Zplague
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Zplague Entrar

Seu portal de Zombie Plague no Brasil


description[Game Mode] Modo Fim do Mundo !! Empty[Game Mode] Modo Fim do Mundo !!

more_horiz
Descrição:
No Round Fim do Mundo o Mapa Ficara Escuro e Trovejando Sem Parar
e depois que o tempo acaba (O que Aparece na Hud) Todos Morrem !!!

SMAs:

Versão Para Zombie Plague Advance New Modes:

Código:

#include <amxmodx>
#include < fun >
#include <zpa_new_modes>

/************************************************************\
|                  Customizations Section                    |
|        You can edit here according to your liking        |
\************************************************************/

#define BLAST_TASK 13192389
#define TASK_COUNTDOWN 213103

// This is the chance value according to which this game mode will be called
// The higher the value the lesser the chance of calling this game mode
new const g_chance = 20

// This is the access flag required to start the game mode
// through the admin menu. Look in users.ini for more details
new const g_access_flag[] = "l"

// This is the sound which is played when the game mode is triggered
// Add as many as you want [Randomly chosen if more than one]
new const g_play_sounds[][] = { "zombie_plague/nemesis1.wav", "zombie_plague/survivor1.wav" }

// Comment the following line to disable ambience sounds
// Just add two slashes ( // )
#define AMBIENCE_SOUNDS

#if defined AMBIENCE_SOUNDS
// Ambience Sounds (only .wav and .mp3 formats supported)
// Add as many as you want [Randomly chosen if more than one]
new const g_sound_ambience[][] = { "zombie_plague/ambience.wav" }

// Duration in seconds of each sound
new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 }
#endif

new const sound_launch[] = { "weapons/mortar.wav" }
new const sound_blast[] = { "weapons/mortarhit.wav" }


/************************************************************\
|                  Customizations Ends Here..!!              |
|        You can edit the cvars in the plugin init          |
\************************************************************/

// Variables
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_sniperhp, cvar_assahp, g_msg_sync, cvar_nemhp, cvar_survhp, cvar_berserkerhp, cvar_predatorhp
new old_cvar, szTime, cvar_time, g_fim_do_mundo_round, claridade_padrao[33]

// Ambience sounds
#define TASK_AMB 3256

public plugin_init( )
{
   // Plugin registeration.
   register_plugin( "[ZP] Modo Fim do Mundo","1.0", "@bdul! | [P]erfec[T] [S]cr[@]s[H]" )
   
   // Register some cvars
   // Edit these according to your liking
   cvar_minplayers = register_cvar("zp_fdm_minplayers", "2")
   cvar_sniperhp = register_cvar("zp_fdm_sniper_hp", "1.0")
   cvar_assahp = register_cvar("zp_fdm_assassin_hp", "0.3")
   cvar_survhp = register_cvar("zp_fdm_survivor_hp", "1.0")
   cvar_nemhp = register_cvar("zp_fdm_nemesis_hp", "0.3")
   cvar_berserkerhp = register_cvar("zp_fdm_berserker_hp", "1.0")
   cvar_predatorhp = register_cvar("zp_fdm_predator_hp", "0.3")
   cvar_ratio = register_cvar("zp_fdm_inf_ratio", "0.5")
   cvar_time = register_cvar("zp_fdm_time", "180") // Tempo Para O Mundo Acabar
   
   // Get maxplayers
   g_maxplayers = get_maxplayers( )
   
   // Hud stuff
   g_msg_sync = CreateHudSyncObj()
}

// Game modes MUST be registered in plugin precache ONLY
public plugin_precache( )
{
   // Read the access flag
   new access_flag = read_flags( g_access_flag )
   new i
   
   // Precache the play sounds
   for (i = 0; i < sizeof g_play_sounds; i++)
   precache_sound( g_play_sounds[i] )
   
   precache_sound(sound_launch)
   precache_sound(sound_blast)
   
   // Precache the ambience sounds
   #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

   // Register our game mode
   g_gameid = zp_register_game_mode( "Modo Fim do Mundo", access_flag, g_chance, 0, ZP_DM_BALANCE )
}

// Player spawn post
public zp_player_spawn_post( id )
{
   // Check for current mode
   if( zp_get_current_mode() == g_gameid )
   {
      // Check if the player is a zombie
      if( zp_get_user_zombie( id ))
      
      switch(random_num(1,8))
      {
         case 1:
         {
            // Make him an assassin instead
            zp_make_user_assassin( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
         }
         case 2:
         {
            // Make him a sniper
            zp_make_user_sniper( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)))
         }
         case 3:
         {
            // Make him a sniper
            zp_make_user_nemesis( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)))
         }
         case 4:
         {
            // Make him a sniper
            zp_make_user_survivor( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_survhp)))
         }
         case 5:
         {
            // Make him a sniper
            zp_make_user_predator( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_predatorhp)))
         }
         case 6:
         {
            // Make him a sniper
            zp_make_user_berserker( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berserkerhp)))
         }
         
         case 7: zp_infect_user(id)
         
         case 8: zp_disinfect_user(id)
      }
   }
}

public zp_round_started_pre( game )
{
   // Check if it is our game mode
   if( game == g_gameid )
   {
      // Check for min players
      if(fn_get_alive_players() < get_pcvar_num(cvar_minplayers)) return ZP_PLUGIN_HANDLED;
      
      // Start our new mode
      start_fim_do_mundo_mode()
   }
   // Make the compiler happy =)
   return PLUGIN_CONTINUE
}

public zp_round_started( game, id )
{
   // Check if it is our game mode
   if( game == g_gameid )
   {
      // Show HUD notice
      set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
      ShowSyncHudMsg(0, g_msg_sync, "Modo Fim do Mundo !!!")
      
      // Play the starting sound
      client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] )
      
      // Remove ambience task affects
      remove_task( TASK_AMB )
      
      // Set task to start ambience sounds
      #if defined AMBIENCE_SOUNDS
      set_task( 2.0, "start_ambience_sounds", TASK_AMB )
      #endif
   }
}

public zp_game_mode_selected( gameid, id )
{
   // Check if our game mode was called
   if( gameid == g_gameid )
      start_fim_do_mundo_mode( )
   
   // Make the compiler happy again =)
   return PLUGIN_CONTINUE
}

// This function contains the whole code behind this game mode
start_fim_do_mundo_mode( )
{
   g_fim_do_mundo_round = true
   
   // Create and initialize some important vars
   static i_assassins, i_max_assassins, id, i_alive
   i_alive = fn_get_alive_players()
   id = 0
   
   // Get the no of players we have to turn into assassins
   i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
   i_assassins = 0
   
   old_cvar = get_cvar_num("zp_thunderclap") // Para Pegar O Valor Anterior da Cvar
   
   set_cvar_num("zp_thunderclap", 1) // Para Trovejar como se fosse fim do mundo
   
   set_task(0.4, "CountDown", TASK_COUNTDOWN);
   szTime = get_pcvar_num(cvar_time);
   
   new string[32]; get_cvar_string("zp_lighting", string, charsmax(string))
   claridade_padrao = string
   
   set_cvar_string("zp_lighting", "a")
   
   // Transformando os jogadores automaticamente em Assassinos/Nemesis
   while (i_assassins < i_max_assassins)
   {
      // Keep looping through all players
      if ( (++id) > g_maxplayers) id = 1
      
      // Dead
      if ( !is_user_alive(id) )
         continue;
      
      if (random_num(1, 5) == 1)
      {
         switch(random_num(1, 4))
         {
            case 1:
            {
               // Tranformando o jogador em Assassino
               zp_make_user_assassin(id)
               
               // Ajeitando a Vida do Assassino
               set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
            }
            case 2:
            {
               // Tranformando o jogador em survivor
               zp_make_user_nemesis(id)
               
               // Ajeitando a Vida do Survivor
               set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)) )
            }
            
            case 3:
            {
               // Tranformando o jogador em survivor
               zp_make_user_predator(id)
               
               // Ajeitando a Vida do Survivor
               set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_predatorhp)) )
            }
            
            case 4: zp_infect_user(id)
         }
         
         // Increase counter
         i_assassins++
         
      }
   }
   
   // Turn the remaining players into snipers
   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) || zp_get_user_nemesis(id) || zp_get_user_predator(id))
         continue;
      
      switch(random_num(1, 4))
      {
         case 1:
         {
            // Tranformando o jogador em Sniper
            zp_make_user_sniper(id)
            
            // Ajeitando a Vida do Sniper
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
         }
         case 2:
         {
            // Tranformando o jogador em survivor
            zp_make_user_survivor(id)
            
            // Ajeitando a Vida do Survivor
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_survhp)) )
         }
         
         case 3:
         {
            // Tranformando o jogador em survivor
            zp_make_user_berserker(id)
            
            // Ajeitando a Vida do Survivor
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berserkerhp)) )
         }
         
         case 4: zp_disinfect_user(id)
      }
   }
}




#if defined AMBIENCE_SOUNDS
public start_ambience_sounds( )
{
   // Variables
   static amb_sound[64], sound, Float:duration
   
   // Select our ambience sound
   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 ]
   
   // Check whether it's a wav or mp3, then play it on clients
   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 )
   
   // Start the ambience sounds
   set_task( duration, "start_ambience_sounds", TASK_AMB )
}
#endif
public zp_round_ended( winteam )
{
   if(g_fim_do_mundo_round && szTime > 0)
   {
      // Stop ambience sounds on round end
      g_fim_do_mundo_round = false
      remove_task( TASK_AMB )
      client_cmd(0, "mp3 stop")
      
      // Remove previous tasks and set the new ones
      remove_task(BLAST_TASK)
      remove_task(TASK_COUNTDOWN)
      set_task(0.1, "task_siren", BLAST_TASK)
      set_task(0.8, "task_launch", BLAST_TASK)
      set_task(2.5, "task_blast", BLAST_TASK)
      set_cvar_num("zp_thunderclap", old_cvar)
      set_cvar_string("zp_lighting", claridade_padrao)
   }
}

// This function returns the no. of alive players
// Feel free to use this in your plugin when you
// are making your own game modes.
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;
}


public task_siren()
{
   set_hudmessage(255, 0, 0, -1.0, -1.0, 1, 0.0, 5.0, 1.0, 1.0, -1)
   ShowSyncHudMsg(0, g_msg_sync, "O Mundo Acabou !!!!")
}

public task_launch()
{
   // Launch sound
   client_cmd(0, "spk %s", sound_launch)
   
   // Screen fade effect
   message_begin(MSG_BROADCAST, get_user_msgid("ScreenFade"))
   write_short((1<<12)*4)   // Duration
   write_short((1<<12)*1)   // Hold time
   write_short(0x0001)   // Fade type
   write_byte (255)   // Red
   write_byte (255)   // Green
   write_byte (255)   // Blue
   write_byte (255)   // Alpha
   message_end()
}

public task_blast()
{
   // Blast sound
   client_cmd(0, "spk %s", sound_blast)
   
   static id, deathmsg_block
   
   // Get current blocking state of the deathmsg
   deathmsg_block = get_msg_block(get_user_msgid("DeathMsg"))
   
   // Set it to blocked
   set_msg_block(get_user_msgid("DeathMsg"), BLOCK_SET)
   
   // "Eliminate" players
   for (id = 1; id <= 32; id++) if (is_user_alive(id)) user_kill(id, 1)
   
   // Set the previous blocking state
   set_msg_block(get_user_msgid("DeathMsg"), deathmsg_block)
}

public CountDown(id)
{      
   id -= TASK_COUNTDOWN
   
   if(szTime <= 0)
   {
      // Remove previous tasks and set the new ones
      remove_task(BLAST_TASK)
      set_task(0.1, "task_siren", BLAST_TASK)
      set_task(0.8, "task_launch", BLAST_TASK)
      set_task(2.5, "task_blast", BLAST_TASK)
      remove_task(id + TASK_COUNTDOWN)
      set_cvar_num("zp_thunderclap", old_cvar)
      set_cvar_string("zp_lighting", claridade_padrao)
   }
   else
   {
      set_hudmessage(255, 255, 0, -1.0, -1.0, 1, 0.1, 3.0, 0.05, 0.05, -1);
      ShowSyncHudMsg(id, g_msg_sync, "[O Mundo Ira Acabar Em]^n.: %i :.", szTime);
      set_task(1.0, "CountDown", id+TASK_COUNTDOWN);
      --szTime ;
   }
}  


Versão Para Advance Normal:

Código:

#include <amxmodx>
#include < fun >
#include <zombie_plague_advance>

/************************************************************\
|                  Customizations Section                    |
|        You can edit here according to your liking        |
\************************************************************/

#define BLAST_TASK 13192389
#define TASK_COUNTDOWN 213103

// This is the chance value according to which this game mode will be called
// The higher the value the lesser the chance of calling this game mode
new const g_chance = 20

// This is the access flag required to start the game mode
// through the admin menu. Look in users.ini for more details
new const g_access_flag[] = "l"

// This is the sound which is played when the game mode is triggered
// Add as many as you want [Randomly chosen if more than one]
new const g_play_sounds[][] = { "zombie_plague/nemesis1.wav", "zombie_plague/survivor1.wav" }

// Comment the following line to disable ambience sounds
// Just add two slashes ( // )
#define AMBIENCE_SOUNDS

#if defined AMBIENCE_SOUNDS
// Ambience Sounds (only .wav and .mp3 formats supported)
// Add as many as you want [Randomly chosen if more than one]
new const g_sound_ambience[][] = { "zombie_plague/ambience.wav" }

// Duration in seconds of each sound
new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 }
#endif

new const sound_launch[] = { "weapons/mortar.wav" }
new const sound_blast[] = { "weapons/mortarhit.wav" }


/************************************************************\
|                  Customizations Ends Here..!!              |
|        You can edit the cvars in the plugin init          |
\************************************************************/

// Variables
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_sniperhp, cvar_assahp, g_msg_sync, cvar_nemhp, cvar_survhp
new old_cvar, szTime, cvar_time, g_fim_do_mundo_round, claridade_padrao[33]

// Ambience sounds
#define TASK_AMB 3256

public plugin_init( )
{
   // Plugin registeration.
   register_plugin( "[ZP] Modo Fim do Mundo","1.0", "@bdul! | [P]erfec[T] [S]cr[@]s[H]" )
   
   // Register some cvars
   // Edit these according to your liking
   cvar_minplayers = register_cvar("zp_fdm_minplayers", "2")
   cvar_sniperhp = register_cvar("zp_fdm_sniper_hp", "1.0")
   cvar_assahp = register_cvar("zp_fdm_assassin_hp", "0.3")
   cvar_survhp = register_cvar("zp_fdm_survivor_hp", "1.0")
   cvar_nemhp = register_cvar("zp_fdm_nemesis_hp", "0.3")
   cvar_ratio = register_cvar("zp_fdm_inf_ratio", "0.5")
   cvar_time = register_cvar("zp_fdm_time", "180") // Tempo Para O Mundo Acabar
   
   // Get maxplayers
   g_maxplayers = get_maxplayers( )
   
   // Hud stuff
   g_msg_sync = CreateHudSyncObj()
}

// Game modes MUST be registered in plugin precache ONLY
public plugin_precache( )
{
   // Read the access flag
   new access_flag = read_flags( g_access_flag )
   new i
   
   // Precache the play sounds
   for (i = 0; i < sizeof g_play_sounds; i++)
   precache_sound( g_play_sounds[i] )
   
   precache_sound(sound_launch)
   precache_sound(sound_blast)
   
   // Precache the ambience sounds
   #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

   // Register our game mode
   g_gameid = zp_register_game_mode( "Modo Fim do Mundo", access_flag, g_chance, 0, ZP_DM_BALANCE )
}

// Player spawn post
public zp_player_spawn_post( id )
{
   // Check for current mode
   if( zp_get_current_mode() == g_gameid )
   {
      // Check if the player is a zombie
      if( zp_get_user_zombie( id ))
      
      switch(random_num(1,6))
      {
         case 1:
         {
            // Make him an assassin instead
            zp_make_user_assassin( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
         }
         case 2:
         {
            // Make him a sniper
            zp_make_user_sniper( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)))
         }
         case 3:
         {
            // Make him a sniper
            zp_make_user_nemesis( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)))
         }
         case 4:
         {
            // Make him a sniper
            zp_make_user_survivor( id )
            
            // Set his health
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_survhp)))
         }
                  
         case 5: zp_infect_user(id)
         
         case 6: zp_disinfect_user(id)
      }
   }
}

public zp_round_started_pre( game )
{
   // Check if it is our game mode
   if( game == g_gameid )
   {
      // Check for min players
      if(fn_get_alive_players() < get_pcvar_num(cvar_minplayers)) return ZP_PLUGIN_HANDLED;
      
      // Start our new mode
      start_fim_do_mundo_mode()
   }
   // Make the compiler happy =)
   return PLUGIN_CONTINUE
}

public zp_round_started( game, id )
{
   // Check if it is our game mode
   if( game == g_gameid )
   {
      // Show HUD notice
      set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
      ShowSyncHudMsg(0, g_msg_sync, "Modo Fim do Mundo !!!")
      
      // Play the starting sound
      client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] )
      
      // Remove ambience task affects
      remove_task( TASK_AMB )
      
      // Set task to start ambience sounds
      #if defined AMBIENCE_SOUNDS
      set_task( 2.0, "start_ambience_sounds", TASK_AMB )
      #endif
   }
}

public zp_game_mode_selected( gameid, id )
{
   // Check if our game mode was called
   if( gameid == g_gameid )
      start_fim_do_mundo_mode( )
   
   // Make the compiler happy again =)
   return PLUGIN_CONTINUE
}

// This function contains the whole code behind this game mode
start_fim_do_mundo_mode( )
{
   g_fim_do_mundo_round = true
   
   // Create and initialize some important vars
   static i_assassins, i_max_assassins, id, i_alive
   i_alive = fn_get_alive_players()
   id = 0
   
   // Get the no of players we have to turn into assassins
   i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
   i_assassins = 0
   
   old_cvar = get_cvar_num("zp_thunderclap") // Para Pegar O Valor Anterior da Cvar
   
   set_cvar_num("zp_thunderclap", 1) // Para Trovejar como se fosse fim do mundo
   
   set_task(0.4, "CountDown", TASK_COUNTDOWN);
   szTime = get_pcvar_num(cvar_time);
   
   new string[32]; get_cvar_string("zp_lighting", string, charsmax(string))
   claridade_padrao = string
   
   set_cvar_string("zp_lighting", "a")
   
   // Transformando os jogadores automaticamente em Assassinos/Nemesis
   while (i_assassins < i_max_assassins)
   {
      // Keep looping through all players
      if ( (++id) > g_maxplayers) id = 1
      
      // Dead
      if ( !is_user_alive(id) )
         continue;
      
      if (random_num(1, 5) == 1)
      {
         switch(random_num(1, 3))
         {
            case 1:
            {
               // Tranformando o jogador em Assassino
               zp_make_user_assassin(id)
               
               // Ajeitando a Vida do Assassino
               set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
            }
            case 2:
            {
               // Tranformando o jogador em survivor
               zp_make_user_nemesis(id)
               
               // Ajeitando a Vida do Survivor
               set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)) )
            }
                     
            case 3: zp_infect_user(id)
         }
         
         // Increase counter
         i_assassins++
         
      }
   }
   
   // Turn the remaining players into snipers
   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) || zp_get_user_nemesis(id))
         continue;
      
      switch(random_num(1, 3))
      {
         case 1:
         {
            // Tranformando o jogador em Sniper
            zp_make_user_sniper(id)
            
            // Ajeitando a Vida do Sniper
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
         }
         case 2:
         {
            // Tranformando o jogador em survivor
            zp_make_user_survivor(id)
            
            // Ajeitando a Vida do Survivor
            set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_survhp)) )
         }
         
         case 3: zp_disinfect_user(id)
      }
   }
}




#if defined AMBIENCE_SOUNDS
public start_ambience_sounds( )
{
   // Variables
   static amb_sound[64], sound, Float:duration
   
   // Select our ambience sound
   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 ]
   
   // Check whether it's a wav or mp3, then play it on clients
   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 )
   
   // Start the ambience sounds
   set_task( duration, "start_ambience_sounds", TASK_AMB )
}
#endif
public zp_round_ended( winteam )
{
   if(g_fim_do_mundo_round && szTime > 0)
   {
      // Stop ambience sounds on round end
      g_fim_do_mundo_round = false
      remove_task( TASK_AMB )
      client_cmd(0, "mp3 stop")
      
      // Remove previous tasks and set the new ones
      remove_task(BLAST_TASK)
      remove_task(TASK_COUNTDOWN)
      set_task(0.1, "task_siren", BLAST_TASK)
      set_task(0.8, "task_launch", BLAST_TASK)
      set_task(2.5, "task_blast", BLAST_TASK)
      set_cvar_num("zp_thunderclap", old_cvar)
      set_cvar_string("zp_lighting", claridade_padrao)
   }
}

// This function returns the no. of alive players
// Feel free to use this in your plugin when you
// are making your own game modes.
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;
}


public task_siren()
{
   set_hudmessage(255, 0, 0, -1.0, -1.0, 1, 0.0, 5.0, 1.0, 1.0, -1)
   ShowSyncHudMsg(0, g_msg_sync, "O Mundo Acabou !!!!")
}

public task_launch()
{
   // Launch sound
   client_cmd(0, "spk %s", sound_launch)
   
   // Screen fade effect
   message_begin(MSG_BROADCAST, get_user_msgid("ScreenFade"))
   write_short((1<<12)*4)   // Duration
   write_short((1<<12)*1)   // Hold time
   write_short(0x0001)   // Fade type
   write_byte (255)   // Red
   write_byte (255)   // Green
   write_byte (255)   // Blue
   write_byte (255)   // Alpha
   message_end()
}

public task_blast()
{
   // Blast sound
   client_cmd(0, "spk %s", sound_blast)
   
   static id, deathmsg_block
   
   // Get current blocking state of the deathmsg
   deathmsg_block = get_msg_block(get_user_msgid("DeathMsg"))
   
   // Set it to blocked
   set_msg_block(get_user_msgid("DeathMsg"), BLOCK_SET)
   
   // "Eliminate" players
   for (id = 1; id <= 32; id++) if (is_user_alive(id)) user_kill(id, 1)
   
   // Set the previous blocking state
   set_msg_block(get_user_msgid("DeathMsg"), deathmsg_block)
}

public CountDown(id)
{      
   id -= TASK_COUNTDOWN
   
   if(szTime <= 0)
   {
      // Remove previous tasks and set the new ones
      remove_task(BLAST_TASK)
      set_task(0.1, "task_siren", BLAST_TASK)
      set_task(0.8, "task_launch", BLAST_TASK)
      set_task(2.5, "task_blast", BLAST_TASK)
      remove_task(id + TASK_COUNTDOWN)
      set_cvar_num("zp_thunderclap", old_cvar)
      set_cvar_string("zp_lighting", claridade_padrao)
   }
   else
   {
      set_hudmessage(255, 255, 0, -1.0, -1.0, 1, 0.1, 3.0, 0.05, 0.05, -1);
      ShowSyncHudMsg(id, g_msg_sync, "[O Mundo Ira Acabar Em]^n.: %i :.", szTime);
      set_task(1.0, "CountDown", id+TASK_COUNTDOWN);
      --szTime ;
   }
}  

description[Game Mode] Modo Fim do Mundo !! EmptyRe: [Game Mode] Modo Fim do Mundo !!

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Muito interessante testei aqui, muito legal !

description[Game Mode] Modo Fim do Mundo !! EmptyRe: [Game Mode] Modo Fim do Mundo !!

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Zplague12

description[Game Mode] Modo Fim do Mundo !! EmptyRe: [Game Mode] Modo Fim do Mundo !!

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Zplague12

description[Game Mode] Modo Fim do Mundo !! EmptyRe: [Game Mode] Modo Fim do Mundo !!

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Zplague12

description[Game Mode] Modo Fim do Mundo !! EmptyRe: [Game Mode] Modo Fim do Mundo !!

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