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Subplugin Submission [ZPNM] Zombie Plague Nightmare Mod 2.9.3 + all sub-plugins [Updated on 2018.01.04]


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Krtola
Veteran Member
Join Date: Oct 2013
Location: Serbia
Old 10-29-2015 , 15:46   Re: Zombie Plague Nightmare Mod 2.3.8
Reply With Quote #11

Than nemesis scream are nice plugin.
Thanks for share.
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z0mbiland
Senior Member
Join Date: Jan 2013
Old 10-30-2015 , 13:14   Re: Zombie Plague Nightmare Mod 2.3.8
Reply With Quote #12

Te-a lasat zgarcenia sa-l faci public???

Last edited by z0mbiland; 10-31-2015 at 02:47.
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yokomo
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Join Date: May 2010
Location: Malaysia
Old 10-31-2015 , 10:24   Re: Zombie Plague Nightmare Mod 2.3.8
Reply With Quote #13

Quote:
Originally Posted by z0mbiland View Post
Te-a lasat zgarcenia sa-l faci public???
Speak Indian please...
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
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Chihuahuax
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Join Date: Oct 2014
Location: Malaysia
Old 10-31-2015 , 10:27   Re: Zombie Plague Nightmare Mod 2.3.8
Reply With Quote #14

Quote:
Originally Posted by yokomo View Post
Speak Indian please...
WTF? R u indian?
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yokomo
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Join Date: May 2010
Location: Malaysia
Old 10-31-2015 , 14:36   Re: Zombie Plague Nightmare Mod 2.3.8
Reply With Quote #15

Quote:
Originally Posted by Chihuahuax View Post
WTF? R u indian?
Nope i'm Iban.
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
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Krtola
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Join Date: Oct 2013
Location: Serbia
Old 11-08-2015 , 12:50   Re: [ZPNM] Zombie Plague Nightmare Mod 2.3.8 + all sub-plugins
Reply With Quote #16

nemesis scream have bug- when I kill humans with scream I do not get,and that humans I killed het one frag less.
Can the author fix this?
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JusTGo
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Join Date: Mar 2013
Old 11-08-2015 , 13:23   Re: [ZPNM] Zombie Plague Nightmare Mod 2.3.8 + all sub-plugins
Reply With Quote #17

Quote:
Originally Posted by Krtola View Post
nemesis scream have bug- when I kill humans with scream I do not get,and that humans I killed het one frag less.
Can the author fix this?
untested:
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <zombieplaguenightmare>

//#define MAXPLAYERS 32 // Max Players on CS 1.6 is 32 ... yea.
//
#define DISTANCE_FROM_PLAYER 10    //  Edit this if you want. 

new CVAR_FORCECVAR_DAMAGECVAR_RADIUSCVAR_APNOPUSH;

new 
gSpriteGasg_itemfearg_maxplayers//MsgBarTime, 

new const gSoundScream[] = "garg/gar_attack1.wav";
//new const gSoundScared[] = "hgrunt/move!.wav";

public plugin_init()
{
    
// Register the Plugin
    
register_plugin("[ZPNM] Nemesis Scream""1.1""D i 5 7 i n c T, suNx")
    
    
CVAR_FORCE register_cvar("zpnm_scream_force""1757");
    
CVAR_DAMAGE register_cvar("zpnm_scream_damage""35");
    
CVAR_RADIUS register_cvar("zpnm_scream_radius""375");
    
CVAR_APNOPUSH register_cvar("zpnm_scream_armor_no_push""1")
    
    
g_maxplayers get_maxplayers()
    
g_itemfear zp_register_extra_item("Scream"11ZP_TEAM_NEMESIS// ZP_TEAM_NEMESIS -> yea its for nemesis.
//    
//    MsgBarTime = get_user_msgid("BarTime");
}

public 
plugin_precache()
{
    
precache_sound(gSoundScream);
//    precache_sound(gSoundScared);
    
gSpriteGas precache_model("sprites/shockwave.spr");
}

// Item Selected forward
public zp_extra_item_selected(playeritemid)
{
    
// Check if the selected item matches any of our registered ones
    
if (itemid != g_itemfear)
        return;
//    {
//        emit_sound(player, CHAN_ITEM, gSoundScared, 1.0, ATTN_NORM, 0, PITCH_NORM);
//        set_task(1.0,"scare",player)
//        show_progress(player, 1)
//    }
    
scare(player)
}

// The main Scream Code. DO THE SCREAM !!!!!
// -----------------------------------------
public scare(id)
{
    if (!
is_user_alive(id) || !zp_get_user_zombie(id)) return;

    if (
id || id g_maxplayers) return;

    new 
szName32 ]
    
get_user_nameidszName31 )
    
set_hudmessage255000.050.4510.05.71.01.0, -)
    
show_hudmessage0"Nemesis %s screams!!!"szName)

    
emit_sound(idCHAN_ITEMgSoundScream1.0ATTN_NORM0PITCH_NORM);

    new 
distance;
    new 
Float:f_origin[3], Float:f_origin2[3], Float:f_velocity[3];
    
    new 
i_origin[3];
    
get_user_origin(idi_origin1);
    
IVecFVec(i_originf_origin);

    new 
Float:v_angles[3];
    
pev(idpev_anglesv_angles);
    
f_origin[0] += floatcos(v_angles[1], degrees) * DISTANCE_FROM_PLAYER;
    
f_origin[1] += floatsin(v_angles[1], degrees) * DISTANCE_FROM_PLAYER;
    
f_origin[2] += floatsin(-v_angles[0], degrees) * DISTANCE_FROM_PLAYER;
    
    
velocity_by_aim(idget_pcvar_num(CVAR_FORCE), f_velocity);
    
    for (new 
player 1player <= g_maxplayersplayer++)
    {
        if (!
is_user_alive(player) || id == player || zp_get_user_zombie(player)) continue;
        
        
pev(playerpev_originf_origin2);
        
distance floatround(get_distance_f(f_originf_origin2));
        
        if (
distance <= get_pcvar_num(CVAR_RADIUS))
        {
            
// Victim has armour
            
if (get_pcvar_num(CVAR_DAMAGE) && pev(playerpev_armorvalue) > 0)
            {
                
// Armour amount is more or equal to the wave damage
                
if (pev(playerpev_armorvalue) >= get_pcvar_num(CVAR_DAMAGE))
                {
                    
// Do damage to the armour
                    
set_pev(playerpev_armorvaluefloat(pev(playerpev_armorvalue) - get_pcvar_num(CVAR_DAMAGE)));
                }
                
// Armour amount is less than the wave damage
                
else if (pev(playerpev_armorvalue) < get_pcvar_num(CVAR_DAMAGE))
                {
                    
// Victim's armour will be out
                    
set_pev(playerpev_armorvalue0)
                    
                    
// The rest of the damage will affect the victim's health
                    
new difference get_pcvar_num(CVAR_DAMAGE) - pev(playerpev_armorvalue)
                    
set_pev(playerpev_healthfloat(pev(playerpev_health)) - difference)
                }
                
                
// Push the players back even if they have armour
                
if (!get_pcvar_num(CVAR_APNOPUSH))
                {
                    
set_pev(playerpev_velocityf_velocity);
//                    set_pev(player, pev_maxspeed, 1.0)
                
}
            }
            
// Victim doesn't have any armour
            
else if (get_pcvar_num(CVAR_DAMAGE) && pev(playerpev_armorvalue) <= 0)
            {
                
// Victim will survive the wave
                
if (pev(playerpev_health) > get_pcvar_num(CVAR_DAMAGE))
                    
set_pev(playerpev_healthfloat(pev(playerpev_health)) - get_pcvar_float(CVAR_DAMAGE));
                
// Kill the victims which have health lower or equal with the wave damage
                
else if (pev(playerpev_health) <= get_pcvar_num(CVAR_DAMAGE))
                {
                    
user_silentkill(player)
                    
set_user_frags(idget_user_frags(id)+1)
                    
make_deathmsg(idplayer1"Nemesis Scream Wave")
                }
                
                
set_pev(playerpev_velocityf_velocity);
//                set_pev(player, pev_maxspeed, 1.0)
            
}
        }
    }
    
    
// Smallest ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYf_origin0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordf_origin[0]) // x
    
engfunc(EngFunc_WriteCoordf_origin[1]) // y
    
engfunc(EngFunc_WriteCoordf_origin[2]) // z
    
engfunc(EngFunc_WriteCoordf_origin[0]) // x axis
    
engfunc(EngFunc_WriteCoordf_origin[1]) // y axis
    
engfunc(EngFunc_WriteCoordf_origin[2] + (get_pcvar_float(CVAR_RADIUS) * 2.0)) // z axis
    
write_short(gSpriteGas// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(200// red
    
write_byte(0// green
    
write_byte(50// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
}
/*=====
public show_progress(id, length)
{
    message_begin(MSG_ONE, MsgBarTime, {0,0,0}, id);
    write_byte(length);
    write_byte(0);
    message_end();
}
=======*/ 
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Last edited by JusTGo; 11-08-2015 at 13:29.
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Krtola
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Join Date: Oct 2013
Location: Serbia
Old 11-08-2015 , 15:37   Re: [ZPNM] Zombie Plague Nightmare Mod 2.3.8 + all sub-plugins
Reply With Quote #18

JusTGo can you show me what you've changed please?
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JusTGo
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Join Date: Mar 2013
Old 11-09-2015 , 13:07   Re: [ZPNM] Zombie Plague Nightmare Mod 2.3.8 + all sub-plugins
Reply With Quote #19

Quote:
Originally Posted by Krtola View Post
JusTGo can you show me what you've changed please?
i just added
PHP Code:
set_user_frags(idget_user_frags(id)+1
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georgik57
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Join Date: Oct 2008
Location: 🎧Music World
Old 12-04-2015 , 22:52   Re: [ZPNM] Zombie Plague Nightmare Mod 2.3.8 + all sub-plugins
Reply With Quote #20

Quote:
Originally Posted by Krtola View Post
nemesis scream have bug- when I kill humans with scream I do not get,and that humans I killed het one frag less.
Can the author fix this?
I don't officially support any of these plugins anymore.
I might help with small problems like this one though if anyone asks for it. Have you got it working?
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