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Nightmare mode


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molotovas
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Join Date: Jan 2008
Old 01-02-2011 , 03:44   Re: Nightmare mode
Reply With Quote #21

Anyone can fix my problem ?
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abdul-rehman
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Location: Khi, Pakistan
Old 01-02-2011 , 04:01   Re: Nightmare mode
Reply With Quote #22

I know why it is caused, i will fix it when i get home, right now i am at somewhere else
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molotovas
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Join Date: Jan 2008
Old 01-02-2011 , 04:22   Re: Nightmare mode
Reply With Quote #23

Quote:
Originally Posted by abdul-rehman View Post
I know why it is caused, i will fix it when i get home, right now i am at somewhere else
Alright, thx abdul alot
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abdul-rehman
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Join Date: Jan 2010
Location: Khi, Pakistan
Old 01-02-2011 , 07:44   Re: Nightmare mode
Reply With Quote #24

Here da problem was caused bcoz night mare mode was based on ZPA v1.6.0 where as the API in v1.6.1 is a litlle different, so i have highlighted the part where i did da mistake
Code:
#include < amxmodx > #include < fun > #include < zombie_plague_advance > /************************************************************\ |                  Customizations Section                    | |         You can edit here according to your liking         | \************************************************************/ // This is the chance value according to which this game mode will be called // The higher the value the lesser the chance of calling this game mode new const g_chance = 15 // This is the access flag required to start the game mode // through the admin menu. Look in users.ini for more details new const g_access_flag[] = "a" // This is the sound which is played when the game mode is triggered // Add as many as you want [Randomly chosen if more than one] new const g_play_sounds[][] = {     "zombie_plague/nemesis1.wav" ,     "zombie_plague/survivor1.wav" } // Comment the following line to disable ambience sounds // Just add two slashes ( // ) #define AMBIENCE_SOUNDS #if defined AMBIENCE_SOUNDS // Ambience Sounds (only .wav and .mp3 formats supported) // Add as many as you want [Randomly chosen if more than one] new const g_sound_ambience[][] = {     "zombie_plague/ambience.wav" } // Duration in seconds of each sound new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 } #endif /************************************************************\ |                  Customizations Ends Here..!!              | |         You can edit the cvars in the plugin init          | \************************************************************/ // Variables new g_gameid, g_maxplayers, cvar_minplayers, g_msg_sync // Ambience sounds task #define TASK_AMB 3256 public plugin_init( ) {     // Plugin registeration.     register_plugin( "[ZP] New Game Mode","1.0", "@bdul!" )         // Register some cvars     // Edit these according to your liking     cvar_minplayers = register_cvar("zp_avsm_minplayers", "2")         // Get maxplayers     g_maxplayers = get_maxplayers( )         // Hud stuff     g_msg_sync = CreateHudSyncObj() } // Game modes MUST be registered in plugin precache ONLY public plugin_precache( ) {     // Read the access flag     new access_flag = read_flags( g_access_flag )     new i         // Precache the play sounds     for (i = 0; i < sizeof g_play_sounds; i++)         precache_sound( g_play_sounds[i] )         // Precache the ambience sounds     #if defined AMBIENCE_SOUNDS     new sound[100]     for (i = 0; i < sizeof g_sound_ambience; i++)     {         if (equal(g_sound_ambience[i][strlen(g_sound_ambience[i])-4], ".mp3"))         {             formatex(sound, sizeof sound - 1, "sound/%s", g_sound_ambience[i])             precache_generic( sound )         }         else         {             precache_sound( g_sound_ambience[i] )         }     }     #endif         // Register our game mode     g_gameid = zp_register_game_mode( "Night-Mare Mode", access_flag, g_chance, 0, ZP_DM_BALANCE ) } // Player spawn post public zp_player_spawn_post( id, should_be_zombie ) {     // Check for current mode     if ( zp_get_current_mode() == g_gameid )     {
        // Check if the player was to be made a zombie
        if (zp_get_human_count() > zp_get_zombie_count())
        {             if( zp_get_assassin_count() > zp_get_nemesis_count() )                 zp_make_user_nemesis( id ) // make him an assassin instead             else                 zp_make_user_assassin( id )         }         else         {             if( zp_get_sniper_count() > zp_get_survivor_count() )                 zp_make_user_survivor( id )             else                 zp_make_user_sniper( id )         }                 return PLUGIN_HANDLED     }     return PLUGIN_CONTINUE } public zp_round_started_pre( game ) {     // Check if it is our game mode     if( game == g_gameid )     {         // Check for min players         if( fn_get_alive_players() < get_pcvar_num(cvar_minplayers) )         {             /**             * Note:             * This very necessary, you should return ZP_PLUGIN_HANDLED if             * some conditions required by your game mode are not met             * This will inform the main plugin that you have rejected             * the offer and so the main plugin will allow other game modes             * to be given a chance             */             return ZP_PLUGIN_HANDLED         }         // Start our new mode         start_avs_mode( )     }     // Make the compiler happy =)     return PLUGIN_CONTINUE } public zp_round_started( game, id ) {     // Check if it is our game mode     if( game == g_gameid )     {         // Show HUD notice         set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)         ShowSyncHudMsg(0, g_msg_sync, "Assassins vs Snipers Mode !!!")                 // Play the starting sound         client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] )                 // Remove ambience task affects         remove_task( TASK_AMB )                 // Set task to start ambience sounds         #if defined AMBIENCE_SOUNDS         set_task( 2.0, "start_ambience_sounds", TASK_AMB )         #endif     } } public zp_game_mode_selected( gameid, id ) {     // Check if our game mode was called     if( gameid == g_gameid )         start_avs_mode( )         // Make the compiler happy again =)     return PLUGIN_CONTINUE } // This function contains the whole code behind this game mode start_avs_mode( ) {     // Create and initialize some important vars     static i_assassins, i_max_assassins, id, i_alive     i_alive = fn_get_alive_players()     id = 0         // Get the no of players we have to turn into assassins     i_max_assassins = floatround( ( i_alive * 0.25), floatround_ceil )     i_assassins = 0         // Randomly turn players into Assassins     while (i_assassins < i_max_assassins)     {         // Keep looping through all players         if ( (++id) > g_maxplayers) id = 1                 // Dead         if ( !is_user_alive(id) )             continue;                 // Random chance         if (random_num(1, 5) == 1)         {             // Make user assassin             zp_make_user_assassin(id)                         // Increase counter             i_assassins++         }     }         i_assassins = 0         // Randomly turn players into Assassins     while (i_assassins < i_max_assassins)     {         // Keep looping through all players         if ( (++id) > g_maxplayers) id = 1                 // Dead         if ( !is_user_alive(id) || zp_get_user_assassin(id))             continue;                 // Random chance         if (random_num(1, 5) == 1)         {             // Make user assassin             zp_make_user_nemesis(id)                         // Increase counter             i_assassins++         }     }         i_assassins = 0         // Randomly turn players into Assassins     while (i_assassins < i_max_assassins)     {         // Keep looping through all players         if ( (++id) > g_maxplayers) id = 1                 // Dead         if ( !is_user_alive(id) || zp_get_user_assassin(id) || zp_get_user_nemesis(id) )             continue;                 // Random chance         if (random_num(1, 5) == 1)         {             // Make user assassin             zp_make_user_survivor(id)                         // Increase counter             i_assassins++         }     }         // Turn the remaining players into snipers     for (id = 1; id <= g_maxplayers; id++)     {         // Only those of them who are alive and are not assassins         if ( !is_user_alive(id) || zp_get_user_assassin(id) || zp_get_user_nemesis(id) || zp_get_user_survivor(id) )             continue;                 // Turn into a sniper         zp_make_user_sniper(id)     } } #if defined AMBIENCE_SOUNDS public start_ambience_sounds( ) {     // Variables     static amb_sound[64], sound, Float:duration         // Select our ambience sound     sound = random_num( 0, sizeof g_sound_ambience - 1 )     copy( amb_sound, sizeof amb_sound - 1 , g_sound_ambience[ sound ] )     duration = g_sound_ambience_duration[ sound ]         // Check whether it's a wav or mp3, then play it on clients     if ( equal( amb_sound[ strlen( amb_sound ) - 4 ], ".mp3" ) )         client_cmd( 0, "mp3 play ^"sound/%s^"", amb_sound )     else         client_cmd( 0, "spk ^"%s^"", sound )         // Start the ambience sounds     set_task( duration, "start_ambience_sounds", TASK_AMB ) } public zp_round_ended( winteam ) {     // Stop ambience sounds on round end     remove_task( TASK_AMB ) } #endif // This function returns the no. of alive players // Feel free to use this in your plugin when you // are making your own game modes. fn_get_alive_players( ) {     static i_alive, id     i_alive = 0         for ( id = 1; id <= g_maxplayers; id++ )     {         if( is_user_alive( id ) )             i_alive++     }     return i_alive; }
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happyness
Member
Join Date: Dec 2010
Location: Romania
Old 01-02-2011 , 07:55   Re: Nightmare mode
Reply With Quote #25

I have a problem with my server i start it and it go 1 minute after 1 minute is say HLDS launcher have a problem But i don`t know why i don`t add some extra items or sub plugins last plugins was added wednessday and server don`t go on thursday why plsss tell me why (( i need change the hlds launcher or?
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molotovas
Senior Member
Join Date: Jan 2008
Old 01-02-2011 , 09:28   Re: Nightmare mode
Reply With Quote #26

works perfect now, thx

Last edited by molotovas; 01-03-2011 at 15:52.
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sensatioNNN.
Junior Member
Join Date: Apr 2011
Location: Romania
Old 04-25-2011 , 17:05   Re: Nightmare mode
Reply With Quote #27

how you disable re-spawn on this?
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.Dare Devil.
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Join Date: Sep 2010
Old 04-26-2011 , 03:37   Re: Nightmare mode
Reply With Quote #28

Wow , Nightmare mode is Assassin vs sniper?
In my Zombie plague editon is nightmare mode this.
When this mode start lighting level is a ( like assassin mode )
This is like normal infect round only dark.
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