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fix code for ze please ^^


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Natsheh
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Join Date: Sep 2012
Old 12-11-2021 , 11:18   Re: fix code for ze please ^^
Reply With Quote #11

Why are you including the includes in the include file you're basically confusing the compiler just include them in the plugin script
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iceeedr
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Old 12-11-2021 , 12:11   Re: fix code for ze please ^^
Reply With Quote #12

Quote:
Originally Posted by Natsheh View Post
Why are you including the includes in the include file you're basically confusing the compiler just include them in the plugin script
I'm not including anything, I've just directed the include link.
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Quote:
Originally Posted by fysiks View Post
Please stop trying to help. You appear to just be posting random stuff. Wait until you actually understand more about AMX Mod X and how the game works.
https://iceeedr.com.br/
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McTavish
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Join Date: May 2021
Old 12-11-2021 , 13:30   Re: fix code for ze please ^^
Reply With Quote #13

Quote:
Originally Posted by iceeedr View Post
i can compile , but when i put amx in the server , he is saying Bad-load
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OciXCrom
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Old 12-11-2021 , 13:59   Re: fix code for ze please ^^
Reply With Quote #14

Find and post the full error when starting the server.
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McTavish
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Old 12-11-2021 , 14:08   Re: fix code for ze please ^^
Reply With Quote #15

Quote:
Originally Posted by OciXCrom View Post
Find and post the full error when starting the server.
Code:
#include <zombie_escape>
//ze_staff_models.amxx
// Setting File
new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
/*
FURIX ZOMBIE ESCAPE 
*/
// Defines
#define MODEL_MAX_LENGTH 64
#define PLAYERMODEL_MAX_LENGTH 32
#define ACCESS_MAX_LENGTH 32

/// Acess
#define OWNER_MODEL ADMIN_IMMUNITY
#define STAFF_MODEL ADMIN_LEVEL_D
#define MOD_MODEL ADMIN_LEVEL_E
#define ADMIN_MODELS_ACCESS ADMIN_LEVEL_G
#define VIP_MODEL ADMIN_LEVEL_H

// Added Models

new const szOwnerHumanModel[][] = 
{
	"owner"
}

new const szStaffHumanModel[][] = 
{
	"Staff"
}

new const szModHumanModel[][] = 
{
	"Mod"
}
new const szAdminHumanModel[][] = 
{
	"Vdmin"
}

new const szVipHumanModel[][] = 
{
	"Vip"
}

// Default 

new const szAdminZombieModel[][] = 
{
	"zombie_admin"
}

new const v_szAdminZombieKnifeModel[][] = 
{
	"models/zombie_escape/v_knife_zombie_admin.mdl"
}

new const szHumanModel1[][] = 
{
	"human1"
}

new const szHumanModel2[][] = 
{
	"human2"
}

new const szHumanModel3[][] = 
{
	"human3"
}

new const szHumanModel4[][] = 
{
	"human4"
}

// Dynamic Arrays: Models
new Array:g_szOwnerHumanModel, Array:g_szStaffHumanModel, Array:g_szModHumanModel, Array:g_szAdminHumanModel, Array:g_szVipHumanModel, Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4

public plugin_init()
{
	register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
}

public plugin_precache()
{
	// Initialize Arrays
	g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
	g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
	
	// Load From External File
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER", g_szOwnerHumanModel)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF", g_szStaffHumanModel)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR", g_szModHumanModel)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN", g_szAdminHumanModel)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP", g_szVipHumanModel)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
	
	// Load our Default Values
	new iIndex
	
	if(ArraySize(g_szOwnerHumanModel) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++)
			ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER", g_szOwnerHumanModel)
	}
	
	if(ArraySize(g_szStaffHumanModel) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++)
			ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF", g_szStaffHumanModel)
	}
	
	if(ArraySize(g_szModHumanModel) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++)
			ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR", g_szModHumanModel)
	}
	
	if(ArraySize(g_szAdminHumanModel) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++)
			ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN", g_szAdminHumanModel)
	}
	
	if(ArraySize(g_szVipHumanModel) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++)
			ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP", g_szVipHumanModel)
	}
	
	if(ArraySize(g_szAdminZombieModel) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
			ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
	}
	
	if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
	{
		for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
			ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
	}
	
	if(ArraySize(g_szHumanModel1) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
			ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
	}
	
	if(ArraySize(g_szHumanModel2) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
			ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
	}
	
	if(ArraySize(g_szHumanModel3) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
			ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
	}
	
	if(ArraySize(g_szHumanModel4) == 0)
	{
		for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++)
			ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
	}
	// Precache
	new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
	
	for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++)
	{
		ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++)
	{
		ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	
	for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++)
	{
		ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	
	for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++)
	{
		ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	
	for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++)
	{
		ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
	{
		ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++)
	{
		ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++)
	{
		ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++)
	{
		ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++)
	{
		ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel))
		formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
		precache_model(szModelPath)
	}
	for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
	{
		ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
		precache_model(szModel)
	}
}

public ze_user_humanized(id)
{
	if(ze_is_user_zombie(id) || !is_user_alive(id))
		return
		
	new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]

	// Player Admin?
	if(get_user_flags(id) & OWNER_MODEL)
	{
		// Set Admin Human Model
		ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
		rg_set_user_model(id, szPlayerModel)
	}	
	else if(get_user_flags(id) & STAFF_MODEL)
	{
		// Set Admin Human Model
		ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
		rg_set_user_model(id, szPlayerModel)
	}	
	else if(get_user_flags(id) & MOD_MODEL)
	{
		// Set Admin Human Model
		ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
		rg_set_user_model(id, szPlayerModel)
	}	
	else if(get_user_flags(id) & ADMIN_MODELS_ACCESS)
	{
		// Set Admin Human Model
		ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
		rg_set_user_model(id, szPlayerModel)
	}	
	else if(get_user_flags(id) & VIP_MODEL)
	{
		// Set Admin Human Model
		ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
		rg_set_user_model(id, szPlayerModel)
	}
	else
	{
		// Rest Player Model (Model Randomly)
		switch(random_num(0, 130))
		{
			case 0..30:
			{
				ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
				rg_set_user_model(id, szPlayerModel)
			}
			case 31..70:
			{
				ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
				rg_set_user_model(id, szPlayerModel)
			}
			case 71..100:
			{
				ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
				rg_set_user_model(id, szPlayerModel)
			}
			case 101..130:
			{
				ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
				rg_set_user_model(id, szPlayerModel)
			}
		}
	}
}

public ze_user_infected(iVictim, iInfector)
{
	if(!is_user_alive(iVictim))
		return
		
	// Set Zombie Models
	new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
	
	// Player Admin?
	if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS)
	{
		// Set Zombie Admin Model
		ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
		rg_set_user_model(iVictim, szPlayerModel)
		
		// Set Admin Zombie Knife Model
		ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
		cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
		cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
	}
}
1.So , when i copy this code and paste in amxmodx (Studio) he is telling me 1 warning.
2.when i put the plugin in addons/amxmodx/plugin/paste/write in plugin.ini/ and when i join the server mod Ze is working , but the plugin (Ze_skin --> code above) Not Working he is saying Load Bad . unkown unkown...
3. and i have 1.6V Ze_core.
and i hope you got it.
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Last edited by McTavish; 12-11-2021 at 14:10.
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McTavish
Senior Member
Join Date: May 2021
Old 12-11-2021 , 14:11   Re: fix code for ze please ^^
Reply With Quote #16

Quote:
Originally Posted by iceeedr View Post
the problem not in inculde.
but i try your inc
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OciXCrom
Veteran Member
Join Date: Oct 2013
Location: Macedonia
Old 12-11-2021 , 14:25   Re: fix code for ze please ^^
Reply With Quote #17

Quote:
Originally Posted by OciXCrom View Post
Find and post the full error when starting the server.
That would be in your server's logs/console, not the compiler output.
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Last edited by OciXCrom; 12-11-2021 at 14:25.
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Natsheh
Veteran Member
Join Date: Sep 2012
Old 12-11-2021 , 14:29   Re: fix code for ze please ^^
Reply With Quote #18

Seems like you've problem with the file permissions make sure the files are readable and executable in the plugins folder

Also make sure your plugin file do exist in the plugins folder
__________________
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Last edited by Natsheh; 12-11-2021 at 14:30.
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McTavish
Senior Member
Join Date: May 2021
Old 12-11-2021 , 14:43   Re: fix code for ze please ^^
Reply With Quote #19

Quote:
Originally Posted by OciXCrom View Post
That would be in your server's logs/console, not the compiler output.
any idea how to fix it or something :>
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McTavish
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Join Date: May 2021
Old 12-11-2021 , 14:44   Re: fix code for ze please ^^
Reply With Quote #20

Quote:
Originally Posted by Natsheh View Post
Seems like you've problem with the file permissions make sure the files are readable and executable in the plugins folder

Also make sure your plugin file do exist in the plugins folder
i did like this but still not working mate! and the code is new not old ...
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