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Subplugin Submission [ZP]5.0.8 Sniper & Assassin [FIX]


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spartacus3171
Junior Member
Join Date: Jul 2012
Old 12-08-2012 , 13:00   Re: [ZP]5.0.8 Sniper & Assassin
Reply With Quote #101

I have a problem with the zombie plague 5.0.8 to install, when zombies die reappear as humans, put it like this:

zp_deathmatch 2

// Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]


reappear and still appear as human, I make do as zombies
------------------------------------------------------------------------------------------------


tengo un problema con el zombie plague 5.0.8 que instale, cuando los zombis mueren reaparecen como humanos, lo coloque asi:

zp_deathmatch 2

// Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance]


y aun asi aparecen reaparecen como humano, que debo hacer para que lo hagan como zombis

Last edited by spartacus3171; 12-08-2012 at 13:02. Reason: idiomas
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spartacus3171
Junior Member
Join Date: Jul 2012
Old 12-13-2012 , 09:00   Re: [ZP]5.0.8 Sniper & Assassin
Reply With Quote #102

help, do not speak English, is google translation.

Thus zombie install 5.0.8 but when revived kill zombies as humans, want to revive a zombie nothing else, I should do
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TeddiBer
Senior Member
Join Date: Oct 2011
Old 12-14-2012 , 05:51   Re: [ZP]5.0.8 Sniper & Assassin
Reply With Quote #103

Hey, can you do pleas:
Sniper Vs Nemesis
Assassin Vs Survivors
NightMare (Assassin&Nemesis VS. Sniper&Survivor)
tnx
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badalhoca
Senior Member
Join Date: Sep 2009
Old 12-15-2012 , 15:59   Re: [ZP]5.0.8 Sniper & Assassin
Reply With Quote #104

Every error about kicking players aint happening to me, i intalled normal zombieplague v5, and then installed this one, i only have 2 problems.

1. At admin menu turning people into survivor, that person instead of being a survivor is a ASSASIN LOL.

2. No cvars for droping awp and machine gun after a round of sniper or survivor, the player gets the weapon for free...

EDIT:

3. Sniper MOD crashs the server

4 Sniper vs assasin Crashs the server.

5. Lightning after the round of assassin doesnt come back to normal, EX i use "B" for everyround, after the assassin it doesnt get to "b" again, stays at a very clear light

To much bugs to run it :S

Last edited by badalhoca; 12-17-2012 at 14:02.
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ESPADONGAMING
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Join Date: Mar 2011
Location: In the Game [ro]
Old 12-18-2012 , 21:14   Re: [ZP]5.0.8 Sniper & Assassin [FIX]
Reply With Quote #105

Fixed Sniper Mod
Fixed Lightning after the round of assassin
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wicho
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Join Date: Feb 2012
Location: GuateAmala
Old 12-19-2012 , 01:30   Re: [ZP]5.0.8 Sniper & Assassin [FIX]
Reply With Quote #106

i have a question how i add rain in assasin mode?
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Sprit3x
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Join Date: Sep 2010
Location: Romania, Constanta
Old 12-19-2012 , 10:40   Re: [ZP]5.0.8 Sniper & Assassin [FIX]
Reply With Quote #107

set cvar cl_weather for gamemode selected
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wicho
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Join Date: Feb 2012
Location: GuateAmala
Old 12-19-2012 , 11:38   Re: [ZP]5.0.8 Sniper & Assassin [FIX]
Reply With Quote #108

How, can u add it please..

this is the code:

PHP Code:
/*================================================================================
    
    -------------------------------
    -*- [ZP] Game Mode: Assassin -*-
    -------------------------------
    
    This plugin is part of Zombie Plague Mod and is distributed under the
    terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
    
================================================================================*/

#include <amxmodx>
#include <amx_settings_api>
#include <cs_teams_api>
#include <zp50_gamemodes>
#include <zp50_class_assassin>
#include <zp50_deathmatch>

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

// Default sounds
new const sound_assassin[][] = { "zombie_plague/nemesis1.wav" "zombie_plague/nemesis2.wav" }

#define SOUND_MAX_LENGTH 64

new Array:g_sound_assassin

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

new g_MaxPlayers
new g_HudSync
new g_TargetPlayer
new g_LValue[2]

new 
cvar_assassin_chancecvar_assassin_min_players
new cvar_assassin_show_hudcvar_assassin_sounds
new cvar_assassin_allow_respawn

public plugin_precache()
{
    
// Register game mode at precache (plugin gets paused after this)
    
register_plugin("[ZP] Game Mode: Assassin"ZP_VERSION_STRING"ZP Dev Team")
    
zp_gamemodes_register("Assassin Mode")
    
    
// Create the HUD Sync Objects
    
g_HudSync CreateHudSyncObj()
    
    
g_MaxPlayers get_maxplayers()
    
    
cvar_assassin_chance register_cvar("zp_assassin_chance""20")
    
cvar_assassin_min_players register_cvar("zp_assassin_min_players""0")
    
cvar_assassin_show_hud register_cvar("zp_assassin_show_hud""1")
    
cvar_assassin_sounds register_cvar("zp_assassin_sounds""1")
    
cvar_assassin_allow_respawn register_cvar("zp_assassin_allow_respawn""0")
    
    
// Initialize arrays
    
g_sound_assassin ArrayCreate(SOUND_MAX_LENGTH1)
    
    
// Load from external file
    
amx_load_setting_string_arr(ZP_SETTINGS_FILE"Sounds""ROUND ASSASSIN"g_sound_assassin)
    
    
// If we couldn't load custom sounds from file, use and save default ones
    
new index
    
if (ArraySize(g_sound_assassin) == 0)
    {
        for (
index 0index sizeof sound_assassinindex++)
            
ArrayPushString(g_sound_assassinsound_assassin[index])
        
        
// Save to external file
        
amx_save_setting_string_arr(ZP_SETTINGS_FILE"Sounds""ROUND ASSASSIN"g_sound_assassin)
    }
    
    
// Precache sounds
    
new sound[SOUND_MAX_LENGTH]
    for (
index 0index ArraySize(g_sound_assassin); index++)
    {
        
ArrayGetString(g_sound_assassinindexsoundcharsmax(sound))
        if (
equal(sound[strlen(sound)-4], ".mp3"))
        {
            
format(soundcharsmax(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_assassin_allow_respawn))
        return 
PLUGIN_HANDLED;
    
    return 
PLUGIN_CONTINUE;
}

public 
zp_fw_core_spawn_post(id)
{
    
// Always respawn as human on assassin rounds
    
zp_core_respawn_as_zombie(idfalse)
}

public 
zp_fw_gamemodes_choose_pre(game_mode_idskipchecks)
{
    if (!
skipchecks)
    {
        
// Random chance
        
if (random_num(1get_pcvar_num(cvar_assassin_chance)) != 1)
            return 
PLUGIN_HANDLED;
        
        
// Min players
        
if (GetAliveCount() < get_pcvar_num(cvar_assassin_min_players))
            return 
PLUGIN_HANDLED;
    }
    
    
// Game mode allowed
    
return PLUGIN_CONTINUE;
}

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

public 
zp_fw_gamemodes_start()
{    
    
// Turn player into survivor
    
zp_class_assassin_set(g_TargetPlayer)
    
    
// Remaining players should be humans (CTs)
    
new id
    
for (id 1id <= g_MaxPlayersid++)
    {
        
// Not alive
        
if (!is_user_alive(id))
            continue;
        
        
// This is our assassin
        
if (zp_class_assassin_get(id))
            continue;
        
        
// Switch to CT
        
cs_set_player_team(idCS_TEAM_CT)
    }
    
    
// Play assassin sound
    
if (get_pcvar_num(cvar_assassin_sounds))
    {
        new 
sound[SOUND_MAX_LENGTH]
        
ArrayGetString(g_sound_assassinrandom_num(0ArraySize(g_sound_assassin) - 1), soundcharsmax(sound))
        
PlaySoundToClients(sound)
    }
    
    if (
get_pcvar_num(cvar_assassin_show_hud))
    {
        
// Show assassin HUD notice
        
new name[32]
        
get_user_name(g_TargetPlayernamecharsmax(name))
        
set_hudmessage(HUD_EVENT_RHUD_EVENT_GHUD_EVENT_BHUD_EVENT_XHUD_EVENT_Y10.05.01.01.0, -1)
        
ShowSyncHudMsg(0g_HudSync"%L"LANG_PLAYER"NOTICE_ASSASSIN"name)
    }

    
// Setting Dark Lightning For The Mode
    
get_cvar_string "zp_lighting"g_LValue )
    if ( !
equali"g_LValue" "a" ) )
    {

        
set_cvar_string "zp_lighting" "a" )

    }
}

// 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 
iAliveid
    
    
for (id 1id <= g_MaxPlayersid++)
    {
        if (
is_user_alive(id))
            
iAlive++
    }
    
    return 
iAlive;
}

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

public 
zp_fw_gamemodes_end()
{
    
// Setting The lighting Settings as before the Mode.
    
set_cvar_string "zp_lighting" "d" )

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aliNNNN
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Join Date: Sep 2012
Location: Romanian
Old 12-20-2012 , 00:50   Re: [ZP]5.0.8 Sniper & Assassin [FIX]
Reply With Quote #109

Good Job , tested and work !
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Last edited by aliNNNN; 12-20-2012 at 00:50.
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TheDS1337
Veteran Member
Join Date: Jun 2012
Old 12-23-2012 , 12:44   Re: [ZP]5.0.8 Sniper & Assassin [FIX]
Reply With Quote #110

Thank's for the fixed one
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