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Mihai94.
[Fondator ZP]
Status: Offline
(since 04-12-2019 07:04)
Joined: 20 Jan 2016
Posts: 1298
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Posted: 23-12-2017, 12:32:21
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salut as vrea sa stiu si eu cum ar putea sa fac si eu aceasi metoda cu donatiile cum era pe fostul server zm gen sa poata dona jucatori de pe acel site si pe server sa le dea automat beneficiile respective acesta este modelul
aici
odata connectati sa poata face palta respectiva dupa care sa le apara un meniu cu ce isi poate cumpara din supa respectiva vip sau credite.
ZP.FREAKZ.RO BEST SERVER ZOMBIE
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Spartans.
[<®>]
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(since 29-04-2019 17:53)
Joined: 23 Feb 2016
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Posted: 20-01-2018, 15:34:33
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Din topicul respectiv arata ca user-urul a facut un panel al server-ului de cs. Iti cumperi un domemiu intai si dupa iti dau un plugin.
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weedness
[MISCAREZU' LEGENDA]
Status: Offline
(since 13-12-2022 09:27)
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Posted: 21-01-2018, 01:51:38
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Inca exista acest lucru " pay and give your reward " ca un exemplu , nu ca "cum era inainte" !
1. Îți trebuie un domeniu daca ai bani de (.Ro .Com) sau domeniu free (.Tk etc) , căuta pe net ca in principiu găsești.
2. Îți trebuie si un webhost RECOMANDAT a fi plătit , nu free daca vrei sa tii donațiile si datele in siguranță.
3. Trebuie sa cunoști HTML pentru aceea pagina web , daca nu îți cauți un băiat 100% priceput la Web-Design / Web-Developing
4. După ce ai terminat dami mesaj privat mie sau lui Spartans. Pentru plugin!
Ceaw.
Suport Tehnic AMXX / SMX !
Dami PM daca vrei sa te ajut !
Ma ocup in cele mai mari cazuri de serverele de ZOMBIEMOD
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Mihai94.
[Fondator ZP]
Status: Offline
(since 04-12-2019 07:04)
Joined: 20 Jan 2016
Posts: 1298
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Topics: 159
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Romania
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: 88
Posted: 21-01-2018, 11:32:10
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oky am sa incerc sa fac sa vad ce iese, inca ceva din acel plugin se paote face spre exemplu: un jucator de pe sv doreste sa cumpere vip sau cum ii mai zice gold members cand el isi baga in acel panel user-ul de pe sv si parola dupa sa ii apara o pagina cu oferte despre server gen preturi la credite vip si sa se poata introduce un cod paysafecard sau cod reincarcabil orange vodafone si odata ce a facut plata pe acel panel facut de mine cand el a cumparat sa zicem vip sa primeasca automat cand se connecteaza pe sv, se poate face acest lucru? sunt niste sv de sa-mp intr-o comunitate nu fac reclama cred ca le stiti acolo am vazut aceasta metoda de a plati cu cod paysafe si in schimb primesti pe sv niste puncte.
ZP.FREAKZ.RO BEST SERVER ZOMBIE
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weedness
[MISCAREZU' LEGENDA]
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(since 13-12-2022 09:27)
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Posted: 21-01-2018, 11:48:52
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Damage02 wrote:
oky am sa incerc sa fac sa vad ce iese, inca ceva din acel plugin se paote face spre exemplu: un jucator de pe sv doreste sa cumpere vip sau cum ii mai zice gold members cand el isi baga in acel panel user-ul de pe sv si parola dupa sa ii apara o pagina cu oferte despre server gen preturi la credite vip si sa se poata introduce un cod paysafecard sau cod reincarcabil orange vodafone si odata ce a facut plata pe acel panel facut de mine cand el a cumparat sa zicem vip sa primeasca automat cand se connecteaza pe sv, se poate face acest lucru? sunt niste sv de sa-mp intr-o comunitate nu fac reclama cred ca le stiti acolo am vazut aceasta metoda de a plati cu cod paysafe si in schimb primesti pe sv niste puncte.
Eu am o sursa foarte veche , o sa incerc sa adaug niste coduri sa vad daca pot sa ti-l fac cum ceri dumitale . Cat despre PANEL , discuti cu un web developer
Suport Tehnic AMXX / SMX !
Dami PM daca vrei sa te ajut !
Ma ocup in cele mai mari cazuri de serverele de ZOMBIEMOD
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Mihai94.
[Fondator ZP]
Status: Offline
(since 04-12-2019 07:04)
Joined: 20 Jan 2016
Posts: 1298
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Topics: 159
Location:
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Votes
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Posted: 21-01-2018, 12:02:26
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da
poate il rezolv zilele astea
Update @ 21-01-2018, 12:02:26
am o intrebare ca sa nu mai deschid alt tipic ca nu are rost. a pus edutz pe forum niste link-uri de la niste pluginuri facute editate de el am gasit acest plugin
Spoiler:
#include <amxmodx>
#include <amxmisc>
#include <zombie_plague_special>
enum Color {
NORMAL = 1, GREEN, TEAM_COLOR, GREY, RED, BLUE,
};
new TeamName[][] = {
"", "TERRORIST", "CT", "SPECTATOR"
};
// start cstrike.inc
enum CsTeams {
CS_TEAM_UNASSIGNED = 0,
CS_TEAM_T = 1,
CS_TEAM_CT = 2,
CS_TEAM_SPECTATOR = 3
};
native CsTeams:cs_get_user_team(index);
// end cstrike.inc
// edit here
#define MAX_WORDS 192
new g_swearsNames[MAX_WORDS][32]
new g_swearsNum
#define MAX_GROUPS 9
#define MAX_CHARS 48
new g_Rang[MAX_GROUPS][] = {
"Fondator",
"Co-Fondator",
"Owner",
"Co-Owner",
"Super-Moderatori",
"Moderator",
"Administrator",
"Helper",
"Recrut"
};
new g_RangFlag[MAX_GROUPS][] = {
"abcdefghijklmnopqrstuw",
"abcdefghijklmnopqrstux",
"abcdefghijklmnopqrstu",
"abcdefhijklmnoprtu",
"bcdefijmpq",
"bcdefijmp",
"bcdefij",
"bcefijk",
"bcefij"
};
// end edit here
new g_RangFlag_Value[MAX_GROUPS];
new cvar_type, gType[2][50];
//new chat[180];
public plugin_init() {
register_plugin("RangAdminChat", "1.2", "EDUTz");
register_clcmd("say","hook_say");
register_clcmd("say_team","hook_say");
readList()
for(new i = 0; i < MAX_GROUPS; i++)
g_RangFlag_Value[i] = read_flags(g_Rang[i]);
cvar_type = register_cvar("amx_rang_chat","3");
switch(get_pcvar_num(cvar_type)) {
case 1 : {
gType[0] = "^x03*%s*[LVL %i]^x03%s^x01 : ^x04%s";
gType[1] = "^x03*%s*[LVL %i]^x01(%s)^x03 %s^x01 : ^x04%s";
}
case 2 : {
gType[0] = "^x03(%s)[LVL %i]^x03%s^x01 : ^x04%s";
gType[1] = "^x03(%s)[LVL %i]^x01(%s)^x03 %s^x01 : ^x04%s";
}
case 3 : {
gType[0] = "^x03[%s][LVL %i]^x03 %s^x01 : ^x04%s";
gType[1] = "^x03[%s][LVL %i]^x01(%s)^x03 %s^x01 : ^x04%s";
}
}
}
readList()
{
// file to read words from
new szCustomDir[64]
new filename[64]
get_configsdir( szCustomDir, 63 )
format(filename, 63, "%s/configs/users.ini", szCustomDir )
if(!file_exists(filename) ){
log_message("Swear Filter: file %s not found", filename)
return
}
new iLen
while( g_swearsNum < MAX_WORDS && read_file(filename, g_swearsNum ,g_swearsNames[g_swearsNum][1],30,iLen) )
{
if( g_swearsNames[g_swearsNum][0] == ';') continue
g_swearsNames[g_swearsNum][0] = iLen
++g_swearsNum
}
log_message("Swear Filter: loaded %d words",g_swearsNum )
}
public hook_say(id) {
if(is_user_bot(id))
return PLUGIN_CONTINUE;
static chat[180]
read_args(chat, sizeof(chat) - 1);
remove_quotes(chat);
if(equali(chat,""))
return PLUGIN_CONTINUE;
if (contain(chat, "%") != -1)
{
replace_all(chat, charsmax(chat), "%", " ")
return PLUGIN_HANDLED
}
new pos, i = 0
while ( i < g_swearsNum )
{
if ( (pos = containi(chat,g_swearsNames[i][1])) != -1 ){
new len = g_swearsNames[i][0]
while(len--)
chat[pos++] = '*'
continue
}
++i
}
if(is_user_admin(id)) {
new bool:hasRang = false;
for(new i = 0; i < MAX_GROUPS; i++) {
if(get_user_flags(id) == read_flags(g_RangFlag[i])) {
switch(cs_get_user_team(id)) {
case CS_TEAM_T : ColorChat(0, RED, gType[0], g_Rang[i], zp_get_user_level(id), get_name(id), chat);
case CS_TEAM_CT : ColorChat(0, BLUE, gType[0], g_Rang[i], zp_get_user_level(id), get_name(id), chat);
case CS_TEAM_SPECTATOR : ColorChat(0, GREY, gType[0], g_Rang[i], zp_get_user_level(id), get_name(id), chat);
}
log_amx("[CHAT] %s : %s", get_name(id), chat)
hasRang = true;
}
}
if(!hasRang)
get_team(id, chat);
}
else
get_team(id, chat);
return PLUGIN_HANDLED;
}
stock get_team(id, chat[]) {
switch(cs_get_user_team(id)) {
case CS_TEAM_T : ColorChat(0, RED, "%s%s [LVL %i]^x01 : %s", is_user_alive(id) ? "" : "*DEAD*", get_name(id), zp_get_user_level(id), chat);
case CS_TEAM_CT : ColorChat(0, BLUE, "%s%s [LVL %i]^x01 : %s", is_user_alive(id) ? "" : "*DEAD*", get_name(id), zp_get_user_level(id), chat);
case CS_TEAM_SPECTATOR : ColorChat(0, GREY, "*SPEC*%s [LVL %i]^x01 : %s", get_name(id), zp_get_user_level(id), chat);
}
log_amx("[CHAT] %s : %s", get_name(id), chat)
}
ColorChat(id, Color:type, const msg[], {Float,Sql,Result,_}:...) {
new message[256];
switch(type) {
case NORMAL: // clients scr_concolor cvar color
{
message[0] = 0x01;
}
case GREEN: // Green
{
message[0] = 0x04;
}
default: // White, Red, Blue
{
message[0] = 0x03;
}
}
vformat(message[1], 251, msg, 4);
// Make sure message is not longer than 192 character. Will crash the server.
message[180] = '^0';
new team, ColorChange, index, MSG_Type;
if(id) {
MSG_Type = MSG_ONE;
index = id;
} else {
index = FindPlayer();
MSG_Type = MSG_ALL;
}
team = get_user_team(index);
ColorChange = ColorSelection(index, MSG_Type, type);
ShowColorMessage(index, MSG_Type, message);
if(ColorChange) {
Team_Info(index, MSG_Type, TeamName[team]);
}
}
ShowColorMessage(id, type, message[]) {
static bool:saytext_used;
static get_user_msgid_saytext;
if(!saytext_used)
{
get_user_msgid_saytext = get_user_msgid("SayText");
saytext_used = true;
}
message_begin(type, get_user_msgid_saytext, _, id);
write_byte(id);
write_string(message);
message_end();
}
Team_Info(id, type, team[]) {
static bool:teaminfo_used;
static get_user_msgid_teaminfo;
if(!teaminfo_used) {
get_user_msgid_teaminfo = get_user_msgid("TeamInfo");
teaminfo_used = true;
}
message_begin(type, get_user_msgid_teaminfo, _, id);
write_byte(id);
write_string(team);
message_end();
return 1;
}
ColorSelection(index, type, Color:Type) {
switch(Type) {
case RED:
{
return Team_Info(index, type, TeamName[1]);
}
case BLUE:
{
return Team_Info(index, type, TeamName[2]);
}
case GREY:
{
return Team_Info(index, type, TeamName[0]);
}
}
return 0;
}
FindPlayer() {
new i = -1;
while(i <= get_maxplayers()) {
if(is_user_connected(++i))
return i;
}
return -1;
}
stock get_name (id) {
new name[32];
get_user_name(id, name, 31);
return name;
}
este pt modul zombie plague apare in chat gradul si lvl pe care il au admini si jucatori cand scriu pe chat numai ca la jucatori care nu detin admin din user.ini nu apare gradul in fata apare doar nivelul pe care il au problema lui este ca nu merge pe sv in lista amx_plugins apare
Code:
unkown unkown rang_admin_chat.amxx bad load
am cautat si pe net nu gasesc problema de unde ar proveni aceasta eroare
asta este .inc de la modul de zombie palgue pe care il folosesc.
Spoiler:
#if defined _zombie_special_new_included
#endinput
#endif
#define _zombie_special_new_included
#define ZPS_INC_VERSION 33 // Include Version
/* Teams for zp_register_extra_item() */
#define ZP_TEAM_ZOMBIE (1<<0)
#define ZP_TEAM_HUMAN (1<<1)
#define ZP_TEAM_NEMESIS (1<<2)
#define ZP_TEAM_SURVIVOR (1<<3)
#define ZP_TEAM_SNIPER (1<<4)
#define ZP_TEAM_ASSASSIN (1<<5)
#define ZP_TEAM_BERSERKER (1<<6)
#define ZP_TEAM_PREDATOR (1<<7)
#define ZP_TEAM_WESKER = (1<<8)
#define ZP_TEAM_BOMBARDIER = (1<<9)
#define ZP_TEAM_SPY = (1<<10)
#define ZP_TEAM_DRAGON = (1<<11)
/* Death Match modes for zp_register_game_mode */
enum
{
ZP_DM_NONE = 0, // Disable death match during the custom mode round
ZP_DM_HUMAN, // Respawn as human only
ZP_DM_ZOMBIE, // Respawn as zombie only
ZP_DM_RANDOM, // Respawn randomly as humans or zombies
ZP_DM_BALANCE // Respawn as humans or zombies to keep both team balanced
}
enum
{
EXTRA_NVISION = 0,
EXTRA_ANTIDOTE,
EXTRA_MADNESS,
EXTRA_INFBOMB,
EXTRA_WEAPONS_STARTID
}
/* Game modes for zp_round_started() */
enum
{
MODE_NONE = 0,
MODE_INFECTION,
MODE_NEMESIS,
MODE_ASSASSIN,
MODE_PREDATOR,
MODE_BOMBARDIER,
MODE_DRAGON,
MODE_SURVIVOR,
MODE_SNIPER,
MODE_BERSERKER,
MODE_WESKER,
MODE_SPY,
MODE_SWARM,
MODE_MULTI,
MODE_PLAGUE,
MODE_LNJ
}
/* Winner teams for zp_round_ended() */
enum
{
WIN_NO_ONE = 0,
WIN_ZOMBIES,
WIN_HUMANS
}
/* Use For zp_set_user_frozen and zp_set_user_burn natives */
enum {
UNSET = 0,
SET,
SET_WITHOUT_IMMUNIT
}
/* Use For zp_get_special_count and zp_make_user_special native*/
enum {
GET_HUMAN = 0,
GET_ZOMBIE
}
/* Custom forward return values */
#define ZP_PLUGIN_HANDLED 97
#define ZP_PLUGIN_SUPERCEDE 98
/**
* Returns whether a player is a zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_zombie(id)
/**
* Returns whether a player is a nemesis.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_nemesis(id)
/**
* Returns whether a player is a survivor.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_survivor(id)
/**
* Returns whether a player is the first zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_first_zombie(id)
/**
* Returns whether a player is the last zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_zombie(id)
/**
* Returns whether a player is the last human.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_human(id)
/**
* Returns a player's current zombie class ID.
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_zombie_class(id)
/**
* Returns a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_next_class(id)
/**
* Sets a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @param classid A valid zombie class ID.
* @return True on success, false otherwise.
*/
native zp_set_user_zombie_class(id, classid)
/**
* Returns a player's points count.
*
* @param id Player index.
* @return Number of points owned.
*/
native zp_get_user_points(id)
/**
* Sets a player's points count.
*
* @param id Player index.
* @param amount New quantity of points owned.
*/
native zp_set_user_points(id, amount)
/**
* Returns a player's ammo pack count.
*
* @param id Player index.
* @return Number of ammo packs owned.
*/
native zp_get_user_ammo_packs(id)
/**
* Sets a player's ammo pack count.
*
* @param id Player index.
* @param amount New quantity of ammo packs owned.
*/
native zp_set_user_ammo_packs(id, amount)
/**
* Returns the default maximum health of a zombie.
*
* Note: Takes into account first zombie's HP multiplier.
*
* @param id Player index.
* @return Maximum amount of health points, or -1 if not a normal zombie.
*/
native zp_get_zombie_maxhealth(id)
/**
* Returns a player's custom flashlight batteries charge.
*
* @param id Player index.
* @return Charge percent (0 to 100).
*/
native zp_get_user_batteries(id)
/**
* Sets a player's custom flashlight batteries charge.
*
* @param id Player index.
* @param value New charge percent (0 to 100).
*/
native zp_set_user_batteries(id, charge)
/**
* Returns whether a player has night vision.
*
* @param id Player index.
* @return True if it has, false otherwise.
*/
native zp_get_user_nightvision(id)
/**
* Sets whether a player has night vision.
*
* @param id Player index.
* @param set True to give, false for removing it.
*/
native zp_set_user_nightvision(id, set)
/**
* Forces a player to become a zombie.
*
* Note: Unavailable for last human/survivor/sniper/berserker.
*
* @param id Player index to be infected.
* @param infector Player index who infected him (optional).
* @param silent If set, there will be no HUD messages or infection sounds.
* @param rewards Whether to show DeathMsg and reward frags, hp, and ammo packs to infector.
* @return True on success, false otherwise.
*/
native zp_infect_user(id, infector = 0, silent = 0, rewards = 0)
/**
* Forces a player to become a human.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to be cured.
* @param silent If set, there will be no HUD messages or antidote sounds.
* @return True on success, false otherwise.
*/
native zp_disinfect_user(id, silent = 0)
/**
* Forces a player to become a nemesis.
*
* Note: Unavailable for last human/survivor/sniper/berserker.
*
* @param id Player index to turn into nemesis.
* @return True on success, false otherwise.
*/
native zp_make_user_nemesis(id)
/**
* Forces a player to become a survivor.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to turn into survivor.
* @return True on success, false otherwise.
*/
native zp_make_user_survivor(id)
/**
* Respawns a player into a specific team.
*
* @param id Player index to be respawned.
* @param team Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN).
* @return True on success, false otherwise.
*/
native zp_respawn_user(id, team)
/**
* Forces a player to buy an extra item.
*
* @param id Player index.
* @param itemid A valid extra item ID.
* @param ignorecost If set, item's cost won't be deduced from player.
* @return True on success, false otherwise.
*/
native zp_force_buy_extra_item(id, itemid, ignorecost = 0)
/**
* Returns whether a player is a sniper.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_sniper(id)
/**
* Forces a player to become a sniper.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into sniper.
* @return True on success, false otherwise.
*/
native zp_make_user_sniper(id)
/**
* Returns whether a player is an assassin.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_assassin(id)
/**
* Returns whether a player is an predator.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_predator(id)
/**
* Returns whether a player is an bombardier.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_bombardier(id)
/**
* Returns whether a player is an dragon.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_dragon(id)
/**
* Forces a player to become a assassin.
*
* Note: Unavailable for last human/survivor/sniper.
*
* @param id Player index to turn into assassin.
* @return True on success, false otherwise.
*/
native zp_make_user_assassin(id)
/**
* Forces a player to become a predator.
*
* Note: Unavailable for last human/survivor/sniper.
*
* @param id Player index to turn into predator.
* @return True on success, false otherwise.
*/
native zp_make_user_predator(id)
/**
* Forces a player to become a bombardier.
*
* Note: Unavailable for last human/survivor/sniper.
*
* @param id Player index to turn into bombardier.
* @return True on success, false otherwise.
*/
native zp_make_user_bombardier(id)
/**
* Forces a player to become a dragon.
*
* Note: Unavailable for last human/survivor/sniper.
*
* @param id Player index to turn into dragon.
* @return True on success, false otherwise.
*/
native zp_make_user_dragon(id)
/**
* Returns whether a player is a sniper.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_berserker(id)
/**
* Forces a player to become a berserker.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into berserker.
* @return True on success, false otherwise.
*/
native zp_make_user_berserker(id)
/**
* Returns whether a player is a sniper.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_wesker(id)
/**
* Forces a player to become a wesker.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into wesker.
* @return True on success, false otherwise.
*/
native zp_make_user_wesker(id)
/**
* Returns whether a player is a spy
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_spy(id)
/**
* Forces a player to become a spy.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into spy.
* @return True on success, false otherwise.
*/
native zp_make_user_spy(id)
/**
* Returns whether the ZP round has started, i.e. first zombie
* has been chosen or a game mode has begun.
*
* @return 0 - Round not started
* 1 - Round started
* 2 - Round starting
*/
native zp_has_round_started()
/**
* Returns whether the current round is a nemesis round.
*
* @return True if it is, false otherwise.
*/
native zp_is_nemesis_round()
/**
* Returns whether the current round is a survivor round.
*
* @return True if it is, false otherwise.
*/
native zp_is_survivor_round()
/**
* Returns whether the current round is a swarm round.
*
* @return True if it is, false otherwise.
*/
native zp_is_swarm_round()
/**
* Returns whether the current round is a plague round.
*
* @return True if it is, false otherwise.
*/
native zp_is_plague_round()
/**
* Returns whether the current round is a Armageddon round.
*
* @return True if it is, false otherwise.
*/
native zp_is_lnj_round()
/**
* Returns number of alive zombies.
*
* @return Zombie count.
*/
native zp_get_zombie_count()
/**
* Returns number of alive humans.
*
* @return Human count.
*/
native zp_get_human_count()
/**
* Returns number of alive nemesis.
*
* @return Nemesis count.
*/
native zp_get_nemesis_count()
/**
* Returns number of alive survivors.
*
* @return Survivor count.
*/
native zp_get_survivor_count()
/**
* Returns whether the current round is a sniper round.
*
* @return True if it is, false otherwise.
*/
native zp_is_sniper_round()
/**
* Returns whether the current round is a assassin round.
*
* @return True if it is, false otherwise.
*/
native zp_is_assassin_round()
/**
* Returns whether the current round is a alien round.
*
* @return True if it is, false otherwise.
*/
native zp_is_alien_round()
/**
* Returns whether the current round is a predator round.
*
* @return True if it is, false otherwise.
*/
native zp_is_predator_round()
/**
* Returns whether the current round is a bombardier round.
*
* @return True if it is, false otherwise.
*/
native zp_is_bombardier_round()
/**
* Returns whether the current round is a dragon round.
*
* @return True if it is, false otherwise.
*/
native zp_is_dragon_round()
/**
* Returns whether the current round is a berserker round.
*
* @return True if it is, false otherwise.
*/
native zp_is_berserker_round()
/**
* Returns whether the current round is a wesker round.
*
* @return True if it is, false otherwise.
*/
native zp_is_wesker_round()
/**
* Returns whether the current round is a spy round.
*
* @return True if it is, false otherwise.
*/
native zp_is_spy_round()
/**
* Returns number of alive snipers.
*
* @return Sniper count.
*/
native zp_get_sniper_count()
/**
* Returns number of alive assassins.
*
* @return Assassin count.
*/
native zp_get_assassin_count()
/**
* Returns number of alive predators.
*
* @return predator count.
*/
native zp_get_predator_count()
/**
* Returns number of alive bombardiers.
*
* @return bombardier count.
*/
native zp_get_bombardier_count()
/**
* Returns number of alive dragons.
*
* @return dragon count.
*/
native zp_get_dragon_count()
/**
* Returns number of alive berserkers.
*
* @return Berserker count.
*/
native zp_get_berserker_count()
/**
* Returns number of alive weskers.
*
* @return wesker count.
*/
native zp_get_wesker_count()
/**
* Returns number of alive spys.
*
* @return spy count.
*/
native zp_get_spy_count()
/**
* Returns the current game mode ID
*
* Note: For default game modes you can use, for eg. MODE_SWARM,
* to check if the current round is swarm mode.
*
* Note: For custom game modes you must have the custom game
* mode ID to detect it
*
* @return Current game mode ID
*/
native zp_get_current_mode()
native zp_get_last_mode() // Ver o ultimo mod jogado
/**
* Returns an extra item's ID.
*
* @param name Item name to look for.
* @return Internal extra item ID, or -1 if not found.
*/
native zp_get_extra_item_id(const name[])
/**
* Returns a zombie class' ID.
*
* @param name Class name to look for.
* @return Internal zombie class ID, or -1 if not found.
*/
native zp_get_zombie_class_id(const name[])
/**
* Registers a custom game mode which will be added to the admin menu of ZP
*
* Note: The returned game mode ID can later be used to detect the game mode
* which is called in zp_round_started_pre. There you can start the game mode
* externally by using this game mode ID.
*
* @param name The game modes name which will also be used by other plugins
* to identify this game mode
* @param flags Access flags required by the admins to start this game
* mode via the admin menu.
* @param chance Chance level of this game mode. (1 in X) The higher the value
* the lesser the chance that this game mode will be called
* @param allow Whether to permit infection or not after a zombie's attack
* @param dm_mode Death match mode during this game. Use ZP_DM_NONE to disable
* respawning during this game mode
* @return An internal game mode ID or -1 on failure
*/
native zp_register_game_mode( const name[], flags, chance, allow, dm_mode)
/**
* Registers a custom item which will be added to the extra items menu of ZP.
*
* Note: The returned extra item ID can be later used to catch item
* purchase events for the zp_extra_item_selected() forward.
*
* Note: ZP_TEAM_NEMESIS, ZP_TEAM_SURVIVOR, ZP_TEAM_ASSASSIN, ZP_TEAM_SNIPER and ZP_TEAM_BERSERKER
* can be used to make an item available to Nemesis,
* Survivors, Assassins, Snipers and Berserkers.
*
* @param name Caption to display on the menu.
* @param cost Ammo packs to be deducted on purchase.
* @param teams Bitsum of teams it should be available for.
* @return An internal extra item ID, or -1 on failure.
*/
native zp_register_extra_item(const name[], cost, teams)
// New Natives
native zp_extra_item_textadd(const text[]) // Add Text On Extra Item (Like ZP 5.0)
native zp_zombie_class_textadd(const text[]) // Add Text On Zombie Class (Like ZP 5.0)
native zp_get_user_infectnade(id) // Get User Infect bomb
native zp_set_user_infectnade(id, set) // Give/Remove User Infect bomb
native zp_get_user_frozen(id) // Get User Frozen
native zp_set_user_frozen(id, set) // Set User Burning
native zp_get_user_burn(id) // Get User Burning
native zp_set_user_burn(id, set) // Set User Burning
native zp_get_user_madness(id) // Get user Madness
native zp_set_user_madness(id, set) // Set user Madness
native zp_get_human_special_class(id) // Get User Survivor/Sniper/Berserker/Etc
native zp_get_zombie_special_class(id) // Get User Nemesis/Assassin/Predator/Etc.
native zp_set_user_rendering(id, fx, r, g, b, render, amount) // Set User Render with handle models on separate ent compat
native zp_reset_user_rendering(id) // Reset User Render
native zp_get_extra_item_cost(itemid) // Get Item Cost
native zp_get_extra_item_name(itemid, itemname[], len) // Get Item Name
native zp_set_user_maxspeed(id, Float:Speed) // Change user Current maxspeed
native Float:zp_get_user_maxspeed(id) // Get user Maxspeed
native zp_reset_user_maxspeed(id) // Reset user Maxspeed
native zp_get_user_level(id) // register user levels
native zp_set_extra_damage(victim, attacker, damage, weaponDescription[]) // Set User Extra Damage (Like Superhero Mod)
native zp_get_zombie_class_info(class, info[], len) // Get Class Info
native zp_get_zombie_class_name(class, name[], len) // Get Class Name
native zp_set_extra_item_cost(itemid, cost) // Change Extra Item Cost
native zp_set_extra_item_name(itemid, const newname[]) // Change Extra Item Name
native zp_set_extra_item_team(itemid, team) // Change Extra Item Team
native zp_get_extra_item_realname(itemid, realname[], len)
native zp_has_round_ended() // Get Round Ended
native zp_get_current_mode_name(name[], len) // Get Current mode Name
native zp_override_user_model(id, const newmodel[], modelindex = 0)
// New Natives (3.0 Version or higher Available)
native zp_register_zombie_special(const name[], const model[], const knifemodel[], const pain_sound[], hp, speed, Float:gravity, flags, Float:knockback, aura_radius, glow, r, g, b) // Register Human Special
native zp_make_user_special(id, spid, zombie) // Make user a Special Class
native zp_set_custom_game_mod(gameid) // Forces Start Custom Mod
native zp_get_special_count(zombie, specialid) // Get Special id Cound
native zp_register_human_special(const name[], const model[], hp, speed, Float:gravity, flags, clip_type, aura_radius, glow, r, g, b) // Register Human Special
native zp_reset_player_model(id) // Reset Player Model
// New Natives (3.1 Version or higher Available)
native zp_special_class_name(id, name[], len) // Get user Special Class Real Name
// New Natives (3.2 Version or higher Available)
native zp_get_zombie_class_realname(id, realname[], len) // Get user Zombie Class Real Name
native zp_get_special_class_id(is_zombie, name[]) // Get Special Class ID
/**
* Registers a custom class which will be added to the zombie classes menu of ZP.
*
* Note: The returned zombie class ID can be later used to identify
* the class when calling the zp_get_user_zombie_class() natives.
*
* @param name Caption to display on the menu.
* @param info Brief description of the class.
* @param model Player model to be used.
* @param clawmodel Claws model to be used.
* @param hp Initial health points.
* @param speed Maximum speed.
* @param gravity Gravity multiplier.
* @param knockback Knockback multiplier.
* @return An internal zombie class ID, or -1 on failure.
*/
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)
/**
* Called when the ZP round starts, i.e. first zombie
* is chosen or a game mode begins.
*
* @param gamemode Mode which has started.
* @param id Affected player's index (if applicable).
*/
forward zp_round_started(gamemode, id)
/**
* Called before the ZP round starts. This is only
* called for custom game modes.
*
* Note: The custom game mode id can be used to start
* the game mode externally
*
* Note: returning ZP_PLUGIN_HANDLED will cause the
* game mode to be blocked and other game modes will
* be given a chance.
*
* @param gameid Custom mode id which is called
*/
forward zp_round_started_pre(gameid)
/**
* Called when the round ends.
*
* @param winteam Team which has won the round.
*/
forward zp_round_ended(winteam)
/**
* Called when a player gets infected.
*
* @param id Player index who was infected.
* @param infector Player index who infected him (if applicable).
* @param nemesis Whether the player was turned into a nemesis.
*/
forward zp_user_infected_pre(id, infector, classid)
forward zp_user_infected_post(id, infector, classid)
/**
* Called when a player turns back to human.
*
* @param id Player index who was cured.
* @param survivor Whether the player was turned into a survivor.
*/
forward zp_user_humanized_pre(id, classid)
forward zp_user_humanized_post(id, classid)
/**
* Called on a player infect/cure attempt. You can use this to block
* an infection/humanization by returning ZP_PLUGIN_HANDLED in your plugin.
*
* Note: Right now this is only available after the ZP round starts, since some
* situations (like blocking a first zombie's infection) are not yet handled.
*/
forward zp_user_infect_attempt(id, infector, classid)
forward zp_user_humanize_attempt(id, classid)
/**
* Called when an admin selects a custom game mode from the ZP admin menu.
*
* Note: You should trigger the custom game mode here with out any checks
*
* @param gameid Internal custom game mode ID
* @param id Player index who selected the game mode
*/
forward zp_game_mode_selected(gameid, id)
/**
* Called when a player spawns. This is also called for CZ bots
* which are spawning
*
* Note: You should use this, instead of other spawn forwards,
* when you want to change some one's class after spawning.
*
* Note: If you have used this forward then you must return
* ZP_PLUGIN_HANDLED to inform the main plugin that you have used
* this forward
*
* @param id Player index who has spawned
* @param resp_zombie This is passed by the main plugin as 1 if
* the player needs to be spawned as a zombie
* otherwise it is passed as zero
*/
forward zp_player_spawn_post(id, resp_zombie)
/**
* Called when a player buys an extra item from the ZP menu.
*
* Note: You can now return ZP_PLUGIN_HANDLED in your plugin to block
* the purchase and the player will be automatically refunded.
*
* @param id Player index of purchaser.
* @param itemid Internal extra item ID.
*/
forward zp_extra_item_selected(id, itemid)
// New Forwards
// Exec When Open the Extra Itens menu
// Use the ZP_PLUGIN_HANDLED for block option (Like ZP 5.0)
// Use the ZP_PLUGIN_SUPERCEDE for block showing item in menu
forward zp_extra_item_selected_pre(id, itemid)
// Use the ZP_PLUGIN_HANDLED for block user frozing
forward zp_user_frozen_pre(id)
forward zp_user_frozen_post(id)
// Use the ZP_PLUGIN_HANDLED for block user burning
forward zp_user_burn_pre(id)
forward zp_user_burn_post(id)
/**
* Called when a player gets unfrozen (frostnades).
*
* @param id Player index.
*/
forward zp_user_unfrozen(id)
/**
* Called when a player becomes the last zombie.
*
* Note: This is called for the first zombie too.
*
* @param id Player index.
*/
forward zp_user_last_zombie(id)
/**
* Called when a player becomes the last human.
*
* @param id Player index.
*/
forward zp_user_last_human(id)
// Exec when open Zombie Classes Choose menu
// Use the ZP_PLUGIN_HANDLED for block option (Like ZP 5.0)
// Use the ZP_PLUGIN_SUPERCEDE for block showing class in menu
forward zp_zombie_class_choosed_pre(id, classid)
// Exec when the user choose the class
forward zp_zombie_class_choosed_post(id, classid)
/**
* @deprecated - Do not use!
* For backwards compatibility only.
*/
#define ZP_TEAM_ANY 0
stock zp_get_alive_players()
{
static i_alive, id
i_alive = 0
for (id = 1; id <= get_maxplayers(); id++)
{
if(is_user_alive(id))
i_alive++
}
return i_alive;
}
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