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[ZP 5.0] List of working plugins from zp 4.3


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Y060N
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Join Date: Dec 2011
Location: www.equilibriumcs.com
Old 01-03-2012 , 11:43   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #41

I tested:
[ZP] Addon: Critical Hit

A couple weeks back on 5.0.7 and it worked just fine. It was kind of annoying though as there is a sound and sprite that pops up.
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H.RED.ZONE
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Join Date: Sep 2011
Location: Serbia, Belgrade
Old 01-03-2012 , 11:53   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #42

Quote:
Originally Posted by Y060N View Post
I tested:
[ZP] Addon: Critical Hit

A couple weeks back on 5.0.7 and it worked just fine. It was kind of annoying though as there is a sound and sprite that pops up.
Added and thanks (:
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Y060N
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Join Date: Dec 2011
Location: www.equilibriumcs.com
Old 01-03-2012 , 17:07   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #43

[ZP] Extra item: Bazooka + New Modes
http://forums.alliedmods.net/showthread.php?t=142539

I use this on my server and it works just fine, all the modes work fine.


[ZP] Extra item: KillBomb

PHP Code:
/***************************************************************************\
          ===========================================
           * || [ZP] Kill Bomb For Zombies v1.2 || *
          ===========================================

    -------------------
     *||DESCRIPTION||*
    -------------------

    This plugins adds another extra item to Zombie Plague, A Kill Bomb.
    This item is for zombies and where the grenade is thrown the human 
    who is in range is killed.

    -------------
     *||CVARS||*
    -------------

    - zp_zkill_bomb_extra_hp 100 
        - How much extra HP is awarded to the zombie who kills the
          humans through this grenade.

    - zp_zkill_bomb_extra_frags 1
        - No of Frags awarded to zombies who kill humans through this 
          grenade.
    
    - zp_zkill_bomb_ammo_packs 1
        - No of Ammo packs awarded to zombies who kill humans through this
          grenade

    - zp_zkill_bomb_nem 1
        - Whether a Nemesis should be given the nade
        
    - zp_zkill_bomb_assassin 1
        - Whether an Assassin should be given the nade

    ---------------
     *||DEFINES||*
    ---------------

    - #define EDITTED_VERSION
        - Of u use the editted version of ZP with Sniper And Assassin
          mode than uncomment this.
         [U need the zombieplaguenew1.3 include for the editted version]

    ---------------
     *||CREDITS||*
    ---------------

    - MeRcyLeZZ ----> For some of the code parts
    - NiHiLaNTh ----> For the concussion grenade plugin which was handy
    - Sn!ff3r ------> For the kill bomb plugin 
    - meTaLiCroSS --> For the colour printing function
              For Fixing a major bug

    ------------------
     *||CHANGE LOG||*
    ------------------
    
    v1.0 ====> Initial Release
    v1.1 ====> Added a cvar for whether a nemesis and assassin can 
           have the nade.
           Fixed the bug regarding HE grenades
    v1.1 ====> Added a define for EDITTED VERSIONS of ZP
           Fixed a bug regarding the model 

\***************************************************************************/

// Needed for detecting servers with this plugin
#define FCVAR_FLAGS (FCVAR_SERVER | FCVAR_SPONLY | FCVAR_UNLOGGED)

new const NADE_TYPE_ZKILLBOMB 7979

/************************************************************\
|                  Customizations Section                    |
|         You can edit here according to your liking         |
\************************************************************/

// This is for those who use the editted version of ZP
// If you use that version then uncomment this line
// By removing the two slashed ( // )
//#define EDITTED_VERSION

// Radius of the explosion of the bomb
// No need to change this [Default=240.0]
new const Float:RADIUS 240.0

// The trail sprite of the bomb after it is thrown
new const sprite_grenade_trail[] = "sprites/laserbeam.spr"

// The explosion ring sprite
new const sprite_grenade_ring[] = "sprites/shockwave.spr"

// Cost of this grenade in ammo packs
new const item_cost 70

// Name of this grenade in extra items
new const item_name[] = "Kill Bomb"

// Description of this grenade in extra items
new const item_description[] = "Kills humans"

// The sound emitted when someone buys the grenade
new const recieving_sound[] = "items/9mmclip1.wav"

// The sound emitted when the grenade explodes
new const kill_sound[] = "zombie_plague/grenade_infect.wav"

// Notice given to the player who buys the grenade
new const info_notice[] = { "You have brought a Kill Bomb. Enjoy killing humans !" }

// HUD message given to the player who is Nemesis or Assassin
new const info_notice2[] = { "You have a Kill Bomb. Use it to kill humans !" }

// Model of the grenade
new const model_grenade_infect[] = "models/zombie_plague/v_grenade_infect.mdl"

/************************************************************\
|                  Customizations Ends Here..!!              |
|         You can edit the cvars in the plugin init          |
\************************************************************/

#include <amxmodx>
#include <hamsandwich>
#include <cstrike>
#include <fakemeta_util>
#include <zmvip>
#if defined EDITTED_VERSION
    #include <zombieplaguenew1.3>
#else
    #include <zombieplague>
#endif

// Variables
new item_id
new has_bomb[33]
new 
cvar_fragsinfectcvar_ammoinfectcvar_humanbonushp cvar_nemnade
#if defined EDITTED_VERSION
new cvar_assnade
#endif
new g_SyncMsg
new g_trailSprg_exploSprg_msgScoreInfog_msgDeathMsgg_msgAmmoPickupg_msgSayText 

/************************************************************\
|            [Plugin Initialization And Precache]            |
\************************************************************/

public plugin_init() 
{
    
// Registrations
    
register_plugin("[ZP] Kill Bomb For Zombies""1.0""@bdul!")
    
RegisterHam(Ham_Think"grenade""fw_ThinkGrenade")
    
RegisterHam(Ham_Killed"player""fw_PlayerKilled")
    
register_forward(FM_SetModel"fw_SetModel")    
    
register_message(get_user_msgid("CurWeapon"), "message_cur_weapon")
    
register_message(g_msgAmmoPickup"message_ammopickup")
    
register_event "HLTV""event_round_start""a""1=0""2=0" );
    
    
// Cvars [You can edit these to you're liking]
    
cvar_humanbonushp register_cvar("zp_zkill_bomb_extra_hp","100")    
    
cvar_fragsinfect register_cvar("zp_zkill_bomb_extra_frags","1")
    
cvar_ammoinfect register_cvar("zp_zkill_bomb_ammo_packs","1")
    
cvar_nemnade register_cvar("zp_zkill_bomb_nem","0")
    
#if defined EDITTED_VERSION
    
cvar_assnade register_cvar("zp_zkill_bomb_assassin","1")
    
#endif
    
    // Add the cvar so we can detect it
    
register_cvar "zp_zkill_bomb""1.0"FCVAR_FLAGS )
    
    
// Register it in the extra items
    
item_id zv_register_extra_item(item_nameitem_descriptionitem_costZV_TEAM_ZOMBIE)
    
    
// Messages needed for the plugin
    
g_msgScoreInfo get_user_msgid("ScoreInfo")
    
g_msgDeathMsg get_user_msgid("DeathMsg")
    
g_msgAmmoPickup get_user_msgid("AmmoPickup")
    
g_msgSayText get_user_msgid("SayText")
    
    
g_SyncMsg CreateHudSyncObj()
}

public 
plugin_precache()
{
    
// Sprites precache
    
g_trailSpr engfunc(EngFunc_PrecacheModelsprite_grenade_trail)
    
g_exploSpr engfunc(EngFunc_PrecacheModelsprite_grenade_ring)
    
    
// Model precache
    
engfunc(EngFunc_PrecacheModelmodel_grenade_infect)
    
    
// Sounds precache
    
engfunc(EngFunc_PrecacheSoundrecieving_sound)
    
engfunc(EngFunc_PrecacheSoundkill_sound)
    
}

/************************************************************\
|                     [Main Forwards]                        |
\************************************************************/

// New round started so reset the variable
public event_round_start()
{
    
arrayset(has_bombfalse33)
}

// Client disconnected so reset the variable
public client_disconnect(id)
{
    
has_bomb[id] = 0
}

// Someone was turned into nemesis
public zp_user_infected_post(idinfector)
{
    
// Make sure it is a nemesis and the cvar is also on
    
if (zp_get_user_nemesis(id) && (get_pcvar_num(cvar_nemnade) == 1))
        
give_the_bomb(id// Give him the bomb

    #if defined EDITTED_VERSION
    // Make sure it is an assassin and the cvar is also on
    
else if (zp_get_user_assassin(id) && (get_pcvar_num(cvar_assnade) == 1))
        
give_the_bomb(id// Give him the bomb
    #endif
}

// Someone selected our extra item
public zv_extra_item_selected(iditemid)
{
    
// Make sure that the selected item is our item
    
if(itemid == item_id)
    {    
        
// Give him the bomb
        
give_the_bomb(id)
    }
}

// The player turned back to a human
public zp_user_humanized_post PlayerSurvivor )
{
    
// He doesn't haves the nade anymore
    
if (has_bomb[Player])
        
has_bomb[Player] = 0
}

// Player got killed reset the variable
public fw_PlayerKilled(victimattackershouldgib)
{
    
has_bomb[victim] = 0    
}

public 
fw_ThinkGrenade(entity)
{    
    if(!
pev_valid(entity))
        return 
HAM_IGNORED
        
    
static Float:dmgtime    
    pev
(entitypev_dmgtimedmgtime)
    
    if (
dmgtime get_gametime())
        return 
HAM_IGNORED    
    
    
if(pev(entitypev_flTimeStepSound) == NADE_TYPE_ZKILLBOMB)
    {
        
kill_explode(entity)
        return 
HAM_SUPERCEDE
    
}
    
    return 
HAM_IGNORED


public 
fw_SetModel(entity, const model[])
{
    static 
Float:dmgtime
    pev
(entitypev_dmgtimedmgtime)
    
    if (
dmgtime == 0.0)
        return
    
    if (
equal(model[7], "w_sm"4))
    {    
        
// Check whos is the owner of the nade
        
new owner pev(entitypev_owner)        
        
        
// Make sure only a zombie can own it
        
if(zp_get_user_zombie(owner) && has_bomb[owner]) 
        {    
            
// Set the glow on the model
            
fm_set_rendering(entitykRenderFxGlowShell2551280kRenderNormal16)
            
            
// Set the trail sprite 
            
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
            
write_byte(TE_BEAMFOLLOW// TE id
            
write_short(entity// entity
            
write_short(g_trailSpr// sprite
            
write_byte(10// life
            
write_byte(10// width
            
write_byte(255// r
            
write_byte(128// g
            
write_byte(0// b
            
write_byte(200// brightness
            
message_end()
            
            
set_pev(entitypev_flTimeStepSoundNADE_TYPE_ZKILLBOMB)
        }
    }
    
}

/************************************************************\
|                     [Main funtions]                        |
\************************************************************/

// Grenade has exploded
public kill_explode(ent)
{
    
// Has the round started ?
    
if (!zp_has_round_started()) return
    
    
// Get the Origin
    
static Float:originF[3]
    
pev(entpev_originoriginF)
    
    
// Create the blast
    
create_blast(originF)
    
    
// Emit explosion sound
    
engfunc(EngFunc_EmitSoundentCHAN_ITEMkill_sound1.0ATTN_NORM0PITCH_NORM)
    
    
// Get the attacker
    
static attacker
    attacker 
pev(entpev_owner)
    
has_bomb[attacker] = 0
    
    
// Collisions
    
static victim deathmsg_block
    
    
// Get the current state of DeathMsg
    
deathmsg_block get_msg_block(g_msgDeathMsg)
    
    
// Set it to be blocked [Bug Fix]
    
set_msg_block(g_msgDeathMsgBLOCK_SET)
    
victim = -1
    
    
#if defined EDITTED_VERSION
    
while ((victim engfunc(EngFunc_FindEntityInSpherevictimoriginFRADIUS)) != 0)
    {
        
// If dead, zombie, survivor or sniper then continue the loop
        
if (!is_user_alive(victim) || zp_get_user_zombie(victim) || zp_get_user_survivor(victim)|| zp_get_user_sniper(victim))
            continue;
        
        
// Send the Death message
        
SendDeathMsg(attackervictim)
        
        
// Update the frags
        
UpdateFrags(attackervictimget_pcvar_num(cvar_fragsinfect), 11)
        
        
// Kill the victim
        
user_kill(victim0)
        
        
// Set the attackers ammo packs
        
zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker) + get_pcvar_num(cvar_ammoinfect))
        
        
// Set the attackers health
        
fm_set_user_health(attackerpev(attackerpev_health)+get_pcvar_num(cvar_humanbonushp))
    }
    
#else
    
while ((victim engfunc(EngFunc_FindEntityInSpherevictimoriginFRADIUS)) != 0)
    {
        
// If dead, zombie, survivor then continue the loop
        
if (!is_user_alive(victim) || zp_get_user_zombie(victim) || zp_get_user_survivor(victim))
            continue;
        
        
// Send the Death message
        
SendDeathMsg(attackervictim)
        
        
// Update the frags
        
UpdateFrags(attackervictimget_pcvar_num(cvar_fragsinfect), 11)
        
        
// Kill the victim
        
user_kill(victim0)
        
        
// Set the attackers ammo packs
        
zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker) + get_pcvar_num(cvar_ammoinfect))
        
        
// Set the attackers health
        
fm_set_user_health(attackerpev(attackerpev_health)+get_pcvar_num(cvar_humanbonushp))
    }
    
#endif
    
    // Set the previous blocking state
    
set_msg_block(g_msgDeathMsgdeathmsg_block)
    
    
// Get the rid of the grenade
    
engfunc(EngFunc_RemoveEntityent)
}

// This function creates the rings when the grenade explodes
public create_blast(const Float:originF[3])
{
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+385.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(255// red
    
write_byte(128// green
    
write_byte(0// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+470.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(255// red
    
write_byte(164// green
    
write_byte(0// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+555.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(255// red
    
write_byte(200// green
    
write_byte(0// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
}

// Updates the frags of the attacker
public UpdateFrags(attackervictimfragsdeathsscoreboard)
{
    
// Set the frags
    
set_pev(attackerpev_fragsfloat(pev(attackerpev_frags) + frags))
    
    
// Set the deaths
    
fm_set_user_deaths(victimfm_get_user_deaths(victim) + deaths)
    
    
// Update scoreboard
    
if (scoreboard)
    {    
        
message_begin(MSG_BROADCASTg_msgScoreInfo)
        
write_byte(attacker// id
        
write_short(pev(attackerpev_frags)) // frags
        
write_short(fm_get_user_deaths(attacker)) // deaths
        
write_short(0// class?
        
write_short(fm_get_user_team(attacker)) // team
        
message_end()
        
        
message_begin(MSG_BROADCASTg_msgScoreInfo)
        
write_byte(victim// id
        
write_short(pev(victimpev_frags)) // frags
        
write_short(fm_get_user_deaths(victim)) // deaths
        
write_short(0// class?
        
write_short(fm_get_user_team(victim)) // team
        
message_end()
    }
}

// Send the death message
public SendDeathMsg(attackervictim)
{
    
message_begin(MSG_BROADCASTg_msgDeathMsg)
    
write_byte(attacker// killer
    
write_byte(victim// victim
    
write_byte(0// headshot flag
    
write_string("infection"// killer's weapon
    
message_end()
}

// Replace models
public replace_models(id)
{
    if (!
is_user_alive(id))
        return
    
    if(
get_user_weapon(id) == CSW_SMOKEGRENADE && has_bomb[id])
    {
        
set_pev(idpev_viewmodel2model_grenade_infect)
        
    }
}

public 
message_cur_weapon(msg_idmsg_destmsg_entity)
{
    
replace_models(msg_entity)
}

give_the_bomb(id)
{
    
// Now he haves the bomb!
    
has_bomb[id] = 1
    
    
#if defined EDITTED_VERSION
    // Make sure that the person is not an Assassin or Nemesis
    
if (!zp_get_user_nemesis(id) && !zp_get_user_assassin(id))
        
// Notify him
        
zp_colored_print(id"|g|[ZP]|y| %s"info_notice)
    
#else  // Person is using a normal ZP 4.3
    // Make sure that the person is not a Nemesis
    
if (!zp_get_user_nemesis(id))
        
// Notify him
        
zp_colored_print(id"|g|[ZP]|y| %s"info_notice)
    
#endif
    
    #if defined EDITTED_VERSION
    // If the person is Nemesis or Assassin notify him through HUD message
    
if (zp_get_user_nemesis(id) || zp_get_user_assassin(id))
    {
        
set_hudmessage(2501205, -1.00.2522.010.0)
        
ShowSyncHudMsg(idg_SyncMsg,"%s"info_notice2)
    }
    
#else // Person is using a normal ZP 4.3
    // If the person is Nemesis notify him through HUD message
    
if (zp_get_user_nemesis(id))
    {
        
set_hudmessage(2501205, -1.00.2522.010.0)
        
ShowSyncHudMsg(idg_SyncMsg,"%s"info_notice2)
    }
    
#endif
    
    // Already own one
    
if (user_has_weapon(idCSW_SMOKEGRENADE))
    {
        
// Increase BP ammo on it instead
        
cs_set_user_bpammo(idCSW_SMOKEGRENADEcs_get_user_bpammo(idCSW_SMOKEGRENADE) + 1)
        
        
// Flash the ammo in hud
        
message_begin(MSG_ONE_UNRELIABLEg_msgAmmoPickup_id)
        
write_byte(CSW_SMOKEGRENADE)
        
write_byte(1)
        
message_end()
        
        
// Play Clip Purchase Sound
        
engfunc(EngFunc_EmitSoundidCHAN_ITEMrecieving_sound1.0ATTN_NORM0PITCH_NORM)
    }
    else
        
// Give weapon to the player
        
fm_give_item(id"weapon_smokegrenade")
}

/************************************************************\
|                     [Stock funtions]                       |
\************************************************************/

stock fm_set_user_deaths(idvalue)
{
    
set_pdata_int(id444value5)
}

stock fm_get_user_deaths(id)
{
    return 
get_pdata_int(id4445)
}


stock fm_get_user_team(id)
{
    return 
get_pdata_int(id1145)
}

// Prints chat in colours [ BY meTaLiCroSS ]
stock zp_colored_print(const id, const input[], any:...)
{
    new 
iCount 1iPlayers[32]
    
    static 
szMsg[191]
    
vformat(szMsgcharsmax(szMsg), input3)
    
    
replace_all(szMsg190"|g|""^4"// green txt
    
replace_all(szMsg190"|y|""^1"// orange txt
    
replace_all(szMsg190"|ctr|""^3"// team txt
    
replace_all(szMsg190"|w|""^0"// team txt
    
    
if(idiPlayers[0] = id
    
else get_players(iPlayersiCount"ch")
        
    for (new 
0iCounti++)
    {
        if (
is_user_connected(iPlayers[i]))
        {
            
message_begin(MSG_ONE_UNRELIABLEg_msgSayText_iPlayers[i])
            
write_byte(iPlayers[i])
            
write_string(szMsg)
            
message_end()
        }
    }

That's the VIP plugin I don't have time atm to edit it but this works fine on my server also.
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Y060N
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Old 01-03-2012 , 19:59   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #44

Here's an extra item for displaying the zombies health, instead of doing it automatically. It's a pretty useful item to have since you know if you need to run or not.

I haven't tested on my server yet but it compiles fine.

PHP Code:
/*================================================================================
    
    -------------------------------------------------
    -*- [ZP] Extra Item: Display Health 1.0 -*-
    -------------------------------------------------
    
    ~~~~~~~~~~~~~~~
    - Description -
    ~~~~~~~~~~~~~~~
    
    This item gives humans the ability to see
        zombies health as they are being shot.
    
================================================================================*/

#include <amxmodx>
#include <zombieplague>
#include <hamsandwich>
#include <fakemeta>

#define PLUGIN "[ZP] Extra Item: Display Health"
#define VERSION "1.0.0"
#define AUTHOR "lambda" //Special thanks to PomanoB

/*================================================================================
 [Plugin Customization]
=================================================================================*/

new const g_item_name[] = { "Show zombie health" }
const 
g_item_cost 10

/*============================================================================*/

// Item IDs
new g_itemid_showzhealth

public plugin_init() 
{
   
register_plugin(PLUGINVERSIONAUTHOR)

   
g_itemid_showzhealth zp_register_extra_item(g_item_nameg_item_costZP_TEAM_HUMAN)
   
   
RegisterHam(Ham_TakeDamage"player""fw_TakeDamage"1)

   
}

public 
fw_TakeDamage(victiminflictorattackerFloat:damagedamage_typeitemid)
{

    if (
itemid == g_itemid_showzhealth)
    {

   if (
victim == attacker || !is_user_alive(attacker) || !is_user_connected(victim) || !zp_get_user_zombie(victim))
      return
   
   new 
victim_hp get_user_health(victim)
   if (
victim_hp 0)
      
victim_hp 0
   client_print
(attackerprint_center"Health: %d"victim_hp)
    }      
   


Last edited by Y060N; 01-03-2012 at 20:00.
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Isaac999
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Join Date: Nov 2011
Location: Home
Old 01-04-2012 , 05:51   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #45

stop doubling posts, edit last post
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Old 01-04-2012 , 12:18   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #46

Quote:
Originally Posted by Isaac999 View Post
stop doubling posts, edit last post
Its ok let him that code would take whole page any way Thanks added.
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Old 01-04-2012 , 13:57   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #47

Isaac I love how you double post and make double threads and then roam around telling everyone to stop breaking the rules. I did it because it's an organized way to post plugins.

Last edited by Y060N; 01-04-2012 at 13:58.
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Join Date: Sep 2011
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Old 01-04-2012 , 23:28   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #48

Added some plugins to make zombies stronger
[ZP] Regeneration Zombie Info: Can regenerate HP. - Tested working.
[ZP50] Addon: Leeches Info: When zombie kills he gets HP.
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Join Date: Nov 2011
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Old 01-05-2012 , 07:29   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #49

Custom Lighting levels works for me
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Old 01-05-2012 , 19:00   Re: [ZP 5.0] List of working plugins from zp 4.3
Reply With Quote #50

Quote:
Originally Posted by Isaac999 View Post
Custom Lighting levels works for me
Thanks added
And many thanks to dias...Added --> [ZP50] Addon: SupplyBox
(Download it and use it)
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