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[MODO] Hora da Vingança

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[MODO] Hora da Vingança

Mensagem por MasterUnltd em 7/12/2013, 7:52 pm

Bom galera, ontem eu tava brincando de editar modos, e fis um aki bem legal e zuado, porem legal
Nome : Hora da Vingança
Descrição : 1 Player vira Nemesis(ou outra classe aleatoria)
E o resto do Servidor vira Survivor(ou outra classe aleatoria)
Sma:
Código:
#include <    amxmodx >
#include <    fun >
#include <    zpa_new_modes >

new const g_chance = 15

new const g_access_flag[] = "a"

new const g_play_sounds[][] =
{
   "zombie_plague/nemesis1.wav" ,
   "zombie_plague/survivor1.wav"
}

#define AMBIENCE_SOUNDS

#if defined AMBIENCE_SOUNDS

new const g_sound_ambience[][] =
{
   "zombie_plague/ambience.wav"
}

new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 }
#endif

new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_berhp, cvar_assahp, g_msg_sync

#define TASK_AMB 3256

public plugin_init( )
{
   register_plugin( "[ZP] Hora da \rVinganca","1.0", "Nao sei quem | TNT" )
  
   cvar_minplayers = register_cvar("zp_avsb_minplayers", "2")
   cvar_berhp =     register_cvar("zp_avsb_berseker_hp", "1.5")
   cvar_assahp =     register_cvar("zp_avsb_assassin_hp", "1.0")
   cvar_ratio =      register_cvar("zp_avsb_inf_ratio", "0.5")

   g_maxplayers = get_maxplayers( )
  
   g_msg_sync = CreateHudSyncObj()
}

public plugin_precache( )
{
   new access_flag = read_flags( g_access_flag )
   new i
  
   for (i = 0; i < sizeof g_play_sounds; i++)
      precache_sound( g_play_sounds[i] )
  
   #if defined AMBIENCE_SOUNDS
   new sound[100]
   for (i = 0; i < sizeof g_sound_ambience; i++)
   {
      if (equal(g_sound_ambience[i][strlen(g_sound_ambience[i])-4], ".mp3"))
      {
         formatex(sound, sizeof sound - 1, "sound/%s", g_sound_ambience[i])
         precache_generic( sound )
      }
      else
      {
         precache_sound( g_sound_ambience[i] )
      }
   }
   #endif
  
   g_gameid = zp_register_game_mode( "Hora da Vinganca ", access_flag, g_chance, 0, ZP_DM_BALANCE )
}

public zp_player_spawn_post( id )
{
   if( zp_get_current_mode() == g_gameid )
   {
      if( zp_get_user_zombie( id ))
      {
         zp_make_user_assassin( id )
         zp_make_user_predator( id )
         zp_make_user_nemesis( id )
        
         set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
      }
      else
      {
         zp_make_user_berserker( id )
         zp_make_user_sniper( id )
         zp_make_user_survivor( id )
        
         set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berhp)) )
      }
   }
}

public zp_round_started_pre( game )
{
   if( game == g_gameid )
   {
      if( fn_get_alive_players() < get_pcvar_num(cvar_minplayers) )
      {
         /**
          * Note:
          * This very necessary, you should return ZP_PLUGIN_HANDLED if
          * some conditions required by your game mode are not met
          * This will inform the main plugin that you have rejected
          * the offer and so the main plugin will allow other game modes
          * to be given a chance
          */
         return ZP_PLUGIN_HANDLED
      }
      start_avs_mode( )
   }
   return PLUGIN_CONTINUE
}

public zp_round_started( game, id )
{
   if( game == g_gameid )
   {
      set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
      ShowSyncHudMsg(0, g_msg_sync, "Hora da Vinganca^nE AGORA NEMESIS ???^n^n^n^nby TNT")
      
      client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] )
      
      remove_task( TASK_AMB )
      
      #if defined AMBIENCE_SOUNDS
      set_task( 2.0, "start_ambience_sounds", TASK_AMB )
      #endif
   }
}

public zp_game_mode_selected( gameid, id )
{
   if( gameid == g_gameid )
      start_avs_mode( )
  
   return PLUGIN_CONTINUE
}

start_avs_mode( )
{
   static i_assassins, i_max_assassins, id, i_alive
   i_alive = fn_get_alive_players()
   id = 0
  
   i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
   i_assassins = 0
  
   while (i_assassins < i_max_assassins)
   {
      if ( (++id) > g_maxplayers) id = 1
      
      if ( !is_user_alive(id) )
         continue;
      
      if (random_num(1, 5) == 1)
      {
         zp_make_user_assassin(id)
         zp_make_user_predator(id)
         zp_make_user_nemesis(id)
        
         set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
        
         i_assassins++
      }
   }
  
   for (id = 1; id <= g_maxplayers; id++)
   {
      // Only those of them who are alive and are not assassins
      if ( !is_user_alive(id) || zp_get_user_assassin(id) )
         continue;
        
      zp_make_user_berserker(id)
      zp_make_user_sniper(id)      
      zp_make_user_survivor(id)      

      set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berhp)) )
   }
}

#if defined AMBIENCE_SOUNDS
public start_ambience_sounds( )
{
   static amb_sound[64], sound, Float:duration
  
   sound = random_num( 0, sizeof g_sound_ambience - 1 )
   copy( amb_sound, sizeof amb_sound - 1 , g_sound_ambience[ sound ] )
   duration = g_sound_ambience_duration[ sound ]
  
   if ( equal( amb_sound[ strlen( amb_sound ) - 4 ], ".mp3" ) )
      client_cmd( 0, "mp3 play ^"sound/%s^"", amb_sound )
   else
      client_cmd( 0, "spk ^"%s^"", sound )
  
   set_task( duration, "start_ambience_sounds", TASK_AMB )
}
public zp_round_ended( winteam )
{
   remove_task( TASK_AMB )
}
#endif

fn_get_alive_players( )
{
   static i_alive, id
   i_alive = 0
  
   for ( id = 1; id <= g_maxplayers; id++ )
   {
      if( is_user_alive( id ) )
         i_alive++
   }
   return i_alive;
}


Última edição por MasterUnltd em 10/12/2013, 3:55 pm, editado 1 vez(es)
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MasterUnltd
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Re: [MODO] Hora da Vingança

Mensagem por Convidado em 8/12/2013, 12:31 am

Dahoraa !

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Re: [MODO] Hora da Vingança

Mensagem por Sergio # em 8/12/2013, 6:27 am

Poste a include "zpa_new_modes" pois quem não a tiver, irá ocasionar erro no momento da compilação.

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Re: [MODO] Hora da Vingança

Mensagem por MasterUnltd em 10/12/2013, 3:54 pm

Include "zpa_new_modes"
Código:
#if defined _zpa_new_modes_included
  #endinput
#endif
#define _zpa_new_modes_included

/* Teams for zp_register_extra_item() */
#define ZP_TEAM_ZOMBIE (1<<0)
#define ZP_TEAM_HUMAN (1<<1)
#define ZP_TEAM_NEMESIS (1<<2)
#define ZP_TEAM_SURVIVOR (1<<3)
#define ZP_TEAM_SNIPER (1<<4)
#define ZP_TEAM_ASSASSIN (1<<5)
#define ZP_TEAM_BERSERKER (1<<6)
#define ZP_TEAM_PREDATOR (1<<7)
#define ZP_TEAM_PREDATOR (1<<8)

/* Death Match modes for zp_register_game_mode */
enum
{
   ZP_DM_NONE = 0,   // Disable death match during the custom mode round
   ZP_DM_HUMAN,    // Respawn as human only
   ZP_DM_ZOMBIE,    // Respawn as zombie only
   ZP_DM_RANDOM,   // Respawn randomly as humans or zombies
   ZP_DM_BALANCE   // Respawn as humans or zombies to keep both team balanced
}
/* Game modes for zp_round_started() */
enum
{
   MODE_NONE = 0,
   MODE_INFECTION,
   MODE_NEMESIS,
   MODE_ASSASSIN,
   MODE_PREDATOR,   
   MODE_SURVIVOR,
   MODE_SNIPER,
   MODE_BERSERKER,
   MODE_SUBZERO,
   MODE_SWARM,
   MODE_MULTI,
   MODE_PLAGUE,
   MODE_LNJ
}

/* Winner teams for zp_round_ended() */
enum
{
   WIN_NO_ONE = 0,
   WIN_ZOMBIES,
   WIN_HUMANS
}

/* Custom forward return values */
#define ZP_PLUGIN_HANDLED 97

/**
 * Returns whether a player is a zombie.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_zombie(id)

/**
 * Returns whether a player is a nemesis.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_nemesis(id)

/**
 * Returns whether a player is a survivor.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_survivor(id)

/**
 * Returns whether a player is the first zombie.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_first_zombie(id)

/**
 * Returns whether a player is the last zombie.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_last_zombie(id)

/**
 * Returns whether a player is the last human.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_last_human(id)

/**
 * Returns a player's current zombie class ID.
 *
 * @param id      Player index.
 * @return      Internal zombie class ID, or -1 if not yet chosen.
 */
native zp_get_user_zombie_class(id)

/**
 * Returns a player's next zombie class ID (for the next infection).
 *
 * @param id      Player index.
 * @return      Internal zombie class ID, or -1 if not yet chosen.
 */
native zp_get_user_next_class(id)

/**
 * Sets a player's next zombie class ID (for the next infection).
 *
 * @param id      Player index.
 * @param classid   A valid zombie class ID.
 * @return      True on success, false otherwise.
 */
native zp_set_user_zombie_class(id, classid)

/**
 * Returns a player's ammo pack count.
 *
 * @param id      Player index.
 * @return      Number of ammo packs owned.
 */
native zp_get_user_ammo_packs(id)

/**
 * Sets a player's ammo pack count.
 *
 * @param id      Player index.
 * @param amount   New quantity of ammo packs owned.
 */
native zp_set_user_ammo_packs(id, amount)

/**
 * Returns the default maximum health of a zombie.
 *
 * Note: Takes into account first zombie's HP multiplier.
 *
 * @param id      Player index.
 * @return      Maximum amount of health points, or -1 if not a normal zombie.
 */
native zp_get_zombie_maxhealth(id)

/**
 * Returns a player's custom flashlight batteries charge.
 *
 * @param id      Player index.
 * @return      Charge percent (0 to 100).
 */
native zp_get_user_batteries(id)

/**
 * Sets a player's custom flashlight batteries charge.
 *
 * @param id      Player index.
 * @param value      New charge percent (0 to 100).
 */
native zp_set_user_batteries(id, charge)

/**
 * Returns whether a player has night vision.
 *
 * @param id      Player index.
 * @return      True if it has, false otherwise.
 */
native zp_get_user_nightvision(id)

/**
 * Sets whether a player has night vision.
 *
 * @param id      Player index.
 * @param set      True to give, false for removing it.
 */
native zp_set_user_nightvision(id, set)

/**
 * Forces a player to become a zombie.
 *
 * Note: Unavailable for last human/survivor/sniper/berserker/subzero.
 *
 * @param id      Player index to be infected.
 * @param infector   Player index who infected him (optional).
 * @param silent   If set, there will be no HUD messages or infection sounds.
 * @param rewards   Whether to show DeathMsg and reward frags, hp, and ammo packs to infector.
 * @return      True on success, false otherwise.
 */
native zp_infect_user(id, infector = 0, silent = 0, rewards = 0)

/**
 * Forces a player to become a human.
 *
 * Note: Unavailable for last zombie/nemesis.
 *
 * @param id      Player index to be cured.
 * @param silent   If set, there will be no HUD messages or antidote sounds.
 * @return      True on success, false otherwise.
 */
native zp_disinfect_user(id, silent = 0)

/**
 * Forces a player to become a nemesis.
 *
 * Note: Unavailable for last human/survivor/sniper/berserker/subzero.
 *
 * @param id      Player index to turn into nemesis.
 * @return      True on success, false otherwise.
 */
native zp_make_user_nemesis(id)

/**
 * Forces a player to become a survivor.
 *
 * Note: Unavailable for last zombie/nemesis.
 *
 * @param id      Player index to turn into survivor.
 * @return      True on success, false otherwise.
 */
native zp_make_user_survivor(id)

/**
 * Respawns a player into a specific team.
 *
 * @param id      Player index to be respawned.
 * @param team      Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN).
 * @return      True on success, false otherwise.
 */
native zp_respawn_user(id, team)

/**
 * Forces a player to buy an extra item.
 *
 * @param id      Player index.
 * @param itemid   A valid extra item ID.
 * @param ignorecost   If set, item's cost won't be deduced from player.
 * @return      True on success, false otherwise.
 */
native zp_force_buy_extra_item(id, itemid, ignorecost = 0)

/**
 * Returns whether a player is a sniper.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_sniper(id)

/**
 * Forces a player to become a sniper.
 *
 * Note: Unavailable for last zombie/nemesis/assassin.
 *
 * @param id      Player index to turn into sniper.
 * @return      True on success, false otherwise.
 */
native zp_make_user_sniper(id)

/**
 * Returns whether a player is an assassin.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_assassin(id)


/**
 * Returns whether a player is an predator.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_predator(id)

/**
 * Forces a player to become a assassin.
 *
 * Note: Unavailable for last human/survivor/sniper.
 *
 * @param id      Player index to turn into assassin.
 * @return      True on success, false otherwise.
 */
native zp_make_user_assassin(id)

/**
 * Forces a player to become a predator.
 *
 * Note: Unavailable for last human/survivor/sniper.
 *
 * @param id      Player index to turn into predator.
 * @return      True on success, false otherwise.
 */
native zp_make_user_predator(id)

/**
 * Returns whether a player is a sniper.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_berserker(id)

/**
 * Forces a player to become a berserker.
 *
 * Note: Unavailable for last zombie/nemesis/assassin.
 *
 * @param id      Player index to turn into berserker.
 * @return      True on success, false otherwise.
 */
native zp_make_user_berserker(id)

/**
 * Forces a player to become a berserker.
 *
 * Note: Unavailable for last zombie/nemesis/assassin.
 *
 * @param id      Player index to turn into berserker.
 * @return      True on success, false otherwise.
 */

/**
 * Returns whether a player is a subzero.
 *
 * @param id      Player index.
 * @return      True if it is, false otherwise.
 */
native zp_get_user_subzero(id)

/**
 * Forces a player to become a subzero.
 *
 * Note: Unavailable for last zombie/nemesis/assassin.
 *
 * @param id      Player index to turn into berserker.
 * @return      True on success, false otherwise.
 */
native zp_make_user_subzero(id)

/**
 * Forces a player to become a subzero
 *
 * Note: Unavailable for last zombie/nemesis/assassin.
 *
 * @param id      Player index to turn into subzero.
 * @return      True on success, false otherwise.
 */

/**
 * Returns whether the ZP round has started, i.e. first zombie
 * has been chosen or a game mode has begun.
 *
 * @return      0 - Round not started
 *         1 - Round started
 *         2 - Round starting
 */
native zp_has_round_started()

/**
 * Returns whether the current round is a nemesis round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_nemesis_round()

/**
 * Returns whether the current round is a survivor round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_survivor_round()

/**
 * Returns whether the current round is a swarm round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_swarm_round()

/**
 * Returns whether the current round is a plague round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_plague_round()

/**
 * Returns whether the current round is a Armageddon round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_lnj_round()

/**
 * Returns number of alive zombies.
 *
 * @return      Zombie count.
 */
native zp_get_zombie_count()

/**
 * Returns number of alive humans.
 *
 * @return      Human count.
 */
native zp_get_human_count()

/**
 * Returns number of alive nemesis.
 *
 * @return      Nemesis count.
 */
native zp_get_nemesis_count()

/**
 * Returns number of alive survivors.
 *
 * @return      Survivor count.
 */
native zp_get_survivor_count()

/**
 * Returns whether the current round is a sniper round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_sniper_round()

/**
 * Returns whether the current round is a assassin round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_assassin_round()

/**
 * Returns whether the current round is a predator round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_predator_round()

/**
 * Returns whether the current round is a berserker round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_berserker_round()

/**
 * Returns whether the current round is a subzero round.
 *
 * @return      True if it is, false otherwise.
 */
native zp_is_subzero_round()

/**
 * Returns number of alive snipers.
 *
 * @return      Sniper count.
 */
native zp_get_sniper_count()

/**
 * Returns number of alive assassins.
 *
 * @return      Assassin count.
 */
native zp_get_assassin_count()

/**
 * Returns number of alive predators.
 *
 * @return      predator count.
 */
native zp_get_predator_count()

/**
 * Returns number of alive berserkers.
 *
 * @return      Berserker count.
 */
native zp_get_berserker_count()

/**
 * Returns number of alive subzeros.
 *
 * @return      Subzero count.
 */
native zp_get_subzero_count()

/**
 * Returns the current game mode ID
 *
 * Note: For default game modes you can use, for eg. MODE_SWARM,
 * to check if the current round is swarm mode.
 *
 * Note: For custom game modes you must have the custom game
 * mode ID to detect it
 *
 * @return      Current game mode ID
 */
native zp_get_current_mode()

/**
 * Returns an extra item's ID.
 *
 * @param name      Item name to look for.
 * @return      Internal extra item ID, or -1 if not found.
 */
native zp_get_extra_item_id(const name[])

/**
 * Returns a zombie class' ID.
 *
 * @param name      Class name to look for.
 * @return      Internal zombie class ID, or -1 if not found.
 */
native zp_get_zombie_class_id(const name[])

/**
 * Registers a custom game mode which will be added to the admin menu of ZP
 *
 * Note: The returned game mode ID can later be used to detect the game mode
 * which is called in zp_round_started_pre. There you can start the game mode
 * externally by using this game mode ID.
 *
 * @param name       The game modes name which will also be used by other plugins
 *          to identify this game mode
 * @param flags      Access flags required by the admins to start this game
 *          mode via the admin menu.
 * @param chance   Chance level of this game mode. (1 in X) The higher the value
 *          the lesser the chance that this game mode will be called
 * @param allow      Whether to permit infection or not after a zombie's attack
 * @param dm_mode   Death match mode during this game. Use ZP_DM_NONE to disable
 *          respawning during this game mode
 * @return      An internal game mode ID or -1 on failure
 */
native zp_register_game_mode( const name[], flags, chance, allow, dm_mode)

/**
 * Registers a custom item which will be added to the extra items menu of ZP.
 *
 * Note: The returned extra item ID can be later used to catch item
 * purchase events for the zp_extra_item_selected() forward.
 *
 * Note: ZP_TEAM_NEMESIS, ZP_TEAM_SURVIVOR, ZP_TEAM_ASSASSIN, ZP_TEAM_SNIPER, ZP_TEAM_BERSERKER and ZP_TEAM_SUBZERO
 * can be used to make an item available to Nemesis,
 * Survivors, Assassins, Snipers and Berserkers/Subzeros.
 *
 * @param name      Caption to display on the menu.
 * @param cost      Ammo packs to be deducted on purchase.
 * @param teams      Bitsum of teams it should be available for.
 * @return      An internal extra item ID, or -1 on failure.
 */
native zp_register_extra_item(const name[], cost, teams)

/**
 * Registers a custom class which will be added to the zombie classes menu of ZP.
 *
 * Note: The returned zombie class ID can be later used to identify
 * the class when calling the zp_get_user_zombie_class() natives.
 *
 * @param name      Caption to display on the menu.
 * @param info      Brief description of the class.
 * @param model      Player model to be used.
 * @param clawmodel   Claws model to be used.
 * @param hp      Initial health points.
 * @param speed      Maximum speed.
 * @param gravity   Gravity multiplier.
 * @param knockback   Knockback multiplier.
 * @return      An internal zombie class ID, or -1 on failure.
 */
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)

/**
 * Called when the ZP round starts, i.e. first zombie
 * is chosen or a game mode begins.
 *
 * @param gamemode   Mode which has started.
 * @param id      Affected player's index (if applicable).
 */
forward zp_round_started(gamemode, id)

/**
 * Called before the ZP round starts. This is only
 * called for custom game modes.
 *
 * Note: The custom game mode id can be used to start
 * the game mode externally
 *
 * Note: returning ZP_PLUGIN_HANDLED will cause the
 * game mode to be blocked and other game modes will
 * be given a chance.
 *
 * @param gameid   Custom mode id which is called
 */
forward zp_round_started_pre(gameid)

/**
 * Called when the round ends.
 *
 * @param winteam   Team which has won the round.
 */
forward zp_round_ended(winteam)

/**
 * Called when a player gets infected.
 *
 * @param id      Player index who was infected.
 * @param infector   Player index who infected him (if applicable).
 * @param nemesis   Whether the player was turned into a nemesis.
 */
forward zp_user_infected_pre(id, infector, nemesis)
forward zp_user_infected_post(id, infector, nemesis)

/**
 * Called when a player turns back to human.
 *
 * @param id      Player index who was cured.
 * @param survivor   Whether the player was turned into a survivor.
 */
forward zp_user_humanized_pre(id, survivor)
forward zp_user_humanized_post(id, survivor)
forward zp_user_humanized_pre(id, sniper)
forward zp_user_humanized_post(id, sniper)
forward zp_user_humanized_pre(id, berserker)
forward zp_user_humanized_post(id, berserker)
forward zp_user_humanized_pre(id, subzero)
forward zp_user_humanized_post(id, subzero)

/**
 * Called on a player infect/cure attempt. You can use this to block
 * an infection/humanization by returning ZP_PLUGIN_HANDLED in your plugin.
 *
 * Note: Right now this is only available after the ZP round starts, since some
 * situations (like blocking a first zombie's infection) are not yet handled.
 */
forward zp_user_infect_attempt(id, infector, nemesis)
forward zp_user_humanize_attempt(id, survivor)
forward zp_user_humanize_attempt(id, sniper)
forward zp_user_humanize_attempt(id, berserker)
forward zp_user_humanize_attempt(id, subzero)

/**
 * Called when an admin selects a custom game mode from the ZP admin menu.
 *
 * Note: You should trigger the custom game mode here with out any checks
 *
 * @param gameid   Internal custom game mode ID
 * @param id      Player index who selected the game mode
 */
forward zp_game_mode_selected(gameid, id)

/**
 * Called when a player spawns. This is also called for CZ bots
 * which are spawning
 *
 * Note: You should use this, instead of other spawn forwards,
 * when you want to change some one's class after spawning.
 *
 * Note: If you have used this forward then you must return
 * ZP_PLUGIN_HANDLED to inform the main plugin that you have used
 * this forward
 *
 * @param id      Player index who has spawned
 * @param resp_zombie   This is passed by the main plugin as 1 if
 *          the player needs to be spawned as a zombie
 *          otherwise it is passed as zero
 */
forward zp_player_spawn_post(id, resp_zombie)

/**
 * Called when a player buys an extra item from the ZP menu.
 *
 * Note: You can now return ZP_PLUGIN_HANDLED in your plugin to block
 * the purchase and the player will be automatically refunded.
 *
 * @param id      Player index of purchaser.
 * @param itemid   Internal extra item ID.
 */
forward zp_extra_item_selected(id, itemid)

/**
 * Called when a player gets unfrozen (frostnades).
 *
 * @param id      Player index.
 */
forward zp_user_unfrozen(id)

/**
 * Called when a player becomes the last zombie.
 *
 * Note: This is called for the first zombie too.
 *
 * @param id      Player index.
 */
forward zp_user_last_zombie(id)

/**
 * Called when a player becomes the last human.
 *
 * @param id      Player index.
 */
forward zp_user_last_human(id)

/**
 * @deprecated - Do not use!
 * For backwards compatibility only.
 */
#define ZP_TEAM_ANY 0
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1046\\ f0\\ fs16 \n\\ par }
*/
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Re: [MODO] Hora da Vingança

Mensagem por Sergio # em 10/12/2013, 5:53 pm

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