BANNED
Join Date: Jul 2008
Location: Argentina
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09-13-2009
, 02:02
[ZP] Tutorial para agregar un modo!
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#1
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Como crear un mod [ZP] By Raddish v1.1
Primero agarramos un ZP Virgen
zp_plugin_42.zip (285.0 KB, 244 views) ( VIRGEN )
osea, virgen es que nunca lo tocaron, un ejemplo ideal seria Pw.- (Alexis) o Fraancooo, los 2 son virgen. bueno comensemos,
Primero, enseñare a hacer el modo wesker, que me ayudo a hacerlo FranckitowOw, El lo hiso en mi pc por teamviewer y yo con lo que me acuerdo hago el tutorial, ya hice varios modos. y ninguno con errores hasta ahora :E
1.vamos a
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// Player Models (randomly chosen if more than one)
y abajo de
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new const model_admin_zombie[][] = { "zombie_source" } // Admin (zombie)
ponemos
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new const model_wesker[][] = { "leet" } // wesker
quedaria
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new const model_admin_zombie[][] = { "zombie_source" } // Admin (zombie) new const model_wesker[][] = { "leet" } // wesker
2.Ahora vamos a
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// Sounds (randomly chosen if more than one)
y abajo de
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new const sound_swarm[][] = { "ambience/the_horror2.wav" }
ponemos
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new const sound_wesker[][] = { "zombie_plague/survivor1.wav" }
Querdaria
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new const sound_swarm[][] = { "ambience/the_horror2.wav" } new const sound_wesker[][] = { "zombie_plague/survivor1.wav" }
3. Ahora vamos a
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// Dynamic Stuff Limiters (increase if needed)
abajo de
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const MAX_MODELS_ADM_ZOMBIE = 10
ponemos
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const MAX_MODELS_WESKER = 5
quedaria
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const MAX_MODELS_ADM_ZOMBIE = 10 const MAX_MODELS_WESKER = 5
4. Ahora vamos a Donde dice Le agregamos una coma quedaria asi
ahora, abajo de el ponemos Quedaria
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MODE_PLAGUE, MODE_WESKER
5.Ahora buscamos y abajo de
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new g_survivor[33] // is survivor
ponemos
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new g_wesker[33] // is wesker
Quedaria
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new g_survivor[33] // is surivor new g_wesker[33] // is wesker
6.Ahora vamos a buscamos
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new g_survround // survivor round
y abajo de el ponemos
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new g_weskerround // wesker round
quedaria
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new g_survround // survivor round new g_weskerround // wesker round
7.Ahora vamos a
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// Precached model indexes
Buscamos
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new g_modelindex_survivor[MAX_MODELS_SURVIVOR]
y abajo de el ponemos
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new g_modelindex_wesker[MAX_MODELS_WESKER]
Quedaria
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new g_modelindex_survivor[MAX_MODELS_SURVIVOR] new g_modelindex_wesker[MAX_MODELS_WESKER]
8.Ahora vamos a
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// CVAR pointers
Ojo, esto es lo mas complicado siempre puede tirar uno que otro error aca.
vamos a la ultima parte de las cvars
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cvar_nvgcolor[3], cvar_nemnvgcolor[3], cvar_humnvgcolor[3], cvar_flashcolor[3]
Vallan ala primera cvar de esa linea y borren asta que quede en la linea de arriba asi.
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cvar_hudicons, cvar_flashshowall, cvar_nvgcolor[3], cvar_nemnvgcolor[3], cvar_humnvgcolor[3], cvar_flashcolor[3]
Y le agregamos una coma al final y abrimos una linea para abajo y ponemos
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cvar_wesker, cvar_weskerchance, cvar_weskerminplayers, cvar_weskergravity, cvar_weskerhp, cvar_weskerspd
Les quedaria
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cvar_hudicons, cvar_flashshowall, cvar_nvgcolor[3], cvar_nemnvgcolor[3], cvar_humnvgcolor[3], cvar_flashcolor[3], cvar_wesker, cvar_weskerchance, cvar_weskerminplayers, cvar_weskergravity, cvar_weskerhp, cvar_weskerspd
9 Parte 1/2.Vamos a
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// Player specific natives
y abajo de
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register_native("zp_get_user_survivor", "native_get_user_survivor", 1)
ponemos
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register_native("zp_get_user_wesker", "native_get_user_wesker", 1)
Quedaria
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register_native("zp_get_user_survivor", "native_get_user_survivor", 1) register_native("zp_get_user_wesker", "native_get_user_wesker", 1)
9 Parte 2/2. Buscamos mas abajo
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// Round natives
y abajo de
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register_native("zp_is_survivor_round", "native_is_survivor_round", 1)
ponemos
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register_native("zp_is_wesker_round", "native_is_wesker_round", 1)
Quedaria
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register_native("zp_is_survivor_round", "native_is_survivor_round", 1) register_native("zp_is_wesker_round", "native_is_wesker_round", 1)
10.Ahora vamos a
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// Custom player models
abajo de
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for (i = 0; i < sizeof model_survivor; i++) { formatex(playermodel, sizeof playermodel - 1, "models/player/%s/%s.mdl", model_survivor[i], model_survivor[i]) g_modelindex_survivor[i] = engfunc(EngFunc_PrecacheModel, playermodel) }
Ponemos
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for (i = 0; i < sizeof model_wesker; i++) { formatex(playermodel, sizeof playermodel - 1, "models/player/%s/%s.mdl", model_wesker[i], model_wesker[i]) g_modelindex_wesker[i] = engfunc(EngFunc_PrecacheModel, playermodel) }
Quedaria
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for (i = 0; i < sizeof model_survivor; i++) { formatex(playermodel, sizeof playermodel - 1, "models/player/%s/%s.mdl", model_survivor[i], model_survivor[i]) g_modelindex_survivor[i] = engfunc(EngFunc_PrecacheModel, playermodel) } for (i = 0; i < sizeof model_wesker; i++) { formatex(playermodel, sizeof playermodel - 1, "models/player/%s/%s.mdl", model_wesker[i], model_wesker[i]) g_modelindex_wesker[i] = engfunc(EngFunc_PrecacheModel, playermodel) }
11.Ahora vamos a
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// Custom sounds
Abajo de
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for (i = 0; i < sizeof sound_multi; i++) engfunc(EngFunc_PrecacheSound, sound_multi[i])
Ponemos
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for (i = 0; i < sizeof sound_wesker; i++) engfunc(EngFunc_PrecacheSound, sound_wesker[i])
Quedaria
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for (i = 0; i < sizeof sound_multi; i++) engfunc(EngFunc_PrecacheSound, sound_multi[i]) for (i = 0; i < sizeof sound_wesker; i++) engfunc(EngFunc_PrecacheSound, sound_wesker[i])
12. Ahora vamos a
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// Admin commands
abajo de
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register_concmd("zp_survivor", "cmd_survivor", ACCESS_FLAG, "<target> - Turn someone into a Survivor")
ponemos
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register_concmd("zp_wesker", "cmd_wesker", ACCESS_FLAG, "<target> - Turn someone into a Wesker")
13. ahora vamos a
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// CVARS - Survivor
Y abajo de
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// CVARS - Survivor cvar_surv = register_cvar("zp_surv_enabled", "1") cvar_survchance = register_cvar("zp_surv_chance", "20") cvar_survminplayers = register_cvar("zp_surv_min_players", "0") cvar_survhp = register_cvar("zp_surv_health", "0") cvar_survbasehp = register_cvar("zp_surv_base_health", "0") cvar_survspd = register_cvar("zp_surv_speed", "230") cvar_survgravity = register_cvar("zp_surv_gravity", "1.25") cvar_survglow = register_cvar("zp_surv_glow", "1") cvar_survaura = register_cvar("zp_surv_aura", "1") cvar_survpainfree = register_cvar("zp_surv_painfree", "1") cvar_survignorefrags = register_cvar("zp_surv_ignore_frags", "1") cvar_survignoreammo = register_cvar("zp_surv_ignore_rewards", "1") cvar_survweapon = register_cvar("zp_surv_weapon", "weapon_m249")
Ponemos
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// CVARS - Wesker cvar_wesker = register_cvar("zp_wesker_enabled", "1") cvar_weskerchance = register_cvar("zp_wesker_chance", "20") cvar_weskerminplayers = register_cvar("zp_wesker_min_players", "0") cvar_weskerhp = register_cvar("zp_wesker_health", "5000") cvar_weskerspd = register_cvar("zp_wesker_speed", "300") cvar_weskergravity = register_cvar("zp_wesker_gravity", "0.50")
Quedaria
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// CVARS - Survivor cvar_surv = register_cvar("zp_surv_enabled", "1") cvar_survchance = register_cvar("zp_surv_chance", "20") cvar_survminplayers = register_cvar("zp_surv_min_players", "0") cvar_survhp = register_cvar("zp_surv_health", "0") cvar_survbasehp = register_cvar("zp_surv_base_health", "0") cvar_survspd = register_cvar("zp_surv_speed", "230") cvar_survgravity = register_cvar("zp_surv_gravity", "1.25") cvar_survglow = register_cvar("zp_surv_glow", "1") cvar_survaura = register_cvar("zp_surv_aura", "1") cvar_survpainfree = register_cvar("zp_surv_painfree", "1") cvar_survignorefrags = register_cvar("zp_surv_ignore_frags", "1") cvar_survignoreammo = register_cvar("zp_surv_ignore_rewards", "1") cvar_survweapon = register_cvar("zp_surv_weapon", "weapon_m249")
// CVARS - Wesker cvar_wesker = register_cvar("zp_wesker_enabled", "1") cvar_weskerchance = register_cvar("zp_wesker_chance", "20") cvar_weskerminplayers = register_cvar("zp_wesker_min_players", "0") cvar_weskerhp = register_cvar("zp_wesker_health", "5000") cvar_weskerspd = register_cvar("zp_wesker_speed", "300") cvar_weskergravity = register_cvar("zp_wesker_gravity", "0.50")
14.Ahora vamos a
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// New round starting
y abajo de
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g_survround = false
ponemos
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g_weskerround = false
quedaria
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g_survround = false g_weskerround = false
15.Vamos a
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// Set Player MaxSpeed
Y remplazamos todo lo de ahi abajo hasta
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// Should Leap?
Quedaria
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// Set Player MaxSpeed if (g_frozen[id]) { set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion set_pev(id, pev_maxspeed, 1.0) // prevent from moving } else if (!g_freezetime) { if (g_zombie[id]) { if (g_nemesis[id]) set_pev(id, pev_maxspeed, get_pcvar_float(cvar_nemspd)) else set_pev(id, pev_maxspeed, float(g_zclass_spd[g_zombieclass[id]])) } else { if (g_wesker[id]) set_pev(id, pev_maxspeed, get_pcvar_float(cvar_weskerspd)) else if (g_survivor[id]) set_pev(id, pev_maxspeed, get_pcvar_float(cvar_survspd)) else set_pev(id, pev_maxspeed, get_pcvar_float(cvar_humanspd)) } } // Should Leap?
16.Ya estamos por terminar, Vamos ahora a
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// zp_survivor [target]
y abajo de
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// zp_survivor [target] public cmd_survivor(id, level, cid) { // Check for access flag if (!cmd_access(id, level, cid, 2)) return PLUGIN_HANDLED; // Retrieve arguments static arg[32], player read_argv(1, arg, sizeof arg - 1) player = cmd_target(id, arg, CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF) // Invalid target if (!player) return PLUGIN_HANDLED; // Target not allowed to be survivor if (!allowed_survivor(player)) { client_print(id, print_console, "[ZP] %L", id, "CMD_NOT") return PLUGIN_HANDLED; } command_survivor(id, player) return PLUGIN_HANDLED; }
Ponemos
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// zp_wesker [target] public cmd_wesker(id, level, cid) { // Check for access flag if (!cmd_access(id, level, cid, 2)) return PLUGIN_HANDLED; // Retrieve arguments static arg[32], player read_argv(1, arg, sizeof arg - 1) player = cmd_target(id, arg, CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF) // Invalid target if (!player) return PLUGIN_HANDLED; // Target not allowed to be survivor if (!allowed_wesker(player)) { client_print(id, print_console, "[ZP] %L", id, "CMD_NOT") return PLUGIN_HANDLED; } command_wesker(id, player) return PLUGIN_HANDLED; }
Quedaria
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// zp_survivor [target] public cmd_survivor(id, level, cid) { // Check for access flag if (!cmd_access(id, level, cid, 2)) return PLUGIN_HANDLED; // Retrieve arguments static arg[32], player read_argv(1, arg, sizeof arg - 1) player = cmd_target(id, arg, CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF) // Invalid target if (!player) return PLUGIN_HANDLED; // Target not allowed to be survivor if (!allowed_survivor(player)) { client_print(id, print_console, "[ZP] %L", id, "CMD_NOT") return PLUGIN_HANDLED; } command_survivor(id, player) return PLUGIN_HANDLED; }
// zp_wesker [target] public cmd_wesker(id, level, cid) { // Check for access flag if (!cmd_access(id, level, cid, 2)) return PLUGIN_HANDLED; // Retrieve arguments static arg[32], player read_argv(1, arg, sizeof arg - 1) player = cmd_target(id, arg, CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF) // Invalid target if (!player) return PLUGIN_HANDLED; // Target not allowed to be survivor if (!allowed_wesker(player)) { client_print(id, print_console, "[ZP] %L", id, "CMD_NOT") return PLUGIN_HANDLED; } command_wesker(id, player) return PLUGIN_HANDLED; }
17.Vamos a
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// Round starting
Y abajo de
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g_nemround = false
Ponemos
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g_weskerround = false
quedaria
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g_nemround = false g_weskerround = false
18. Ahora vamos a
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// Round start forward
Y abajo de
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// Round start forward ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SURVIVOR, forward_id); }
Ponemos
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else if ((mode == MODE_NONE && (!preventconsecutive || g_lastmode != MODE_WESKER) && random_num(1, get_pcvar_num(cvar_weskerchance)) == get_pcvar_num(cvar_wesker) && iPlayersnum >= get_pcvar_num(cvar_weskerminplayers)) || mode == MODE_WESKER) { // wesker Mode g_survround = false g_weskerround = true g_lastmode = MODE_WESKER // Choose player randomly? id = fnGetRandomAlive(random_num(1, iPlayersnum)) // Remember id for calling our forward later forward_id = id g_survivor[id] = false g_wesker[id] = true humanme(id, 1) fm_strip_user_weapons(id) fm_give_item(id, "weapon_knife") fm_give_item(id, "weapon_deagle") fm_set_rendering(id, kRenderFxGlowShell, 252, 202, 3, kRenderNormal, 8) static weskerhealth weskerhealth = get_pcvar_num(cvar_weskerhp) fm_set_user_health(id, weskerhealth) set_pev(id, pev_gravity, get_pcvar_float(cvar_weskergravity)) // Turn the rest of players into a zombie for (id = 1; id <= g_maxplayers; id++) { // Not alive if (!is_user_alive(id)) continue; // Survivor or already a zombie if (g_survivor[id] || g_zombie[id]) continue; // Turn into a zombie zombieme(id, 0, 0, 1) } // Play swarm sound PlaySound(sound_wesker[random_num(0, sizeof sound_wesker -1)]); // Get player's name get_user_name(forward_id, name, sizeof name - 1) // Show wesker HUD notice set_hudmessage(185, 135, 15, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1) ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_WESKER", name) // Round start forward ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_WESKER, forward_id); }
Quedaria
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// Round start forward ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SURVIVOR, forward_id); } else if ((mode == MODE_NONE && (!preventconsecutive || g_lastmode != MODE_WESKER) && random_num(1, get_pcvar_num(cvar_weskerchance)) == get_pcvar_num(cvar_wesker) && iPlayersnum >= get_pcvar_num(cvar_weskerminplayers)) || mode == MODE_WESKER) { // wesker Mode g_survround = false g_weskerround = true g_lastmode = MODE_WESKER // Choose player randomly? id = fnGetRandomAlive(random_num(1, iPlayersnum)) // Remember id for calling our forward later forward_id = id g_survivor[id] = false g_wesker[id] = true humanme(id, 1) fm_strip_user_weapons(id) fm_give_item(id, "weapon_knife") fm_give_item(id, "weapon_deagle") fm_set_rendering(id, kRenderFxGlowShell, 252, 202, 3, kRenderNormal, 8) static weskerhealth weskerhealth = get_pcvar_num(cvar_weskerhp) fm_set_user_health(id, weskerhealth) set_pev(id, pev_gravity, get_pcvar_float(cvar_weskergravity)) // Turn the rest of players into a zombie for (id = 1; id <= g_maxplayers; id++) { // Not alive if (!is_user_alive(id)) continue; // Survivor or already a zombie if (g_survivor[id] || g_zombie[id]) continue; // Turn into a zombie zombieme(id, 0, 0, 1) } // Play swarm sound PlaySound(sound_wesker[random_num(0, sizeof sound_wesker -1)]); // Get player's name get_user_name(forward_id, name, sizeof name - 1) // Show wesker HUD notice set_hudmessage(185, 135, 15, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1) ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_WESKER", name) // Round start forward ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_WESKER, forward_id); }
19. Falta poquitoo!!!!, Ahora vamos a
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// Reset Player Vars
abajo de
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g_survivor[id] = false
ponemos
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g_wesker[id] = false
Quedaria
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g_survivor[id] = false g_wesker[id] = false
20. Ahora vamos a
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// Format the classname
y remplazamos todo hasta
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// Spectating someone else?
por
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// Format the classname static class[32], red, green, blue if (g_zombie[id]) // zombies { red = 200 green = 250 blue = 0 if (g_nemesis[id]) formatex(class, sizeof class - 1, "%L", ID_SHOWHUD,"CLASS_NEMESIS") else copy(class, sizeof class - 1, g_zclass_name[g_zombieclass[id]]) } else // humans { red = 0 green = 0 blue = 255 if (g_wesker[id]) formatex(class, sizeof class - 1, "%L", ID_SHOWHUD,"CLASS_WESKER") else if (g_survivor[id]) formatex(class, sizeof class - 1, "%L", ID_SHOWHUD,"CLASS_SURVIVOR") else formatex(class, sizeof class - 1, "%L", ID_SHOWHUD,"CLASS_HUMAN") } // Spectating someone else?
21.Dos cosas mas y terminamos ;), Ahora vamos a
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// Checks if a player is allowed to be survivor
y abajo de
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// Checks if a player is allowed to be survivor allowed_survivor(id) { if (g_endround || !g_newround || !is_user_alive(id) || !get_pcvar_num(cvar_surv) || task_exists(TASK_WELCOMEMSG) || fnGetAlive() < get_pcvar_num(cvar_survminplayers)) return false; return true; }
ponemos
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// Checks if a player is allowed to be wesker allowed_wesker(id) { if (g_endround || !g_newround || !is_user_alive(id) || !get_pcvar_num(cvar_wesker) || task_exists(TASK_WELCOMEMSG) || fnGetAlive() < get_pcvar_num(cvar_weskerminplayers)) return false; return true; }
Quedaria
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// Checks if a player is allowed to be survivor allowed_survivor(id) { if (g_endround || !g_newround || !is_user_alive(id) || !get_pcvar_num(cvar_surv) || task_exists(TASK_WELCOMEMSG) || fnGetAlive() < get_pcvar_num(cvar_survminplayers)) return false; return true; }
// Checks if a player is allowed to be wesker allowed_wesker(id) { if (g_endround || !g_newround || !is_user_alive(id) || !get_pcvar_num(cvar_wesker) || task_exists(TASK_WELCOMEMSG) || fnGetAlive() < get_pcvar_num(cvar_weskerminplayers)) return false; return true; }
22.Ahora vamos a
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// Admin Command. zp_survivor
y abajo de
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// Admin Command. zp_survivor command_survivor(id, player) { static name1[32], name2[32] get_user_name(id, name1, sizeof name1 - 1) get_user_name(player, name2, sizeof name2 - 1) // Show activity? switch (get_pcvar_num(cvar_showactivity)) { case 1: client_print(0, print_chat, "ADMIN - %s %L", name2, LANG_PLAYER, "CMD_SURVIVAL") case 2: client_print(0, print_chat, "ADMIN %s - %s %L", name1, name2, LANG_PLAYER, "CMD_SURVIVAL") } // Log to Zombie Plague log file? if (get_pcvar_num(cvar_logcommands)) { static logdata[100], authid[32], ip[16] get_user_authid(id, authid, sizeof authid - 1) get_user_ip(id, ip, sizeof ip - 1, 1) formatex(logdata, sizeof logdata - 1, "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", name1, authid, ip, name2, LANG_SERVER,"CMD_SURVIVAL", fnGetPlaying(), g_maxplayers) log_to_file("zombieplague.log", logdata) } // Turn into a Survivor remove_task(TASK_MAKEZOMBIE) make_a_zombie(MODE_SURVIVOR, player) }
ponemos
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// Admin Command. zp_wesker command_wesker(id, player) { static name1[32], name2[32] get_user_name(id, name1, sizeof name1 - 1) get_user_name(player, name2, sizeof name2 - 1) // Show activity? switch (get_pcvar_num(cvar_showactivity)) { case 1: client_print(0, print_chat, "ADMIN - %s %L", name2, LANG_PLAYER, "CMD_WESKER") case 2: client_print(0, print_chat, "ADMIN %s - %s %L", name1, name2, LANG_PLAYER, "CMD_WESKER") } // Log to Zombie Plague log file? if (get_pcvar_num(cvar_logcommands)) { static logdata[100], authid[32], ip[16] get_user_authid(id, authid, sizeof authid - 1) get_user_ip(id, ip, sizeof ip - 1, 1) formatex(logdata, sizeof logdata - 1, "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", name1, authid, ip, name2, LANG_SERVER,"CMD_WESKER", fnGetPlaying(), g_maxplayers) log_to_file("zombieplague.log", logdata) } // Turn into a Survivor remove_task(TASK_MAKEZOMBIE) make_a_zombie(MODE_WESKER, player) }
Quedaria
PHP Code:
// Admin Command. zp_survivor command_survivor(id, player) { static name1[32], name2[32] get_user_name(id, name1, sizeof name1 - 1) get_user_name(player, name2, sizeof name2 - 1) // Show activity? switch (get_pcvar_num(cvar_showactivity)) { case 1: client_print(0, print_chat, "ADMIN - %s %L", name2, LANG_PLAYER, "CMD_SURVIVAL") case 2: client_print(0, print_chat, "ADMIN %s - %s %L", name1, name2, LANG_PLAYER, "CMD_SURVIVAL") } // Log to Zombie Plague log file? if (get_pcvar_num(cvar_logcommands)) { static logdata[100], authid[32], ip[16] get_user_authid(id, authid, sizeof authid - 1) get_user_ip(id, ip, sizeof ip - 1, 1) formatex(logdata, sizeof logdata - 1, "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", name1, authid, ip, name2, LANG_SERVER,"CMD_SURVIVAL", fnGetPlaying(), g_maxplayers) log_to_file("zombieplague.log", logdata) } // Turn into a Survivor remove_task(TASK_MAKEZOMBIE) make_a_zombie(MODE_SURVIVOR, player) }
// Admin Command. zp_wesker command_wesker(id, player) { static name1[32], name2[32] get_user_name(id, name1, sizeof name1 - 1) get_user_name(player, name2, sizeof name2 - 1) // Show activity? switch (get_pcvar_num(cvar_showactivity)) { case 1: client_print(0, print_chat, "ADMIN - %s %L", name2, LANG_PLAYER, "CMD_WESKER") case 2: client_print(0, print_chat, "ADMIN %s - %s %L", name1, name2, LANG_PLAYER, "CMD_WESKER") } // Log to Zombie Plague log file? if (get_pcvar_num(cvar_logcommands)) { static logdata[100], authid[32], ip[16] get_user_authid(id, authid, sizeof authid - 1) get_user_ip(id, ip, sizeof ip - 1, 1) formatex(logdata, sizeof logdata - 1, "ADMIN %s <%s><%s> - %s %L (Players: %d/%d)", name1, authid, ip, name2, LANG_SERVER,"CMD_WESKER", fnGetPlaying(), g_maxplayers) log_to_file("zombieplague.log", logdata) } // Turn into a Survivor remove_task(TASK_MAKEZOMBIE) make_a_zombie(MODE_WESKER, player) }
23. Ante ultima cosa vamos a
PHP Code:
// Native: zp_get_user_survivor
Y abajo de
PHP Code:
// Native: zp_get_user_survivor public native_get_user_survivor(id) { return g_survivor[id]; }
Ponemos
PHP Code:
// Native: zp_get_user_wesker public native_get_user_wesker(id) { return g_wesker[id]; }
Quedaria
PHP Code:
// Native: zp_get_user_survivor public native_get_user_survivor(id) { return g_survivor[id]; }
// Native: zp_get_user_wesker public native_get_user_wesker(id) { return g_wesker[id]; }
24. ULTIMA Vamos a
PHP Code:
// Native: zp_is_survivor_round
y abajo de
PHP Code:
// Native: zp_is_survivor_round public native_is_survivor_round() { return g_survround; }
ponemos
PHP Code:
// Native: zp_is_wesker_round public native_is_wesker_round() { return g_weskerround; }
Quedaria
PHP Code:
// Native: zp_is_survivor_round public native_is_survivor_round() { return g_survround; }
// Native: zp_is_wesker_round public native_is_wesker_round() { return g_weskerround; }
Fin, Tenemos nuestro MODO!! ;D
Si no pudieron o tienen algun error, aca se los dejo echo.
Last edited by Raddish; 10-13-2009 at 14:11.
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