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[REQ] Antidote Thrower


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AlejandroSk
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Join Date: Nov 2008
Location: Aqui, en mi casa. Karma:
Old 02-01-2009 , 20:51   [REQ] Antidote Thrower
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Antidote Thrower
Team: Human
Cvars ideas:
zp_antidote_thrower_delay 10 // Time for use antidote thrower
zp_antidote_thrower_cost 13 // Cost of antidote cost
zp_antidote_thrower_max 3 // Max antidote thrower per round

Antidote thrower is based on flamethrower Script , but Antidote Thrower have only X seconds for use , and the diference is: when you use it and hit a zombie , the zombie become human.
i think its a good idea but hard.
Hope someone can do it.
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AfteR.
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Old 02-01-2009 , 21:23   Re: [REQ] Antidote Thrower
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hm...

why would somebody turn a zombie into human?
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AlejandroSk
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Old 02-01-2009 , 21:24   Re: [REQ] Antidote Thrower
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for survive?
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Speed!
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Old 02-01-2009 , 22:32   Re: [REQ] Antidote Thrower
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'cos its fun?
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AfteR.
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Old 02-01-2009 , 22:55   Re: [REQ] Antidote Thrower
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then make the plugin :O

/sarcasm

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Speed!
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Old 02-01-2009 , 23:11   Re: [REQ] Antidote Thrower
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ok wait 10 minutes and i realese the code

HERE IT IS
i know that this is not what was asked but im tired, tomorrow will do a better version with the asked functions etc
till tomorrow this may be usefull
look for this
Code:
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type) {     // Non-player damage or self damage     if (victim == attacker || !is_user_connected(attacker))         return HAM_IGNORED;         // New round starting or round ended     if (g_newround || g_endround)         return HAM_SUPERCEDE;         // Victim shouldn't take damage or victim is frozen     if (g_nodamage[victim] || g_frozen[victim])         return HAM_SUPERCEDE;         // Prevent friendly fire     if (g_zombie[attacker] == g_zombie[victim])         return HAM_SUPERCEDE;         // Attacker is human...     if (!g_zombie[attacker])     {         // Armor multiplier for the final damage on normal zombies         if (!g_nemesis[victim])         {             damage *= get_pcvar_float(cvar_zombiearmor)             SetHamParamFloat(4, damage)         }                 // Reward ammo packs         if (!g_survivor[attacker] || !get_pcvar_num(cvar_survignoreammo))         {             // Store damage dealt             g_damagedealt[attacker] += floatround(damage)                         // Get damage required to get an ammo pack             static ammodamage             ammodamage = get_pcvar_num(cvar_ammodamage)                         // Reward ammo packs for every [ammo damage] dealt             while (g_damagedealt[attacker] >= ammodamage)             {                 g_ammopacks[attacker]++                 g_damagedealt[attacker] -= ammodamage             }         }                 return HAM_IGNORED;     }
change for this
Code:
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type) {     new plrClip, plrAmmo, plrWeap[32]     new plrWeapId     if (is_user_connected(attacker))         plrWeapId = get_user_weapon(attacker, plrClip, plrAmmo)     // Non-player damage or self damage     if (victim == attacker || !is_user_connected(attacker))         return HAM_IGNORED;         // New round starting or round ended     if (g_newround || g_endround)         return HAM_SUPERCEDE;         // Victim shouldn't take damage or victim is frozen     if (g_nodamage[victim] || g_frozen[victim])         return HAM_SUPERCEDE;         // Prevent friendly fire     if (g_zombie[attacker] == g_zombie[victim])         return HAM_SUPERCEDE;         // Attacker is human...     if (!g_zombie[attacker])     {         // Armor multiplier for the final damage on normal zombies         if (!g_nemesis[victim])         {             if (plrWeapId == CSW_SCOUT)                 humanme(victim, 0)             else             {                 damage *= get_pcvar_float(cvar_zombiearmor)                 SetHamParamFloat(4, damage)             }                       }                 // Reward ammo packs         if (!g_survivor[attacker] || !get_pcvar_num(cvar_survignoreammo))         {             // Store damage dealt             g_damagedealt[attacker] += floatround(damage)                         // Get damage required to get an ammo pack             static ammodamage             ammodamage = get_pcvar_num(cvar_ammodamage)                         // Reward ammo packs for every [ammo damage] dealt             while (g_damagedealt[attacker] >= ammodamage)             {                 g_ammopacks[attacker]++                 g_damagedealt[attacker] -= ammodamage             }         }                 return HAM_IGNORED;     }
and its done
now every scout shot will humanize the victim
manage by your own to sell scout (its pretty simple looking at the "customization part")

Last edited by Speed!; 02-01-2009 at 23:28.
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AfteR.
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Old 02-01-2009 , 23:12   Re: [REQ] Antidote Thrower
Reply With Quote #7

6 minutes left

Last edited by AfteR.; 02-01-2009 at 23:15.
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Speed!
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Old 02-01-2009 , 23:17   Re: [REQ] Antidote Thrower
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Quote:
Originally Posted by AfteR. View Post
6 minutes left
so its was done in 4 look up
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Hello-World
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Old 02-03-2009 , 02:46   Re: [REQ] Antidote Thrower
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antidote bomb is'nt enough for you ?
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ifx
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Old 02-03-2009 , 06:45   Re: [REQ] Antidote Thrower
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Quote:
Originally Posted by Hello-World View Post
antidote bomb is'nt enough for you ?
yep, +1
I think freeze thrower would be better, when this crazy idea.
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