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[HELP] Zombie Plague Menu


  
 
 
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gpower
Member
Join Date: Sep 2012
Old 10-13-2012 , 09:06   [HELP] Zombie Plague Menu
#1

Bonjour, Voila Mon Probleme :

- Quand je choisis un joueur de cette page :



Le Menu Revien là :



- Je Veux Qu'il reste sur le meme menu. Est Ce Que Vous Pouvez M'aider ?

Merci !
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Last edited by gpower; 10-13-2012 at 09:06.
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Electroo
Senior Member
Join Date: Jun 2012
Old 10-13-2012 , 15:28   Re: [HELP] Zombie Plague Menu
#2

poste le code que t'utilise ?
Electroo is offline
gpower
Member
Join Date: Sep 2012
Old 10-13-2012 , 17:00   Re: [HELP] Zombie Plague Menu
#3

Quote:
Originally Posted by Electroo View Post
poste le code que t'utilise ?
j'utilise zombie plague advance 1.6.1, je pense que je dois modifier quelque chose là mais je sais pas

PHP Code:
show_menu_player_list(id)
{
    static 
menuidmenu[128], playeruserflagsbuffer[2]
    
userflags get_user_flags(id)
    
    
// Title
    
switch (PL_ACTION)
    {
        case 
ACTION_ZOMBIEFY_HUMANIZEformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN1")
        case 
ACTION_MAKE_NEMESISformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN2")
        case 
ACTION_MAKE_SURVIVORformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN3")
        case 
ACTION_MAKE_SNIPERformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN8")
        case 
ACTION_MAKE_ASSASSINformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN9")
        case 
ACTION_RESPAWN_PLAYERformatex(menucharsmax(menu), "%L\r"id"MENU_ADMIN4")
    }
    
menuid menu_create(menu"menu_player_list")
    
    
// Player List
    
for (player 1player <= g_maxplayersplayer++)
    {
        
// Skip if not connected
        
if (!g_isconnected[player])
            continue;
        
        
// Format text depending on the action to take
        
switch (PL_ACTION)
        {
            case 
ACTION_ZOMBIEFY_HUMANIZE// Zombiefy/Humanize command
            
{
                if (
g_zombie[player])
                {
                    if (
allowed_human(player) && (userflags g_access_flag[ACCESS_MAKE_HUMAN]))
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                }
                else
                {
                    if (
allowed_zombie(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_INFECTION]) : (userflags g_access_flag[ACCESS_MAKE_ZOMBIE])))
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_MAKE_NEMESIS// Nemesis command
            
{
                if (
allowed_nemesis(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags g_access_flag[ACCESS_MAKE_NEMESIS])))
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
                else
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_MAKE_SURVIVOR// Survivor command
            
{
                    if (
allowed_survivor(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags g_access_flag[ACCESS_MAKE_SURVIVOR])))
                    {
                        if (
g_zombie[player])
                        {
                            if (
g_nemesis[player])
                                
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                            else if (
g_assassin[player])
                                
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                            else
                                
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                        }
                        else
                        {
                            if (
g_survivor[player])
                                
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                            else if (
g_sniper[player])
                                
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                            else
                                
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                        }
                    }
                    else
                    {
                        if (
g_zombie[player])
                        {
                            if (
g_nemesis[player])
                                
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                            else if (
g_assassin[player])
                                
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                            else
                                
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                        }
                        else
                        {
                            if (
g_survivor[player])
                                
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                            else if (
g_sniper[player])
                                
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                            else
                                
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                        }
                    }
            }
            case 
ACTION_MAKE_SNIPER// Sniper command
            
{
                if (
allowed_sniper(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_SNIPER]) : (userflags g_access_flag[ACCESS_MAKE_SNIPER])))
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
                else
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_MAKE_ASSASSIN// Nemesis command
            
{
                if (
allowed_assassin(player) && (g_newround ? (userflags g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags g_access_flag[ACCESS_MAKE_ASSASSIN])))
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "%s \r[%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "%s \y[%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
                else
                {
                    if (
g_zombie[player])
                    {
                        if (
g_nemesis[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_NEMESIS")
                        else if (
g_assassin[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ASSASSIN")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_ZOMBIE")
                    }
                    else
                    {
                        if (
g_survivor[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SURVIVOR")
                        else if (
g_sniper[player])
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_SNIPER")
                        else
                            
formatex(menucharsmax(menu), "\d%s [%L]"g_playername[player], id"CLASS_HUMAN")
                    }
                }
            }
            case 
ACTION_RESPAWN_PLAYER// Respawn command
            
{
                if (
allowed_respawn(player) && (userflags g_access_flag[ACCESS_RESPAWN_PLAYERS]))
                    
formatex(menucharsmax(menu), "%s"g_playername[player])
                else
                    
formatex(menucharsmax(menu), "\d%s"g_playername[player])
            }
        }
        
        
// Add player
        
buffer[0] = player
        buffer
[1] = 0
        menu_additem
(menuidmenubuffer)
    }
    
    
// Back - Next - Exit
    
formatex(menucharsmax(menu), "%L"id"MENU_BACK")
    
menu_setprop(menuidMPROP_BACKNAMEmenu)
    
formatex(menucharsmax(menu), "%L"id"MENU_NEXT")
    
menu_setprop(menuidMPROP_NEXTNAMEmenu)
    
formatex(menucharsmax(menu), "%L"id"MENU_EXIT")
    
menu_setprop(menuidMPROP_EXITNAMEmenu)
    
    
menu_display(idmenuid)

El là

PHP Code:
public menu_player_list(idmenuiditem)
{
    
// Menu was closed
    
if (item == MENU_EXIT)
    {
        
menu_destroy(menuid)
        
show_menu_admin(id)
        return 
PLUGIN_HANDLED;
    }
    
    
// Retrieve player id
    
static buffer[2], dummyplayerid
    menu_item_getinfo
(menuiditemdummybuffercharsmax(buffer), __dummy)
    
playerid buffer[0]
    
    
// Perform action on player
    
    // Get admin flags
    
static userflags
    userflags 
get_user_flags(id)
    
    
// Make sure it's still connected
    
if (g_isconnected[playerid])
    {
        
// Perform the right action if allowed
        
switch (PL_ACTION)
        {
            case 
ACTION_ZOMBIEFY_HUMANIZE// Zombiefy/Humanize command
            
{
                if (
g_zombie[playerid])
                {
                    if (
userflags g_access_flag[ACCESS_MAKE_HUMAN])
                    {
                        if (
allowed_human(playerid))
                            
command_human(idplayerid)
                        else
                            
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT")
                    }
                    else
                        
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT_ACCESS")
                }
                else
                {
                    if (
g_newround ? (userflags g_access_flag[ACCESS_MODE_INFECTION]) : (userflags g_access_flag[ACCESS_MAKE_ZOMBIE]))
                    {
                        if (
allowed_zombie(playerid))
                            
command_zombie(idplayerid)
                        else
                            
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT")
                    }
                    else
                        
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT_ACCESS")
                }
            }
            case 
ACTION_MAKE_NEMESIS// Nemesis command
            
{
                if (
g_newround ? (userflags g_access_flag[ACCESS_MODE_NEMESIS]) : (userflags g_access_flag[ACCESS_MAKE_NEMESIS]))
                {
                    if (
allowed_nemesis(playerid))
                        
command_nemesis(idplayerid)
                    else
                        
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT")
                }
                else
                    
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT_ACCESS")
            }
            case 
ACTION_MAKE_SURVIVOR// Survivor command
            
{
                if (
g_newround ? (userflags g_access_flag[ACCESS_MODE_SURVIVOR]) : (userflags g_access_flag[ACCESS_MAKE_SURVIVOR]))
                {
                    if (
allowed_survivor(playerid))
                        
command_survivor(idplayerid)
                    else
                        
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT")
                }
                else
                    
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT_ACCESS")
            }
            case 
ACTION_MAKE_SNIPER// Sniper command
            
{
                if (
g_newround ? (userflags g_access_flag[ACCESS_MODE_SNIPER]) : (userflags g_access_flag[ACCESS_MAKE_SNIPER]))
                {
                    if (
allowed_sniper(playerid))
                        
command_sniper(idplayerid)
                    else
                        
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT")
                }
                else
                    
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT_ACCESS")
            }
            case 
ACTION_MAKE_ASSASSIN// Assassin command
            
{
                if (
g_newround ? (userflags g_access_flag[ACCESS_MODE_ASSASSIN]) : (userflags g_access_flag[ACCESS_MAKE_ASSASSIN]))
                {
                    if (
allowed_assassin(playerid))
                        
command_assassin(idplayerid)
                    else
                        
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT")
                }
                else
                    
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT_ACCESS")
            }
            case 
ACTION_RESPAWN_PLAYER// Respawn command
            
{
                if (
userflags g_access_flag[ACCESS_RESPAWN_PLAYERS])
                {
                    if (
allowed_respawn(playerid))
                        
command_respawn(idplayerid)
                    else
                        
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT")
                }
                else
                    
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT_ACCESS")
            }
        }
    }
    else
        
zp_colored_print(id"^x04[GP]^x01 %L"id"CMD_NOT")
    
    
menu_destroy(menuid)
    
show_menu_player_list(id)
    return 
PLUGIN_HANDLED;

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gpower
Member
Join Date: Sep 2012
Old 10-15-2012 , 18:49   Re: [HELP] Zombie Plague Menu
#4

Help !
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bat
Veteran Member
Join Date: Jul 2012
Old 01-23-2013 , 01:18   Re: [HELP] Zombie Plague Menu
#5

In the zombie main txt file CLASS: [Human]
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TheDS1337
Veteran Member
Join Date: Jun 2012
Old 01-25-2013 , 03:07   Re: [HELP] Zombie Plague Menu
#6

ZPA pas bien !
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gpower
Member
Join Date: Sep 2012
Old 01-26-2013 , 10:16   Re: [HELP] Zombie Plague Menu
#7

Quote:
Originally Posted by DeagLe.Studio View Post
ZPA pas bien !
j pas demandé ton avis ^^
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NiceGuyx
Senior Member
Join Date: Nov 2011
Old 08-04-2013 , 10:09   Re: [HELP] Zombie Plague Menu
#8

Dexter Lzamel <3
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