Good Job!
Can you please add more natives?
zp_get_user_speed(id)
zp_set_user_speed(id, value) //overrides maxspeed, 0 = disabled, when disabled used human/zombie class speed. ZP overrides player speed, so we can't change it properly right now, only in a bugged way.
zp_get_user_model(id) //returns string of MODEL FILE NAME for player
zp_set_user_model(id, string) //overrides model file name for current playerid, param is string, if = "" - disbled, used human/zombie class models. This is needed to change model for player in ZP, because now we cannot do it, unless handle model on seperate entity.
zp_get_user_frozen(id)
zp_set_user_frozen(id, value, silent) //permantly overrides internal variable g_frozen, if not silent then it also creates "ice" around target and make target screen blue, if silent, just overrides g_frozen in ZP, but no ice, no blue frozen screen for target. Can be applied to humans.
zp_get_user_nodamage(id)
zp_set_user_nodamage(id, value) //permantly overrides internal variable g_nodamage.
zp_get_user_stucked(id)
zp_set_user_unstucked(id) //enforces unstuck
.
zp_get_user_burning(id)
zp_set_user_burning(id, value, silent) //permantly overrides internal variable g_burning_duration. If not silent, also starts "TASK_BURN" for target.
zp_get_user_unlimited_clip(id)
zp_set_user_unlimited_clip(id, value) //permantly overrides internal variable
zp_get_user_painshockfree(id)
zp_set_user_painshockfree(id, value) //permantly overrides internal variable
zp_get_user_knockback(id)
zp_set_user_knockback(id, value) //set a private variable for current user for knockback calculation when he is zombie and was shot. if 0 then default zombie knockback for selected zombie class is used.
zp_get_user_knockback_power(id)
zp_set_user_knockback_power(id, value) //set a private variable for current user for knockback calculation when he is human and shoots zombie. if 0 then default weapon knockback is used.
zp_set_gamemode(value) //permantly overrides internal variable, DOES NOT START A NEW ROUND
e.g. we set
zp_set_user_knockback to
0.5 for player 1 and
zp_get_set_knockback_power 2.0 for player 2. Player 2 is human, he shots player 1, who is zombie, and then knockback will be actually 1.0: 2.0 * 0.5 = 1.0
Quote:
Thnx for the translation of the cfg file...
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This translation is TOTAL crap. I can tell this because i'm from russia, run my own ZP server and fine with engrish.
He translated "Use damage on knockback calculation" as "How much damage player receive from knockback" and so on.
I strongly recommend not to use it. I will upload proper version tonight (i have to go to bed now, didn't sleep for 40 hours, but hell yeah i passed exams, totally worth it!)
GAARA54
А тебе за такой перевод надо руки оторвать, дебил. Использовал гугл небось?
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