Some weeks ago i edit this plugin He work so player bought item Frost or Fire on target press key what included on plugin, after victim is frozen or burned. Now this plugin work so if you're nemesis you got 35 by cvar frost ball after on target press R (Reload) and victim frozen!
Cvars:
cvar_max_frost_nemesis - How much balls got nemesis?
cvar_distance - Distance to victim?
cvar_freeze_time - How much victim wait after unfreeze?
cvar_cooldown - How much nemesis wait after reload ball?
Requirements:
AMXX 1.8.0 or higher
Zombie Plague Mod 4.3
Install:
Step1
Open Zombie mod base and search public plugin_natives() and put
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, id)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_DROWN) // damage type - DMG_FREEZE
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}
message_begin(MSG_ONE, g_msgScreenFade, _, id)
write_short(0) // duration
write_short(0) // hold time
write_short(FFADE_STAYOUT) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
if (pev(id, pev_flags) & FL_ONGROUND)
set_pev(id, pev_gravity, 999999.9) // set really high
else
set_pev(id, pev_gravity, 0.000001) // no gravity
}
}
else /* Set = 0, unfroze player */
{
g_frozen[id] = false
if (g_zombie[id])
{
if (g_nemesis[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_nemgravity))
else
set_pev(id, pev_gravity, Float:ArrayGetCell(g_zclass_grav, g_zombieclass[id]))
}
else
{
if (g_survivor[id])
set_pev(id, pev_gravity, get_pcvar_float(cvar_survgravity))
else
set_pev(id, pev_gravity, get_pcvar_float(cvar_humangravity))
}
if (g_handle_models_on_separate_ent)
{
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(g_ent_playermodel[id], kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
else
fm_set_rendering(g_ent_playermodel[id])
}
else
{
if (g_nemesis[id] && get_pcvar_num(cvar_nemglow))
fm_set_rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
else if (g_survivor[id] && get_pcvar_num(cvar_survglow))
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 25)
else
fm_set_rendering(id)
}
message_begin(MSG_ONE, g_msgScreenFade, _, id)
write_short(UNIT_SECOND) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
message_begin(MSG_PVS, SVC_TEMPENTITY, origin2)
write_byte(TE_BREAKMODEL) // TE id
write_coord(origin2[0]) // x
write_coord(origin2[1]) // y
write_coord(origin2[2]+24) // z
write_coord(16) // size x
write_coord(16) // size y
write_coord(16) // size z
write_coord(random_num(-50, 50)) // velocity x
write_coord(random_num(-50, 50)) // velocity y
write_coord(25) // velocity z
write_byte(10) // random velocity
write_short(g_glassSpr) // model
write_byte(10) // count
write_byte(25) // life
write_byte(BREAK_GLASS) // flags
message_end()