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Zombie Plague infection player


  
 
 
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semihkerim31
Member
Join Date: Feb 2017
Old 04-08-2017 , 14:09   Zombie Plague infection player
Reply With Quote #1

hi infection players in allplayers %40 infection

?

code : ;

Code:
make_a_zombie(mode, id)
{
	// Get alive players count
	static iPlayersnum
	iPlayersnum = fnGetAlive()
	
	// Not enough players, come back later!
	if (iPlayersnum < 1)
	{
		set_task(2.0, "make_zombie_task", TASK_MAKEZOMBIE)
		return;
	}
	
	// Round started!
	g_newround = false
	
	// Set up some common vars
	static forward_id, sound[64], iZombies, iMaxZombies
	
	if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SURVIVOR) && random_num(1, get_pcvar_num(cvar_survchance)) == get_pcvar_num(cvar_surv) && iPlayersnum >= get_pcvar_num(cvar_survminplayers)) || mode == MODE_SURVIVOR)
	{
		// Survivor Mode
		g_survround = true
		g_lastmode = MODE_SURVIVOR
		
		// Choose player randomly?
		if (mode == MODE_NONE)
			id = fnGetRandomAlive(random_num(1, iPlayersnum))
		
		// Remember id for calling our forward later
		forward_id = id
		
		// Turn player into a survivor
		humanme(id, 1, 0, 0)
		
		// Turn the remaining players into zombies
		for (id = 1; id <= g_maxplayers; id++)
		{
			// Not alive
			if (!g_isalive[id])
				continue;
			
			// Survivor or already a zombie
			if (g_survivor[id] || g_zombie[id])
				continue;
			
			// Turn into a zombie
			zombieme(id, 0, 0, 0, 1, 0)
		}
		
		// Play survivor sound
		ArrayGetString(sound_survivor, random_num(0, ArraySize(sound_survivor) - 1), sound, charsmax(sound))
		PlaySound(sound);
		
		// Show Survivor HUD notice
		set_hudmessage(20, 20, 255, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
		ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SURVIVOR", g_playername[forward_id])
		
		// Mode fully started!
		g_modestarted = true
		
		// Round start forward
		ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SURVIVOR, forward_id);
	}
	else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SNIPER) && random_num(1, get_pcvar_num(cvar_snipchance)) == get_pcvar_num(cvar_snip) && iPlayersnum >= get_pcvar_num(cvar_snipminplayers)) || mode == MODE_SNIPER)
	{
		// Sniper Mode
		g_snipround = true
		g_lastmode = MODE_SNIPER
		
		// Choose player randomly?
		if (mode == MODE_NONE)
			id = fnGetRandomAlive(random_num(1, iPlayersnum))
		
		// Remember id for calling our forward later
		forward_id = id
		
		// Turn player into a sniper
		humanme(id, 0, 1, 0)
		
		// Turn the remaining players into zombies
		for (id = 1; id <= g_maxplayers; id++)
		{
			// Not alive
			if (!g_isalive[id])
				continue;
			
			// Sniper or already a zombie
			if (g_sniper[id] || g_zombie[id])
				continue;
			
			// Turn into a zombie
			zombieme(id, 0, 0, 0, 1, 0)
		}
		
		// Play sniper sound
		ArrayGetString(sound_sniper, random_num(0, ArraySize(sound_sniper) - 1), sound, charsmax(sound))
		PlaySound(sound);
		
		// Show Sniper HUD notice
		set_hudmessage(20, 20, 255, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
		ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SNIPER", g_playername[forward_id])
		
		// Mode fully started!
		g_modestarted = true
		
		// Round start forward
		ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SNIPER, forward_id);
	}
	else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SWARM) && random_num(1, get_pcvar_num(cvar_swarmchance)) == get_pcvar_num(cvar_swarm) && iPlayersnum >= get_pcvar_num(cvar_swarmminplayers)) || mode == MODE_SWARM)
	{		
		// Swarm Mode
		g_swarmround = true
		g_lastmode = MODE_SWARM
		
		// Make sure there are alive players on both teams (BUGFIX)
		if (!fnGetAliveTs())
		{
			// Move random player to T team
			id = fnGetRandomAlive(random_num(1, iPlayersnum))
			remove_task(id+TASK_TEAM)
			fm_cs_set_user_team(id, FM_CS_TEAM_T)
			fm_user_team_update(id)
		}
		else if (!fnGetAliveCTs())
		{
			// Move random player to CT team
			id = fnGetRandomAlive(random_num(1, iPlayersnum))
			remove_task(id+TASK_TEAM)
			fm_cs_set_user_team(id, FM_CS_TEAM_CT)
			fm_user_team_update(id)
		}
		
		// Turn every T into a zombie
		for (id = 1; id <= g_maxplayers; id++)
		{
			// Not alive
			if (!g_isalive[id])
				continue;
			
			// Not a Terrorist
			if (fm_cs_get_user_team(id) != FM_CS_TEAM_T)
				continue;
			
			// Turn into a zombie
			zombieme(id, 0, 0, 0, 1, 0)
		}
		
		// Play swarm sound
		ArrayGetString(sound_swarm, random_num(0, ArraySize(sound_swarm) - 1), sound, charsmax(sound))
		PlaySound(sound);
		
		// Show Swarm HUD notice
		set_hudmessage(20, 255, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
		ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SWARM")
		
		// Mode fully started!
		g_modestarted = true
		
		// Round start forward
		ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SWARM, 0);
	}
	else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_MULTI) && random_num(1, get_pcvar_num(cvar_multichance)) == get_pcvar_num(cvar_multi) && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) >= 2 && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum && iPlayersnum >= get_pcvar_num(cvar_multiminplayers)) || mode == MODE_MULTI)
	{
		// Multi Infection Mode
		g_lastmode = MODE_MULTI
		
		// iMaxZombies is rounded up, in case there aren't enough players
		iMaxZombies = floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil)
		iZombies = 0
		
		// Randomly turn iMaxZombies players into zombies
		while (iZombies < iMaxZombies)
		{
			// Keep looping through all players
			if (++id > g_maxplayers) id = 1
			
			// Dead or already a zombie
			if (!g_isalive[id] || g_zombie[id])
				continue;
			
			// Random chance
			if (random_num(0, 1))
			{
				// Turn into a zombie
				zombieme(id, 0, 0, 0, 1, 0)
				iZombies++
			}
		}
		
		// Turn the remaining players into humans
		for (id = 1; id <= g_maxplayers; id++)
		{
			// Only those of them who aren't zombies
			if (!g_isalive[id] || g_zombie[id])
				continue;
			
			// Switch to CT
			if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
			{
				remove_task(id+TASK_TEAM)
				fm_cs_set_user_team(id, FM_CS_TEAM_CT)
				fm_user_team_update(id)
			}
		}
		
		// Play multi infection sound
		ArrayGetString(sound_multi, random_num(0, ArraySize(sound_multi) - 1), sound, charsmax(sound))
		PlaySound(sound);
		
		// Show Multi Infection HUD notice
		set_hudmessage(200, 50, 0, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
		ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_MULTI")
		
		// Mode fully started!
		g_modestarted = true
		
		// Round start forward
		ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_MULTI, 0);
	}
	else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_PLAGUE) && random_num(1, get_pcvar_num(cvar_plaguechance)) == get_pcvar_num(cvar_plague) && floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) >= 1
	&& iPlayersnum-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) >= 1 && iPlayersnum >= get_pcvar_num(cvar_plagueminplayers)) || mode == MODE_PLAGUE)
	{
		// Plague Mode
		g_plagueround = true
		g_lastmode = MODE_PLAGUE
		
		// Turn specified amount of players into Survivors
		static iSurvivors, iMaxSurvivors
		iMaxSurvivors = get_pcvar_num(cvar_plaguesurvnum)
		iSurvivors = 0
		
		while (iSurvivors < iMaxSurvivors)
		{
			// Choose random guy
			id = fnGetRandomAlive(random_num(1, iPlayersnum))
			
			// Already a survivor?
			if (g_survivor[id])
				continue;
			
			// If not, turn him into one
			humanme(id, 1, 0, 0)
			iSurvivors++
			
			// Apply survivor health multiplier
			fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguesurvhpmulti)))
		}
		
		// Turn specified amount of players into Nemesis
		static iNemesis, iMaxNemesis
		iMaxNemesis = get_pcvar_num(cvar_plaguenemnum)
		iNemesis = 0
		
		while (iNemesis < iMaxNemesis)
		{
			// Choose random guy
			id = fnGetRandomAlive(random_num(1, iPlayersnum))
			
			// Already a survivor or nemesis?
			if (g_survivor[id] || g_nemesis[id])
				continue;
			
			// If not, turn him into one
			zombieme(id, 0, 1, 0, 0, 0)
			iNemesis++
			
			// Apply nemesis health multiplier
			fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguenemhpmulti)))
		}
		
		// iMaxZombies is rounded up, in case there aren't enough players
		iMaxZombies = floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)
		iZombies = 0
		
		// Randomly turn iMaxZombies players into zombies
		while (iZombies < iMaxZombies)
		{
			// Keep looping through all players
			if (++id > g_maxplayers) id = 1
			
			// Dead or already a zombie or survivor
			if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
				continue;
			
			// Random chance
			if (random_num(0, 1))
			{
				// Turn into a zombie
				zombieme(id, 0, 0, 0, 1, 0)
				iZombies++
			}
		}
		
		// Turn the remaining players into humans
		for (id = 1; id <= g_maxplayers; id++)
		{
			// Only those of them who arent zombies or survivor
			if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
				continue;
			
			// Switch to CT
			if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
			{
				remove_task(id+TASK_TEAM)
				fm_cs_set_user_team(id, FM_CS_TEAM_CT)
				fm_user_team_update(id)
			}
		}
		
		// Play plague sound
		ArrayGetString(sound_plague, random_num(0, ArraySize(sound_plague) - 1), sound, charsmax(sound))
		PlaySound(sound);
		
		// Show Plague HUD notice
		set_hudmessage(0, 50, 200, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
		ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_PLAGUE")
		
		// Mode fully started!
		g_modestarted = true
		
		// Round start forward
		ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_PLAGUE, 0);
	}
	else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_ARMAGEDDON) && random_num(1, get_pcvar_num(cvar_armagechance)) == get_pcvar_num(cvar_armage) && iPlayersnum >= get_pcvar_num(cvar_armageminplayers) && iPlayersnum >= 2) || mode == MODE_ARMAGEDDON)
	{
		// Armageddon Mode
		g_armageround = true
		g_lastmode = MODE_ARMAGEDDON
		
		// iMaxZombies is rounded up, in case there aren't enough players
		iMaxZombies = floatround((iPlayersnum * get_pcvar_float(cvar_armageratio)), floatround_ceil)
		iZombies = 0
		
		// Randomly turn iMaxZombies players into Nemesis
		while (iZombies < iMaxZombies)
		{
			// Keep looping through all players
			if (++id > g_maxplayers) id = 1
			
			// Dead or already a zombie or survivor
			if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
				continue;
			
			// Random chance
			if (random_num(0, 1))
			{
				// Turn into a Nemesis
				zombieme(id, 0, 1, 0, 0, 0)	
				fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_armagenemhpmulti)))
				iZombies++
			}
		}
		
		// Turn the remaining players into survivors
		for (id = 1; id <= g_maxplayers; id++)
		{
			// Only those of them who arent zombies or survivor
			if (!g_isalive[id] || g_zombie[id]|| g_survivor[id])
				continue;
			
			// Turn into a Survivor
			humanme(id, 1, 0, 0)
			fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_armagesurvhpmulti)))
		}
		
		// Play armageddon sound
		ArrayGetString(sound_armageddon, random_num(0, ArraySize(sound_armageddon) - 1), sound, charsmax(sound))
		PlaySound(sound);

		// Show Armageddon HUD notice
		set_hudmessage(181, 62, 244, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
		ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_ARMAGEDDON")
		
		// Mode fully started!
		g_modestarted = true
		
		// Round start forward
		ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_ARMAGEDDON, 0);
	}
	else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_APOCALYPSE) && random_num(1, get_pcvar_num(cvar_apocchance)) == get_pcvar_num(cvar_apoc) && iPlayersnum >= get_pcvar_num(cvar_apocminplayers) && iPlayersnum >= 2) || mode == MODE_APOCALYPSE)
	{
		// Apocalypse Mode
		g_apocround = true
		g_lastmode = MODE_APOCALYPSE
		
		// iMaxZombies is rounded up, in case there aren't enough players
		iMaxZombies = floatround((iPlayersnum * get_pcvar_float(cvar_apocratio)), floatround_ceil)
		iZombies = 0
		
		// Randomly turn iMaxZombies players into Assassin
		while (iZombies < iMaxZombies)
		{
			// Keep looping through all players
			if (++id > g_maxplayers) id = 1
			
			// Dead or already a zombie or sniper
			if (!g_isalive[id] || g_zombie[id] || g_sniper[id])
				continue;
			
			// Random chance
			if (random_num(0, 1))
			{
				// Turn into a Assassin
				zombieme(id, 0, 0, 1, 0, 0)	
				fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_apocassahpmulti)))
				iZombies++
			}
		}
		
		// Turn the remaining players into snipers
		for (id = 1; id <= g_maxplayers; id++)
		{
			// Only those of them who arent zombies or sniper
			if (!g_isalive[id] || g_zombie[id]|| g_sniper[id])
				continue;
			
			// Turn into a Sniper
			humanme(id, 0, 1, 0)
			fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_apocsniphpmulti)))
		}
		
		// Play apocalypse sound
		ArrayGetString(sound_apocalypse, random_num(0, ArraySize(sound_apocalypse) - 1), sound, charsmax(sound))
		PlaySound(sound);

		// Show Apocalypse HUD notice
		set_hudmessage(181, 62, 244, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
		ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_APOCALYPSE")
		
		// Mode fully started!
		g_modestarted = true
		
		// Round start forward
		ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_APOCALYPSE, 0);
	}
	else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_NIGHTMARE) && random_num(1, get_pcvar_num(cvar_nightchance)) == get_pcvar_num(cvar_night) && iPlayersnum >= get_pcvar_num(cvar_nightminplayers) && iPlayersnum >= 4) || mode == MODE_NIGHTMARE)
	{
		// Nightmare mode
		g_nightround = true
		g_lastmode = MODE_NIGHTMARE

		iMaxZombies = floatround((iPlayersnum * 0.25), floatround_ceil)
		iZombies = 0

		while (iZombies < iMaxZombies)
		{
			if ((++id) > g_maxplayers) id = 1

			if (!g_isalive[id])
				continue;

			if (random_num(1, 5) == 1)
			{
				zombieme(id, 0, 0, 1, 0, 0)	
				fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_nightassahpmulti)))
				iZombies++
			}
		}

		iZombies = 0

		while (iZombies < iMaxZombies)
		{
			if ((++id) > g_maxplayers) id = 1

			if (!g_isalive[id] || g_assassin[id])
				continue;

			if (random_num(1, 5) == 1)
			{
				zombieme(id, 0, 1, 0, 0, 0)	
				fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_nightnemhpmulti)))
				iZombies++
			}
		}

		iZombies = 0

		while (iZombies < iMaxZombies)
		{
			if ((++id) > g_maxplayers) id = 1

			if (!g_isalive[id] || g_assassin[id] || g_nemesis[id])
				continue;

			if (random_num(1, 5) == 1)
			{
				humanme(id, 1, 0, 0)
				fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_nightsurvhpmulti)))
				iZombies++
			}
		}

		for (id = 1; id <= g_maxplayers; id++)
		{
			if (!g_isalive[id] || g_assassin[id] || g_nemesis[id] || g_survivor[id])
				continue;

			humanme(id, 0, 1, 0)
			fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_nightsniphpmulti)))
		}

		// Play nightmare sound
		ArrayGetString(sound_nightmare, random_num(0, ArraySize(sound_nightmare) - 1), sound, charsmax(sound))
		PlaySound(sound);

		// Show Nightmare HUD notice
		set_hudmessage(181, 62, 244, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
		ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_NIGHTMARE")
		
		// Mode fully started!
		g_modestarted = true
		
		// Round start forward
		ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_NIGHTMARE, 0);
	}
	else
	{
		// Single Infection Mode or Nemesis Mode
		
		// Choose player randomly?
		if (mode == MODE_NONE)
			id = fnGetRandomAlive(random_num(1, iPlayersnum))
		
		// Remember id for calling our forward later
		forward_id = id
		
		if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_NEMESIS) && random_num(1, get_pcvar_num(cvar_nemchance)) == get_pcvar_num(cvar_nem) && iPlayersnum >= get_pcvar_num(cvar_nemminplayers)) || mode == MODE_NEMESIS)
		{
			// Nemesis Mode
			g_nemround = true
			g_lastmode = MODE_NEMESIS
			
			// Turn player into nemesis
			zombieme(id, 0, 1, 0, 0, 0)
		}
		else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_ASSASSIN) && random_num(1, get_pcvar_num(cvar_assachance)) == get_pcvar_num(cvar_assa) && iPlayersnum >= get_pcvar_num(cvar_assaminplayers)) || mode == MODE_ASSASSIN)
		{
			// Assassin Mode
			g_assaround = true
			g_lastmode = MODE_ASSASSIN
			
			// Turn player into assassin
			zombieme(id, 0, 0, 1, 0, 0)
		}
		else
		{
			// Single Infection Mode
			g_lastmode = MODE_INFECTION
			
			// Turn player into the first zombie
			zombieme(id, 0, 0, 0, 0, 0)
		}
		
		// Remaining players should be humans (CTs)
		for (id = 1; id <= g_maxplayers; id++)
		{
			// Not alive
			if (!g_isalive[id])
				continue;
			
			// First zombie/nemesis/assassin
			if (g_zombie[id])
				continue;
			
			// Switch to CT
			if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
			{
				remove_task(id+TASK_TEAM)
				fm_cs_set_user_team(id, FM_CS_TEAM_CT)
				fm_user_team_update(id)
			}
		}
		
		if (g_nemround)
		{
			// Play Nemesis sound
			ArrayGetString(sound_nemesis, random_num(0, ArraySize(sound_nemesis) - 1), sound, charsmax(sound))
			PlaySound(sound);
			
			// Show Nemesis HUD notice
			set_hudmessage(255, 20, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
			ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_NEMESIS", g_playername[forward_id])
			
			// Mode fully started!
			g_modestarted = true
			
			// Round start forward
			ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_NEMESIS, forward_id);
		}
		else if (g_assaround)
		{
			// Play Assassin sound
			ArrayGetString(sound_assassin, random_num(0, ArraySize(sound_assassin) - 1), sound, charsmax(sound))
			PlaySound(sound);
			
			// Show Assassin HUD notice
			set_hudmessage(255, 255, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
			ShowSyncHudMsg(0, g_MsgSync, "%s is Assassin !!!", g_playername[forward_id])
			
			// Mode fully started!
			g_modestarted = true
			
			// Round start forward
			ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_ASSASSIN, forward_id);
		}
		else
		{
			// Show First Zombie HUD notice
			set_hudmessage(255, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
			ShowSyncHudMsg(0, g_MsgSync, "%L",LANG_PLAYER, "NOTICE_FIRST", g_playername[forward_id])
			
			// Mode fully started!
			g_modestarted = true
			
			// Round start forward
			ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_INFECTION, forward_id);
		}
	}

	// Start ambience sounds after a mode begins
	if ((g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && g_nemround) || (g_ambience_sounds[AMBIENCE_SOUNDS_ASSASSIN] && g_assaround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] 
	&& g_survround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SNIPER] && g_snipround) || 
	(g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && g_swarmround) || (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && g_plagueround) || (g_ambience_sounds[AMBIENCE_SOUNDS_ARMAGEDDON] 
	&& g_armageround) || (g_ambience_sounds[AMBIENCE_SOUNDS_APOCALYPSE] && g_apocround) || (g_ambience_sounds[AMBIENCE_SOUNDS_NIGHTMARE] && g_nightround) || (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && !g_nemround && !g_assaround && !g_survround && !g_snipround 
	&& !g_swarmround && !g_plagueround && !g_armageround && !g_apocround && !g_nightround))
	{
		remove_task(TASK_AMBIENCESOUNDS)
		set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
	}
}
semihkerim31 is offline
 



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