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please help fix somthing


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XMaDNeSS
Member
Join Date: Oct 2016
Location: Palestine, Nablus.
Old 12-07-2016 , 15:03   please help fix somthing
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Hello everyone. i was want to make a new gamemod...but i have problem is making server down when get this gamemod how can fix this

PHP Code:
/*================================================================================
    
    ----------------------------------
    -*- [ZP] Game Mode: NightWar -*-
    ----------------------------------
    
    This plugin is part of Zombie Plague Mod and is distributed under the
    terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
    
================================================================================*/

#include <amxmodx>
#include <fun>
#include <amx_settings_api>
#include <cs_teams_api>
#include <zp50_gamemodes>
#include <zp50_class_sniper>
#include <zp50_class_assassin>
#include <zp50_class_nemesis>
#include <zp50_class_survivor>
#include <zp50_deathmatch>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default sounds
new const sound_nightwar[][] = { "zombie_plague/zoz_nightwar.mp3" }

#define SOUND_MAX_LENGTH 64

new Array:g_sound_nightwar

// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 0
#define HUD_EVENT_G 50
#define HUD_EVENT_B 200

new g_MaxPlayers
new g_HudSync

new cvar_nightwar_chancecvar_nightwar_min_players
new cvar_nightwar_ratio
new cvar_nightwar_nem_hp_multicvar_nightwar_surv_hp_multicvar_nightwar_ass_hp_multicvar_nightwar_sniper_hp_multi
new cvar_nightwar_show_hudcvar_nightwar_sounds
new cvar_nightwar_allow_respawn

public plugin_precache()
{
    
// Register game mode at precache (plugin gets paused after this)
    
register_plugin("[ZoZ] Game Mode: NightWar"ZP_VERSION_STRING"madness")
    
zp_gamemodes_register("NightWar Mode")
    
    
// Create the HUD Sync Objects
    
g_HudSync CreateHudSyncObj()
    
    
g_MaxPlayers get_maxplayers()
    
    
cvar_nightwar_chance register_cvar("zp_nightwar_chance""20")
    
cvar_nightwar_min_players register_cvar("zp_nightwar_min_players""0")
    
cvar_nightwar_ratio register_cvar("zp_nightwar_ratio""0.5")
    
cvar_nightwar_ass_hp_multi register_cvar("cvar_nightwar_ass_hp_multi""0.25")
    
cvar_nightwar_sniper_hp_multi register_cvar("cvar_nightwar_sniper_hp_multi""0.25")
    
cvar_nightwar_nem_hp_multi register_cvar("zp_nightwar_nem_hp_multi""0.25")
    
cvar_nightwar_surv_hp_multi register_cvar("zp_nightwar_surv_hp_multi""0.25")
    
cvar_nightwar_show_hud register_cvar("zp_nightwar_show_hud""1")
    
cvar_nightwar_sounds register_cvar("zp_nightwar_sounds""1")
    
cvar_nightwar_allow_respawn register_cvar("zp_nightwar_allow_respawn""0")
    
    
// Initialize arrays
    
g_sound_nightwar ArrayCreate(SOUND_MAX_LENGTH1)
    
    
// Load from external file
    
amx_load_setting_string_arr(ZP_SETTINGS_FILE"Sounds""ROUND     NIGHTWAR"g_sound_nightwar)
    
    
// If we couldn't load custom sounds from file, use and save default ones
    
new index
    
if (ArraySize(g_sound_nightwar) == 0)
    {
        for (
index 0index sizeof sound_nightwarindex++)
            
ArrayPushString(g_sound_nightwarsound_nightwar[index])
        
        
// Save to external file
        
amx_save_setting_string_arr(ZP_SETTINGS_FILE"Sounds""ROUND NIGHTWAR"g_sound_nightwar)
    }
    
    
// Precache sounds
    
new sound[SOUND_MAX_LENGTH]
    for (
index 0index ArraySize(g_sound_nightwar); index++)
    {
        
ArrayGetString(g_sound_nightwarindexsoundcharsmax(sound))
        if (
equal(sound[strlen(sound)-4], ".mp3"))
        {
            
format(soundcharsmax(sound), "sound/%s"sound)
            
precache_generic(sound)
        }
        else
            
precache_sound(sound)
    }
}

// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
    
// Respawning allowed?
    
if (!get_pcvar_num(cvar_nightwar_allow_respawn))
        return 
PLUGIN_HANDLED;
    
    return 
PLUGIN_CONTINUE;
}

public 
zp_fw_gamemodes_choose_pre(game_mode_idskipchecks)
{
    if (!
skipchecks)
    {
        
// Random chance
        
if (random_num(1get_pcvar_num(cvar_nightwar_chance)) != 1)
            return 
PLUGIN_HANDLED;
        
        
// Min players
        
if (GetAliveCount() < get_pcvar_num(cvar_nightwar_min_players))
            return 
PLUGIN_HANDLED;
    }
    
    
// Game mode allowed
    
return PLUGIN_CONTINUE;
}

public 
zp_fw_gamemodes_start()
{
    
// Calculate player counts
    
new idalive_count GetAliveCount()
    new 
sniper_count floatround(alive_count get_pcvar_float(cvar_nightwar_ratio), floatround_ceil)
    new 
assassin_count alive_count sniper_count
    
new survivor_count alive_count sniper_count
    
new nemesis_count alive_count sniper_count

    
// Turn specified amount of players into Snipers
    
new iSniperiMaxSniper sniper_count
    
while (iSniper iMaxSniper)
    {
        
// Choose random guy
        
id GetRandomAlive(random_num(1alive_count))
        
        
// Already a Sniper?
        
if (zp_class_sniper_get(id))
            continue;
        
        
// If not, turn him into one
        
zp_class_sniper_set(id)
        
iSniper++
        
        
// Apply Sniper health multiplier
        
set_user_health(idfloatround(get_user_health(id) * get_pcvar_float(cvar_nightwar_sniper_hp_multi)))
    }
    
    
// Turn specified amount of players into Assassin
    
new iAssassiniMaxAssassin assassin_count
    
while (iAssassiniMaxAssassin)
    {
        
// Choose random guy
        
id GetRandomAlive(random_num(1alive_count))
        
        
// Already a Assassin?
        
if (zp_class_assassin_get(id))
            continue;
        
        
// If not, turn him into one
        
zp_class_assassin_set(id)
        
iAssassin++
        
        
// Apply Sniper health multiplier
        
set_user_health(idfloatround(get_user_health(id) * get_pcvar_float(cvar_nightwar_ass_hp_multi)))
    }
    
    
// Turn specified amount of players into Survivors
    
new iSurvivorsiMaxSurvivors survivor_count
    
while (iSurvivors iMaxSurvivors)
    {
        
// Choose random guy
        
id GetRandomAlive(random_num(1alive_count))
        
        
// Already a survivor?
        
if (zp_class_survivor_get(id))
            continue;
        
        
// If not, turn him into one
        
zp_class_survivor_set(id)
        
iSurvivors++
        
        
// Apply survivor health multiplier
        
set_user_health(idfloatround(get_user_health(id) * get_pcvar_float(cvar_nightwar_surv_hp_multi)))
    }
    
    
// Turn specified amount of players into Nemesis
    
new iNemesisiMaxNemesis nemesis_count
    
while (iNemesis iMaxNemesis)
    {
        
// Choose random guy
        
id GetRandomAlive(random_num(1alive_count))
        
        
// Already a survivor or nemesis?
        
if (zp_class_survivor_get(id) || zp_class_nemesis_get(id))
            continue;
        
        
// If not, turn him into one
        
zp_class_nemesis_set(id)
        
iNemesis++
        
        
// Apply nemesis health multiplier
        
set_user_health(idfloatround(get_user_health(id) * get_pcvar_float(cvar_nightwar_nem_hp_multi)))
    }
    
    
// Play NightWar sound
    
if (get_pcvar_num(cvar_nightwar_sounds))
    {
        new 
sound[SOUND_MAX_LENGTH]
        
ArrayGetString(g_sound_nightwarrandom_num(0ArraySize(g_sound_nightwar) - 1), soundcharsmax(sound))
        
PlaySoundToClients(sound)
    }
    
    if (
get_pcvar_num(cvar_nightwar_show_hud))
    {
        
// Show NIGHTWAR HUD notice
        
set_hudmessage(HUD_EVENT_RHUD_EVENT_GHUD_EVENT_BHUD_EVENT_XHUD_EVENT_Y10.05.01.01.0, -1)
        
ShowSyncHudMsg(0g_HudSync"NightWar mod"LANG_PLAYER )
    }
}

// Plays a sound on clients
PlaySoundToClients(const sound[])
{
    if (
equal(sound[strlen(sound)-4], ".mp3"))
        
client_cmd(0"mp3 play ^"sound/%s^""sound)
    else
        
client_cmd(0"spk ^"%s^""sound)
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
    new 
iAliveid
    
    
for (id 1id <= g_MaxPlayersid++)
    {
        if (
is_user_alive(id))
            
iAlive++
    }
    
    return 
iAlive;
}

// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
    new 
iAliveid
    
    
for (id 1id <= g_MaxPlayersid++)
    {
        if (
is_user_alive(id))
            
iAlive++
        
        if (
iAlive == target_index)
            return 
id;
    }
    
    return -
1;

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