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Solved Special authority to receive zombie mod weapons


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grkmkprl
Junior Member
Join Date: Sep 2017
Old 05-01-2018 , 10:18   Special authority to receive zombie mod weapons
Reply With Quote #1

Hello to everyone.I have a zombie server and some custom settings are required.We make separate weapons for gold and platinum admin.One can not use the other's weapon.There are guns for many zm modes on the internet,and we want to change the register in these plugins.There must be different authorities to get the weapon (sample)"n-o-p-q-r-s-t-u",so you have to have one of these to get the weapons.What codes need to change for this?Please help me in this topic.
An example to change

Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <fun>

#define PLUGIN "."
#define VERSION "."
#define AUTHOR "."

#define CSW_THUNDERBOLT CSW_AWP
#define weapon_thunderbolt "weapon_awp"
#define old_event "events/awp.sc"
#define old_w_model "models/w_awp.mdl"
#define WEAPON_SECRETCODE 4234234

#define DEFAULT_AMMO 20
#define RELOAD_TIME 2.67
#define DAMAGE 800

#define ZOOM_DELAY 0.5
#define ZOOM_DELAY2 0.1

new const v_model[] = "models/v_sfsniper2.mdl"
new const p_model[] = "models/p_sfsniper.mdl"
new const w_model[] = "models/w_sfsniper.mdl"
new const weapon_sound[5][] = 
{
	"weapons/sfsniper-1.wav",
	"weapons/sfsniper_insight1.wav",
	"weapons/sfsniper_zoom.wav",
	"weapons/sfsniper_idle.wav",
	"weapons/sfsniper_draw.wav"
}


new const WeaponResource[4][] = 
{
	"sprites/weapon_sfsniper.txt",
	"sprites/640hud2_2.spr",
	"sprites/640hud10_2.spr",
	"sprites/640hud81_2.spr"
}

enum
{
	TB_ANIM_IDLE = 0,
	TB_ANIM_SHOOT,
	TB_ANIM_DRAW
}

new g_had_thunderbolt[33], g_thunderbolt_ammo[33], g_Shoot_Count[33], Float:StartOrigin2[3], Float:EndOrigin2[3],
Float:g_thunderbolt_zoomdelay[33], Float:g_thunderbolt_zoomdelay2[33], Float:g_thunderbolt_zoomdelay3[33]
new g_old_weapon[33], g_smokepuff_id, m_iBlood[2], g_event_thunderbolt, g_scope_hud
new g_Beam_SprId, Float:g_can_laser[33]

public plugin_init()
{
	register_plugin(PLUGIN, VERSION, AUTHOR)
	
	register_forward(FM_CmdStart, "fw_CmdStart")
	register_forward(FM_SetModel, "fw_SetModel")
	register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)	
	register_forward(FM_PlaybackEvent, "fw_PlaybackEvent")		
	
	RegisterHam(Ham_Item_AddToPlayer, weapon_thunderbolt, "fw_AddToPlayer_Post", 1)
	RegisterHam(Ham_TraceAttack, "worldspawn", "fw_TraceAttack2")
	RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack")
	RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Post", 1)
	
	register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
	
	g_scope_hud = CreateHudSyncObj(1962)
	
	register_clcmd("admin_get_thunderbolt", "get_thunderbolt", ADMIN_RCON)
	register_clcmd("weapon_sfsniper", "hook_weapon")
}

public plugin_precache()
{
	precache_model(v_model)
	precache_model(p_model)
	precache_model(w_model)
	
	for(new i = 0; i < sizeof(weapon_sound); i++) 
		precache_sound(weapon_sound[i])
		
	precache_generic(WeaponResource[0])
	for(new i = 1; i < sizeof(WeaponResource); i++)
		precache_model(WeaponResource[i])
	
	g_smokepuff_id = engfunc(EngFunc_PrecacheModel, "sprites/wall_puff1.spr")
	m_iBlood[0] = precache_model("sprites/blood.spr")
	m_iBlood[1] = precache_model("sprites/bloodspray.spr")	
	g_Beam_SprId = precache_model("sprites/laserbeam.spr")
	
	register_forward(FM_PrecacheEvent, "fw_PrecacheEvent_Post", 1)	
}

new g_register
public client_putinserver(id)
{
	if(!g_register && is_user_bot(id))
	{
		g_register = 0
		set_task(0.1, "do_register", id, _, _, "b")
	}
}

public do_register(id)
{
	RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack")
	RegisterHamFromEntity(Ham_TraceAttack, id, "fw_TraceAttack_Post", 1)
}

public fw_PrecacheEvent_Post(type, const name[])
{
	if(equal(old_event, name))
		g_event_thunderbolt = get_orig_retval()
}

public hook_weapon(id)
{
	engclient_cmd(id, weapon_thunderbolt)
	return
}

public get_thunderbolt(id)
{
	if(!is_user_alive(id))
		return
		
	g_had_thunderbolt[id] = 1
	g_thunderbolt_ammo[id] = DEFAULT_AMMO
	
	give_item(id, weapon_thunderbolt)
	
	static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_thunderbolt, id)
	if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)
}

public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED	
	if(get_user_weapon(id) == CSW_THUNDERBOLT && g_had_thunderbolt[id])
		set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) 
	
	return FMRES_HANDLED
}

public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
	if (!is_user_connected(invoker))
		return FMRES_IGNORED		
	if(get_user_weapon(invoker) == CSW_THUNDERBOLT && g_had_thunderbolt[invoker] && eventid == g_event_thunderbolt)
	{
		engfunc(EngFunc_PlaybackEvent, flags | FEV_HOSTONLY, invoker, eventid, delay, origin, angles, fparam1, fparam2, iParam1, iParam2, bParam1, bParam2)	

		set_weapon_anim(invoker, TB_ANIM_SHOOT)
		emit_sound(invoker, CHAN_WEAPON, weapon_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM)	

		return FMRES_SUPERCEDE
	}
	
	return FMRES_HANDLED
}

public Event_CurWeapon(id)
{
	if(!is_user_alive(id))
		return
		
	if(get_user_weapon(id) == CSW_THUNDERBOLT && g_had_thunderbolt[id])
	{
		set_pev(id, pev_viewmodel2, cs_get_user_zoom(id) == 1 ? v_model : "")
		set_pev(id, pev_weaponmodel2, p_model)
		
		if(g_old_weapon[id] != CSW_THUNDERBOLT) set_weapon_anim(id, TB_ANIM_DRAW)
		update_ammo(id)
	} else if(get_user_weapon(id) != CSW_THUNDERBOLT && g_old_weapon[id] == CSW_THUNDERBOLT) {
		cs_set_user_zoom(id, 1, 1)
	}
	
	g_old_weapon[id] = get_user_weapon(id)
}

public fw_CmdStart(id, uc_handle, seed)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED
	if(get_user_weapon(id) != CSW_THUNDERBOLT || !g_had_thunderbolt[id])
		return FMRES_IGNORED
	
	static CurButton
	CurButton = get_uc(uc_handle, UC_Buttons)
	
	if(CurButton & IN_ATTACK)
	{
		CurButton &= ~IN_ATTACK
		set_uc(uc_handle, UC_Buttons, CurButton)
		
		thunderbolt_shoothandle(id)
	}
	if(CurButton & IN_ATTACK2) 
	{
		CurButton &= ~IN_ATTACK2
		set_uc(uc_handle, UC_Buttons, CurButton)
		
		if(get_gametime() - ZOOM_DELAY > g_thunderbolt_zoomdelay[id])
		{
			if(get_pdata_float(id, 83, 5) <= 0.0)
			{
				if(cs_get_user_zoom(id) == 1)
				{
					cs_set_user_zoom(id, CS_SET_FIRST_ZOOM, 1)
				} else {
					cs_set_user_zoom(id, 1, 1)
				}
					
				emit_sound(id, CHAN_ITEM, weapon_sound[2], 1.0, ATTN_NORM, 0, PITCH_NORM)
			}
			g_thunderbolt_zoomdelay[id] = get_gametime()
		}
	}
	
	if(get_gametime() - ZOOM_DELAY2 > g_thunderbolt_zoomdelay2[id])
	{
		if(cs_get_user_zoom(id) == CS_SET_FIRST_ZOOM)
		{
			static Body, Target
			get_user_aiming(id, Target, Body, 99999999)
			
			if(!is_user_alive(Target))
			{
				set_hudmessage(0, 200, 0, -1.0, -1.0, 0, 0.1, 0.1)
			} else {
				set_hudmessage(255, 0, 0, -1.0, -1.0, 0, 0.1, 0.1)
				
				if(get_gametime() - ZOOM_DELAY > g_thunderbolt_zoomdelay3[id])
				{
					emit_sound(id, CHAN_ITEM, weapon_sound[1], 1.0, ATTN_NORM, 0, PITCH_NORM)
					g_thunderbolt_zoomdelay3[id] = get_gametime()
				}	
			}
			
			ShowSyncHudMsg(id, g_scope_hud, "|^n-- + --^n|")
		} else {
			set_hudmessage(0, 200, 0, -1.0, -1.0, 0, 0.1, 0.1)
			ShowSyncHudMsg(id, g_scope_hud, "")
		}
			
		g_thunderbolt_zoomdelay2[id] = get_gametime()
	}
	
	return FMRES_HANDLED
}

public thunderbolt_shoothandle(id)
{
	if(get_pdata_float(id, 83, 5) <= 0.0 && g_thunderbolt_ammo[id] > 0)
	{
		g_thunderbolt_ammo[id]--
		g_Shoot_Count[id] = 0
		update_ammo(id)
		
		Stock_Get_Postion(id, 50.0, 10.0, 5.0, StartOrigin2)
		
		set_task(0.1, "Create_Laser", id)
		
		static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_thunderbolt, id)
		if(pev_valid(weapon_ent)) ExecuteHamB(Ham_Weapon_PrimaryAttack, weapon_ent)
		set_player_nextattack(id, CSW_THUNDERBOLT, RELOAD_TIME)
		
		// Reset Weapon
		cs_set_user_zoom(id, 1, 1)

		set_hudmessage(0, 200, 0, -1.0, -1.0, 0, 0.1, 0.1)
		ShowSyncHudMsg(id, g_scope_hud, "")
	}
}

public Create_Laser(id)
{
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
	write_byte(TE_BEAMPOINTS)
	engfunc(EngFunc_WriteCoord, StartOrigin2[0])
	engfunc(EngFunc_WriteCoord, StartOrigin2[1])
	engfunc(EngFunc_WriteCoord, StartOrigin2[2] - 10.0)
	engfunc(EngFunc_WriteCoord, EndOrigin2[0])
	engfunc(EngFunc_WriteCoord, EndOrigin2[1])
	engfunc(EngFunc_WriteCoord, EndOrigin2[2])
	write_short(g_Beam_SprId)
	write_byte(0)
	write_byte(0)
	write_byte(30)
	write_byte(25)
	write_byte(0)
	write_byte(0)
	write_byte(0)
	write_byte(255)
	write_byte(255)
	write_byte(0)
	message_end()	
}

public fw_SetModel(entity, model[])
{
	if(!pev_valid(entity))
		return FMRES_IGNORED
	
	static Classname[64]
	pev(entity, pev_classname, Classname, sizeof(Classname))
	
	if(!equal(Classname, "weaponbox"))
		return FMRES_IGNORED
	
	static id
	id = pev(entity, pev_owner)
	
	if(equal(model, old_w_model))
	{
		static weapon
		weapon = fm_get_user_weapon_entity(entity, CSW_THUNDERBOLT)
		
		if(!pev_valid(weapon))
			return FMRES_IGNORED
		
		if(g_had_thunderbolt[id])
		{
			set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
			set_pev(weapon, pev_iuser4, g_thunderbolt_ammo[id])
			engfunc(EngFunc_SetModel, entity, w_model)
			
			g_had_thunderbolt[id] = 0
			g_thunderbolt_ammo[id] = 0
			
			return FMRES_SUPERCEDE
		}
	}

	return FMRES_IGNORED;
}

public fw_AddToPlayer_Post(ent, id)
{
	if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
	{
		g_had_thunderbolt[id] = 1
		g_thunderbolt_ammo[id] = pev(ent, pev_iuser4)
		
		set_pev(ent, pev_impulse, 0)
	}			
	
	message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("WeaponList"), _, id)
	write_string((g_had_thunderbolt[id] == 1 ? "weapon_sfsniper" : "weapon_awp"))
	write_byte(1)
	write_byte(30)
	write_byte(-1)
	write_byte(-1)
	write_byte(0)
	write_byte(2)
	write_byte(CSW_THUNDERBOLT)
	write_byte(0)
	message_end()
}

public fw_TraceAttack(ent, attacker, Float:Damage, Float:fDir[3], ptr, iDamageType)
{
	if(!is_user_alive(attacker))
		return HAM_IGNORED	
	if(get_user_weapon(attacker) != CSW_THUNDERBOLT || !g_had_thunderbolt[attacker])
		return HAM_IGNORED
		
	static Float:flEnd[3]
	get_tr2(ptr, TR_vecEndPos, flEnd)	

	if(is_user_alive(ent)) create_blood(flEnd)
	SetHamParamFloat(3, float(DAMAGE))	
	
	return HAM_HANDLED
}

public fw_TraceAttack_Post(ent, attacker, Float:Damage, Float:fDir[3], ptr, iDamageType)
{
	if(!is_user_alive(attacker))
		return HAM_IGNORED	
	if(get_user_weapon(attacker) != CSW_THUNDERBOLT || !g_had_thunderbolt[attacker])
		return HAM_IGNORED

	static Float:flEnd[3]
	get_tr2(ptr, TR_vecEndPos, flEnd)
	
	EndOrigin2 = flEnd
	
	return HAM_HANDLED
}

public fw_TraceAttack2(ent, attacker, Float:Damage, Float:fDir[3], ptr, iDamageType)
{
	if(!is_user_alive(attacker))
		return HAM_IGNORED	
	if(get_user_weapon(attacker) != CSW_THUNDERBOLT || !g_had_thunderbolt[attacker])
		return HAM_IGNORED
		
	if(get_gametime() - 0.1 > g_can_laser[attacker])
	{
		static Float:flEnd[3]
			
		get_tr2(ptr, TR_vecEndPos, flEnd)	
		EndOrigin2 = flEnd
		
		make_bullet(attacker, flEnd)
		fake_smoke(attacker, ptr)

		g_can_laser[attacker] = get_gametime()
	}

	return HAM_HANDLED
}

public update_ammo(id)
{
	if(!is_user_alive(id))
		return
	
	static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_thunderbolt, id)
	if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)	
	
	cs_set_user_bpammo(id, CSW_THUNDERBOLT, 0)
	
	engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id)
	write_byte(1)
	write_byte(CSW_THUNDERBOLT)
	write_byte(-1)
	message_end()
	
	message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id)
	write_byte(1)
	write_byte(g_thunderbolt_ammo[id])
	message_end()
}

stock set_weapon_anim(id, anim)
{
	if(!is_user_alive(id))
		return
	
	set_pev(id, pev_weaponanim, anim)
	
	message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
	write_byte(anim)
	write_byte(pev(id, pev_body))
	message_end()
}


stock set_player_light(id, const LightStyle[])
{
	if(!is_user_alive(id))
		return
		
	message_begin(MSG_ONE_UNRELIABLE, SVC_LIGHTSTYLE, .player = id)
	write_byte(0)
	write_string(LightStyle)
	message_end()
}

stock make_bullet(id, Float:Origin[3])
{
	// Find target
	new decal = random_num(41, 45)
	const loop_time = 2
	
	static Body, Target
	get_user_aiming(id, Target, Body, 999999)
	
	if(is_user_connected(Target))
		return
	
	for(new i = 0; i < loop_time; i++)
	{
		// Put decal on "world" (a wall)
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_WORLDDECAL)
		engfunc(EngFunc_WriteCoord, Origin[0])
		engfunc(EngFunc_WriteCoord, Origin[1])
		engfunc(EngFunc_WriteCoord, Origin[2])
		write_byte(decal)
		message_end()
		
		// Show sparcles
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_GUNSHOTDECAL)
		engfunc(EngFunc_WriteCoord, Origin[0])
		engfunc(EngFunc_WriteCoord, Origin[1])
		engfunc(EngFunc_WriteCoord, Origin[2])
		write_short(id)
		write_byte(decal)
		message_end()
	}
}

public fake_smoke(id, trace_result)
{
	static Float:vecSrc[3], Float:vecEnd[3], TE_FLAG
	
	get_weapon_attachment(id, vecSrc)
	global_get(glb_v_forward, vecEnd)
    
	xs_vec_mul_scalar(vecEnd, 8192.0, vecEnd)
	xs_vec_add(vecSrc, vecEnd, vecEnd)

	get_tr2(trace_result, TR_vecEndPos, vecSrc)
	get_tr2(trace_result, TR_vecPlaneNormal, vecEnd)
    
	xs_vec_mul_scalar(vecEnd, 2.5, vecEnd)
	xs_vec_add(vecSrc, vecEnd, vecEnd)
    
	TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
	TE_FLAG |= TE_EXPLFLAG_NOSOUND
	TE_FLAG |= TE_EXPLFLAG_NOPARTICLES
	
	engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, vecEnd, 0)
	write_byte(TE_EXPLOSION)
	engfunc(EngFunc_WriteCoord, vecEnd[0])
	engfunc(EngFunc_WriteCoord, vecEnd[1])
	engfunc(EngFunc_WriteCoord, vecEnd[2] - 10.0)
	write_short(g_smokepuff_id)
	write_byte(2)
	write_byte(50)
	write_byte(TE_FLAG)
	message_end()	
}

stock Stock_Get_Postion(id,Float:forw,Float:right, Float:up,Float:vStart[])
{
	new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
	
	pev(id, pev_origin, vOrigin)
	pev(id, pev_view_ofs,vUp) //for player
	xs_vec_add(vOrigin,vUp,vOrigin)
	pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
	
	angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors
	angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight)
	angle_vector(vAngle,ANGLEVECTOR_UP,vUp)
	
	vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
	vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
	vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
} 

stock get_weapon_attachment(id, Float:output[3], Float:fDis = 40.0)
{ 
	new Float:vfEnd[3], viEnd[3] 
	get_user_origin(id, viEnd, 3)  
	IVecFVec(viEnd, vfEnd) 
	
	new Float:fOrigin[3], Float:fAngle[3]
	
	pev(id, pev_origin, fOrigin) 
	pev(id, pev_view_ofs, fAngle)
	
	xs_vec_add(fOrigin, fAngle, fOrigin) 
	
	new Float:fAttack[3]
	
	xs_vec_sub(vfEnd, fOrigin, fAttack)
	xs_vec_sub(vfEnd, fOrigin, fAttack) 
	
	new Float:fRate
	
	fRate = fDis / vector_length(fAttack)
	xs_vec_mul_scalar(fAttack, fRate, fAttack)
	
	xs_vec_add(fOrigin, fAttack, output)
}

stock create_blood(const Float:origin[3])
{
	// Show some blood :)
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY) 
	write_byte(TE_BLOODSPRITE)
	engfunc(EngFunc_WriteCoord, origin[0])
	engfunc(EngFunc_WriteCoord, origin[1])
	engfunc(EngFunc_WriteCoord, origin[2])
	write_short(m_iBlood[1])
	write_short(m_iBlood[0])
	write_byte(75)
	write_byte(5)
	message_end()
}

stock set_player_screenfade(pPlayer, sDuration = 0, sHoldTime = 0, sFlags = 0, r = 0, g = 0, b = 0, a = 0 )
{
	if(!is_user_connected(pPlayer))
		return
	
	message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, pPlayer)
	write_short(sDuration)
	write_short(sHoldTime)
	write_short(sFlags)
	write_byte(r)
	write_byte(g)
	write_byte(b)
	write_byte(a)
	message_end()
}

stock set_player_nextattack(player, weapon_id, Float:NextTime)
{
	if(!is_user_alive(player))
		return
	
	const m_flNextPrimaryAttack = 46
	const m_flNextSecondaryAttack = 47
	const m_flTimeWeaponIdle = 48
	const m_flNextAttack = 83
	
	static weapon
	weapon = fm_get_user_weapon_entity(player, weapon_id)
	
	set_pdata_float(player, m_flNextAttack, NextTime, 5)
	if(pev_valid(weapon))
	{
		set_pdata_float(weapon, m_flNextPrimaryAttack , NextTime, 4)
		set_pdata_float(weapon, m_flNextSecondaryAttack, NextTime, 4)
		set_pdata_float(weapon, m_flTimeWeaponIdle, NextTime, 4)
	}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/

Last edited by grkmkprl; 05-02-2018 at 08:36. Reason: solved
grkmkprl is offline
SHIELD755
Veteran Member
Join Date: Feb 2018
Location: FROM MARVEL STUDIO
Old 05-01-2018 , 10:23   Re: Special authority to receive zombie mod weapons
Reply With Quote #2

Hii brother can you gave me name of gun which wanted in menu and which access flag you need and I will create a menu for you free
SHIELD755 is offline
grkmkprl
Junior Member
Join Date: Sep 2017
Old 05-01-2018 , 10:26   Re: Special authority to receive zombie mod weapons
Reply With Quote #3

Quote:
Originally Posted by SHIELD755 View Post
Hii brother can you gave me name of gun which wanted in menu and which access flag you need and I will create a menu for you free
Weapon name thunderbolt,access flag n-o-p-q-r-s-t-u (can be any)
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SHIELD755
Veteran Member
Join Date: Feb 2018
Location: FROM MARVEL STUDIO
Old 05-01-2018 , 10:24   Re: Special authority to receive zombie mod weapons
Reply With Quote #4

Lime golden ak
SHIELD755 is offline
SHIELD755
Veteran Member
Join Date: Feb 2018
Location: FROM MARVEL STUDIO
Old 05-01-2018 , 10:54   Re: Special authority to receive zombie mod weapons
Reply With Quote #5

why font you add this


public flag_acces(id)
{
if (get_user_flags(id) & ADMIN_KICK)
{
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SHIELD755
Veteran Member
Join Date: Feb 2018
Location: FROM MARVEL STUDIO
Old 05-01-2018 , 10:55   Re: Special authority to receive zombie mod weapons
Reply With Quote #6

add this before new_g register in code if it work than good
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SHIELD755
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Join Date: Feb 2018
Location: FROM MARVEL STUDIO
Old 05-01-2018 , 12:23   Re: Special authority to receive zombie mod weapons
Reply With Quote #7

Can you say me ur server ip and web i luv zm
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