Float:BurnDamage = 3.0
const Float:BurnUpdate = 0.5 //Damage == FireShpere_BurnTime/BurnUpdate*BurnDamage
const Float:FrostSphereExplodeRadius = 170.0
const Float:FrostSphereExplodeDamage = 35.0
const Float:FrostSphere_CD=20.0
const Float:FrostSphere_FreezeTime = 8.0
const zclass_level = 1 // aici pui ce level vrei tu .
new bool:Can_Use_Ability[32],Selected_Ability[32],Float:Ability_CD[32],Float:UpdateHud[32]
new bool:in_frost[32],Float:FrostTime[32]
new bool:in_burn[32],Float:BurnTime[32],BurnOwner[32],Float:BurnUpdateDamage[32]
new Msg_ScreenShake,Msg_ScreenFade,TrailSpriteIndex,BurnSprite
public plugin_precache()
{
precache_model(Shpere)
TrailSpriteIndex=precache_model(Trail)
BurnSprite=precache_model(Burn)
precache_sound(ThrowFireShpereSound)
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
Msg_ScreenShake = get_user_msgid("ScreenShake")
Msg_ScreenFade = get_user_msgid("ScreenFade")
//Register Class
#if !defined TestingTime
Jack=zpxp_register_zombie_class("Jack Frost","Throw FireShpere and FrostSphere",Model,Claw,500,250,0.8,0.6, zclass_level)
#endif
//Ham
RegisterHam(Ham_Touch, "info_target", "Ham_Touch_Pre")
//CMD
register_clcmd("drop","use_ability")
// Add your code here...
}
//Cmd Drop
public use_ability(id)
{
if(!is_user_connected(id))return
if(!is_user_alive(id))return
#if !defined TestingTime
if(!zp_get_user_zombie(id))return
if(zp_get_user_nemesis(id))return
if(zp_get_user_zombie_class(id)!=Jack)return
#endif
if(!Can_Use_Ability[id-1])return
new Float: gametime = get_gametime()
switch(Selected_Ability[id-1])
{
case 0:throw_Shpere(id,1),Ability_CD[id-1]=gametime+FireShpere_CD,Can_Use_Ability[id-1]=false
case 1:throw_Shpere(id,2),Ability_CD[id-1]=gametime+FrostSphere_CD,Can_Use_Ability[id-1]=false
}
}
//Ham
public Ham_Touch_Pre(ent,world)
{
if(!pev_valid(ent))return HAM_IGNORED
new Classname[32]
pev(ent, pev_classname, Classname, sizeof(Classname))
if(!equal(Classname, FireShpere_Classname)&&!equal(Classname, FrostSphere_Classname))return HAM_IGNORED
new Float:Origin[3],id = pev(ent,pev_owner)
pev(ent,pev_origin,Origin)
new victim =-1,Float:Damage_Radius,Float:Damage,attacker
switch(pev(ent,pev_iuser1))
{
case 1:Damage_Radius=FireShpereExplodeRadius,Damage=FireShpereExplodeDamage,Light(Origin,30,255,105,0,4),DrawRings(Origin,255,105,0)
case 2:Damage_Radius=FrostSphereExplodeRadius,Damage=FrostSphereExplodeDamage,Light(Origin,30,0,105,255,4),DrawRings(Origin,0,55,255)
}
while((victim = engfunc(EngFunc_FindEntityInSphere, victim, Origin, Damage_Radius)) != 0)
{
if(pev_valid(victim)&&pev(victim, pev_takedamage)!=DAMAGE_NO&&pev(victim, pev_solid)!=SOLID_NOT)
{
if(is_user_connected(victim))
{
#if defined TestingTime
if(get_user_team(victim)!=get_user_team(id))
#else
if(!zp_get_user_zombie(victim))
#endif
{
if(pev(victim,pev_armorvalue)<=0.0&&pev(victim,pev_health)<Damage)attacker=id;else attacker=0
switch(pev(ent,pev_iuser1))
{
case 1: ExecuteHamB(Ham_TakeDamage,victim, ent,attacker, Damage, DMG_BURN),ScreenFade(victim,6,1,{255,125,0},125,1),
BurnTime[victim-1]=get_gametime()+FireShpere_BurnTime,in_burn[victim-1]=true,in_frost[victim-1]=false,BurnOwner[victim-1]=id
case 2: ExecuteHamB(Ham_TakeDamage,victim, ent,attacker, Damage, DMG_FREEZE),ScreenFade(victim,6,1,{0,0,255},125,1),
FrostTime[victim-1]=get_gametime()+FrostSphere_FreezeTime,in_frost[victim-1]=true,in_burn[victim-1]=false,
fm_set_rendering(victim, kRenderFxGlowShell, 0,105,255, kRenderNormal,15)
}
ScreenShake(victim, ((1<<12) * 3), ((2<<12) * 3))
}
}
else ExecuteHamB(Ham_TakeDamage,victim, ent,id, Damage, DMG_BLAST) //take damage entity
}
}
if(pev_valid(ent))engfunc(EngFunc_RemoveEntity, ent)
return HAM_HANDLED
}
//ZP
#if !defined TestingTime
public zp_user_infected_post(id,infector,nemesis)if(!zp_get_user_nemesis(id))Can_Use_Ability[id-1]=true
public zp_user_humanized_post(id)Can_Use_Ability[id-1]=false,in_frost[id-1]=false,in_burn[id-1]=false
#endif
//Standart Forwards
public client_connect(id)Can_Use_Ability[id-1]=false,Selected_Ability[id-1]=0
public client_PreThink(id)
{
new Float:gametime = get_gametime()
if(in_frost[id-1])
#if defined TestingTime
if(FrostTime[id-1]<gametime||!is_user_alive(id))
#else
if(FrostTime[id-1]<gametime||!is_user_alive(id)||zp_get_user_zombie(id))
#endif
fm_set_rendering(id),
in_frost[id-1]=false
else
{set_pev(id,pev_velocity,{0.0,0.0,0.0});new Float:Origin[3];pev(id,pev_origin,Origin);Light(Origin,15,0,105,255,4);}
if(in_burn[id-1])
#if defined TestingTime
if(BurnTime[id-1]<gametime||!is_user_alive(id))
#else
if(BurnTime[id-1]<gametime||!is_user_alive(id)||zp_get_user_zombie(id))
#endif
in_burn[id-1]=false
else
if(BurnUpdateDamage[id-1]<gametime)
{
if(pev(id,pev_armorvalue)<=0.0&&pev(id,pev_health)<BurnDamage)ExecuteHamB(Ham_TakeDamage,id, 0,BurnOwner[id-1], BurnDamage, DMG_BURN)
else ExecuteHamB(Ham_TakeDamage,id, 0,0, BurnDamage, DMG_BURN)
BurnUpdateDamage[id-1]=gametime+BurnUpdate
new Float:Origin[3]
pev(id,pev_origin,Origin)
engfunc(EngFunc_MessageBegin, MSG_BROADCAST, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_SPRITE) // TE id
engfunc(EngFunc_WriteCoord, Origin[0]+random_float(-5.0, 5.0)) // x
engfunc(EngFunc_WriteCoord, Origin[1]+random_float(-5.0, 5.0)) // y
engfunc(EngFunc_WriteCoord, Origin[2]+random_float(-10.0, 10.0)) // z
write_short(BurnSprite) // sprite
write_byte(random_num(5, 10)) // scale
write_byte(200) // brightness
message_end()
Light(Origin,15,255,105,0,7)
}
if(!is_user_alive(id))return
#if !defined TestingTime
if(!zp_get_user_zombie(id))return
if(zp_get_user_nemesis(id))return
if(zp_get_user_zombie_class(id)!=Jack)return
#endif
if(UpdateHud[id-1]<gametime)
{
new Text0[100], Text1[56],Text2[56]
formatex(Text0, 99, "Press [E] (IN_USE) to change ability^nPress [F] (Impulse 100) or [G] (Drop) to use ability^n^n")
switch(Selected_Ability[id-1])
{
case 0:formatex(Text1, 55, "Selected Ability: Throw FireShpere^n")
case 1:formatex(Text1, 55, "Selected Ability: Throw FrostSphere^n")
}
if(!Can_Use_Ability[id-1])
{
if(Ability_CD[id-1]-gametime>0.0)formatex(Text2, 55, "Recharge Ability: %..1f^n",Ability_CD[id-1]-gametime)
else formatex(Text2, 55, "Recharge Ability: Ready to use^n"),Can_Use_Ability[id-1]=true
}
set_hudmessage(255,255,255,0.02,0.2,0,0.1,1.0,0.0,0.0,CDHudChannel)
show_hudmessage(id,"%s%s%s",Text0,Text1,Text2)
UpdateHud[id-1]=gametime+0.1
}
//Select Ability
if((pev(id,pev_button)&IN_USE)&&!(pev(id,pev_oldbuttons)&IN_USE))
{
switch(Selected_Ability[id-1])
{
case 0:Selected_Ability[id-1]=1
case 1:Selected_Ability[id-1]=0
}
}
//Use ability
if(Can_Use_Ability[id-1])
if (pev(id,pev_impulse)==100)
{
switch(Selected_Ability[id-1])
{
case 0:throw_Shpere(id,1),Ability_CD[id-1]=gametime+FireShpere_CD,Can_Use_Ability[id-1]=false
case 1:throw_Shpere(id,2),Ability_CD[id-1]=gametime+FrostSphere_CD,Can_Use_Ability[id-1]=false
}
}
}
//Public func
public throw_Shpere(id,type)
{
emit_sound(id, CHAN_VOICE, ThrowFireShpereSound, 1.0, ATTN_NORM, 0, PITCH_NORM)
set_pdata_float(id, 83, 0.7, 5)
UTIL_PlayWeaponAnimation(id,5)
new Float:StartOrigin[3],Float:EndOrigin[3]
get_position(id,30.0,0.0,5.0,StartOrigin)
fm_get_aim_origin(id,EndOrigin)
new ient = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
engfunc(EngFunc_SetModel,ient, Shpere)
engfunc(EngFunc_SetSize, ient, {-3.0,-3.0,-3.0}, {3.0,3.0,3.0})
switch(type)
{
case 1: set_pev(ient, pev_classname, FireShpere_Classname),
fm_set_rendering(ient, kRenderFxGlowShell, 255,155,0, kRenderTransAlpha,25)
case 2: set_pev(ient, pev_classname, FrostSphere_Classname),
fm_set_rendering(ient, kRenderFxGlowShell, 0,105,255, kRenderTransAlpha,25)
}
set_pev(ient, pev_movetype, MOVETYPE_FLY)
set_pev(ient,pev_solid,SOLID_TRIGGER)
set_pev(ient,pev_origin,StartOrigin)
set_pev(ient,pev_owner,id)
set_pev(ient, pev_nextthink, get_gametime() +0.01)
set_pev(ient,pev_iuser1,type)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW)
write_short(ient)
write_short(TrailSpriteIndex)
write_byte(15)
write_byte(15)
switch(type)
{
case 1:
{
write_byte(255)
write_byte(155)
write_byte(0)
}
case 2:
{
write_byte(0)
write_byte(0)
write_byte(255)
}
}
write_byte(255)
message_end()
new Float:VECTOR[3],Float:VELOCITY[3]
xs_vec_sub(EndOrigin, StartOrigin, VECTOR)
xs_vec_normalize(VECTOR, VECTOR)
xs_vec_mul_scalar(VECTOR, 1300.0, VELOCITY)
set_pev(ient, pev_velocity, VELOCITY)
}
//Stocks
stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_v_angle, vAngle);pev(id, pev_origin, vOrigin);pev(id, pev_view_ofs,vUp)
xs_vec_add(vOrigin,vUp,vOrigin)
angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward)
angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
stock DrawRings(Float:Origin[3],R,G,B)
{
for(new i=0;i<4;i++)
{
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_BEAMTORUS );
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2]+3.0*i)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2]+100.0+10.0*i)
write_short( TrailSpriteIndex ); // sprite
write_byte( 0 ); // Starting frame
write_byte( 0 ); // framerate * 0.1
write_byte( 8-1*i ); // life * 0.1
write_byte( 14 ); // width
write_byte( 0 ); // noise
write_byte( R ); // color r,g,b
write_byte( G ); // color r,g,b
write_byte( B); // color r,g,b
write_byte( 255 ); // brightness
write_byte( 0 ); // scroll speed
message_end();
}
}
stock Light(Float:Origin[3],RAD,R,G,B,Life)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_DLIGHT)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_byte(RAD) //Radius
write_byte(R) // r
write_byte(G) // g
write_byte(B) // b
write_byte(Life) //Life
write_byte(10)
message_end()
}
stock ScreenFade(id, Timer, FadeTime, Colors[3], Alpha, type)
{
if(id) if(!is_user_connected(id)) return
if (Timer > 0xFFFF) Timer = 0xFFFF
if (FadeTime <= 0) FadeTime = 4
message_begin(id ? MSG_ONE_UNRELIABLE : MSG_BROADCAST,Msg_ScreenFade, _, id);
write_short(Timer * 1 << 12)
write_short(FadeTime * 1 << 12)
switch (type) {
case 1: write_short(0x0000) // IN ( FFADE_IN )
case 2: write_short(0x0001) // OUT ( FFADE_OUT )
case 3: write_short(0x0002) // MODULATE ( FFADE_MODULATE )
case 4: write_short(0x0004) // STAYOUT ( FFADE_STAYOUT )
default: write_short(0x0001)
}
write_byte(Colors[0])
write_byte(Colors[1])
write_byte(Colors[2])
write_byte(Alpha)
message_end()
}
stock ScreenShake(id, duration, frequency)
{
message_begin(id ? MSG_ONE_UNRELIABLE : MSG_ALL, Msg_ScreenShake, _, id ? id : 0);
write_short(1<<14)
write_short(duration)
write_short(frequency)
message_end();
}
stock UTIL_PlayWeaponAnimation(const Player, const Sequence)
{
set_pev(Player, pev_weaponanim, Sequence)
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, .player = Player)
write_byte(Sequence)
write_byte(pev(Player, pev_body))
message_end()
}
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AnAcKiNNN12345
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Posted: 03-03-2016, 12:07:02
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LA ce linie schimb viata si speedu ???
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Iulian3D
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Posted: 03-03-2016, 13:37:36
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Jack=zpxp_register_zombie_class("Jack Frost","Throw FireShpere and FrostSphere",Model,Claw,500,250,0.8,0.6, zclass_level)
500 e viața , o modifici de acolo
250 e vitezã , o modifici de acolo ..
Dupã ce ai modificat , compilezi pluginu și dupã îl instalezi în server .
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AnAcKiNNN12345
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Posted: 03-03-2016, 17:50:52
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Up am nevoie si de pluginul de human.
#Intr-un sistem corupt, totul e posibil!
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Iulian3D
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Posted: 03-03-2016, 18:10:12
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Eu pânã acum nu am auzit și nici nu am vãzut nicãieri o clasã human care sã se teleporteze . Am vãzut doar clase zm care au abilitatea de a se teleporta . Dacã vrei ca oamenii sã se poatã teleporta , fie instalezi un extra item care îi dã celui care îl cumpãrã abilitatea de a se teleporta , sau poți sã rogi pe cineva , nu știu dacã se poate , dar poate poți sã iei o clasã zm teleport și s-o modifici astfel încât sã fie o clasã human , sã nu mai fie o clasã zm .
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AnAcKiNNN12345
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Posted: 03-03-2016, 19:16:10
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Poate reuseste sa combine o clasa de human cu extra itemul teleport. Sau macar datimi catrva clase de human cu abilitati...dar sa nu fie 20 armura sau alte porcari.
#Intr-un sistem corupt, totul e posibil!
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TwisTer
, 27 January 2017 10:03
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