Hello all i got this plugin today and it does not work.
i am searching and hoping if somebody would be so kind to help me.
ZP EXTRA ITEM IronMan for zombie plague advance 1.6.1 with a Player Model as IronMan with abilities like the plugin says maybe with aura color too. i know im asking for abit much but if somebody could get this plugin working that would be great thanks
Description
Autor: Night Dreamer - (Nightfall1)
Help: bogdyutzu, Arkshine, Nextra, NiHiLaNTh
Release Day: 31/12/2010
Version: 1.2
Info: Transform your self in iron man
Cvar's
zp_extra_ironman.amxx http://www.game-monitor.com/search.p...&type=variable
zp_iron_jump "700" - Who much it jump iron man
zp_iron_damage "700" - Damage of iron man + Power Of Jump
zp_iron_radius "400" - Radius of iron man for damage and knockback
zp_iron_knockback "2" - Iron man knockback
zp_iron_control "0" - Iron man can control in air
// Ignore it my Pawn Studio not can see dmg LOL, manualy need added
#define DMG_GENERIC 0 // Generic damage was done
#define DMG_CRUSH (1<<0) // Crushed by falling or moving object
#define DMG_BULLET (1<<1) // Shot
#define DMG_SLASH (1<<2) // Cut, clawed, stabbed
#define DMG_BURN (1<<3) // Heat burned
#define DMG_FREEZE (1<<4) // Frozen
#define DMG_FALL (1<<5) // Fell too far
#define DMG_BLAST (1<<6) // Explosive blast damage
#define DMG_CLUB (1<<7) // Crowbar, punch, headbutt
#define DMG_SHOCK (1<< // Electric shock
#define DMG_SONIC (1<<9) // Sound pulse shockwave
#define DMG_ENERGYBEAM (1<<10) // Laser or other high energy beam
#define DMG_NEVERGIB (1<<12) // With this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB (1<<13) // With this bit OR'd in, any damage type can be made to gib victims upon death.
#define DMG_DROWN (1<<14) // Drowning
#define DMG_PARALYZE (1<<15) // Slows affected creature down
#define DMG_NERVEGAS (1<<16) // Nerve toxins, very bad
#define DMG_POISON (1<<17) // Blood poisioning
#define DMG_RADIATION (1<<1 // Radiation exposure
#define DMG_DROWNRECOVER (1<<19) // Drowning recovery
#define DMG_ACID (1<<20) // Toxic chemicals or acid burns
#define DMG_SLOWBURN (1<<21) // In an oven
#define DMG_SLOWFREEZE (1<<22) // In a subzero freezer
#define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
new const IronJump[] = { "iron_man/jetpack.wav" }
new const IronTouchFloor[] = { "iron_man/shock_discharge.wav" }
new const IronBuy[] = { "iron_man/ironman.wav" }
new const IronSprite[] = { "sprites/shockwave.spr" }
new const VIronModel[] = "models/v_schand.mdl"
new const PIronModel[] = ""
new g_TouchSpr
new g_IronItem
new g_maxplayers
new g_hamczbots
new Float:g_LastJump[33]
new Float:g_JumpPower[33]
new g_currentweapon[33]
// BitSum Handler
new bitsum_g_ironman
new bitsum_g_ironjump
new bitsum_g_isconnected
new bitsum_g_isalive
new bitsum_g_isbot
public client_putinserver(id)
{
// Player joined
bitsum_g_isconnected |= (1<<id)
if (!g_hamczbots && cvar_botquota && is_user_bot(id))
{
// Set a task to let the private data initialize
set_task(0.1, "register_ham_czbots", id)
bitsum_g_isbot |= (1<<id)
}
}
public zp_user_infected_pre(id)
{
bitsum_g_ironman &= ~(1<<id)
bitsum_g_ironjump &= ~(1<<id)
}
public zp_user_humanize_pre(id)
{
bitsum_g_ironman &= ~(1<<id)
bitsum_g_ironjump &= ~(1<<id)
}
public register_ham_czbots(id)
{
// Make sure it's a CZ bot and it's still connected
if (g_hamczbots || !is_user_connected(id) || !get_pcvar_num(cvar_botquota))
return;
// Ham forwards for CZ bots succesfully registered
g_hamczbots = true
// If the bot has already spawned, call the forward manually for him
if (is_user_alive(id))
fw_PlayerSpawn_Post(id)
}
// Buy an extra item
public zp_extra_item_selected(id, Item)
{
if(Item == g_IronItem)
{
switch(BIT_IsIronMan(id))
{
case true:
{
client_print(id, print_chat, "[ZM] You are really Irom Man")
return ZP_PLUGIN_HANDLED
}
case false:
{
emit_sound(id, CHAN_STREAM, IronBuy, 1.0, ATTN_NORM, 0, PITCH_NORM)
bitsum_g_ironman |= (1<<id)
// Strip off from weapons
for (new i = 1; i < sizeof WEAPONENTNAMES; i++)
if (WEAPONENTNAMES[i][0]) ham_strip_weapon(id, WEAPONENTNAMES[i])
/*is_user_bot(id) ? fm_give_item(id, "weapon_knife") : */
give_item(id, "weapon_knife")
set_pev(id, pev_viewmodel2, VIronModel)
set_pev(id, pev_weaponmodel2, PIronModel)
}
}
}
return PLUGIN_CONTINUE
}
// Ham Player Spawn Post Forward
public fw_PlayerSpawn_Post(id)
{
bitsum_g_ironman &= ~(1<<id)
bitsum_g_ironjump &= ~(1<<id)
// Not alive or didn't join a team yet
if (!is_user_alive(id))
return;
bitsum_g_isalive |= (1<<id)
}
// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
// Player killed
//g_isalive[victim] = false
bitsum_g_isalive &= ~(1<<victim)
}
// Current weapon player is holding
public fw_Item_Deploy_Post(weapon_ent)
{
if(!pev_valid(weapon_ent))
return HAM_IGNORED;
new bool: bInWater = (engfunc(EngFunc_PointContents, vecSrc) == CONTENTS_WATER)
vecSrc[2] += 1.0 // in case grenade is lying on the ground
if ( !iAttacker )
iAttacker = iInflictor
// iterate on all entities in the vicinity.
new Float:flTakeDamage, Float:flFraction, Float:vecEndPos[3], Float:vecViewOfs[3], Float:flDelta[3], Float:flLen, Float:flHp;
while((pEntity = fm_find_ent_in_sphere(pEntity, vecSrc, flRadius)) != 0)
{
if( pEntity == iInflictor )
continue
pev(pEntity, pev_takedamage, flTakeDamage)
pev(pEntity, pev_health, flHp)
if ( flTakeDamage != DAMAGE_NO && flHp > 0.0)
{
// UNDONE: this should check a damage mask, not an ignore
if ( iClassIgnore != 0 && ExecuteHamB(Ham_Classify, pEntity) == iClassIgnore )
continue; // houndeyes don't hurt other houndeyes with their attack
// blast's don't tavel into or out of water
switch( bInWater )
{
case true:
{
if( !pev(pEntity, pev_waterlevel) )
continue
}
case false:
{
if( pev(pEntity, pev_waterlevel) == 3 )
continue
}
}