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Predator07
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Post Posted: 11-01-2016, 22:02:55 | Translate post to: ... (Click for more languages)

folosesc acest plugin pe sv
Spoiler:
ce vreau sa se modificie este ca atunci cand incepe modul sa se faca intuneric pe mapa cat timp ruleaza moduri gen modul assassins. multumesc





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EDUTz

[HardcoreAmxxScripter]



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Post Posted: 12-01-2016, 00:48:46 | Translate post to: ... (Click for more languages)

Quote:
start_nightmare_mode()
{
set_cvar_string("zp_lighting", "a")
// Create and initialize some important vars

Quote:
public zp_round_ended(winteam)
{
set_cvar_string("zp_lighting", "i") //sau cat ai tu
// Stop ambience sounds on round end
remove_task(TASK_AMB)
}




Pentru pluginuri complicate le fac cu $$ pe paypal/psc. PM

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Predator07
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Post Posted: 12-01-2016, 01:06:15 | Translate post to: ... (Click for more languages)

eroare compilare


http://i.imgur.com/heavTZu.png compilez din pc ca daca incerc amx.freakz imi da o eraore ca nu are o versiune speciala cv de genul





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EDUTz

[HardcoreAmxxScripter]



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Post Posted: 12-01-2016, 02:22:10 | Translate post to: ... (Click for more languages)

Offf .... nu adaugi totul, adaugi ce ti-am inrosit, acolo unde ti0am aratat.....



Pentru pluginuri complicate le fac cu $$ pe paypal/psc. PM

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Predator07
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Post Posted: 12-01-2016, 15:09:23 | Translate post to: ... (Click for more languages)

sa compilat dar tot nu se intuneca cand incepe modul -


Spoiler:





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EDUTz

[HardcoreAmxxScripter]



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Post Posted: 12-01-2016, 15:56:46 | Translate post to: ... (Click for more languages)

Pentru ca nu ai facut ce ti-am zis ....

Quote:
/***************************************************************************\
========================================
* || [ZPSp] Game Mode Nightmare || *
========================================

-------------------
*||DESCRIPTION||*
-------------------

This is an example game mode in which there are half Assassins/Nemesis
and half Survivros/Snipers. You can use this plugin as a guide on how to
make custom game modes for Zombie Plague Special.

-------------
*||CVARS||*
-------------

- zp_night_minplayers 2
- Minimum players required for this game mode to be
activated

- zp_night_sniper_hp 1.5
- Snipers HP multiplier

- zp_night_assassin_hp 1.0
- Assassins HP multiplier

- zp_night_survivor_hp 1.5
- Survivors HP multiplier

- zp_night_nemesis_hp 1.0
- Nemesis HP multiplier

- zp_night_inf_ratio 0.5
- Infection ratio of this game mode i.e how many players
will turn into assassins [Total players * infection ratio]


\***************************************************************************/

#include <amxmodx>
#include <fun>
#include <zombie_plague_special>
#include <amx_settings_api>
#pragma tabsize 0

new const ZP_CUSTOMIZATION_FILE[] = "zombie_plague_special.ini"

new Array:g_sound_night, g_ambience_sounds, Array:g_sound_amb_night_dur, Array: g_sound_amb_night

// Default Sounds
new const sound_nightmare[][] = { "zombie_plague/zmultistart.wav" }
new const ambience_night_sound[][] = { "zombie_plague/ambience.wav" }
new const ambience_night_dur[][] = { "17" }

// Variables
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_sniperhp, cvar_assahp, g_msg_sync, cvar_nemhp, cvar_survhp

new const g_chance = 50

// Ambience sounds task
#define TASK_AMB 3256

public plugin_init()
{
// Plugin registeration.
register_plugin("[ZP] Nightmare Mode","1.0", "@bdul! | [P]erfec[T] [S]cr[@]s[H]")

// Register some cvars
// Edit these according to your liking
cvar_minplayers = register_cvar("zp_night_minplayers", "2")
cvar_sniperhp = register_cvar("zp_night_sniper_hp", "1.5")
cvar_assahp = register_cvar("zp_night_assassin_hp", "1.3")
cvar_survhp = register_cvar("zp_night_survivor_hp", "1.5")
cvar_nemhp = register_cvar("zp_night_nemesis_hp", "1.3")
cvar_ratio = register_cvar("zp_night_inf_ratio", "0.5")

// Get maxplayers
g_maxplayers = get_maxplayers()

// Hud stuff
g_msg_sync = CreateHudSyncObj()
}

// Game modes MUST be registered in plugin precache ONLY
public plugin_precache()
{
// Read the access flag
new user_access[40]
if(!amx_load_setting_string(ZP_CUSTOMIZATION_FILE, "Access Flags", "START MODE NIGHTMARE", user_access, charsmax(user_access)))
{
amx_save_setting_string(ZP_CUSTOMIZATION_FILE, "Access Flags", "START MODE NIGHTMARE", "a")
formatex(user_access, charsmax(user_access), "a")
}

new access_flag = read_flags(user_access)
new i

g_sound_night = ArrayCreate(64, 1)
g_sound_amb_night = ArrayCreate(64, 1)
g_sound_amb_night_dur = ArrayCreate(64, 1)

// Load from external file
amx_load_setting_string_arr(ZP_CUSTOMIZATION_FILE, "Sounds", "ROUND NIGHTMARE", g_sound_night)

// Precache the play sounds
if (ArraySize(g_sound_night) == 0)
{
for (i = 0; i < sizeof g_sound_night; i++)
ArrayPushString(g_sound_night, sound_nightmare[i])

// Save to external file
amx_save_setting_string_arr(ZP_CUSTOMIZATION_FILE, "Sounds", "ROUND NIGHTMARE", g_sound_night)
}

// Precache sounds
new sound[100]
for (i = 0; i < ArraySize(g_sound_night); i++)
{
ArrayGetString(g_sound_night, i, sound, charsmax(sound))
if (equal(sound[strlen(sound)-4], ".mp3"))
{
format(sound, charsmax(sound), "sound/%s", sound)
precache_generic(sound)
}
else precache_sound(sound)
}

// Ambience Sounds
g_ambience_sounds = 0
if(!amx_load_setting_int(ZP_CUSTOMIZATION_FILE, "Ambience Sounds", "NIGHTMARE ENABLE", g_ambience_sounds))
amx_save_setting_int(ZP_CUSTOMIZATION_FILE, "Ambience Sounds", "NIGHTMARE ENABLE", g_ambience_sounds)

amx_load_setting_string_arr(ZP_CUSTOMIZATION_FILE, "Ambience Sounds", "NIGHTMARE SOUNDS", g_sound_amb_night)
amx_load_setting_string_arr(ZP_CUSTOMIZATION_FILE, "Ambience Sounds", "NIGHTMARE DURATIONS", g_sound_amb_night_dur)


// Save to external file
if (ArraySize(g_sound_amb_night) == 0)
{
for (i = 0; i < sizeof ambience_night_sound; i++)
ArrayPushString(g_sound_amb_night, ambience_night_sound[i])

amx_save_setting_string_arr(ZP_CUSTOMIZATION_FILE, "Ambience Sounds", "NIGHTMARE SOUNDS", g_sound_amb_night)
}

if (ArraySize(g_sound_amb_night_dur) == 0)
{
for (i = 0; i < sizeof g_sound_amb_night_dur; i++)
ArrayPushString(g_sound_amb_night_dur, ambience_night_dur[i])

amx_save_setting_string_arr(ZP_CUSTOMIZATION_FILE, "Ambience Sounds", "NIGHTMARE DURATIONS", g_sound_amb_night_dur)
}

// Ambience Sounds
new buffer[250]
if (g_ambience_sounds) {
for (i = 0; i < ArraySize(g_sound_amb_night); i++) {
ArrayGetString(g_sound_amb_night, i, buffer, charsmax(buffer))

if (equal(buffer[strlen(buffer)-4], ".mp3")) {
format(buffer, charsmax(buffer), "sound/%s", buffer)
precache_generic(buffer)
}
else precache_sound(buffer)
}
}

// Register our game mode
g_gameid = zp_register_game_mode("Nightmare", access_flag, g_chance, 0, ZP_DM_BALANCE)
}

// Player spawn post
public zp_player_spawn_post(id)
{
// Check for current mode
if(zp_get_current_mode() == g_gameid)
{
// Check if the player is a zombie
if(zp_get_alive_zm_special() < zp_get_alive_hm_special())
{
switch(random_num(1, 2))
{
case 1:
{
// Tranformando o jogador em Assassino
zp_make_user_assassin(id)

// Ajeitando a Vida do Assassino
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)))
}
case 2:
{
// Tranformando o jogador em nemesis
zp_make_user_nemesis(id)

// Ajeitando a Vida do nemesis
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)))
}
}
}
else
{
switch(random_num(1, 2))
{
case 1:
{
// Tranformando o jogador em Sniper
zp_make_user_sniper(id)

// Ajeitando a Vida do Sniper
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)))
}
case 2:
{
// Tranformando o jogador em survivor
zp_make_user_survivor(id)

// Ajeitando a Vida do Survivor
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_survhp)))
}
}
}
}
}

start_avs_mode(winteam)
{
set_cvar_string("zp_lighting", "a") //sau cat ai tu
// Stop ambience sounds on round end
remove_task(TASK_AMB)
}

public zp_round_started_pre(game)
{
// Check if it is our game mode
if(game == g_gameid)
{
// Check for min players
if(zp_get_alive_players() < get_pcvar_num(cvar_minplayers))
return ZP_PLUGIN_HANDLED

// Start our new mode
start_nightmare_mode()
}
// Make the compiler happy =)
return PLUGIN_CONTINUE
}

public zp_round_started(game, id)
{
// Check if it is our game mode
if(game == g_gameid)
{
// Show HUD notice
set_hudmessage(255, 0, 100, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_msg_sync, "Nightmare Mode !!!")

// Play the starting sound
new sound[100]
ArrayGetString(g_sound_night, random_num(0, ArraySize(g_sound_night) - 1), sound, charsmax(sound))
PlaySoundToClients(sound)

// Remove ambience task affects
remove_task(TASK_AMB)

// Set task to start ambience sounds
set_task(2.0, "start_ambience_sounds", TASK_AMB)
}
}

// Plays a sound on clients
PlaySoundToClients(const sound[])
{
if (equal(sound[strlen(sound)-4], ".mp3"))
client_cmd(0, "mp3 play ^"sound/%s^"", sound)
else
client_cmd(0, "spk ^"%s^"", sound)
}

public zp_game_mode_selected(gameid, id)
{
// Check if our game mode was called
if(gameid == g_gameid)
start_nightmare_mode()

// Make the compiler happy again =)
return PLUGIN_CONTINUE
}

// This function contains the whole code behind this game mode
start_nightmare_mode()
{
set_cvar_string("zp_lighting", "a")
// Create and initialize some important vars
static i_max_assassins, id, i_alive
i_alive = zp_get_alive_players()
id = 0

// Get the no of players we have to turn into assassins
i_max_assassins = floatround(i_alive * get_pcvar_float(cvar_ratio), floatround_ceil)

// Randomly turn players into Assassins
while (zp_get_alive_zm_special() < i_max_assassins)
{
// Keep looping through all players
if ((++id) > g_maxplayers) id = 1

// Random chance
if (is_user_alive(id) && random_num(1, 5) == 1)
{
switch(random_num(1, 2))
{
case 1:
{
// Tranformando o jogador em Assassino
zp_make_user_assassin(id)

// Ajeitando a Vida do Assassino
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)))
}
case 2:
{
// Tranformando o jogador em nemesis
zp_make_user_nemesis(id)

// Ajeitando a Vida do nemesis
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)))
}
}
}
}

// Turn the remaining players into snipers
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who are alive and are not assassins
if (is_user_alive(id) && !zp_get_zombie_special_class(id))
{
switch(random_num(1, 2))
{
case 1:
{
// Tranformando o jogador em Sniper
zp_make_user_sniper(id)

// Ajeitando a Vida do Sniper
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)))
}
case 2:
{
// Tranformando o jogador em survivor
zp_make_user_survivor(id)

// Ajeitando a Vida do Survivor
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_survhp)))
}
}
}
}
}

public start_ambience_sounds()
{
if (!g_ambience_sounds)
return;

// Variables
static amb_sound[64], sound, str_dur[20]

// Select our ambience sound
sound = random_num(0, ArraySize(g_sound_amb_night)-1)

ArrayGetString(g_sound_amb_night, sound, amb_sound, charsmax(amb_sound))
ArrayGetString(g_sound_amb_night_dur, sound, str_dur, charsmax(str_dur))

PlaySoundToClients(amb_sound)

// Start the ambience sounds
set_task(str_to_float(str_dur), "start_ambience_sounds", TASK_AMB)
}
public zp_round_ended(winteam)
{
set_cvar_string("zp_lighting", "i")
// Stop ambience sounds on round end
remove_task(TASK_AMB)
}

stock zp_get_alive_zm_special()
{
static special, id
special = 0

for (id = 1; id <= get_maxplayers(); id++)
{
if(is_user_alive(id) && zp_get_zombie_special_class(id))
special++
}
return special;
}

stock zp_get_alive_hm_special()
{
static special, id
special = 0

for (id = 1; id <= get_maxplayers(); id++)
{
if(is_user_alive(id) && zp_get_human_special_class(id))
special++
}
return special;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1046\\ f0\\ fs16 \n\\ par }
*/




Pentru pluginuri complicate le fac cu $$ pe paypal/psc. PM

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Predator07
[Banned user]


Banned


Status: Offline
(since 16-01-2016 17:01)
Joined: 08 Jan 2016
Posts: 48, Topics: 7
Location: Romania

Reputation: 13.6
Votes: 2

Post Posted: 12-01-2016, 17:08:09 | Translate post to: ... (Click for more languages)

merge ms mult poti da T/C




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Topic is closed, you cannot post any messages in it anymore

Locked by EDUTz, 12 January 2016 18:13



 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Freakz Forum Index -> Trash Bin -> CS 2006-2019 (Archived) -> Plugins - Help / Support  


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