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Biohazard v2.00 Beta 3b (Zombie Mod)


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marcellus
Senior Member
Join Date: Mar 2004
Old 10-26-2008 , 11:50   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2831

Quote:
Originally Posted by BeasT View Post
Yeah. I manage to fix it by adding id like this:
if(id != is_user_infected(id)) give_weapons(id)
^^
if (!is_user_infected(id)) give_weapons(id)
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CHyCMyMpNk
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Join Date: Jun 2008
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Old 10-26-2008 , 14:29   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2832

marcellus Неlp please fix on this plug code . For example I treat on a parachute and when I am snatched (infect) that a parachute does not clean up . What would be necessary he cleaned up .
In a version 1.95 he works ideally, and in 2.00 it is not .

Last edited by CHyCMyMpNk; 10-27-2008 at 16:05.
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OneEyed
AMX Mod X Beta Tester
Join Date: Jun 2005
Old 10-27-2008 , 01:06   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2833

I edited this plugin to add INVIS option.

Here's all the files I edited.

This requires a manual re-compile. I'm attaching a biohazard.amxx for those who don't know how, use at your own risk.

I run the SetInvis function inside of the set_zombie_attributes function at the very bottom. The rest is just requirements for adding a new option.
Attached Files
File Type: sma Get Plugin or Get Source (biohazard.sma - 822 views - 67.4 KB)
File Type: cfg biohazard.cfg (3.0 KB, 292 views)
File Type: ini bh_zombieclass.ini (1.5 KB, 266 views)
File Type: amxx biohazard.amxx (74.0 KB, 245 views)
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Last edited by OneEyed; 10-27-2008 at 01:12.
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CHyCMyMpNk
Senior Member
Join Date: Jun 2008
Location: PTZ
Old 10-27-2008 , 05:06   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2834

OneEyed Help plеase to complete & add mp_footsteps 0 : )
Code:
#include <amxmodx>
#include <fakemeta_util>
#include <biohazard>
 
#define PLUGIN  "Invis"
#define AUTHOR  "???"
#define VERSION "0.1"

#define D_PLAYER_MODEL "models/player/zombie12/zombie12.mdl"
#define D_CLAWS "models/v_knife_zombie2.mdl"


new g_class
public plugin_init()
{
        register_plugin(PLUGIN, VERSION, AUTHOR)
        
        g_class = register_class("Invis", "Skill: Not visible")

    if(g_class != -1)
    {     
    set_class_data(g_class, DATA_HEALTH, 1600.0)
    set_class_data(g_class, DATA_SPEED, 210.0)
    set_class_data(g_class, DATA_GRAVITY, 1.0)
    set_class_data(g_class, DATA_ATTACK, 2.0)
    set_class_data(g_class, DATA_DEFENCE, 0.50)
    set_class_data(g_class, DATA_HEDEFENCE, 1.0)
    set_class_data(g_class, DATA_HITSPEED, 0.95)
    set_class_data(g_class, DATA_HITDELAY, 0.15)
    set_class_data(g_class, DATA_REGENDLY, 999.0)
    set_class_data(g_class, DATA_HITREGENDLY, 999.0)
    set_class_data(g_class, DATA_KNOCKBACK, 1.25)
    set_class_data(g_class, DATA_INVIS, 0.8)
    }

public plugin_precache() {
    precache_model(D_PLAYER_MODEL)
    precache_model(D_CLAWS)
+ bug on your version :
Attached Thumbnails
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ID:	33066  

Last edited by CHyCMyMpNk; 10-27-2008 at 05:51.
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marcellus
Senior Member
Join Date: Mar 2004
Old 10-27-2008 , 12:46   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2835

Quote:
Originally Posted by CHyCMyMpNk View Post
marcellus Неlp please fix on this plug code . For example I treat on a parachute and when I am snatched (infect) that a parachute does not clean up . What would be necessary he cleaned up .
In a version 1.95 he works ideally, and in 2.00 it is not .
replace
PHP Code:
public event_infect2(id
by

PHP Code:
public event_infect(idattacker
tell me if it works
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CHyCMyMpNk
Senior Member
Join Date: Jun 2008
Location: PTZ
Old 10-27-2008 , 16:05   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2836

Quote:
Originally Posted by marcellus View Post
replace
PHP Code:
public event_infect2(id
by

PHP Code:
public event_infect(idattacker
tell me if it works
Yea ! It work

Take it all : )
Attached Files
File Type: sma Get Plugin or Get Source (bio_parachute.sma - 1102 views - 5.3 KB)

Last edited by CHyCMyMpNk; 10-27-2008 at 16:24.
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Old 10-28-2008, 12:27
hectorz0r
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DruGzOG
Veteran Member
Join Date: Nov 2007
Location: Unknown
Old 10-28-2008 , 14:19   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2837

in the biohazard.cfg replace the line v_knife_zombie and place v_knife.mdl or v_knife

Then Recompile
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Old 10-28-2008, 16:09
hectorz0r
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One
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Old 10-29-2008 , 09:33   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2838

hey , i had try to change the colors of smokes in Biohazard v2.00 Beta 3b, but ill become a error on compiler :

home/groups/amxmodx/tmp3/textduEII8.sma(6) : fatal error 110: assertion failed: Biohazard functions file required!

there is the code,i hope anyone can help me :



Code:
#include <amxmodx>
#include <fakemeta>
#tryinclude <biohazard>

#if !defined _biohazard_included
        #assert Biohazard functions file required!
#endif

#define pev_flare pev_iuser4
#define flare_id 1337
#define is_ent_flare(%1) (pev(%1, pev_flare) == flare_id) ? 1 : 0

new const g_flare_model[] = "models/w_flare.mdl"

new cvar_smokeflare, cvar_smokeflare_dur
public plugin_init()
{
    register_plugin("smoke flare", "0.1", "mini_midget/cheap_suit")
    is_biomod_active() ? plugin_init2() : pause("ad")
}

public plugin_precache() 
    precache_model(g_flare_model)

public plugin_init2()
{
    register_forward(FM_SetModel, "fwd_setmodel")    
    register_forward(FM_Think, "fwd_think")
    cvar_smokeflare = register_cvar("bh_flare_enable",   "1")
    cvar_smokeflare_dur = register_cvar("bh_flare_duration", "999.9")
}

public fwd_setmodel(ent, const model[]) 
{
    if(!pev_valid(ent) || !equal(model[9], "smokegrenade.mdl"))
        return FMRES_IGNORED
    
    static classname[32]; pev(ent, pev_classname, classname, 31)
    if(equal(classname, "grenade") && get_pcvar_num(cvar_smokeflare))
    {
        engfunc(EngFunc_SetModel, ent, g_flare_model)
        set_pev(ent, pev_effects, EF_BRIGHTLIGHT)
        set_pev(ent, pev_flare,   flare_id)
        set_pev(ent, pev_nextthink, get_gametime() + get_pcvar_float(cvar_smokeflare_dur))
        fm_set_rendering(ent, kRenderFxGlowShell, 150, 150, 250, kRenderNormal, 16)
        
        return FMRES_SUPERCEDE
    }
    return FMRES_IGNORED
}

public fwd_think(ent) if(pev_valid(ent) && is_ent_flare(ent))
    engfunc(EngFunc_RemoveEntity, ent)

stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) 
{
    static Float:color[3]; color[2] = float(b), color[0] = float(r), color[1] = float(g)
    
    set_pev(entity, pev_renderfx, fx)
    set_pev(entity, pev_rendercolor, color)
    set_pev(entity, pev_rendermode,  render)
    set_pev(entity, pev_renderamt,   float(amount))

    return 1
}
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marcellus
Senior Member
Join Date: Mar 2004
Old 10-29-2008 , 13:45   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2839

Quote:
Originally Posted by farzad View Post
hey , i had try to change the colors of smokes in Biohazard v2.00 Beta 3b, but ill become a error on compiler :

home/groups/amxmodx/tmp3/textduEII8.sma(6) : fatal error 110: assertion failed: Biohazard functions file required!

there is the code,i hope anyone can help me :



Code:
#include <amxmodx>
#include <fakemeta>
#tryinclude <biohazard>

#if !defined _biohazard_included
        #assert Biohazard functions file required!
#endif

#define pev_flare pev_iuser4
#define flare_id 1337
#define is_ent_flare(%1) (pev(%1, pev_flare) == flare_id) ? 1 : 0

new const g_flare_model[] = "models/w_flare.mdl"

new cvar_smokeflare, cvar_smokeflare_dur
public plugin_init()
{
    register_plugin("smoke flare", "0.1", "mini_midget/cheap_suit")
    is_biomod_active() ? plugin_init2() : pause("ad")
}

public plugin_precache() 
    precache_model(g_flare_model)

public plugin_init2()
{
    register_forward(FM_SetModel, "fwd_setmodel")    
    register_forward(FM_Think, "fwd_think")
    cvar_smokeflare = register_cvar("bh_flare_enable",   "1")
    cvar_smokeflare_dur = register_cvar("bh_flare_duration", "999.9")
}

public fwd_setmodel(ent, const model[]) 
{
    if(!pev_valid(ent) || !equal(model[9], "smokegrenade.mdl"))
        return FMRES_IGNORED
    
    static classname[32]; pev(ent, pev_classname, classname, 31)
    if(equal(classname, "grenade") && get_pcvar_num(cvar_smokeflare))
    {
        engfunc(EngFunc_SetModel, ent, g_flare_model)
        set_pev(ent, pev_effects, EF_BRIGHTLIGHT)
        set_pev(ent, pev_flare,   flare_id)
        set_pev(ent, pev_nextthink, get_gametime() + get_pcvar_float(cvar_smokeflare_dur))
        fm_set_rendering(ent, kRenderFxGlowShell, 150, 150, 250, kRenderNormal, 16)
        
        return FMRES_SUPERCEDE
    }
    return FMRES_IGNORED
}

public fwd_think(ent) if(pev_valid(ent) && is_ent_flare(ent))
    engfunc(EngFunc_RemoveEntity, ent)

stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) 
{
    static Float:color[3]; color[2] = float(b), color[0] = float(r), color[1] = float(g)
    
    set_pev(entity, pev_renderfx, fx)
    set_pev(entity, pev_rendercolor, color)
    set_pev(entity, pev_rendermode,  render)
    set_pev(entity, pev_renderamt,   float(amount))

    return 1
}
the biohazard.inc file is missing ?
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DruGzOG
Veteran Member
Join Date: Nov 2007
Location: Unknown
Old 10-29-2008 , 14:17   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2840

Quote:
Originally Posted by hectorz0r View Post
I know dude, but i want the knife in 3rd person, not first...

[IMG]http://img227.**************/img227/4537/imagemii1.jpg[/IMG]
[IMG]http://img55.**************/img55/2189/imagemii0.jpg[/IMG]

Search in the biohazard.sma and see if you can find v_knife
Also the game you have above is CS:S, this is for HL1, games like counter-strike 1.6 and cz, not HL2 such as CS:S and Hl2: Deathmatch
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