[ZP]Change button skill
Spoiler
#include <amxmodx> #include <engine> #include <fakemeta> #include <fun> #include <xs> #include <hamsandwich> #include <zombie_plague_advance> #include <zmvip> /*============================================ ==================================== [Customizations] ============================================= ====================================*/ // Zombie Attributes new const zclass_name[] = "Siren Zombie" // name new const zclass_info[] = "Scream Skill" // description new const zclass_model[] = "kf_siren" // model new const zclass_clawmodel[] = "v_siren_fakeclaws.mdl" // claw model new const zclass_ring_sprite[] = "sprites/shockwave.spr" // ring sprite new const zclass_screamsounds[][] = { "killing_floor/siren_scream.wav" } // scream sound // Scream ring color R G B new zclass_ring_colors[3] = { 255, 0, 0 } const zclass_health = 6000 // health const zclass_speed = 220 // speed const Float:zclass_gravity = 0.5 // gravity const Float:zclass_knockback = 0.7 // knockback /*============================================ ==================================== Customization ends here! Yes, that's it. Editing anything beyond here is not officially supported. Proceed at your own risk... ============================================= ====================================*/ // Variables new g_iSirenZID, g_iMaxPlayers, g_msgSayText, g_msgScreenFade, g_msgScreenShake, g_msgBarTime, g_sprRing // Arrays new g_iPlayerTaskTimes[33] new g_maxplayers // Cvar pointers new cvar_screammode, cvar_duration, cvar_screamdmg, cvar_startime, cvar_reloadtime, cvar_radius, cvar_damagemode, cvar_slowdown // Cached cvars new g_iCvar_ScreamMode, g_iCvar_ScreamDuration, g_iCvar_ScreamDmg, g_iCvar_ScreamStartTime, Float:g_flCvar_ReloadTime, Float:g_flCvar_Radius, g_iCvar_DamageMode, Float:g_flCvar_ScreamSlowdown // Bools new bool:g_bIsConnected[33], bool:g_bIsAlive[33], bool:g_bInScreamProcess[33], bool:g_bCanDoScreams[33], bool:g_bKilledByScream[33], bool:g_bDoingScream[33], bool:g_bRoundEnding // Some constants const FFADE_IN = 0x0000 const GIB_NEVER = 0 const UNIT_SECOND = (1<<12) const TASK_SCREAM = 37729 const TASK_RELOAD = 55598 const TASK_SCREAMDMG = 48289 const NADE_TYPE_INFECTION = 1111 // Plug info. #define PLUG_VERSION "0.2" #define PLUG_AUTH "meTaLiCroSS" // Macros #define zp_get_grenade_type(%1) (entity_get_int(%1, EV_INT_flTimeStepSound)) #define is_user_valid_alive(%1) (1 <= %1 <= g_iMaxPlayers && g_bIsAlive[%1]) #define is_user_valid_connected(%1) (1 <= %1 <= g_iMaxPlayers && g_bIsConnected[%1]) /*============================================ ==================================== [Init, CFG and Precache] ============================================= ====================================*/ public plugin_init() { // Plugin Info register_plugin("[ZP] Zombie Class: KF Siren Zombie", PLUG_VERSION, PLUG_AUTH) // Main events register_event("HLTV", "event_RoundStart", "a", "1=0", "2=0") // Main messages register_message(get_user_msgid("DeathMsg"), "message_DeathMsg") // Fakemeta Forwards register_forward(FM_CmdStart, "fw_CmdStart") // Hamsandwich Forward RegisterHam(Ham_Killed, "player", "fw_PlayerKilled") RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1) // Cvars cvar_screammode = register_cvar("zp_siren_mode", "0") cvar_duration = register_cvar("zp_siren_scream_duration", "3") cvar_screamdmg = register_cvar("zp_siren_scream_damage", "2") cvar_startime = register_cvar("zp_siren_scream_start_time", "1") cvar_reloadtime = register_cvar("zp_siren_scream_reload_time", "35.0") cvar_radius = register_cvar("zp_siren_scream_radius", "200.0") cvar_damagemode = register_cvar("zp_siren_damage_mode", "0") cvar_slowdown = register_cvar("zp_siren_damage_slowdown", "0.5") static szCvar[30] formatex(szCvar, charsmax(szCvar), "v%s by %s", PLUG_VERSION, PLUG_AUTH) register_cvar("zp_zclass_siren", szCvar, FCVAR_SERVER|FCVAR_SPONLY) // Vars g_iMaxPlayers = get_maxplayers() g_msgBarTime = get_user_msgid("BarTime") g_msgSayText = get_user_msgid("SayText") g_msgScreenFade = get_user_msgid("ScreenFade") g_msgScreenShake = get_user_msgid("ScreenShake") } public plugin_cfg() { // Cache some cvars cache_cvars() } public plugin_precache() { // Register the new class and store ID for reference g_iSirenZID = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback) // Ring sprite g_sprRing = precache_model(zclass_ring_sprite) // Sounds static i for(i = 0; i < sizeof zclass_screamsounds; i++) precache_sound(zclass_screamsounds[i]) } /*============================================ ==================================== [Main Events/Messages] ============================================= ====================================*/ public event_RoundStart() { // Caching cvars cache_cvars() // Reset round end bar g_bRoundEnding = false } public message_DeathMsg(msg_id, msg_dest, id) { static iAttacker, iVictim // Get attacker and victim iAttacker = get_msg_arg_int(1) iVictim = get_msg_arg_int(2) // Non-player attacker or self kill if(!is_user_connected(iAttacker) || iAttacker == iVictim) return PLUGIN_CONTINUE // Killed by siren scream if(g_bKilledByScream[iVictim]) set_msg_arg_string(4, "siren scream") return PLUGIN_CONTINUE } /*============================================ ==================================== [Main Forwards] ============================================= ====================================*/ public client_putinserver(id) { // Updating bool g_bIsConnected[id] = true } public client_disconnect(id) { // Updating bool g_bIsAlive[id] = false g_bIsConnected[id] = false } public fw_PlayerSpawn_Post(id) { // Not alive... if(!is_user_alive(id)) return HAM_IGNORED // Player is alive g_bIsAlive[id] = true // Reset player vars and tasks stop_scream_task(id) g_bCanDoScreams[id] = false g_bDoingScream[id] = false g_iPlayerTaskTimes[id] = 0 remove_task(id+TASK_RELOAD) remove_task(id+TASK_SCREAMDMG) return HAM_IGNORED } public fw_PlayerKilled(victim, attacker, shouldgib) { // Player victim if(is_user_valid_connected(victim)) { // Victim is not alive g_bIsAlive[victim] = false // Reset player vars and tasks stop_scream_task(victim) g_bCanDoScreams[victim] = false g_bDoingScream[victim] = false g_iPlayerTaskTimes[victim] = 0 remove_task(victim+TASK_RELOAD) remove_task(victim+TASK_SCREAMDMG) return HAM_HANDLED } return HAM_IGNORED } public fw_CmdStart(id, handle, random_seed) { // Not alive if(!is_user_alive(id)) return FMRES_IGNORED; // Isn't a zombie? if(!zp_get_user_zombie(id) || zp_get_user_nemesis(id)) return FMRES_IGNORED; // Invalid class id if(zp_get_user_zombie_class(id) != g_iSirenZID) return FMRES_IGNORED; // Get user old and actual buttons static iInUseButton, iInUseOldButton iInUseButton = (get_uc(handle, UC_Buttons) & IN_USE) iInUseOldButton = (get_user_oldbutton(id) & IN_USE) // Pressing +use button if(iInUseButton) { // Last used button isn't +use, i need to // do this, because i call this "only" 1 time if(!iInUseOldButton && g_bCanDoScreams[id] && !g_bDoingScream[id] && !g_bRoundEnding) { // A bar appears in his screen message_begin(MSG_ONE, g_msgBarTime, _, id) write_byte(g_iCvar_ScreamStartTime) // time write_byte(0) // unknown message_end() // Update bool g_bInScreamProcess[id] = true // Next scream time set_task(g_iCvar_ScreamStartTime + 0.2, "task_do_scream", id+TASK_SCREAM) return FMRES_HANDLED } } else { // Last used button it's +use if(iInUseOldButton && g_bInScreamProcess[id]) { // Stop scream main task stop_scream_task(id) return FMRES_HANDLED } } return FMRES_IGNORED } /*============================================ ==================================== [Tasks] ============================================= ====================================*/ public task_do_scream(id) { // Normalize task id -= TASK_SCREAM // Do scream sound emit_sound(id, CHAN_STREAM, zclass_screamsounds[random_num(0, sizeof zclass_screamsounds - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM) // Block screams g_bCanDoScreams[id] = false // Reload task set_task(g_flCvar_ReloadTime, "task_reload_scream", id+TASK_RELOAD) // Now it's doing an scream g_bDoingScream[id] = true // Get his origin coords static iOrigin[3] get_user_origin(id, iOrigin) // Do a good effect, life the original Killing Floor. message_begin(MSG_PVS, SVC_TEMPENTITY, iOrigin) write_byte(TE_LAVASPLASH) write_coord(iOrigin[0]) write_coord(iOrigin[1]) write_coord(iOrigin[2]) message_end() // Scream damage task set_task(0.1, "task_scream_process", id+TASK_SCREAMDMG, _, _, "b") } public task_reload_scream(id) { // Normalize taks id -= TASK_RELOAD // Can do screams again g_bCanDoScreams[id] = true // Message client_printcolor(id, "/g[ZP]/y Ready, you can do /gScreams/y again") client_printcolor(id, "/g[ZP]/y Remember, press the /g^"+use^"/y Button to do an /gScreams/y") } public task_scream_process(id) { // Normalize task id -= TASK_SCREAMDMG // Time exceed if(g_iPlayerTaskTimes[id] >= (g_iCvar_ScreamDuration*10) || g_bRoundEnding) { // Remove player task remove_task(id+TASK_SCREAMDMG) // Reset task times count g_iPlayerTaskTimes[id] = 0 // Update bool g_bDoingScream[id] = false return; } // Update player task time g_iPlayerTaskTimes[id]++ // Get player origin static Float:flOrigin[3] entity_get_vector(id, EV_VEC_origin, flOrigin) // Collisions static iVictim iVictim = -1 // Vector var static Float:flVictimOrigin[3] // A ring effect engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, flOrigin, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, flOrigin[0]) // x engfunc(EngFunc_WriteCoord, flOrigin[1]) // y engfunc(EngFunc_WriteCoord, flOrigin[2]) // z engfunc(EngFunc_WriteCoord, flOrigin[0]) // x axis engfunc(EngFunc_WriteCoord, flOrigin[1]) // y axis engfunc(EngFunc_WriteCoord, flOrigin[2] + g_flCvar_Radius) // z axis write_short(g_sprRing) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(10) // life write_byte(25) // width write_byte(0) // noise write_byte(zclass_ring_colors[0]) // red write_byte(zclass_ring_colors[1]) // green write_byte(zclass_ring_colors[2]) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Screen effects for him self screen_effects(id) // Do scream effects while((iVictim = find_ent_in_sphere(iVictim, flOrigin, g_flCvar_Radius)) != 0) { // Non-player entity if(!is_user_valid_connected(iVictim)) { // Validation check if(is_valid_ent(iVictim)) { // Get entity classname static szClassname[33] entity_get_string(iVictim, EV_SZ_classname, szClassname, charsmax(szClassname)) // It's a grenade, and isn't an Infection Bomb if(equal(szClassname, "grenade") && zp_get_grenade_type(iVictim) != NADE_TYPE_INFECTION) { // Get grenade origin entity_get_vector(iVictim, EV_VEC_origin, flVictimOrigin) // Do a good effect engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, flVictimOrigin, 0) write_byte(TE_PARTICLEBURST) // TE id engfunc(EngFunc_WriteCoord, flVictimOrigin[0]) // x engfunc(EngFunc_WriteCoord, flVictimOrigin[1]) // y engfunc(EngFunc_WriteCoord, flVictimOrigin[2]) // z write_short(45) // radius write_byte(108) // particle color write_byte(10) // duration * 10 will be randomized a bit message_end() // Remove it remove_entity(iVictim) } // If i don't check his solid type, it's used all the time. else if(equal(szClassname, "func_breakable") && entity_get_int(iVictim, EV_INT_solid) != SOLID_NOT) { // Destroy entity if he can force_use(id, iVictim) } } continue; } // Not alive, zombie or with Godmode if(!g_bIsAlive[iVictim] || zp_get_user_zombie(iVictim) || get_user_godmode(iVictim)) continue; // Screen effects for victims screen_effects(iVictim) // Get scream mode switch(g_iCvar_ScreamMode) { // Do damage case 0: { // Scream slowdown, first should be enabled if(g_flCvar_ScreamSlowdown > 0.0) { // Get his current velocity vector static Float:flVelocity[3] get_user_velocity(iVictim, flVelocity) // Multiply his velocity by a number xs_vec_mul_scalar(flVelocity, g_flCvar_ScreamSlowdown, flVelocity) // Set his new velocity vector set_user_velocity(iVictim, flVelocity) } // Get damage result static iNewHealth iNewHealth = max(0, get_user_health(iVictim) - g_iCvar_ScreamDmg) // Does not has health if(!iNewHealth) { // Be infected when it's going to die if(g_iCvar_DamageMode /* == 1*/) { // Returns 1 on sucess... if(zp_infect_user(iVictim, id, 0, 1)) continue } // Kill it scream_kill(iVictim, id) continue } // Do fake damage set_user_health(iVictim, iNewHealth) } // Instantly Infect case 1: { // Can be infected? if(!zp_infect_user(iVictim, id, 0, 1)) { // Kill it scream_kill(iVictim, id) } } // Instantly Kill case 2: { // Kill it scream_kill(iVictim, id) } } } } /*============================================ ==================================== [Zombie Plague Forwards] ============================================= ====================================*/ public zp_user_infected_post(id, infector) { // It's the selected zombie class if(zp_get_user_zombie_class(id) == g_iSirenZID && !zp_get_user_nemesis(id)) { // Array g_bCanDoScreams[id] = true // Message client_printcolor(id, "/g[ZP]/y You can do /gScreams/y pressing the /g^"+use^"/y Button") } } public zp_user_infected_pre(id) { if(zv_get_user_flags(id)==0) { zp_set_user_zombie_class(id, 0) zp_colored_print(id, "^x04[ZP]^x01 You select a class available only for ^x04VIPS^x01 .Return to default Zombie Class.") } } public zp_user_humanized_post(id) { // Reset player vars and tasks stop_scream_task(id) g_bCanDoScreams[id] = false g_bDoingScream[id] = false g_iPlayerTaskTimes[id] = 0 remove_task(id+TASK_RELOAD) remove_task(id+TASK_SCREAMDMG) } public zp_round_ended(winteam) { // Update bool g_bRoundEnding = true // Make a loop static id for(id = 1; id <= g_iMaxPlayers; id++) { // Valid connected if(is_user_valid_connected(id)) { // Remove mainly tasks stop_scream_task(id) remove_task(id+TASK_RELOAD) } } } /*============================================ ==================================== [Internal Functions] ============================================= ====================================*/ stop_scream_task(id) { // Remove the task if(task_exists(id+TASK_SCREAM)) { remove_task(id+TASK_SCREAM) // Remove screen's bar message_begin(MSG_ONE, g_msgBarTime, _, id) write_byte(0) // time write_byte(0) // unknown message_end() // Update bool g_bInScreamProcess[id] = false } } screen_effects(id) { // Screen Fade message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, id) write_short(UNIT_SECOND*1) // duration write_short(UNIT_SECOND*1) // hold time write_short(FFADE_IN) // fade type write_byte(200) // r write_byte(0) // g write_byte(0) // b write_byte(125) // alpha message_end() // Screen Shake message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id) write_short(UNIT_SECOND*5) // amplitude write_short(UNIT_SECOND*1) // duration write_short(UNIT_SECOND*5) // frequency message_end() } cache_cvars() { g_iCvar_ScreamMode = get_pcvar_num(cvar_screammode) g_iCvar_ScreamDuration = get_pcvar_num(cvar_duration) g_iCvar_ScreamDmg = get_pcvar_num(cvar_screamdmg) g_iCvar_ScreamStartTime = get_pcvar_num(cvar_startime) g_iCvar_DamageMode = get_pcvar_num(cvar_damagemode) g_flCvar_ReloadTime = floatmax(g_iCvar_ScreamDuration+0.0, get_pcvar_float(cvar_reloadtime)) g_flCvar_Radius = get_pcvar_float(cvar_radius) g_flCvar_ScreamSlowdown = get_pcvar_float(cvar_slowdown) } scream_kill(victim, attacker) { // To use later in DeathMsg event g_bKilledByScream[victim] = true // Do kill ExecuteHamB(Ham_Killed, victim, attacker, GIB_NEVER) // We don't need this g_bKilledByScream[victim] = false } /*============================================ ==================================== [Stocks] ============================================= ====================================*/ stock client_printcolor(id, const input[], any:...) { static iPlayersNum[32], iCount; iCount = 1 static szMsg[191] vformat(szMsg, charsmax(szMsg), input, 3) replace_all(szMsg, 190, "/g", "^4") // green txt replace_all(szMsg, 190, "/y", "^1") // orange txt replace_all(szMsg, 190, "/ctr", "^3") // team txt replace_all(szMsg, 190, "/w", "^0") // team txt if(id) iPlayersNum[0] = id else get_players(iPlayersNum, iCount, "ch") for (new i = 0; i < iCount; i++) { if (g_bIsConnected[iPlayersNum[i]]) { message_begin(MSG_ONE_UNRELIABLE, g_msgSayText, _, iPlayersNum[i]) write_byte(iPlayersNum[i]) write_string(szMsg) message_end() } } } zp_colored_print(target, const message[], any:...) { static buffer[512], i, argscount argscount = numargs() if (!target) { static player for (player = 1; player <= g_maxplayers; player++) { if (!is_user_connected(player)) continue; static changed[5], changedcount changedcount = 0 for (i = 2; i < argscount; i++) { if (getarg(i) == LANG_PLAYER) { setarg(i, 0, player) changed[changedcount] = i changedcount++ } } vformat(buffer, charsmax(buffer), message, 3) message_begin(MSG_ONE_UNRELIABLE, g_msgSayText, _, player) write_byte(player) write_string(buffer) message_end() for (i = 0; i < changedcount; i++) setarg(changed[i], 0, LANG_PLAYER) } } else { vformat(buffer, charsmax(buffer), message, 3) message_begin(MSG_ONE, g_msgSayText, _, target) write_byte(target) write_string(buffer) message_end() } } Hey , can someone please change the button skill from E to G? (drop) This is like : When i hold E the skill will charge for 1 sec i think ( it can be removed too , i would be happy) I want that the skill can be only started from G . I did try to do this , but zm class not apear on menu. Thanks a lot . |
Re: [ZP]Change button skill
register_clcmd("drop", "action command")
|
Re: [ZP]Change button skill
Quote:
Can you do it work? |
| All times are GMT -4. The time now is 09:21. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.