Thread: [API Scripting Help] plugin gamemode sniper
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ByVodka
Junior Member
Join Date: Sep 2017
Location: Brazil
Old 11-19-2017 , 16:41   plugin gamemode sniper
Reply With Quote #1

in which place do I have to change for add nemesis in place of zm

exemple: when the mode starts, and only 1 sniper is chosen and the rest of the players all turn into zombies

wanted to do that the time you activate the mode, select only 1 sniper and the rest turn all nemesis.




Code:
#include <amxmodx>
#include <amx_settings_api>
#include <zp50_gamemodes>
#include <zp50_class_sniper>
#include <zp50_deathmatch>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default sounds
new const sound_sniper[][] = { "zombie_plague/survivor1.wav" , "zombie_plague/survivor2.wav" }

#define SOUND_MAX_LENGTH 64

new Array:g_sound_sniper

// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 20
#define HUD_EVENT_G 20
#define HUD_EVENT_B 255

new g_MaxPlayers
new g_HudSync
new g_TargetPlayer

new cvar_sniper_chance, cvar_sniper_min_players
new cvar_sniper_show_hud, cvar_sniper_sounds
new cvar_sniper_allow_respawn

public plugin_precache()
{
   // Register game mode at precache (plugin gets paused after this)
   register_plugin("[ZP] Game Mode: sniper", ZP_VERSION_STRING, "ZP Dev Team")
   zp_gamemodes_register("Sniper Mode")
   
   // Create the HUD Sync Objects
   g_HudSync = CreateHudSyncObj()
   
   g_MaxPlayers = get_maxplayers()
   
   cvar_sniper_chance = register_cvar("zp_sniper_chance", "20")
   cvar_sniper_min_players = register_cvar("zp_sniper_min_players", "0")
   cvar_sniper_show_hud = register_cvar("zp_sniper_show_hud", "1")
   cvar_sniper_sounds = register_cvar("zp_sniper_sounds", "1")
   cvar_sniper_allow_respawn = register_cvar("zp_sniper_allow_respawn", "0")
   
   // Initialize arrays
   g_sound_sniper = ArrayCreate(SOUND_MAX_LENGTH, 1)
   
   // Load from external file
   amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
   
   // If we couldn't load custom sounds from file, use and save default ones
   new index
   if (ArraySize(g_sound_sniper) == 0)
   {
      for (index = 0; index < sizeof sound_sniper; index++)
         ArrayPushString(g_sound_sniper, sound_sniper[index])
      
      // Save to external file
      amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
   }
   
   // Precache sounds
   new sound[SOUND_MAX_LENGTH]
   for (index = 0; index < ArraySize(g_sound_sniper); index++)
   {
      ArrayGetString(g_sound_sniper, index, sound, charsmax(sound))
      if (equal(sound[strlen(sound)-4], ".mp3"))
      {
         format(sound, charsmax(sound), "sound/%s", sound)
         precache_generic(sound)
      }
      else
         precache_sound(sound)
   }
}

// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
   // Respawning allowed?
   if (!get_pcvar_num(cvar_sniper_allow_respawn))
      return PLUGIN_HANDLED;
   
   return PLUGIN_CONTINUE;
}

public zp_fw_core_spawn_post(id)
{
   // Always respawn as human on sniper rounds
   zp_core_respawn_as_zombie(id, false)
}

public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
{
   if (!skipchecks)
   {
      // Random chance
      if (random_num(1, get_pcvar_num(cvar_sniper_chance)) != 1)
         return PLUGIN_HANDLED;
      
      // Min players
      if (GetAliveCount() < get_pcvar_num(cvar_sniper_min_players))
         return PLUGIN_HANDLED;
   }
   
   // Game mode allowed
   return PLUGIN_CONTINUE;
}

public zp_fw_gamemodes_choose_post(game_mode_id, target_player)
{
   // Pick player randomly?
   g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player
}

public zp_fw_gamemodes_start()
{
   // Turn player into sniper
   zp_class_sniper_set(g_TargetPlayer)
   
   // Turn the remaining players into zombies
   new id
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      // Not alive
      if (!is_user_alive(id))
         continue;
      
      // sniper or already a zombie
      if (zp_class_sniper_get(id) || zp_core_is_zombie(id))
         continue;
      
      zp_core_infect(id)
   }
   
   // Play sniper sound
   if (get_pcvar_num(cvar_sniper_sounds))
   {
      new sound[SOUND_MAX_LENGTH]
      ArrayGetString(g_sound_sniper, random_num(0, ArraySize(g_sound_sniper) - 1), sound, charsmax(sound))
      PlaySoundToClients(sound)
   }
   
   if (get_pcvar_num(cvar_sniper_show_hud))
   {
      // Show sniper HUD notice
      new name[32]
      get_user_name(g_TargetPlayer, name, charsmax(name))
      set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
      ShowSyncHudMsg(0, g_HudSync, "%L", LANG_PLAYER, "NOTICE_SNIPER", name)
   }
}

// 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)
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
   new iAlive, id
   
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      if (is_user_alive(id))
         iAlive++
   }
   
   return iAlive;
}

// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
   new iAlive, id
   
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      if (is_user_alive(id))
         iAlive++
      
      if (iAlive == target_index)
         return id;
   }
   
   return -1;
}
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