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zp 4.3 fix5a error


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ALONZO
Member
Join Date: May 2016
Old 03-12-2017 , 14:45   Re: zp 4.3 fix5a error
Reply With Quote #11

as i tryed a lot and got many errors take this part and send me to copy and past
Code:
// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
	// Player killed
	g_isalive[victim] = false
	// Disable nodamage mode after we die to prevent spectator nightvision using zombie madness colors bug
	g_nodamage[victim] = false
	
	// Enable dead players nightvision
	set_task(0.1, "spec_nvision", victim)
	
	// Disable nightvision when killed (bugfix)
	if (get_pcvar_num(cvar_nvggive) == 0 && g_nvision[victim])
	{
		if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
		else if (g_nvisionenabled[victim]) set_user_gnvision(victim, 0)
		g_nvision[victim] = false
		g_nvisionenabled[victim] = false
	}
	
	// Turn off nightvision when killed (bugfix)
	if (get_pcvar_num(cvar_nvggive) == 2 && g_nvision[victim] && g_nvisionenabled[victim])
	{
		if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
		else set_user_gnvision(victim, 0)
		g_nvisionenabled[victim] = false
	}
	
	// Turn off custom flashlight when killed
	if (g_cached_customflash)
	{
		// Turn it off
		g_flashlight[victim] = false
		g_flashbattery[victim] = 100
		
		// Remove previous tasks
		remove_task(victim+TASK_CHARGE)
		remove_task(victim+TASK_FLASH)
	}
	
	// Stop bleeding/burning/aura when killed
	if (g_zombie[victim])
	{
		remove_task(victim+TASK_BLOOD)
		remove_task(victim+TASK_AURA)
		remove_task(victim+TASK_BURN)
	}
	
	// Nemesis/Assassins explodes!
	if ((g_nemesis[attacker] || g_nemesis[victim]) || (g_assassin[attacker] || g_assassin[victim]))	                	
	        SetHamParamInteger(3, 2)
		
         // When killed by a Sniper victim explodes
	if (g_sniper[attacker] && (g_currentweapon[attacker] == CSW_AWP))
	{	
		SetHamParamInteger(3, 2)			
		
		static origin[3]
		get_user_origin(victim, origin)			
		
		message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
		write_byte(TE_LAVASPLASH) 
		write_coord(origin[0]) 
		write_coord(origin[1]) 
		write_coord(origin[2] - 26) 
		message_end()
	}
	
	// Determine whether the player killed himself
	static selfkill
	selfkill = (victim == attacker || !is_user_valid_connected(attacker)) ? true : false
	
	// Killed by a non-player entity or self killed
	if (selfkill) return;
	
	// Ignore Nemesis/Survivor Frags?
	if ((g_nemesis[attacker] && get_pcvar_num(cvar_nemignorefrags)) || (g_assassin[attacker] && get_pcvar_num(cvar_assaignorefrags)) || (g_survivor[attacker] && get_pcvar_num(cvar_survignorefrags)) || (g_sniper[attacker] && get_pcvar_num(cvar_snipignorefrags)))
		RemoveFrags(attacker, victim)
	
	// Zombie/nemesis/assassin killed human, reward ammo packs
	if (g_zombie[attacker] && (!g_nemesis[attacker] || !get_pcvar_num(cvar_nemignoreammo)) && (!g_assassin[attacker] || !get_pcvar_num(cvar_assaignoreammo)))
		g_ammopacks[attacker] += get_pcvar_num(cvar_ammoinfect)
	
	// Human killed zombie, add up the extra frags for kill
	if (!g_zombie[attacker] && get_pcvar_num(cvar_fragskill) > 1)
		UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragskill) - 1, 0, 0)
	
	// Zombie killed human, add up the extra frags for kill
	if (g_zombie[attacker] && get_pcvar_num(cvar_fragsinfect) > 1)
		UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragsinfect) - 1, 0, 0)
}
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edon1337
Penguin Enthusiast
Join Date: Jun 2016
Location: Macedonia
Old 03-12-2017 , 15:17   Re: zp 4.3 fix5a error
Reply With Quote #12

Code:
// Ham Player Killed Forward public fw_PlayerKilled(victim, attacker, shouldgib) {     if( ! ( 1 <= attacker <= g_maxplayers ) )     return HAM_IGNORED;     // Player killed     g_isalive[victim] = false     // Disable nodamage mode after we die to prevent spectator nightvision using zombie madness colors bug     g_nodamage[victim] = false         // Enable dead players nightvision     set_task(0.1, "spec_nvision", victim)         // Disable nightvision when killed (bugfix)     if (get_pcvar_num(cvar_nvggive) == 0 && g_nvision[victim])     {         if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)         else if (g_nvisionenabled[victim]) set_user_gnvision(victim, 0)         g_nvision[victim] = false         g_nvisionenabled[victim] = false     }         // Turn off nightvision when killed (bugfix)     if (get_pcvar_num(cvar_nvggive) == 2 && g_nvision[victim] && g_nvisionenabled[victim])     {         if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)         else set_user_gnvision(victim, 0)         g_nvisionenabled[victim] = false     }         // Turn off custom flashlight when killed     if (g_cached_customflash)     {         // Turn it off         g_flashlight[victim] = false         g_flashbattery[victim] = 100                 // Remove previous tasks         remove_task(victim+TASK_CHARGE)         remove_task(victim+TASK_FLASH)     }         // Stop bleeding/burning/aura when killed     if (g_zombie[victim])     {         remove_task(victim+TASK_BLOOD)         remove_task(victim+TASK_AURA)         remove_task(victim+TASK_BURN)     }         // Nemesis/Assassins explodes!     if ((g_nemesis[attacker] || g_nemesis[victim]) || (g_assassin[attacker] || g_assassin[victim]))                       SetHamParamInteger(3, 2)         // When killed by a Sniper victim explodes     if (g_sniper[attacker] && (g_currentweapon[attacker] == CSW_AWP))     {            SetHamParamInteger(3, 2)                            static origin[3]         get_user_origin(victim, origin)                    message_begin(MSG_PVS, SVC_TEMPENTITY, origin)         write_byte(TE_LAVASPLASH)         write_coord(origin[0])         write_coord(origin[1])         write_coord(origin[2] - 26)         message_end()     }         // Determine whether the player killed himself     static selfkill     selfkill = (victim == attacker || !is_user_valid_connected(attacker)) ? true : false         // Killed by a non-player entity or self killed     if (selfkill) return;         // Ignore Nemesis/Survivor Frags?     if ((g_nemesis[attacker] && get_pcvar_num(cvar_nemignorefrags)) || (g_assassin[attacker] && get_pcvar_num(cvar_assaignorefrags)) || (g_survivor[attacker] && get_pcvar_num(cvar_survignorefrags)) || (g_sniper[attacker] && get_pcvar_num(cvar_snipignorefrags)))     RemoveFrags(attacker, victim)         // Zombie/nemesis/assassin killed human, reward ammo packs     if (g_zombie[attacker] && (!g_nemesis[attacker] || !get_pcvar_num(cvar_nemignoreammo)) && (!g_assassin[attacker] || !get_pcvar_num(cvar_assaignoreammo)))     g_ammopacks[attacker] += get_pcvar_num(cvar_ammoinfect)         // Human killed zombie, add up the extra frags for kill     if (!g_zombie[attacker] && get_pcvar_num(cvar_fragskill) > 1)     UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragskill) - 1, 0, 0)         // Zombie killed human, add up the extra frags for kill     if (g_zombie[attacker] && get_pcvar_num(cvar_fragsinfect) > 1)     UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragsinfect) - 1, 0, 0)         return HAM_IGNORED;  }
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ALONZO
Member
Join Date: May 2016
Old 03-12-2017 , 16:53   Re: zp 4.3 fix5a error
Reply With Quote #13


i past & copy : bro here is .sma and do it for me.
https://www.sendspace.com/file/mu2lq5
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Houssam Benmouna
Senior Member
Join Date: Apr 2016
Old 04-26-2017 , 11:15   Re: zp 4.3 fix5a error
Reply With Quote #14

Post the sma dude
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schmurgel1983
Veteran Member
Join Date: Aug 2006
Location: Germany
Old 04-26-2017 , 18:31   Re: zp 4.3 fix5a error
Reply With Quote #15

Quote:
Originally Posted by edon1337 View Post
If you're that dumb to not even know how to add 2 lines of code in a function then you don't deserve a server.
Like you? You didn't saw it? Dumb shit.
Code:
// Killed by a non-player entity or self killed
if (selfkill) return;
Code:
// Ham Player Killed Forward
public fw_PlayerKilled(victim, attacker, shouldgib)
{
	if (!is_user_valid_connected(attacker))
		return;
	
	// Player killed
	g_isalive[victim] = false
	// Disable nodamage mode after we die to prevent spectator nightvision using zombie madness colors bug
	g_nodamage[victim] = false
	
	// Enable dead players nightvision
	set_task(0.1, "spec_nvision", victim)
	
	// Disable nightvision when killed (bugfix)
	if (get_pcvar_num(cvar_nvggive) == 0 && g_nvision[victim])
	{
		if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
		else if (g_nvisionenabled[victim]) set_user_gnvision(victim, 0)
		g_nvision[victim] = false
		g_nvisionenabled[victim] = false
	}
	
	// Turn off nightvision when killed (bugfix)
	if (get_pcvar_num(cvar_nvggive) == 2 && g_nvision[victim] && g_nvisionenabled[victim])
	{
		if (get_pcvar_num(cvar_customnvg)) remove_task(victim+TASK_NVISION)
		else set_user_gnvision(victim, 0)
		g_nvisionenabled[victim] = false
	}
	
	// Turn off custom flashlight when killed
	if (g_cached_customflash)
	{
		// Turn it off
		g_flashlight[victim] = false
		g_flashbattery[victim] = 100
		
		// Remove previous tasks
		remove_task(victim+TASK_CHARGE)
		remove_task(victim+TASK_FLASH)
	}
	
	// Stop bleeding/burning/aura when killed
	if (g_zombie[victim])
	{
		remove_task(victim+TASK_BLOOD)
		remove_task(victim+TASK_AURA)
		remove_task(victim+TASK_BURN)
	}
	
	// Nemesis/Assassins explodes!
	if ((g_nemesis[attacker] || g_nemesis[victim]) || (g_assassin[attacker] || g_assassin[victim]))	                	
		SetHamParamInteger(3, 2)
	
	// When killed by a Sniper victim explodes
	if (g_sniper[attacker] && (g_currentweapon[attacker] == CSW_AWP))
	{	
		SetHamParamInteger(3, 2)			
		
		static origin[3]
		get_user_origin(victim, origin)			
		
		message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
		write_byte(TE_LAVASPLASH) 
		write_coord(origin[0]) 
		write_coord(origin[1]) 
		write_coord(origin[2] - 26) 
		message_end()
	}
	
	// Determine whether the player killed himself
	static selfkill
	selfkill = (victim == attacker) ? true : false
	
	// Killed by a non-player entity or self killed
	if (selfkill) return;
	
	// Ignore Nemesis/Survivor Frags?
	if ((g_nemesis[attacker] && get_pcvar_num(cvar_nemignorefrags)) || (g_assassin[attacker] && get_pcvar_num(cvar_assaignorefrags)) || (g_survivor[attacker] && get_pcvar_num(cvar_survignorefrags)) || (g_sniper[attacker] && get_pcvar_num(cvar_snipignorefrags)))
		RemoveFrags(attacker, victim)
	
	// Zombie/nemesis/assassin killed human, reward ammo packs
	if (g_zombie[attacker] && (!g_nemesis[attacker] || !get_pcvar_num(cvar_nemignoreammo)) && (!g_assassin[attacker] || !get_pcvar_num(cvar_assaignoreammo)))
		g_ammopacks[attacker] += get_pcvar_num(cvar_ammoinfect)
	
	// Human killed zombie, add up the extra frags for kill
	if (!g_zombie[attacker] && get_pcvar_num(cvar_fragskill) > 1)
		UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragskill) - 1, 0, 0)
	
	// Zombie killed human, add up the extra frags for kill
	if (g_zombie[attacker] && get_pcvar_num(cvar_fragsinfect) > 1)
		UpdateFrags(attacker, victim, get_pcvar_num(cvar_fragsinfect) - 1, 0, 0)
}
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