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Subplugin Submission [ZP] Class: Witch


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SnoW
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Old 06-19-2009 , 03:15   Re: [ZP] Class: Witch
Reply With Quote #11

Quote:
Originally Posted by ƒa†es™ View Post
I thought you must also post in at New Plugin Submissions ?
Only if you want a chance to get your plugin approved.
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Clear
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Location: Lithuanian
Old 06-19-2009 , 03:43   Re: [ZP] Class: Witch
Reply With Quote #12

add sound when wich ideal she cry add then she hit sound miss

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ƒa†es™
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Old 06-19-2009 , 03:44   Re: [ZP] Class: Witch
Reply With Quote #13

Quote:
Originally Posted by SnoW View Post
Only if you want a chance to get your plugin approved.
Oh
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Junin - Made in Brazil
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Join Date: Mar 2009
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Old 06-19-2009 , 20:19   Re: [ZP] Class: Witch
Reply With Quote #14

Que isso Cara
Malz
mais eu não faço isso

Agora não mudo os Creditos
é pq eu tava fazendo igual o Cara do Cocktail
que falava que ele tinha fazido

mais eu parei agora
Eu não criei então nao vou mudar o nome do Author
ok
nem faço addons pro AnthRax mais
e que dia vc vai liga seu sv ???
Faço addon só pra zua com os Bot agora
e só ajudo uns cara ai
e já criei 2 Plugins meus
Poder Shinigami
e Configuracoes de Rates
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Bummps
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Join Date: Mar 2009
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Old 06-19-2009 , 21:34   Re: [ZP] Class: Witch
Reply With Quote #15

Quote:
Originally Posted by Clear View Post
add sound when wich ideal she cry add then she hit sound miss

Clear
Hm, i like your idea...
When witch spawn, play a sound about she crying.
Right, i'll try.

-

Quote:
Originally Posted by Junin - Made in Brazil View Post
Que isso Cara
Malz
mais eu não faço isso

Agora não mudo os Creditos
é pq eu tava fazendo igual o Cara do Cocktail
que falava que ele tinha fazido

mais eu parei agora
Eu não criei então nao vou mudar o nome do Author
ok
nem faço addons pro AnthRax mais
e que dia vc vai liga seu sv ???
Faço addon só pra zua com os Bot agora
e só ajudo uns cara ai
e já criei 2 Plugins meus
Poder Shinigami
e Configuracoes de Rates
Poder Shinigami: Se for aquele de atravessar os caras, isto não é teu.
Configurações de Rates: Se for o Rate Menu, aquele do menu de rates não é teu também.
E você faz isto sim, no seu ultimo tem os caralhos lá de "By: Junin"
Não confio em você, até que provre o contrário;
Fazer oque, tua cara de pau não racha nunca.
Vou postar mais plugins meus aqui, eu ontem fiz uma ZM que quando grita, deixa o cara com o efeito da Flashbang, cego e faz um barulho de interferencia, apenas falta fixar uns errinhos e ela já vem pra cá, tu pode copiar tudo porque eu não me importo, ninguém aqui que FAZ os plugins copia dos outros e é com isso que me importo.

-

Quote:
Originally Posted by ƒa†es™ View Post
I thought you must also post in at New Plugin Submissions ?
I'll try
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Last edited by Bummps; 06-19-2009 at 21:40.
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Old 06-19-2009, 21:35
Bummps
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Old 06-19-2009, 21:36
Bummps
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Junin - Made in Brazil
Member
Join Date: Mar 2009
Location: Brazil
Old 06-19-2009 , 22:04   Re: [ZP] Class: Witch
Reply With Quote #16

e não vou copiar seu Plugin não =)
parei com addons lembra


Não é o atravessar
é outro
eu fiz
fico legal
Confia
olha suas MPs
eu mandei ele lá
da uma olhada
eu te provo mandando sma jaja

os by Junin to tirando tudo
depois eu te mando umas Screens
eu mudei

se acha q eu fosse tão cara de pau pra fazer isso lol
Você não me conhece

mais agora editei todos os smas
coloquei os autores originais
não tem by Junin
depois mando ss

Link do Plugin Shinigami :http://www.sharex.com.br/files/14930...gami.amxx.html

Já aproveita e fala se achou bom ou ruin e vai no msn pra gente conversa sobre AMXX

e sobre o menu de Rates meu
é tipo assim
tá uns 90% ja o plugin
ele regula apartir de seus Slots Exemplo:
8 Slots
ai ele Regula todas as configs os plugins e etc
ele ainda to testando
mais o shinigami ta ae
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Last edited by Junin - Made in Brazil; 06-19-2009 at 22:27.
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Old 06-30-2009, 13:23
DarkAlucard87
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DarkAlucard87
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Join Date: Feb 2009
Old 06-30-2009 , 13:25   Re: [ZP] Class: Witch
Reply With Quote #17

I updated this Version with original Witch Cry, so u hear every 20 sec the Witch crying if she is near you.

*Known "Bugs": All Witches Cry at the same Time so u just hear one Cry

BTW to "froze" someone seems not to Work ( was also befor my changes because i dont change much), someone have same Problem?

Code:
#include <amxmodx>
#include <hamsandwich>
#include <fakemeta>
#include <zombieplague> 
#include <fun>

new const sprite_grenade_glass[] = { "models/glassgibs.mdl" }
new const grenade_frost_break[][] = { "warcraft3/impalelaunch1.wav" }
new const grenade_frost_player[][] = { "warcraft3/impalehit.wav" }
const BREAK_GLASS = 0x01
const UNIT_SECOND = (1<<12)
const FFADE_IN = 0x0000
new dano_multiplicado[33]
new witch_dmg

new const zclass14_name[] = { "Zombie Witch" }
new const zclass14_info[] = { "(Paralyze & 2x More Damage)" }
new const zclass14_model[] = { "zm_witch" }
new const zclass14_clawmodel[] = { "v_knife_witch.mdl" }
const zclass14_health = 1600
const zclass14_speed = 230
const Float:zclass14_gravity = 0.9
const Float:zclass14_knockback = 0.9

new g_zclass14
new cvar_freezeduration, g_glassSpr, g_msgScreenFade, cvar_humangravity
new g_frozen[33]
new g_zombie[33]
new Array:g_zclass_grav
new g_zombieclass[33]
new cvar_nemgravity
new cvar_survgravity
new g_maxplayers

new const sound_witch_cry[] = "zombie_plague/female_cry_2.wav"

public plugin_init()
{
    register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
    register_event("HLTV", "event_new_round", "a", "1=0", "2=0")
    register_event("DeathMsg", "event_DeathMsg", "a");
    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
    witch_dmg = register_cvar("zp_witch_damage", "2.0")
    cvar_freezeduration = get_cvar_pointer("zp_frost_duration")
    cvar_humangravity = get_cvar_pointer("zp_human_gravity")
    cvar_nemgravity = get_cvar_pointer("zp_nem_gravity")
    cvar_survgravity = get_cvar_pointer("zp_surv_gravity")
    g_msgScreenFade = get_user_msgid("ScreenFade")
    g_maxplayers = get_maxplayers()
    set_task (20.0,"sound_witch",_,_,_,"b");
}
public plugin_precache()
{
  precache_sound(sound_witch_cry)
    register_plugin("[ZP] Zombie Class: Witch", "1.2", "Bummps")
    
    new i
    
    for (i = 0; i < sizeof grenade_frost_break; i++)
        engfunc(EngFunc_PrecacheSound, grenade_frost_break[i])
    
    for (i = 0; i < sizeof grenade_frost_player; i++)
        engfunc(EngFunc_PrecacheSound, grenade_frost_player[i])
    
    g_glassSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_glass)
    g_zclass14 = zp_register_zombie_class(zclass14_name, zclass14_info, zclass14_model, zclass14_clawmodel, zclass14_health, zclass14_speed, zclass14_gravity, zclass14_knockback)
}
public client_connect(id)
{
    dano_multiplicado[id] = false
    remove_freeze(id)
}
public event_new_round(id)
{
    dano_multiplicado[id] = false
    remove_freeze(id)
}
public client_disconnect(id)
{
    dano_multiplicado[id] = false
    remove_freeze(id)
}
public event_DeathMsg(id)
{
    dano_multiplicado[id] = false
    remove_freeze(id)
}
public zp_user_humanized_post(id)
{
    dano_multiplicado[id] = false
    remove_freeze(id)
}
public zp_user_humanized_pre(id)
{
    dano_multiplicado[id] = false
    remove_freeze(id)
}
public fw_PlayerPreThink(id)
{
    if (!is_user_alive(id))
        return;

    if (g_frozen[id])
    {
        set_pev(id, pev_velocity, Float:{0.0,0.0,0.0})
        set_pev(id, pev_maxspeed, 1.0) 
    }
}
public zp_user_infected_post(id, infector)
{  
    if (zp_get_user_zombie_class(id) == g_zclass14)  
    {
        //set_task (10.0,"sound_witch",_,_,_,"b");
        dano_multiplicado[id] = true
    }  
 }  
public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
    if ( is_user_alive( attacker ) && get_user_weapon(attacker) == CSW_KNIFE && dano_multiplicado[attacker] && zp_get_user_zombie_class(attacker) == g_zclass14 && g_zombie[attacker] )
    {            
        SetHamParamFloat(4, damage * get_pcvar_float( witch_dmg ) )
        frost_victim(victim)
    }
}
public frost_victim(victim)
{
    if (!is_user_alive(victim) || g_frozen[victim])
        return;
    #if defined HANDLE_MODELS_ON_SEPARATE_ENT
    fm_set_rendering(g_ent_playermodel[victim], kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
    #else
    fm_set_rendering(victim, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
    #endif
    engfunc(EngFunc_EmitSound, victim, CHAN_BODY, grenade_frost_player[random_num(0, sizeof grenade_frost_player - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
    static Float:freezeduration
    freezeduration = get_pcvar_float(cvar_freezeduration)
    message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, victim)
    write_short(UNIT_SECOND*1)
    write_short(floatround(UNIT_SECOND*freezeduration))
    write_short(FFADE_IN)
    write_byte(0)
    write_byte(50) 
    write_byte(200)
    write_byte(100)
    message_end()
    if (pev(victim, pev_flags) & FL_ONGROUND)
        set_pev(victim, pev_gravity, 999999.9)
    else
        set_pev(victim, pev_gravity, 0.000001)
    g_frozen[victim] = true;
    set_task(freezeduration, "remove_freeze", victim)
}
public remove_freeze(id)
{
    if (!g_frozen[id] || !is_user_alive(id))
        return;
    g_frozen[id] = false;
    if (zp_get_user_nemesis(id))
    {
        set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
    }
    if (zp_get_user_survivor(id))
    {
        set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))
    }
    if (g_zombie[id])
    {
        set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
    }
    else
    {
        set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
    }
    engfunc(EngFunc_EmitSound, id, CHAN_BODY, grenade_frost_break[random_num(0, sizeof grenade_frost_break - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
    #if defined HANDLE_MODELS_ON_SEPARATE_ENT
    fm_set_rendering(g_ent_playermodel[id])
    #else
    fm_set_rendering(id)
    #endif
    static Float:origin2F[3]
    pev(id, pev_origin, origin2F)
    engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin2F, 0)
    write_byte(TE_BREAKMODEL) 
    engfunc(EngFunc_WriteCoord, origin2F[0]) 
    engfunc(EngFunc_WriteCoord, origin2F[1]) 
    engfunc(EngFunc_WriteCoord, origin2F[2]+24.0) 
    write_coord(16) 
    write_coord(16) 
    write_coord(16) 
    write_coord(random_num(-50, 50)) 
    write_coord(random_num(-50, 50)) 
    write_coord(25) 
    write_byte(10) 
    write_short(g_glassSpr) 
    write_byte(10) 
    write_byte(25) 
    write_byte(BREAK_GLASS) 
    message_end()
}
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
    static Float:color[3]
    color[0] = float(r)
    color[1] = float(g)
    color[2] = float(b)
    
    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))
}

public sound_witch()
{
    for (new i = 1; i<=g_maxplayers;i++){
    if ((zp_get_user_zombie_class(i) == g_zclass14) && is_user_alive(i)&& zp_get_user_zombie(i))  
    {
  emit_sound(i, CHAN_ITEM, sound_witch_cry, 1.0, ATTN_NORM, 0, PITCH_NORM);
  }
  }
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1046\\ f0\\ fs16 \n\\ par }
*/
Attached Files
File Type: zip zp_zclass_witch.zip (897.7 KB, 341 views)

Last edited by DarkAlucard87; 06-30-2009 at 20:12.
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csl
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Join Date: Apr 2009
Old 07-02-2009 , 03:56   Re: [ZP] Class: Witch
Reply With Quote #18

froze not Work, I have same problem.
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DarkAlucard87
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Join Date: Feb 2009
Old 07-02-2009 , 07:42   Re: [ZP] Class: Witch
Reply With Quote #19

with original or my version, or both?
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Bummps
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Join Date: Mar 2009
Location: Brazil
Old 07-02-2009 , 15:07   Re: [ZP] Class: Witch
Reply With Quote #20

hm fronzen isnt working but 2x damage is ?
i'll try fix it.
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