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+2
Junin
Douglasf
6 participantes

    [PEDIDO] Arma Goldens

    Douglasf
    Douglasf
    Moderador
    Moderador


    Masculino Número de Mensagens : 148
    xxxxx
    Ammo Packs : 4908
    Honra : 6
    Data de inscrição : 26/10/2011

    [PEDIDO] Arma Goldens Empty [PEDIDO] Arma Goldens

    Mensagem por Douglasf 9/6/2012, 12:48 am

    Alguem poderia me passar a ak e a colt golden q nao evoluem junto com a carabine

    obs: Colt golden para vip


    obrigado!!!
    avatar
    Convidad
    Convidado


    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Convidad 9/6/2012, 2:27 am

    Use estas Thunders/Carabines que não bugam.

    Thunder/Carabine M4A1
    Código:
     
    #include <amxmodx >
    #include <engine >
    #include <zombieplague >
    #include <hamsandwich >

    #define PLUGIN "[ZP] Sub-Plugin: Thunder M4a1"
    #define VERSION "2.5"
    #define AUTHOR "Beuller"

    new v_thunder_m4a1[]="models/zombie_plague/v_thunder_m4a1.mdl"
    new const p_thunder_m4a1[] = "models/zombie_plague/p_thunder_m4a1.mdl"

    new bool:g_Thunder_M4A1[33]

    public plugin_init()
    {
        register_plugin(PLUGIN, VERSION, AUTHOR)

        register_event("DeathMsg", "DeathMsg", "a")
        register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
        register_event("CurWeapon", "event_CurWeapon", "be", "1=1")

        RegisterHam(Ham_Spawn, "player", "ham_PlayerSpawn_Post", 1)
        RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
    }

    public plugin_precache()
    {
        precache_model(v_thunder_m4a1)
        precache_model(p_thunder_m4a1)
    }

    public client_connect(id)
    {
        g_Thunder_M4A1[id] = false
    }
       
    public client_disconnect(id)
    {
        g_Thunder_M4A1[id] = false
    }

    public DeathMsg()
    {
        new i = read_data(1)
       
        if(get_user_weapon(i) == CSW_M4A1)
        {
            set_model(i)
        }
    }

    public zp_user_infected_post(infected, infector)
    {
        if (g_Thunder_M4A1[infected])
        {
            g_Thunder_M4A1[infected] = false
        }
    }

    public fw_PlayerKilled(victim, attacker, shouldgib)
    {
        g_Thunder_M4A1[victim] = false
    }

    public ham_PlayerSpawn_Post(id)
    {
        g_Thunder_M4A1[id] = false
       
        return PLUGIN_CONTINUE
    }

    public event_round_start()
    {
        for (new i = 1; i <= 32; i++)
        {
            g_Thunder_M4A1[i] = false
        }
    }

    public event_CurWeapon(id)
    {
        new weapid = read_data(2)
       
        if(!is_user_alive(id))
            return;
       
        if(g_Thunder_M4A1[id] && weapid == CSW_M4A1)
        {
            entity_set_string(id, EV_SZ_viewmodel, v_thunder_m4a1)
            entity_set_string(id, EV_SZ_weaponmodel, p_thunder_m4a1)
        }
    }

    public set_model(id)
    {
        g_Thunder_M4A1[id] = true
    }

    Thunder/Carabine AK47
    Código:

    #include <amxmodx >
    #include <engine >
    #include <zombieplague >
    #include <hamsandwich >

    #define PLUGIN "[ZP] Sub-Plugin: Thunder AK47"
    #define VERSION "2.5"
    #define AUTHOR "Beuller"

    new v_thunder_ak47[]="models/zombie_plague/v_thunder_ak47.mdl"
    new const p_thunder_ak47[] = "models/zombie_plague/p_thunder_ak47.mdl"

    new bool:g_Thunder_AK47[33]

    public plugin_init()
    {
        register_plugin(PLUGIN, VERSION, AUTHOR)

        register_event("DeathMsg", "DeathMsg", "a")
        register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
        register_event("CurWeapon", "event_CurWeapon", "be", "1=1")

        RegisterHam(Ham_Spawn, "player", "ham_PlayerSpawn_Post", 1)
        RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
    }

    public plugin_precache()
    {
        precache_model(v_thunder_ak47)
        precache_model(p_thunder_ak47)
    }

    public client_connect(id)
    {
        g_Thunder_AK47[id] = false
    }
       
    public client_disconnect(id)
    {
        g_Thunder_AK47[id] = false
    }

    public DeathMsg()
    {
        new i = read_data(1)
       
        if(get_user_weapon(i) == CSW_AK47)
        {
            set_model(i)
        }
    }

    public zp_user_infected_post(infected, infector)
    {
        if (g_Thunder_AK47[infected])
        {
            g_Thunder_AK47[infected] = false
        }
    }

    public fw_PlayerKilled(victim, attacker, shouldgib)
    {
        g_Thunder_AK47[victim] = false
    }

    public ham_PlayerSpawn_Post(id)
    {
        g_Thunder_AK47[id] = false
       
        return PLUGIN_CONTINUE
    }

    public event_round_start()
    {
        for (new i = 1; i <= 32; i++)
        {
            g_Thunder_AK47[i] = false
        }
    }

    public event_CurWeapon(id)
    {
        new weapid = read_data(2)
       
        if(!is_user_alive(id))
            return;
       
        if(g_Thunder_AK47[id] && weapid == CSW_AK47)
        {
            entity_set_string(id, EV_SZ_viewmodel, v_thunder_ak47)
            entity_set_string(id, EV_SZ_weaponmodel, p_thunder_ak47)
        }
    }

    public set_model(id)
    {
        g_Thunder_AK47[id] = true
    }
    Douglasf
    Douglasf
    Moderador
    Moderador


    Masculino Número de Mensagens : 148
    xxxxx
    Ammo Packs : 4908
    Honra : 6
    Data de inscrição : 26/10/2011

    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 9/6/2012, 3:13 am

    kra vlw vc ajudoo muitoo!!!

    @edit

    Pow Voltou A Upar A Colt Golden E Ak Golden, e a colt prata tbm

    smas:

    AK GOlden

    Código:
    [ZP] Extra Item: Golden Ak 47
    Team: Humans

    Description: This plugin adds a new weapon for Human Teams.
    Weapon Cost: 30

    Features:
    - This weapon do more damage
    - This weapon has zoom
    - Launch Lasers
    - This weapon has unlimited bullets

    Credits:

    KaOs - For his Dual MP5 mod

    Cvars:


    - zp_goldenak_dmg_multiplier <5> - Damage Multiplier for Golden Ak 47
    - zp_goldenak_gold_bullets <1|0> - Golden bullets effect ?
    - zp_goldenak_custom_model <1|0> - Golden ak Custom Model
    - zp_goldenak_unlimited_clip <1|0> - Golden ak Unlimited Clip

    */



    #include <  amxmodx >
    #include <  fakemeta >
    #include <  fun >
    #include <  hamsandwich >
    #include <  cstrike >
    #include <  zombieplague >

    #define is_valid_player(%1) (1 <= %1 <= 32)

    new AK_V_MODEL[64] = "models/zombie_plague/v_golden_ak47.mdl"
    new AK_P_MODEL[64] = "models/zombie_plague/p_golden_ak47.mdl"

    /* Pcvars */
    new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip

    // Item ID
    new g_itemid

    new bool:g_HasAk[33]

    new g_hasZoom[ 33 ]
    new bullets[ 33 ]

    // Sprite
    new m_spriteTexture

    const Wep_ak47 = ((1<<CSW_AK47))

    public plugin_init()
    {
       
       /* CVARS */
       cvar_dmgmultiplier = register_cvar("zp_goldenak_dmg_multiplier", "5")
       cvar_custommodel = register_cvar("zp_goldenak_custom_model", "1")
       cvar_goldbullets = register_cvar("zp_goldenak_gold_bullets", "1")
       cvar_uclip = register_cvar("zp_goldenak_unlimited_clip", "1")
       
       // Register The Plugin
       register_plugin("[ZP] Extra: Golden Ak 47", "1.1", "AlejandroSk")
       // Register Zombie Plague extra item
       g_itemid = zp_register_extra_item("Golden Ak 47", 60, ZP_TEAM_HUMAN)
       // Death Msg
       register_event("DeathMsg", "Death", "a")
       // Weapon Pick Up
       register_event("WeapPickup","checkModel","b","1=19")
       // Current Weapon Event
       register_event("CurWeapon","checkWeapon","be","1=1")
       register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
       // Ham TakeDamage
       RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
       register_forward( FM_CmdStart, "fw_CmdStart" )
       RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
       
    }

    public client_connect(id)
    {
       g_HasAk[id] = false
    }

    public client_disconnect(id)
    {
       g_HasAk[id] = false
    }

    public Death()
    {
       g_HasAk[read_data(2)] = false
    }

    public fwHamPlayerSpawnPost(id)
    {
       g_HasAk[id] = false
    }

    public plugin_precache()
    {
       precache_model(AK_V_MODEL)
       precache_model(AK_P_MODEL)
       m_spriteTexture = precache_model("sprites/dot.spr")
       precache_sound("weapons/zoom.wav")
    }

    public zp_user_infected_post(id)
    {
       if (zp_get_user_zombie(id))
       {
          g_HasAk[id] = false
       }
    }

    public checkModel(id)
    {
       if ( zp_get_user_zombie(id) )
          return PLUGIN_HANDLED
       
       new szWeapID = read_data(2)
       
       if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
       {
          set_pev(id, pev_viewmodel2, AK_V_MODEL)
          set_pev(id, pev_weaponmodel2, AK_P_MODEL)
       }
       return PLUGIN_HANDLED
    }

    public checkWeapon(id)
    {
       new plrClip, plrAmmo, plrWeap[32]
       new plrWeapId
       
       plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
       
       if (plrWeapId == CSW_AK47 && g_HasAk[id])
       {
          checkModel(id)
       }
       else
       {
          return PLUGIN_CONTINUE
       }
       
       if (plrClip == 0 && get_pcvar_num(cvar_uclip))
       {
          // If the user is out of ammo..
          get_weaponname(plrWeapId, plrWeap, 31)
          // Get the name of their weapon
          give_item(id, plrWeap)
          engclient_cmd(id, plrWeap)
          engclient_cmd(id, plrWeap)
          engclient_cmd(id, plrWeap)
       }
       return PLUGIN_HANDLED
    }



    public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
    {
        if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
        {
            SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
        }
    }

    public fw_CmdStart( id, uc_handle, seed )
    {
       if( !is_user_alive( id ) )
          return PLUGIN_HANDLED
       
       if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
       {
          new szClip, szAmmo
          new szWeapID = get_user_weapon( id, szClip, szAmmo )
          
          if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
          {
             g_hasZoom[id] = true
             cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
             emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
          }
          
          else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
          {
             g_hasZoom[ id ] = false
             cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
             
          }
          
       }
       return PLUGIN_HANDLED
    }


    public make_tracer(id)
    {
       if (get_pcvar_num(cvar_goldbullets))
       {
          new clip,ammo
          new wpnid = get_user_weapon(id,clip,ammo)
          new pteam[16]
          
          get_user_team(id, pteam, 15)
          
          if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
          {
             new vec1[3], vec2[3]
             get_user_origin(id, vec1, 1) // origin; your camera point.
             get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
             
             
             //BEAMENTPOINTS
             message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
             write_byte (0)    //TE_BEAMENTPOINTS 0
             write_coord(vec1[0])
             write_coord(vec1[1])
             write_coord(vec1[2])
             write_coord(vec2[0])
             write_coord(vec2[1])
             write_coord(vec2[2])
             write_short( m_spriteTexture )
             write_byte(1) // framestart
             write_byte(5) // framerate
             write_byte(2) // life
             write_byte(10) // width
             write_byte(0) // noise
             write_byte( 255 )    // r, g, b
             write_byte( 215 )      // r, g, b
             write_byte( 0 )      // r, g, b
             write_byte(200) // brightness
             write_byte(150) // speed
             message_end()
          }
       
          bullets[id] = clip
       }
       
    }

    public zp_extra_item_selected(player, itemid)
    {
       if ( itemid == g_itemid )
       {
          if ( user_has_weapon(player, CSW_AK47) )
          {
             drop_prim(player)
          }
          
          give_item(player, "weapon_ak47")
          client_print(player, print_chat, "[ZP] You bought Golden Ak - 47")
          g_HasAk[player] = true;
       }
    }

    stock drop_prim(id)
    {
       new weapons[32], num
       get_user_weapons(id, weapons, num)
       for (new i = 0; i < num; i++) {
          if (Wep_ak47 & (1<<weapons[i]))
          {
             static wname[32]
             get_weaponname(weapons[i], wname, sizeof wname - 1)
             engclient_cmd(id, "drop", wname)
          }
       }
    }
    /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
    *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
    */


    Colt Prata

    Código:
    //[WEGN] Extra Item: Silver M4A1
    //Team: Humans
    //Copyrights 2009, Shuttle_Wave
    //--------------------------------------
    //Coded For Waves Extreme Gaming Network
    //--------------------------------------
    //------------------------
    //www.waves-gaming.info
    //------------------------
    //THIS MOD IS CURRENTLY USE IN [WEGN] Waves Extreme Gaming Network ZOMBIE-PLAGUE
    ///////////////////////
    // Credits THANKS //
    ///////////////////////
    //Exolent[jNr] : Helping with Silver Bullets and few bugs.
    //AlejandroSk : Orginal Golden AK47 Script
    //Alex Kim (Shadow_Wave) : Tester
    ////////////////// 
    //Cvars: //
    //////////////////
    //- zp_silverm4_dmg_multiplier <5> - Damage Multiplier for Silver M4A1
    //- zp_silverm4_silver_bullets <1|0> - Silver bullets effect ?
    //- zp_silverm4_custom_model <1|0> - M4A1 Custom Model
    //- zp_silverm4_unlimited_clip <1|0> - M4A1 Unlimited Clip 
    //*/
    ///////////////////
    // Includes //
    ///////////////////
    #include <  amxmodx >
    #include <  fakemeta >
    #include <  fun >
    #include <  hamsandwich >
    #include <  cstrike >
    #include <  zombieplague >
    /////////////////
    //Define //
    /////////////////
    #define is_valid_player(%1) (1 <= %1 <= 32)
    ///////////////////////////////////////////////////
    // ADD OUR OWN CUSTOM SILVER M4A1 MODELS HERE //
    ///////////////////////////////////////////////////
    new M4A1_V_MODEL[64] = "models/v_silver_m4a1.mdl"
    new M4A1_P_MODEL[64] = "models/p_silver_m4a1.mdl"
    /* Pcvars */
    new cvar_dmgmultiplier, cvar_silverbullets, cvar_custommodel, cvar_uclip
    // Item ID
    new g_itemid
    new bool:g_HasM4A1[33]
    new g_hasZoom[ 33 ]
    new bullets[ 33 ]
    // Sprite
    new m_spriteTexture
    const Wep_m4a1 = ((1<<CSW_M4A1))
    public plugin_init()
    {
     
    /* CVARS */
    cvar_dmgmultiplier = register_cvar("zp_silverm4_dmg_multiplier", "3")
    cvar_custommodel = register_cvar("zp_silverm4_custom_model", "1")
    cvar_silverbullets = register_cvar("zp_silverm4_silver_bullets", "1")
    cvar_uclip = register_cvar("zp_silverm4_unlimited_clip", "0")
     
    // Register The Plugin
    register_plugin("[WEGN] Extra: Silver M4A1", "2.0", "Shuttle_Wave")
    // Register Zombie Plague extra item
    g_itemid = zp_register_extra_item("Silver M4A1", 40, ZP_TEAM_HUMAN)
    // Death Msg
    register_event("DeathMsg", "Death", "a")
    // Weapon Pick Up
    register_event("WeapPickup","checkModel","b","1=19")
    // Current Weapon Event
    register_event("CurWeapon","checkWeapon","be","1=1")
    register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
    // Ham TakeDamage
    RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
    register_forward( FM_CmdStart, "fw_CmdStart" )
    RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
     
    }
    public client_connect(id)
    {
    g_HasM4A1[id] = false
    }
    public client_disconnect(id)
    {
    g_HasM4A1[id] = false
    }
    public Death()
    {
    g_HasM4A1[read_data(2)] = false
    }
    public fwHamPlayerSpawnPost(id)
    {
    g_HasM4A1[id] = false
    }
    public plugin_precache()
    {
    precache_model(M4A1_V_MODEL)
    precache_model(M4A1_P_MODEL)
    m_spriteTexture = precache_model("sprites/dot.spr")
    precache_sound("weapons/zoom.wav")
    }
    public zp_user_infected_post(id)
    {
    if (zp_get_user_zombie(id))
    {
    g_HasM4A1[id] = false
    }
    }
    public checkModel(id)
    {
    if ( zp_get_user_zombie(id) )
    return PLUGIN_HANDLED
     
    new szWeapID = read_data(2)
     
    if ( szWeapID == CSW_M4A1 && g_HasM4A1[id] == true && get_pcvar_num(cvar_custommodel) )
    {
    set_pev(id, pev_viewmodel2, M4A1_V_MODEL)
    set_pev(id, pev_weaponmodel2, M4A1_P_MODEL)
    }
    return PLUGIN_HANDLED
    }
    public checkWeapon(id)
    {
    new plrClip, plrAmmo, plrWeap[32]
    new plrWeapId
     
    plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
     
    if (plrWeapId == CSW_M4A1 && g_HasM4A1[id])
    {
    checkModel(id)
    }
    else 
    {
    return PLUGIN_CONTINUE
    }
     
    if (plrClip == 0 && get_pcvar_num(cvar_uclip))
    {
    // If the user is out of ammo..
    get_weaponname(plrWeapId, plrWeap, 31)
    // Get the name of their weapon
    give_item(id, plrWeap)
    engclient_cmd(id, plrWeap) 
    engclient_cmd(id, plrWeap)
    engclient_cmd(id, plrWeap)
    }
    return PLUGIN_HANDLED
    }
     
    public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
    {
    if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M4A1 && g_HasM4A1[attacker] )
    {
    SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
    }
    }
    public fw_CmdStart( id, uc_handle, seed )
    {
    if( !is_user_alive( id ) ) 
    return PLUGIN_HANDLED
     
    if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
    {
    new szClip, szAmmo
    new szWeapID = get_user_weapon( id, szClip, szAmmo )
     
    if( szWeapID == CSW_M4A1 && g_HasM4A1[id] == true && !g_hasZoom[id] == true)
    {
    g_hasZoom[id] = true
    cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
    emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
    }
     
    else if ( szWeapID == CSW_M4A1 && g_HasM4A1[id] == true && g_hasZoom[id])
    {
    g_hasZoom[ id ] = false
    cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
     
    }
     
    }
    return PLUGIN_HANDLED
    }
    public make_tracer(id)
    {
    if (get_pcvar_num(cvar_silverbullets))
    {
    new clip,ammo
    new wpnid = get_user_weapon(id,clip,ammo)
    new pteam[16]
     
    get_user_team(id, pteam, 15)
     
    if ((bullets[id] > clip) && (wpnid == CSW_M4A1) && g_HasM4A1[id]) 
    {
    new vec1[3], vec2[3]
    get_user_origin(id, vec1, 1) // origin; your camera point.
    get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
     
     
    //BEAMENTPOINTS
    message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte (0) //TE_BEAMENTPOINTS 0
    write_coord(vec1[0])
    write_coord(vec1[1])
    write_coord(vec1[2])
    write_coord(vec2[0])
    write_coord(vec2[1])
    write_coord(vec2[2])
    write_short( m_spriteTexture )
    write_byte(1) // framestart
    write_byte(5) // framerate
    write_byte(2) // life
    write_byte(10) // width
    write_byte(0) // noise
    write_byte( 255 ) // r, g, b
    write_byte( 255 ) // r, g, b
    write_byte( 255 ) // r, g, b 
    write_byte(200) // brightness
    write_byte(150) // speed
    message_end()
    }
     
    bullets[id] = clip
    }
     
    }
    public zp_extra_item_selected(player, itemid)
    {
    if ( itemid == g_itemid )
    {
    if ( user_has_weapon(player, CSW_M4A1) )
    {
    drop_prim(player)
    }
     
    give_item(player, "weapon_m4a1")
    client_print(player, print_chat, "[WEGN] You bought Silver M4A1 Multiply(x2)")
    g_HasM4A1[player] = true;
    }
    }
    stock drop_prim(id) 
    {
    new weapons[32], num
    get_user_weapons(id, weapons, num)
    for (new i = 0; i < num; i++) {
    if (Wep_m4a1 & (1<<weapons[i])) 
    {
    static wname[32]
    get_weaponname(weapons[i], wname, sizeof wname - 1)
    engclient_cmd(id, "drop", wname)
    }
    }
    }
    /* Shuttle_Wave Notes - DO NOT MODIFY BELOW HERE
    *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par }
    */ 


    Colt Golden


    Código:
    #include <    amxmodx >
    #include <    fakemeta >
    #include <    fun >
    #include <    hamsandwich >
    #include <    cstrike >
    #include <    zombieplague >
    #include <    zmvip >

    #define is_valid_player(%1) (1 <= %1 <= 32)

    new M4_V_MODEL[64] = "models/zombie_plague/v_golden_m4a1_UP.mdl"
    new M4_P_MODEL[64] = "models/zombie_plague/p_golden_m4a1_UP.mdl"

    /* Pcvars */
    new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip

    // Item ID
    new g_itemid

    new bool:g_HasM4[33]

    new g_hasZoom[ 33 ]
    new bullets[ 33 ]

    // Sprite
    new m_spriteTexture

    const Wep_m4a1 = ((1<<CSW_M4A1))

    public plugin_init()
    {
     
      /* CVARS */
      cvar_dmgmultiplier = register_cvar("zp_goldenm4_dmg_multiplier", "14")
      cvar_custommodel = register_cvar("zp_goldenm4_custom_model", "1")
      cvar_goldbullets = register_cvar("zp_goldenm4_gold_bullets", "1")
      cvar_uclip = register_cvar("zp_goldenm4_unlimited_clip", "1")
     
      // Register The Plugin
      register_plugin("[ZP] Extra: Golden M4A1", "1.1", "Bill=Thailand=[UP]")
      // Register Zombie Plague extra item
      g_itemid = zv_register_extra_item("Golden M4A1", "´[1 Round]", 50, ZV_TEAM_HUMAN)
      // Death Msg
      register_event("DeathMsg", "Death", "a")
      // Weapon Pick Up
      register_event("WeapPickup","checkModel","b","1=19")
      // Current Weapon Event
      register_event("CurWeapon","checkWeapon","be","1=1")
      register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
      // Ham TakeDamage
      RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
      register_forward( FM_CmdStart, "fw_CmdStart" )
      RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
     
    }

    public client_connect(id)
    {
      g_HasM4[id] = false
    }

    public client_disconnect(id)
    {
      g_HasM4[id] = false
    }

    public Death()
    {
      g_HasM4[read_data(2)] = false
    }

    public fwHamPlayerSpawnPost(id)
    {
      g_HasM4[id] = false
    }

    public plugin_precache()
    {
      precache_model(M4_V_MODEL)
      precache_model(M4_P_MODEL)
      m_spriteTexture = precache_model("sprites/dot.spr")
      precache_sound("weapons/zoom.wav")
    }

    public zp_user_infected_post(id)
    {
      if (zp_get_user_zombie(id))
      {
          g_HasM4[id] = false
      }
    }

    public checkModel(id)
    {
      if ( zp_get_user_zombie(id) )
          return PLUGIN_HANDLED
     
      new szWeapID = read_data(2)
     
      if ( szWeapID == CSW_M4A1 && g_HasM4[id] == true && get_pcvar_num(cvar_custommodel) )
      {
          set_pev(id, pev_viewmodel2, M4_V_MODEL)
          set_pev(id, pev_weaponmodel2, M4_P_MODEL)
      }
      return PLUGIN_HANDLED
    }

    public checkWeapon(id)
    {
      new plrClip, plrAmmo, plrWeap[32]
      new plrWeapId
     
      plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
     
      if (plrWeapId == CSW_M4A1 && g_HasM4[id])
      {
          checkModel(id)
      }
      else
      {
          return PLUGIN_CONTINUE
      }
     
      if (plrClip == 0 && get_pcvar_num(cvar_uclip))
      {
          // If the user is out of ammo..
          get_weaponname(plrWeapId, plrWeap, 31)
          // Get the name of their weapon
          give_item(id, plrWeap)
          engclient_cmd(id, plrWeap)
          engclient_cmd(id, plrWeap)
          engclient_cmd(id, plrWeap)
      }
      return PLUGIN_HANDLED
    }



    public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
    {
        if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M4A1 && g_HasM4[attacker] )
        {
            SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
        }
    }

    public fw_CmdStart( id, uc_handle, seed )
    {
      if( !is_user_alive( id ) )
          return PLUGIN_HANDLED
     
      if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
      {
          new szClip, szAmmo
          new szWeapID = get_user_weapon( id, szClip, szAmmo )
         
          if( szWeapID == CSW_M4A1 && g_HasM4[id] == true && !g_hasZoom[id] == true)
          {
            g_hasZoom[id] = true
            cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
            emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
          }
         
          else if ( szWeapID == CSW_M4A1 && g_HasM4[id] == true && g_hasZoom[id])
          {
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
           
          }
         
      }
      return PLUGIN_HANDLED
    }


    public make_tracer(id)
    {
      if (get_pcvar_num(cvar_goldbullets))
      {
          new clip,ammo
          new wpnid = get_user_weapon(id,clip,ammo)
          new pteam[16]
         
          get_user_team(id, pteam, 15)
         
          if ((bullets[id] > clip) && (wpnid == CSW_M4A1) && g_HasM4[id])
          {
            new vec1[3], vec2[3]
            get_user_origin(id, vec1, 1) // origin; your camera point.
            get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
           
           
            //BEAMENTPOINTS
            message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
            write_byte (0)    //TE_BEAMENTPOINTS 0
            write_coord(vec1[0])
            write_coord(vec1[1])
            write_coord(vec1[2])
            write_coord(vec2[0])
            write_coord(vec2[1])
            write_coord(vec2[2])
            write_short( m_spriteTexture )
            write_byte(1) // framestart
            write_byte(5) // framerate
            write_byte(2) // life
            write_byte(10) // width
            write_byte(0) // noise
            write_byte( 255 )    // r, g, b
            write_byte( 215 )      // r, g, b
            write_byte( 0 )      // r, g, b
            write_byte(200) // brightness
            write_byte(150) // speed
            message_end()
          }
     
          bullets[id] = clip
      }
     
    }

    public zv_extra_item_selected(player, itemid)
    {
      new player_name[32]
      if ( itemid == g_itemid )
      {
          if ( user_has_weapon(player, CSW_M4A1) )
          {
            drop_prim(player)
          }
         
          give_item(player, "weapon_m4a1")
         
          get_user_name(player, player_name, charsmax(player_name))
          set_hudmessage(50, 160, 210, 0.01, 0.18, 1, 6.0, 1.2, 1.3, 1.4, 4)
              show_hudmessage(0, "%s Comprou Golden M4A1!", player_name)
          g_HasM4[player] = true;
      }
    }

    stock drop_prim(id)
    {
      new weapons[32], num
      get_user_weapons(id, weapons, num)
      for (new i = 0; i < num; i++) {
          if (Wep_m4a1 & (1<<weapons[i]))
          {
            static wname[32]
            get_weaponname(weapons[i], wname, sizeof wname - 1)
            engclient_cmd(id, "drop", wname)
          }
      }
    }

    Junin
    Junin
    Administrador


    Nick : jr_acn
    Masculino Número de Mensagens : 1988
    Ammo Packs : 4615
    Honra : 149
    Data de inscrição : 12/03/2009

    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Junin 11/6/2012, 12:17 am

    vou dar a faca
    agora cortem o pão
    Código:

    #include <amxmodx>
    #include <fakemeta>
    #include < fun >
    #include <hamsandwich>
    #include <cstrike>
    #include <zombieplague>
    #include <colorchat>


    #define is_valid_player(%1) (1 <= %1 <= 32)

    new AK_V_MODEL[64] = "models/zombie_plague/v_ak47_super.mdl"
    new AK_V_MODEL_OLD[64] = "models/v_ak47.mdl"
    new AK_P_MODEL[64] = "models/p_ak47.mdl"

    new Thunder
    /* Pcvars */
    new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip

    // Item ID
    new g_itemid

    new bool:g_HasAk[33]

    new g_hasZoom[ 33 ]
    new bullets[ 33 ]

    // Sprite
    new m_spriteTexture

    const Wep_ak47 = ((1<<CSW_AK47))

    new g_maxplayers
    public plugin_init()
    {
       
        /* CVARS */
        cvar_dmgmultiplier = register_cvar("zp_ak47super_dmg_multiplier", "2")
       
        cvar_custommodel = register_cvar("zp_ak47super_custom_model", "1")
        cvar_goldbullets = register_cvar("zp_ak47super_gold_bullets", "0")
        cvar_uclip = register_cvar("zp_ak47super_unlimited_clip", "0")
       
        // Register The Plugin
        register_plugin("[ZP] Extra: Super ak47", "1.1", "Junin")
        // Register Zombie Plague extra item
        g_itemid = zp_register_extra_item("Super Ak47 Danos\y [x2]", 20, ZP_TEAM_HUMAN)
        // Death Msg
        register_event("DeathMsg", "Death", "a")
        // Weapon Pick Up
        register_event("WeapPickup","checkModel","b","1=19")
        // Current Weapon Event
        register_event("CurWeapon","checkWeapon","be","1=1")
        register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
        // Ham TakeDamage
        RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
        register_forward( FM_CmdStart, "fw_CmdStart" )

        RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
       
        g_maxplayers = get_maxplayers()
       
    }

    public client_connect(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )   
           
        }
       
    }

    public client_disconnect(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
           
    }

    public Death()
    {
       
        if (g_HasAk[read_data(2)])
        {
            g_HasAk[read_data(2)] = false
            g_hasZoom[read_data(2)] = false
            cs_set_user_zoom( read_data(2), CS_RESET_ZOOM, 0 )       
        }

    }

    public fwHamPlayerSpawnPost(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
           
    }

    public plugin_precache()
    {
        precache_model(AK_V_MODEL)
        precache_model(AK_V_MODEL_OLD)
        precache_model(AK_P_MODEL)
       
        m_spriteTexture = precache_model("sprites/laserbeam.spr")
        precache_sound("weapons/zoom.wav")
        Thunder = precache_model("sprites/dot.spr");
        precache_sound("ambience/thunder_clap.wav")
    }

    public zp_user_infected_post(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
           
       
       
    }
    public zp_user_humanized_post(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
           
       
    }
    public zp_round_ended()
    {
    set_task(0.1,"fudeu")
    }
    public fudeu()
    {

        for (new player; player <= g_maxplayers; player++)
        {   
       
        if (g_HasAk[player])
        {
           
            g_HasAk[player] = false
            cs_set_user_zoom( player, CS_RESET_ZOOM, 0 )
            reset(player)
            return PLUGIN_HANDLED
        }
    }
        return PLUGIN_HANDLED_MAIN
    }

    public reset(id)
    {
        new szWeapID = read_data(2)
        if ( szWeapID == CSW_AK47)
            set_pev(id, pev_viewmodel2, AK_V_MODEL_OLD)   
    }
    public checkModel(id)
    {
        if ( zp_get_user_zombie(id) )
            return PLUGIN_HANDLED
       
        new szWeapID = read_data(2)
       
        if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
        {
            set_pev(id, pev_viewmodel2, AK_V_MODEL)
            set_pev(id, pev_weaponmodel2, AK_P_MODEL)
        }
           
        return PLUGIN_HANDLED
    }

    public checkWeapon(id)
    {
        new plrClip, plrAmmo, plrWeap[32]
        new plrWeapId
       
        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
       
        if (plrWeapId == CSW_AK47 && g_HasAk[id])
        {
            checkModel(id)
        }
       
        if(plrWeapId == !CSW_AK47 && g_HasAk[id] && g_hasZoom[id])
        {
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
        }
        else
        {
            return PLUGIN_CONTINUE
        }
       
        if (plrClip == 0 && get_pcvar_num(cvar_uclip))
        {
            // If the user is out of ammo..
            get_weaponname(plrWeapId, plrWeap, 31)
            // Get the name of their weapon
            give_item(id, plrWeap)
            engclient_cmd(id, plrWeap)
            engclient_cmd(id, plrWeap)
            engclient_cmd(id, plrWeap)
        }
        return PLUGIN_HANDLED
    }



    public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
    {
        if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
        {
            SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
        }
       
    }

    public fw_CmdStart( id, uc_handle, seed )
    {
        if( !is_user_alive( id ) )
            return PLUGIN_HANDLED
       
        if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
        {
            new szClip, szAmmo
            new szWeapID = get_user_weapon( id, szClip, szAmmo )
           
            if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
            {
                g_hasZoom[id] = true
                cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
                emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
            }
           
            else if (g_HasAk[id] == true && g_hasZoom[id])
            {
                g_hasZoom[ id ] = false
                cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
               
            }
           
           
        }
        return PLUGIN_HANDLED
    }


    public make_tracer(id)
    {
        if (get_pcvar_num(cvar_goldbullets))
        {
            new clip,ammo
            new wpnid = get_user_weapon(id,clip,ammo)
            new pteam[16]
           
            get_user_team(id, pteam, 15)
           
            if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
            {
                new vec1[3], vec2[3]
                get_user_origin(id, vec1, 1) // origin; your camera point.
                get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
               
               
                //BEAMENTPOINTS
                message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
                write_byte (0)    //TE_BEAMENTPOINTS 0
                write_coord(vec1[0])
                write_coord(vec1[1])
                write_coord(vec1[2])
                write_coord(vec2[0])
                write_coord(vec2[1])
                write_coord(vec2[2])
                write_short( m_spriteTexture )
                write_byte(1) // framestart
                write_byte(5) // framerate
                write_byte(2) // life
                write_byte(10) // width
                write_byte(0) // noise
                write_byte(0)    // r, g, b
                write_byte(100)      // r, g, b
                write_byte(0)      // r, g, b
                write_byte(200) // brightness
                write_byte(150) // speed
                message_end()
            }
           
            bullets[id] = clip
        }
       
    }

    public zp_extra_item_selected(player, itemid)
    {
        if ( itemid == g_itemid )
        {
            if ( user_has_weapon(player, CSW_AK47) )
            {
                drop_prim(player)
            }
           
            give_item(player, "weapon_ak47")
            g_HasAk[player] = true;
            give_item(player, "ammo_762nato")
            give_item(player, "ammo_762nato")
               
       
       
        }
    }

    stock drop_prim(id)
    {
        new weapons[32], num
        get_user_weapons(id, weapons, num)
        for (new i = 0; i < num; i++) {
            if (Wep_ak47 & (1<<weapons[i]))
            {
                static wname[32]
                get_weaponname(weapons[i], wname, sizeof wname - 1)
                engclient_cmd(id, "drop", wname)
            }
        }
    }


    #include <amxmodx>
    #include <fakemeta>
    #include < fun >
    #include <hamsandwich>
    #include <cstrike>
    #include <zombieplague>
    #include <colorchat>


    #define is_valid_player(%1) (1 <= %1 <= 32)

    new AK_V_MODEL[64] = "models/zombie_plague/v_ak47_super.mdl"
    new AK_V_MODEL_OLD[64] = "models/v_ak47.mdl"
    new AK_P_MODEL[64] = "models/p_ak47.mdl"

    new Thunder
    /* Pcvars */
    new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip

    // Item ID
    new g_itemid

    new bool:g_HasAk[33]

    new g_hasZoom[ 33 ]
    new bullets[ 33 ]

    // Sprite
    new m_spriteTexture

    const Wep_ak47 = ((1<<CSW_AK47))

    new g_maxplayers
    public plugin_init()
    {
       
        /* CVARS */
        cvar_dmgmultiplier = register_cvar("zp_ak47super_dmg_multiplier", "2")
       
        cvar_custommodel = register_cvar("zp_ak47super_custom_model", "1")
        cvar_goldbullets = register_cvar("zp_ak47super_gold_bullets", "0")
        cvar_uclip = register_cvar("zp_ak47super_unlimited_clip", "0")
       
        // Register The Plugin
        register_plugin("[ZP] Extra: Super ak47", "1.1", "Junin")
        // Register Zombie Plague extra item
        g_itemid = zp_register_extra_item("Super Ak47 Danos\y [x2]", 20, ZP_TEAM_HUMAN)
        // Death Msg
        register_event("DeathMsg", "Death", "a")
        // Weapon Pick Up
        register_event("WeapPickup","checkModel","b","1=19")
        // Current Weapon Event
        register_event("CurWeapon","checkWeapon","be","1=1")
        register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
        // Ham TakeDamage
        RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
        register_forward( FM_CmdStart, "fw_CmdStart" )

        RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
       
        g_maxplayers = get_maxplayers()
       
    }

    public client_connect(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )   
           
        }
       
    }

    public client_disconnect(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
           
    }

    public Death()
    {
       
        if (g_HasAk[read_data(2)])
        {
            g_HasAk[read_data(2)] = false
            g_hasZoom[read_data(2)] = false
            cs_set_user_zoom( read_data(2), CS_RESET_ZOOM, 0 )       
        }

    }

    public fwHamPlayerSpawnPost(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
           
    }

    public plugin_precache()
    {
        precache_model(AK_V_MODEL)
        precache_model(AK_V_MODEL_OLD)
        precache_model(AK_P_MODEL)
       
        m_spriteTexture = precache_model("sprites/laserbeam.spr")
        precache_sound("weapons/zoom.wav")
        Thunder = precache_model("sprites/dot.spr");
        precache_sound("ambience/thunder_clap.wav")
    }

    public zp_user_infected_post(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
           
       
       
    }
    public zp_user_humanized_post(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
           
       
    }
    public zp_round_ended()
    {
    set_task(0.1,"fudeu")
    }
    public fudeu()
    {

        for (new player; player <= g_maxplayers; player++)
        {   
       
        if (g_HasAk[player])
        {
           
            g_HasAk[player] = false
            cs_set_user_zoom( player, CS_RESET_ZOOM, 0 )
            reset(player)
            return PLUGIN_HANDLED
        }
    }
        return PLUGIN_HANDLED_MAIN
    }

    public reset(id)
    {
        new szWeapID = read_data(2)
        if ( szWeapID == CSW_AK47)
            set_pev(id, pev_viewmodel2, AK_V_MODEL_OLD)   
    }
    public checkModel(id)
    {
        if ( zp_get_user_zombie(id) )
            return PLUGIN_HANDLED
       
        new szWeapID = read_data(2)
       
        if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
        {
            set_pev(id, pev_viewmodel2, AK_V_MODEL)
            set_pev(id, pev_weaponmodel2, AK_P_MODEL)
        }
           
        return PLUGIN_HANDLED
    }

    public checkWeapon(id)
    {
        new plrClip, plrAmmo, plrWeap[32]
        new plrWeapId
       
        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
       
        if (plrWeapId == CSW_AK47 && g_HasAk[id])
        {
            checkModel(id)
        }
       
        if(plrWeapId == !CSW_AK47 && g_HasAk[id] && g_hasZoom[id])
        {
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
        }
        else
        {
            return PLUGIN_CONTINUE
        }
       
        if (plrClip == 0 && get_pcvar_num(cvar_uclip))
        {
            // If the user is out of ammo..
            get_weaponname(plrWeapId, plrWeap, 31)
            // Get the name of their weapon
            give_item(id, plrWeap)
            engclient_cmd(id, plrWeap)
            engclient_cmd(id, plrWeap)
            engclient_cmd(id, plrWeap)
        }
        return PLUGIN_HANDLED
    }



    public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
    {
        if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
        {
            SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
        }
       
    }

    public fw_CmdStart( id, uc_handle, seed )
    {
        if( !is_user_alive( id ) )
            return PLUGIN_HANDLED
       
        if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
        {
            new szClip, szAmmo
            new szWeapID = get_user_weapon( id, szClip, szAmmo )
           
            if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
            {
                g_hasZoom[id] = true
                cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
                emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
            }
           
            else if (g_HasAk[id] == true && g_hasZoom[id])
            {
                g_hasZoom[ id ] = false
                cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
               
            }
           
           
        }
        return PLUGIN_HANDLED
    }


    public make_tracer(id)
    {
        if (get_pcvar_num(cvar_goldbullets))
        {
            new clip,ammo
            new wpnid = get_user_weapon(id,clip,ammo)
            new pteam[16]
           
            get_user_team(id, pteam, 15)
           
            if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
            {
                new vec1[3], vec2[3]
                get_user_origin(id, vec1, 1) // origin; your camera point.
                get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
               
               
                //BEAMENTPOINTS
                message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
                write_byte (0)    //TE_BEAMENTPOINTS 0
                write_coord(vec1[0])
                write_coord(vec1[1])
                write_coord(vec1[2])
                write_coord(vec2[0])
                write_coord(vec2[1])
                write_coord(vec2[2])
                write_short( m_spriteTexture )
                write_byte(1) // framestart
                write_byte(5) // framerate
                write_byte(2) // life
                write_byte(10) // width
                write_byte(0) // noise
                write_byte(0)    // r, g, b
                write_byte(100)      // r, g, b
                write_byte(0)      // r, g, b
                write_byte(200) // brightness
                write_byte(150) // speed
                message_end()
            }
           
            bullets[id] = clip
        }
       
    }

    public zp_extra_item_selected(player, itemid)
    {
        if ( itemid == g_itemid )
        {
            if ( user_has_weapon(player, CSW_AK47) )
            {
                drop_prim(player)
            }
           
            give_item(player, "weapon_ak47")
            g_HasAk[player] = true;
            give_item(player, "ammo_762nato")
            give_item(player, "ammo_762nato")
               
       
       
        }
    }

    stock drop_prim(id)
    {
        new weapons[32], num
        get_user_weapons(id, weapons, num)
        for (new i = 0; i < num; i++) {
            if (Wep_ak47 & (1<<weapons[i]))
            {
                static wname[32]
                get_weaponname(weapons[i], wname, sizeof wname - 1)
                engclient_cmd(id, "drop", wname)
            }
        }
    }

    Douglasf
    Douglasf
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 11/6/2012, 1:40 am

    putz to em duvida isso ai é a thunder ou a golden ?
    Luankc
    Luankc
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Luankc 11/6/2012, 11:11 am

    É uma Golden com outro nome...
    Junin
    Junin
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Junin 12/6/2012, 7:13 am

    OPS, dei a faca errada
    essa é a certa. AK 47 Golden + Thunder
    Código:

    #include <amxmodx>
    #include <fakemeta>
    #include < fun >
    #include <hamsandwich>
    #include <cstrike>
    #include <zombieplague>
    #include <colorchat>

    #define is_valid_player(%1) (1 <= %1 <= 32)

    new AK_V_MODEL[64] = "models/zombie_plague/v_ak47_super.mdl"
    new AK_V_MODEL_OLD[64] = "models/v_ak47.mdl"
    new AK_P_MODEL[64] = "models/p_ak47.mdl"

    new Thunder
    /* Pcvars */
    new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_dmgmultiplier2

    // Item ID
    new g_itemid
    new g_HasThunderCarabine[33]
    new bool:g_HasAk[33]

    new g_hasZoom[ 33 ]
    new bullets[ 33 ]

    // Sprite
    new m_spriteTexture

    const Wep_ak47 = ((1<<CSW_AK47))

    new g_maxplayers
    public plugin_init()
    {
       
        /* CVARS */
        cvar_dmgmultiplier = register_cvar("zp_ak47super_dmg_multiplier", "8")
        cvar_dmgmultiplier2 = register_cvar("zp_ak47super_dmg_thunder_multiplier", "2")
        cvar_custommodel = register_cvar("zp_ak47super_custom_model", "1")
        cvar_goldbullets = register_cvar("zp_ak47super_gold_bullets", "1")
        cvar_uclip = register_cvar("zp_ak47super_unlimited_clip", "0")
       
        // Register The Plugin
        register_plugin("[ZP] Extra: Super ak47", "1.1", "Junin")
        // Register Zombie Plague extra item
        g_itemid = zp_register_extra_item("Super Ak47\r Danos\y [x8]", 45, ZP_TEAM_HUMAN)
        // Death Msg
        register_event("DeathMsg", "Death", "a")
        // Weapon Pick Up
        register_event("WeapPickup","checkModel","b","1=19")
        // Current Weapon Event
        register_event("CurWeapon","checkWeapon","be","1=1")
        register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
        // Ham TakeDamage
        RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
        register_forward( FM_CmdStart, "fw_CmdStart" )
        RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
        RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
       
        g_maxplayers = get_maxplayers()
       
    }

    public client_connect(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )   
           
        }
        if(g_HasThunderCarabine[id])
        {
            g_HasThunderCarabine[id] = false
        }
    }

    public client_disconnect(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
        if(g_HasThunderCarabine[id])
        {
            g_HasThunderCarabine[id] = false
        }   
    }

    public Death()
    {
       
        if (g_HasAk[read_data(2)])
        {
            g_HasAk[read_data(2)] = false
            g_hasZoom[read_data(2)] = false
            cs_set_user_zoom( read_data(2), CS_RESET_ZOOM, 0 )       
        }
        if(g_HasThunderCarabine[read_data(2)])
        {
            g_HasThunderCarabine[read_data(2)] = false
        }   
    }

    public fwHamPlayerSpawnPost(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
        if(g_HasThunderCarabine[id])
        {
            g_HasThunderCarabine[id] = false
        }       
    }

    public plugin_precache()
    {
        precache_model(AK_V_MODEL)
        precache_model(AK_V_MODEL_OLD)
        precache_model(AK_P_MODEL)
       
        m_spriteTexture = precache_model("sprites/laserbeam.spr")
        precache_sound("weapons/zoom.wav")
        Thunder = precache_model("sprites/dot.spr");
        precache_sound("ambience/thunder_clap.wav")
    }

    public zp_user_infected_post(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
        if(g_HasThunderCarabine[id])
        {
            g_HasThunderCarabine[id] = false
        }       
       
       
    }
    public zp_user_humanized_post(id)
    {
        if (g_HasAk[id])
        {
            g_HasAk[id] = false
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )       
        }
        if(g_HasThunderCarabine[id])
        {
            g_HasThunderCarabine[id] = false
        }       
       
    }
    public zp_round_ended()
    {
    set_task(0.1,"fudeu")
    }
    public fudeu()
    {

        for (new player; player <= g_maxplayers; player++)
        {   
       
        if (g_HasAk[player])
        {
           
            g_HasAk[player] = false
            cs_set_user_zoom( player, CS_RESET_ZOOM, 0 )
            reset(player)
            return PLUGIN_HANDLED
        }
        if(g_HasThunderCarabine[player])
        {
            g_HasThunderCarabine[player] = false
            return PLUGIN_HANDLED
        }       
    }
        return PLUGIN_HANDLED_MAIN
    }

    public reset(id)
    {
        new szWeapID = read_data(2)
        if ( szWeapID == CSW_AK47)
            set_pev(id, pev_viewmodel2, AK_V_MODEL_OLD)   
    }
    public checkModel(id)
    {
        if ( zp_get_user_zombie(id) )
            return PLUGIN_HANDLED
       
        new szWeapID = read_data(2)
       
        if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
        {
            set_pev(id, pev_viewmodel2, AK_V_MODEL)
            set_pev(id, pev_weaponmodel2, AK_P_MODEL)
        }
        if ( szWeapID == CSW_AK47 && g_HasThunderCarabine[id] == true)
        {
            set_pev(id, pev_viewmodel2, AK_V_MODEL)
            set_pev(id, pev_weaponmodel2, AK_P_MODEL)
        }   
        return PLUGIN_HANDLED
    }

    public checkWeapon(id)
    {
        new plrClip, plrAmmo, plrWeap[32]
        new plrWeapId
       
        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
       
        if (plrWeapId == CSW_AK47 && g_HasAk[id])
        {
            checkModel(id)
        }
        if (plrWeapId == CSW_AK47 && g_HasThunderCarabine[id])
        {
            checkModel(id)
        }   
        if(plrWeapId == !CSW_AK47 && g_HasAk[id] && g_hasZoom[id])
        {
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
        }
        else
        {
            return PLUGIN_CONTINUE
        }
       
        if (plrClip == 0 && get_pcvar_num(cvar_uclip))
        {
            // If the user is out of ammo..
            get_weaponname(plrWeapId, plrWeap, 31)
            // Get the name of their weapon
            give_item(id, plrWeap)
            engclient_cmd(id, plrWeap)
            engclient_cmd(id, plrWeap)
            engclient_cmd(id, plrWeap)
        }
        return PLUGIN_HANDLED
    }



    public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
    {
        if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
        {
            SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
        }
        else if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasThunderCarabine[attacker] )
        {
            SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier2 ) )
        }
    }

    public fw_CmdStart( id, uc_handle, seed )
    {
        if( !is_user_alive( id ) )
            return PLUGIN_HANDLED
       
        if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
        {
            new szClip, szAmmo
            new szWeapID = get_user_weapon( id, szClip, szAmmo )
           
            if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
            {
                g_hasZoom[id] = true
                cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
                emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
            }
           
            else if (g_HasAk[id] == true && g_hasZoom[id])
            {
                g_hasZoom[ id ] = false
                cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
               
            }
           
           
        }
        return PLUGIN_HANDLED
    }


    public make_tracer(id)
    {
        if (get_pcvar_num(cvar_goldbullets))
        {
            new clip,ammo
            new wpnid = get_user_weapon(id,clip,ammo)
            new pteam[16]
           
            get_user_team(id, pteam, 15)
           
            if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
            {
                new vec1[3], vec2[3]
                get_user_origin(id, vec1, 1) // origin; your camera point.
                get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
               
               
                //BEAMENTPOINTS
                message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
                write_byte (0)    //TE_BEAMENTPOINTS 0
                write_coord(vec1[0])
                write_coord(vec1[1])
                write_coord(vec1[2])
                write_coord(vec2[0])
                write_coord(vec2[1])
                write_coord(vec2[2])
                write_short( m_spriteTexture )
                write_byte(1) // framestart
                write_byte(5) // framerate
                write_byte(2) // life
                write_byte(10) // width
                write_byte(0) // noise
                write_byte(0)    // r, g, b
                write_byte(100)      // r, g, b
                write_byte(0)      // r, g, b
                write_byte(200) // brightness
                write_byte(150) // speed
                message_end()
            }
            /*
            else if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasThunderCarabine[id])
            {
                new vec1[3], vec2[3]
                get_user_origin(id, vec1, 1) // origin; your camera point.
                get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
               
               
                //BEAMENTPOINTS
                message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
                write_byte (0)    //TE_BEAMENTPOINTS 0
                write_coord(vec1[0])
                write_coord(vec1[1])
                write_coord(vec1[2])
                write_coord(vec2[0])
                write_coord(vec2[1])
                write_coord(vec2[2])
                write_short(m_spriteTexture )
                write_byte(1) // framestart
                write_byte(5) // framerate
                write_byte(2) // life
                write_byte(10) // width
                write_byte(0) // noise
                write_byte(255 )    // r, g, b
                write_byte(255 )      // r, g, b
                write_byte(255 )      // r, g, b
                write_byte(220) // brightness
                write_byte(200) // speed
                message_end()
            }
           
            */
            bullets[id] = clip
        }
       
    }

    public zp_extra_item_selected(player, itemid)
    {
        if ( itemid == g_itemid )
        {
            if ( user_has_weapon(player, CSW_AK47) )
            {
                drop_prim(player)
            }
           
            give_item(player, "weapon_ak47")
            g_HasAk[player] = true;
            give_item(player, "ammo_762nato")
            give_item(player, "ammo_762nato")
               
            if(g_HasThunderCarabine[player])
                g_HasThunderCarabine[player] = false
        }
    }

    stock drop_prim(id)
    {
        new weapons[32], num
        get_user_weapons(id, weapons, num)
        for (new i = 0; i < num; i++) {
            if (Wep_ak47 & (1<<weapons[i]))
            {
                static wname[32]
                get_weaponname(weapons[i], wname, sizeof wname - 1)
                engclient_cmd(id, "drop", wname)
            }
        }
    }
    public fw_PlayerKilled(victim, attacker, shouldgib)
    {
        if(!is_valid_player(attacker))
            return PLUGIN_HANDLED;
           
        if(g_HasAk[attacker])
            return PLUGIN_HANDLED;
       
        if(!zp_get_user_zombie(victim))
            return PLUGIN_HANDLED;
       
        static killername[33], victimname[33]
        get_user_name(attacker, killername, 31)
        get_user_name(victim, victimname, 31)
       
       
       
        new clip, ammo, wpnid = get_user_weapon(attacker, clip, ammo)
       
        if(!g_HasThunderCarabine[attacker] && wpnid == CSW_AK47)
        {
            client_texto(attacker,DontChange,"^4[ZP]^1 Sua ^3Thunder ak47^1 foi Ativada ")
            g_HasThunderCarabine[attacker] = true;
            new vorigin[3],srco[3];
            get_user_origin(victim, vorigin);
            vorigin[2] -= 26
            srco[0] = vorigin[0] + 150
            srco[1] = vorigin[1] + 150
            srco[2] = vorigin[2] + 800
           
           
            set_user_rendering(victim, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 16);
           
            ThunderCarabine(srco,vorigin);
            ThunderCarabine(srco,vorigin);
            ThunderCarabine(srco,vorigin);       
           
            emit_sound(victim ,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
            emit_sound(attacker ,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
        }
       
        if(g_HasThunderCarabine[attacker] && wpnid == CSW_AK47)
        {
            new vorigin[3],srco[3];
            get_user_origin(victim, vorigin);
            vorigin[2] -= 26
            srco[0] = vorigin[0] + 150
            srco[1] = vorigin[1] + 150
            srco[2] = vorigin[2] + 800
           
           
            set_user_rendering(victim, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 16);
           
            ThunderCarabine(srco,vorigin);
            ThunderCarabine(srco,vorigin);
            ThunderCarabine(srco,vorigin);       
           
            emit_sound(victim ,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
            emit_sound(attacker ,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
           
            if(g_HasThunderCarabine[victim] && wpnid == CSW_AK47)
            {
                g_HasThunderCarabine[victim] = false;   
            }
        }   
        return PLUGIN_HANDLED;
    }
    ThunderCarabine(vec1[3],vec2[3])
    {
    message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
    write_byte(0);
    write_coord(vec1[0]);
    write_coord(vec1[1]);
    write_coord(vec1[2]);
    write_coord(vec2[0]);
    write_coord(vec2[1]);
    write_coord(vec2[2]);
    write_short(Thunder);
    write_byte(1);
    write_byte(5);
    write_byte(2);
    write_byte(20);
    write_byte(30);
    write_byte(200);
    write_byte(200);
    write_byte(200);
    write_byte(200);
    write_byte(200);
    message_end();

    message_begin( MSG_PVS, SVC_TEMPENTITY,vec2);
    write_byte(9);
    write_coord(vec2[0]);
    write_coord(vec2[1]);
    write_coord(vec2[2]);
    message_end();

    }
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Luankc 12/6/2012, 11:16 am

    Junin escreveu:OPS, dei a faca errada...
    .chega
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 13/6/2012, 11:39 pm

    vlw velho, sabia q tinha algo errado !!!

    pow ainda to perdido, onde mudo o model da colt golden e da thunder ???
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Junin 14/6/2012, 2:55 am

    Douglasf escreveu:vlw velho, sabia q tinha algo errado !!!

    pow ainda to perdido, onde mudo o model da colt golden e da thunder ???

    new AK_V_MODEL[64] = "models/zombie_plague/v_ak47_super.mdl"
    new AK_V_MODEL_OLD[64] = "models/v_ak47.mdl"
    new AK_P_MODEL[64] = "models/p_ak47.mdl"
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por AnDroidEL 14/6/2012, 3:20 pm

    Douglasf escreveu:vlw velho, sabia q tinha algo errado !!!

    pow ainda to perdido, onde mudo o model da colt golden e da thunder ???

    zplague PQP!? PQ?

    Dorgas, cheguei atrasado, agora perdi minha chance de ganhar um "+". O_O
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 15/6/2012, 10:16 pm

    pow velho n entedi ai tem cmo mudar os 3 model mais ai vai pra colt ou pra golden ??
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Convidad 16/6/2012, 1:53 am

    Me mande uma MP explicando melhor.....

    Bom pelo o que eu entendi você quiz dizer mesmo que usando as thunders 2.5, você compra a golden ak47, mata um zm e a golden ak47 vira uma thunder ak47.....

    Se for esse o caso irei postar a golden ak47 e golden m4a1 que uso e é diferente das outras....
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 16/6/2012, 4:26 am

    posta ai pra mim vlho, fazendo favor, tou urgentemente a procura desse pluguin!!!
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Convidad 16/6/2012, 4:20 pm

    guh._.rds escreveu:Me mande uma MP explicando melhor.....

    Bom pelo o que eu entendi você quiz dizer mesmo que usando as thunders 2.5, você compra a golden ak47, mata um zm e a golden ak47 vira uma thunder ak47.....???
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 16/6/2012, 5:22 pm

    sim sim é o que vc entendeu velho!!!
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Convidad 16/6/2012, 6:25 pm

    Ta ai :)

    http://www.multiupload.nl/B4OQ4WYTWU


    Última edição por guh._.rds em 16/6/2012, 7:37 pm, editado 1 vez(es) (Motivo da edição : Arquivos Arrumados)
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 16/6/2012, 7:22 pm

    vlw, ta faltando um include

    client_printcolor

    troquei por colocarchat

    espero que funfe!!!

    @edit n consegui, nao tem cmo vc me mandar a sma q vc usa atual dela e o include ??
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Convidad 16/6/2012, 7:37 pm

    Douglasf escreveu:vlw, ta faltando um include

    client_printcolor

    troquei por colocarchat

    espero que funfe!!!

    @edit n consegui, nao tem cmo vc me mandar a sma q vc usa atual dela e o include ??

    Link Arrumado :)
    http://www.multiupload.nl/B4OQ4WYTWU
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 16/6/2012, 7:54 pm

    Agora sim Vlw

    @edit ate q enfim ela nao upa mais, mais tem so mais um probleminha ao qual n consegui resolver, mudar o dano déla, ja mudei pelo sma, cvar, mais continua o mesmo!!! isso é so akiee ou é ai tbm ??
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Convidad 17/6/2012, 3:36 pm

    Douglasf escreveu:Agora sim Vlw

    @edit ate q enfim ela nao upa mais, mais tem so mais um probleminha ao qual n consegui resolver, mudar o dano déla, ja mudei pelo sma, cvar, mais continua o mesmo!!! isso é so akiee ou é ai tbm ??

    As Thunders não tem dano adcional.
    As Goldens tem dano adcional, eu consigo trocar normal, pela sma ou por cvar
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 17/6/2012, 8:23 pm

    a vlw, acho q o erro é akiee no meu zp advance q ta bugado, vlww ai velho
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por [Gp'Ex] | Vampiro 18/6/2012, 12:28 am

    guh._.rds escreveu:
    Douglasf escreveu:Agora sim Vlw

    @edit ate q enfim ela nao upa mais, mais tem so mais um probleminha ao qual n consegui resolver, mudar o dano déla, ja mudei pelo sma, cvar, mais continua o mesmo!!! isso é so akiee ou é ai tbm ??

    As Thunders não tem dano adcional.
    As Goldens tem dano adcional, eu consigo trocar normal, pela sma ou por cvar

    Corrigindo nosso amigo as thunder tem sim dano adicional assim que evoluem no caso das do gpex 1,5 a mais de dano
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Douglasf 18/6/2012, 1:26 am

    nao, nao a thunder q ele me passo é personalizada sem nenhum dano a +
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    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por HD |dark! 29/7/2012, 12:49 am

    como baixa?
    eu n sei fala por favor urjente!

    Conteúdo patrocinado


    [PEDIDO] Arma Goldens Empty Re: [PEDIDO] Arma Goldens

    Mensagem por Conteúdo patrocinado


      Data/hora atual: 26/11/2024, 11:09 pm