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descriptionplugin gamemode sniper

more_horiz
em qual local eu tenho que altera para adiciona nemesis no lugar dos zm

ex: quando inicia o modo, e escolhido somente 1 sniper e o restante dos player todos vira zombies

queria fazer que na hora que ativar o modo, selecionar somente 1 sniper e o restante virar tudo nemesis.

Código:

#include <amxmodx>
#include <amx_settings_api>
#include <zp50_gamemodes>
#include <zp50_class_sniper>
#include <zp50_deathmatch>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default sounds
new const sound_sniper[][] = { "zombie_plague/survivor1.wav" , "zombie_plague/survivor2.wav" }

#define SOUND_MAX_LENGTH 64

new Array:g_sound_sniper

// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 20
#define HUD_EVENT_G 20
#define HUD_EVENT_B 255

new g_MaxPlayers
new g_HudSync
new g_TargetPlayer

new cvar_sniper_chance, cvar_sniper_min_players
new cvar_sniper_show_hud, cvar_sniper_sounds
new cvar_sniper_allow_respawn

public plugin_precache()
{
   // Register game mode at precache (plugin gets paused after this)
   register_plugin("[ZP] Game Mode: sniper", ZP_VERSION_STRING, "ZP Dev Team")
   zp_gamemodes_register("Sniper Mode")
   
   // Create the HUD Sync Objects
   g_HudSync = CreateHudSyncObj()
   
   g_MaxPlayers = get_maxplayers()
   
   cvar_sniper_chance = register_cvar("zp_sniper_chance", "20")
   cvar_sniper_min_players = register_cvar("zp_sniper_min_players", "0")
   cvar_sniper_show_hud = register_cvar("zp_sniper_show_hud", "1")
   cvar_sniper_sounds = register_cvar("zp_sniper_sounds", "1")
   cvar_sniper_allow_respawn = register_cvar("zp_sniper_allow_respawn", "0")
   
   // Initialize arrays
   g_sound_sniper = ArrayCreate(SOUND_MAX_LENGTH, 1)
   
   // Load from external file
   amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
   
   // If we couldn't load custom sounds from file, use and save default ones
   new index
   if (ArraySize(g_sound_sniper) == 0)
   {
      for (index = 0; index < sizeof sound_sniper; index++)
         ArrayPushString(g_sound_sniper, sound_sniper[index])
      
      // Save to external file
      amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
   }
   
   // Precache sounds
   new sound[SOUND_MAX_LENGTH]
   for (index = 0; index < ArraySize(g_sound_sniper); index++)
   {
      ArrayGetString(g_sound_sniper, index, sound, charsmax(sound))
      if (equal(sound[strlen(sound)-4], ".mp3"))
      {
         format(sound, charsmax(sound), "sound/%s", sound)
         precache_generic(sound)
      }
      else
         precache_sound(sound)
   }
}

// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
   // Respawning allowed?
   if (!get_pcvar_num(cvar_sniper_allow_respawn))
      return PLUGIN_HANDLED;
   
   return PLUGIN_CONTINUE;
}

public zp_fw_core_spawn_post(id)
{
   // Always respawn as human on sniper rounds
   zp_core_respawn_as_zombie(id, false)
}

public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
{
   if (!skipchecks)
   {
      // Random chance
      if (random_num(1, get_pcvar_num(cvar_sniper_chance)) != 1)
         return PLUGIN_HANDLED;
      
      // Min players
      if (GetAliveCount() < get_pcvar_num(cvar_sniper_min_players))
         return PLUGIN_HANDLED;
   }
   
   // Game mode allowed
   return PLUGIN_CONTINUE;
}

public zp_fw_gamemodes_choose_post(game_mode_id, target_player)
{
   // Pick player randomly?
   g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player
}

public zp_fw_gamemodes_start()
{
   // Turn player into sniper
   zp_class_sniper_set(g_TargetPlayer)
   
   // Turn the remaining players into zombies
   new id
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      // Not alive
      if (!is_user_alive(id))
         continue;
      
      // sniper or already a zombie
      if (zp_class_sniper_get(id) || zp_core_is_zombie(id))
         continue;
      
      zp_core_infect(id)
   }
   
   // Play sniper sound
   if (get_pcvar_num(cvar_sniper_sounds))
   {
      new sound[SOUND_MAX_LENGTH]
      ArrayGetString(g_sound_sniper, random_num(0, ArraySize(g_sound_sniper) - 1), sound, charsmax(sound))
      PlaySoundToClients(sound)
   }
   
   if (get_pcvar_num(cvar_sniper_show_hud))
   {
      // Show sniper HUD notice
      new name[32]
      get_user_name(g_TargetPlayer, name, charsmax(name))
      set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
      ShowSyncHudMsg(0, g_HudSync, "%L", LANG_PLAYER, "NOTICE_SNIPER", name)
   }
}

// Plays a sound on clients
PlaySoundToClients(const sound[])
{
   if (equal(sound[strlen(sound)-4], ".mp3"))
      client_cmd(0, "mp3 play ^"sound/%s^"", sound)
   else
      client_cmd(0, "spk ^"%s^"", sound)
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
   new iAlive, id
   
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      if (is_user_alive(id))
         iAlive++
   }
   
   return iAlive;
}

// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
   new iAlive, id
   
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      if (is_user_alive(id))
         iAlive++
      
      if (iAlive == target_index)
         return id;
   }
   
   return -1;
}

descriptionRe: plugin gamemode sniper

more_horiz
Não sei mas tentar trocar

if (zp_class_sniper_get(id) || zp_core_is_zombie(id))

para

if (zp_class_sniper_get(id) || zp_core_is_nemesis(id))

não sei como é o zp50

____________________________________________


Visite

descriptionRe: plugin gamemode sniper

more_horiz

Código:

#include <amxmodx>
#include <amx_settings_api>
#include <zp50_gamemodes>
#include <zp50_class_sniper>
#include <zp50_class_nemesis>
#include <zp50_deathmatch>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default sounds
new const sound_sniper[][] = { "zombie_plague/survivor1.wav" , "zombie_plague/survivor2.wav" }

#define SOUND_MAX_LENGTH 64

new Array:g_sound_sniper

// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 20
#define HUD_EVENT_G 20
#define HUD_EVENT_B 255

new g_MaxPlayers
new g_HudSync
new g_TargetPlayer

new cvar_sniper_chance, cvar_sniper_min_players
new cvar_sniper_show_hud, cvar_sniper_sounds
new cvar_sniper_allow_respawn

public plugin_precache()
{
  // Register game mode at precache (plugin gets paused after this)
  register_plugin("[ZP] Game Mode: sniper", ZP_VERSION_STRING, "ZP Dev Team")
  zp_gamemodes_register("Sniper Mode")
 
  // Create the HUD Sync Objects
  g_HudSync = CreateHudSyncObj()
 
  g_MaxPlayers = get_maxplayers()
 
  cvar_sniper_chance = register_cvar("zp_sniper_chance", "20")
  cvar_sniper_min_players = register_cvar("zp_sniper_min_players", "0")
  cvar_sniper_show_hud = register_cvar("zp_sniper_show_hud", "1")
  cvar_sniper_sounds = register_cvar("zp_sniper_sounds", "1")
  cvar_sniper_allow_respawn = register_cvar("zp_sniper_allow_respawn", "0")
 
  // Initialize arrays
  g_sound_sniper = ArrayCreate(SOUND_MAX_LENGTH, 1)
 
  // Load from external file
  amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
 
  // If we couldn't load custom sounds from file, use and save default ones
  new index
  if (ArraySize(g_sound_sniper) == 0)
  {
      for (index = 0; index < sizeof sound_sniper; index++)
        ArrayPushString(g_sound_sniper, sound_sniper[index])
     
      // Save to external file
      amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
  }
 
  // Precache sounds
  new sound[SOUND_MAX_LENGTH]
  for (index = 0; index < ArraySize(g_sound_sniper); index++)
  {
      ArrayGetString(g_sound_sniper, index, sound, charsmax(sound))
      if (equal(sound[strlen(sound)-4], ".mp3"))
      {
        format(sound, charsmax(sound), "sound/%s", sound)
        precache_generic(sound)
      }
      else
        precache_sound(sound)
  }
}

// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
  // Respawning allowed?
  if (!get_pcvar_num(cvar_sniper_allow_respawn))
      return PLUGIN_HANDLED;
 
  return PLUGIN_CONTINUE;
}

public zp_fw_core_spawn_post(id)
{
  // Always respawn as human on sniper rounds
  zp_core_respawn_as_zombie(id, false)
}

public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
{
  if (!skipchecks)
  {
      // Random chance
      if (random_num(1, get_pcvar_num(cvar_sniper_chance)) != 1)
        return PLUGIN_HANDLED;
     
      // Min players
      if (GetAliveCount() < get_pcvar_num(cvar_sniper_min_players))
        return PLUGIN_HANDLED;
  }
 
  // Game mode allowed
  return PLUGIN_CONTINUE;
}

public zp_fw_gamemodes_choose_post(game_mode_id, target_player)
{
  // Pick player randomly?
  g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player
}

public zp_fw_gamemodes_start()
{
  // Turn player into sniper
  zp_class_sniper_set(g_TargetPlayer)
 
  // Turn the remaining players into zombies
  new id
  for (id = 1; id <= g_MaxPlayers; id++)
  {
      // Not alive
      if (!is_user_alive(id))
        continue;
     
      // sniper or already a zombie
      if (zp_class_sniper_get(id) || zp_class_nemesis_get(id))
        continue;
     
      zp_class_nemesis_set(id)
  }
 
  // Play sniper sound
  if (get_pcvar_num(cvar_sniper_sounds))
  {
      new sound[SOUND_MAX_LENGTH]
      ArrayGetString(g_sound_sniper, random_num(0, ArraySize(g_sound_sniper) - 1), sound, charsmax(sound))
      PlaySoundToClients(sound)
  }
 
  if (get_pcvar_num(cvar_sniper_show_hud))
  {
      // Show sniper HUD notice
      new name[32]
      get_user_name(g_TargetPlayer, name, charsmax(name))
      set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
      ShowSyncHudMsg(0, g_HudSync, "%L", LANG_PLAYER, "NOTICE_SNIPER", name)
  }
}

// Plays a sound on clients
PlaySoundToClients(const sound[])
{
  if (equal(sound[strlen(sound)-4], ".mp3"))
      client_cmd(0, "mp3 play ^"sound/%s^"", sound)
  else
      client_cmd(0, "spk ^"%s^"", sound)
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
  new iAlive, id
 
  for (id = 1; id <= g_MaxPlayers; id++)
  {
      if (is_user_alive(id))
        iAlive++
  }
 
  return iAlive;
}

// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
  new iAlive, id
 
  for (id = 1; id <= g_MaxPlayers; id++)
  {
      if (is_user_alive(id))
        iAlive++
     
      if (iAlive == target_index)
        return id;
  }
 
  return -1;
}

____________________________________________


Dicas Para Ser um Bom Scripter :
* Pense no Plugin que ira criar (Seja Inovador)
* Crie um código SMA imaginário na cabeça de como vai ser o plugin
* Passe o Codigo mental para o AMX Studio
* Compile e Teste
* Corrija Todos os Bugs do Plugin (Caso tiver um)
* Poste o Plugin ;)

** Seguindo as Dicas você estara no Padrão [P]erfec[T] [S]cr[@]s[H] **  
Zplague24 Zplague20Zplague12 

descriptionRe: plugin gamemode sniper

more_horiz
Biel-oGrande escreveu:
Não sei mas tentar trocar

if (zp_class_sniper_get(id) || zp_core_is_zombie(id))

para

if (zp_class_sniper_get(id) || zp_core_is_nemesis(id))

não sei como é o zp50


eu ja tinha tentado isso tambem achando que era so ai deu error na hora de compilar ^^

descriptionRe: plugin gamemode sniper

more_horiz
cancels escreveu:
Biel-oGrande escreveu:
Não sei mas tentar trocar

if (zp_class_sniper_get(id) || zp_core_is_zombie(id))

para

if (zp_class_sniper_get(id) || zp_core_is_nemesis(id))

não sei como é o zp50


eu ja tinha tentado isso tambem achando que era so ai deu error na hora de compilar ^^

pse zp_class_nemesis_get

fora q ainda tem a include do zp50 q tudo é separado 
zp50_class_nemesis.inc

____________________________________________


Visite

descriptionRe: plugin gamemode sniper

more_horiz
Biel-oGrande escreveu:
cancels escreveu:
Biel-oGrande escreveu:
Não sei mas tentar trocar

if (zp_class_sniper_get(id) || zp_core_is_zombie(id))

para

if (zp_class_sniper_get(id) || zp_core_is_nemesis(id))

não sei como é o zp50


eu ja tinha tentado isso tambem achando que era so ai deu error na hora de compilar ^^

pse zp_class_nemesis_get

fora q ainda tem a include do zp50 q tudo é separado 
zp50_class_nemesis.inc



verdade nao e tao facil igual eu imaginava eu to tentando aqui mais nao da certo de jeito nenhum

descriptionRe: plugin gamemode sniper

more_horiz
[P]erfec[T] [S]cr[@]s[H] escreveu:

Código:

#include <amxmodx>
#include <amx_settings_api>
#include <zp50_gamemodes>
#include <zp50_class_sniper>
#include <zp50_class_nemesis>
#include <zp50_deathmatch>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default sounds
new const sound_sniper[][] = { "zombie_plague/survivor1.wav" , "zombie_plague/survivor2.wav" }

#define SOUND_MAX_LENGTH 64

new Array:g_sound_sniper

// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 20
#define HUD_EVENT_G 20
#define HUD_EVENT_B 255

new g_MaxPlayers
new g_HudSync
new g_TargetPlayer

new cvar_sniper_chance, cvar_sniper_min_players
new cvar_sniper_show_hud, cvar_sniper_sounds
new cvar_sniper_allow_respawn

public plugin_precache()
{
   // Register game mode at precache (plugin gets paused after this)
   register_plugin("[ZP] Game Mode: sniper", ZP_VERSION_STRING, "ZP Dev Team")
   zp_gamemodes_register("Sniper Mode")
  
   // Create the HUD Sync Objects
   g_HudSync = CreateHudSyncObj()
  
   g_MaxPlayers = get_maxplayers()
  
   cvar_sniper_chance = register_cvar("zp_sniper_chance", "20")
   cvar_sniper_min_players = register_cvar("zp_sniper_min_players", "0")
   cvar_sniper_show_hud = register_cvar("zp_sniper_show_hud", "1")
   cvar_sniper_sounds = register_cvar("zp_sniper_sounds", "1")
   cvar_sniper_allow_respawn = register_cvar("zp_sniper_allow_respawn", "0")
  
   // Initialize arrays
   g_sound_sniper = ArrayCreate(SOUND_MAX_LENGTH, 1)
  
   // Load from external file
   amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
  
   // If we couldn't load custom sounds from file, use and save default ones
   new index
   if (ArraySize(g_sound_sniper) == 0)
   {
      for (index = 0; index < sizeof sound_sniper; index++)
         ArrayPushString(g_sound_sniper, sound_sniper[index])
      
      // Save to external file
      amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
   }
  
   // Precache sounds
   new sound[SOUND_MAX_LENGTH]
   for (index = 0; index < ArraySize(g_sound_sniper); index++)
   {
      ArrayGetString(g_sound_sniper, index, sound, charsmax(sound))
      if (equal(sound[strlen(sound)-4], ".mp3"))
      {
         format(sound, charsmax(sound), "sound/%s", sound)
         precache_generic(sound)
      }
      else
         precache_sound(sound)
   }
}

// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
   // Respawning allowed?
   if (!get_pcvar_num(cvar_sniper_allow_respawn))
      return PLUGIN_HANDLED;
  
   return PLUGIN_CONTINUE;
}

public zp_fw_core_spawn_post(id)
{
   // Always respawn as human on sniper rounds
   zp_core_respawn_as_zombie(id, false)
}

public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
{
   if (!skipchecks)
   {
      // Random chance
      if (random_num(1, get_pcvar_num(cvar_sniper_chance)) != 1)
         return PLUGIN_HANDLED;
      
      // Min players
      if (GetAliveCount() < get_pcvar_num(cvar_sniper_min_players))
         return PLUGIN_HANDLED;
   }
  
   // Game mode allowed
   return PLUGIN_CONTINUE;
}

public zp_fw_gamemodes_choose_post(game_mode_id, target_player)
{
   // Pick player randomly?
   g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player
}

public zp_fw_gamemodes_start()
{
   // Turn player into sniper
   zp_class_sniper_set(g_TargetPlayer)
  
   // Turn the remaining players into zombies
   new id
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      // Not alive
      if (!is_user_alive(id))
         continue;
      
      // sniper or already a zombie
      if (zp_class_sniper_get(id) || zp_class_nemesis_get(id))
         continue;
      
      zp_class_nemesis_set(id)
   }
  
   // Play sniper sound
   if (get_pcvar_num(cvar_sniper_sounds))
   {
      new sound[SOUND_MAX_LENGTH]
      ArrayGetString(g_sound_sniper, random_num(0, ArraySize(g_sound_sniper) - 1), sound, charsmax(sound))
      PlaySoundToClients(sound)
   }
  
   if (get_pcvar_num(cvar_sniper_show_hud))
   {
      // Show sniper HUD notice
      new name[32]
      get_user_name(g_TargetPlayer, name, charsmax(name))
      set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
      ShowSyncHudMsg(0, g_HudSync, "%L", LANG_PLAYER, "NOTICE_SNIPER", name)
   }
}

// Plays a sound on clients
PlaySoundToClients(const sound[])
{
   if (equal(sound[strlen(sound)-4], ".mp3"))
      client_cmd(0, "mp3 play ^"sound/%s^"", sound)
   else
      client_cmd(0, "spk ^"%s^"", sound)
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
   new iAlive, id
  
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      if (is_user_alive(id))
         iAlive++
   }
  
   return iAlive;
}

// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
   new iAlive, id
  
   for (id = 1; id <= g_MaxPlayers; id++)
   {
      if (is_user_alive(id))
         iAlive++
      
      if (iAlive == target_index)
         return id;
   }
  
   return -1;
}




deu certinho aqui valeu  [P]erfec[T] [S]cr[@]s[H] pela força;

+REP




Biel-oGrande  Brigadao ai pela força tambem manin =D

descriptionRe: plugin gamemode sniper

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