Assassino vs Snipers gamemod e mudou para Nemesis vs Snipers!
Se houver qualquer erro com gamemod aviso texto hud você pode corrigi-lo facilmente! Siga os seguintes passos:
- Vá para o diretório do jogo> addons> amxmodx> dados> lang> zombie_plague.txt
- Adicione uma nova linha: NOTICE_SVNM = Snipers vs Nemesis Modo!
Créditos:
MeRcyLeZZ: Para tal modo impressionante como Zombie Plague
ESPANDONGAMING: Para fazer o modo de atiradores assassinos vs sniper
happy_2012: Re-codificação e mudando gamemod
Saiba mais em : https://forums.alliedmods.net/showthread.php?t=223561
Código:
/*================================================================================
-----------------------------------------
-*- [ZP] Game Mode: Sniper vs Nemesis -*-
-----------------------------------------
This plugin is part of Zombie Plague Mod and is distributed under the
terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
================================================================================*/
#include <amxmodx>
#include < fun >
#include <amx_settings_api>
#include <cs_teams_api>
#include <zp50_gamemodes>
#include <zp50_class_nemesis>
#include <zp50_class_sniper>
#include <zp50_deathmatch>
// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"
// Default sounds
new const sound_armageddon[][] = { "zombie_plague/nemesis1.wav" , "zombie_plague/survivor1.wav" }
#define SOUND_MAX_LENGTH 64
new Array:g_sound_armageddon
// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 0
#define HUD_EVENT_G 50
#define HUD_EVENT_B 200
new g_MaxPlayers
new g_HudSync
new cvar_svnm_chance, cvar_svnm_min_players
new cvar_svnm_ratio
new cvar_svnm_nemesis_hp_multi, cvar_svnm_sniper_hp_multi
new cvar_svnm_show_hud, cvar_svnm_sounds
new cvar_svnm_allow_respawn
public plugin_precache()
{
// Register game mode at precache (plugin gets paused after this)
register_plugin("[ZP] Game Mode: Sniper vs Nemesis", ZP_VERSION_STRING, "ZP Dev Team")
zp_gamemodes_register("Snipers vs Nemesis Mode")
// Create the HUD Sync Objects
g_HudSync = CreateHudSyncObj()
g_MaxPlayers = get_maxplayers()
cvar_svnm_chance = register_cvar("zp_svnm_chance", "20")
cvar_svnm_min_players = register_cvar("zp_svnm_min_players", "0")
cvar_svnm_ratio = register_cvar("zp_svnm_ratio", "0.5")
cvar_svnm_nemesis_hp_multi = register_cvar("zp_svnm_nemesis_hp_multi", "0.25")
cvar_svnm_sniper_hp_multi = register_cvar("zp_svnm_sniper_hp_multi", "0.25")
cvar_svnm_show_hud = register_cvar("zp_svnm_show_hud", "1")
cvar_svnm_sounds = register_cvar("zp_svnm_sounds", "1")
cvar_svnm_allow_respawn = register_cvar("zp_svnm_allow_respawn", "1")
// Initialize arrays
g_sound_armageddon = ArrayCreate(SOUND_MAX_LENGTH, 1)
// Load from external file
amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SVNM", g_sound_armageddon)
// If we couldn't load custom sounds from file, use and save default ones
new index
if (ArraySize(g_sound_armageddon) == 0)
{
for (index = 0; index < sizeof sound_armageddon; index++)
ArrayPushString(g_sound_armageddon, sound_armageddon[index])
// Save to external file
amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SVNM", g_sound_armageddon)
}
// Precache sounds
new sound[SOUND_MAX_LENGTH]
for (index = 0; index < ArraySize(g_sound_armageddon); index++)
{
ArrayGetString(g_sound_armageddon, index, sound, charsmax(sound))
if (equal(sound[strlen(sound)-4], ".mp3"))
{
format(sound, charsmax(sound), "sound/%s", sound)
precache_generic(sound)
}
else
precache_sound(sound)
}
}
// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
// Respawning allowed?
if (!get_pcvar_num(cvar_svnm_allow_respawn))
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
{
if (!skipchecks)
{
// Random chance
if (random_num(1, get_pcvar_num(cvar_svnm_chance)) != 1)
return PLUGIN_HANDLED;
// Min players
if (GetAliveCount() < get_pcvar_num(cvar_svnm_min_players))
return PLUGIN_HANDLED;
}
// Game mode allowed
return PLUGIN_CONTINUE;
}
public zp_fw_gamemodes_start()
{
// Calculate player counts
new id, alive_count = GetAliveCount()
new sniper_count = floatround(alive_count * get_pcvar_float(cvar_svnm_ratio), floatround_ceil)
new nemesis_count = alive_count - sniper_count
// Turn specified amount of players into sniper
new isniper, iMaxsniper = sniper_count
while (isniper < iMaxsniper)
{
// Choose random guy
id = GetRandomAlive(random_num(1, alive_count))
// Already a sniper?
if (zp_class_sniper_get(id))
continue;
// If not, turn him into one
zp_class_sniper_set(id)
isniper++
// Apply sniper health multiplier
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_svnm_sniper_hp_multi)))
}
// Turn specified amount of players into Nemesis
new inemesis, iMaxnemesis = nemesis_count
while (inemesis < iMaxnemesis)
{
// Choose random guy
id = GetRandomAlive(random_num(1, alive_count))
// Already a sniper or nemesis?
if (zp_class_sniper_get(id) || zp_class_nemesis_get(id))
continue;
// If not, turn him into one
zp_class_nemesis_set(id)
inemesis++
// Apply nemesis health multiplier
set_user_health(id, floatround(get_user_health(id) * get_pcvar_float(cvar_svnm_nemesis_hp_multi)))
}
// Play Armageddon sound
if (get_pcvar_num(cvar_svnm_sounds))
{
new sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_armageddon, random_num(0, ArraySize(g_sound_armageddon) - 1), sound, charsmax(sound))
PlaySoundToClients(sound)
}
if (get_pcvar_num(cvar_svnm_show_hud))
{
// Show Armageddon HUD notice
set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_HudSync, "%L", LANG_PLAYER, "NOTICE_SVNM")
}
}
// Plays a sound on clients
PlaySoundToClients(const sound[])
{
if (equal(sound[strlen(sound)-4], ".mp3"))
client_cmd(0, "mp3 play ^"sound/%s^"", sound)
else
client_cmd(0, "spk ^"%s^"", sound)
}
// Get Alive Count -returns alive players number-
GetAliveCount()
{
new iAlive, id
for (id = 1; id <= g_MaxPlayers; id++)
{
if (is_user_alive(id))
iAlive++
}
return iAlive;
}
// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
new iAlive, id
for (id = 1; id <= g_MaxPlayers; id++)
{
if (is_user_alive(id))
iAlive++
if (iAlive == target_index)
return id;
}
return -1;
}
Se houver qualquer erro com gamemod aviso texto hud você pode corrigi-lo facilmente! Siga os seguintes passos:
- Vá para o diretório do jogo> addons> amxmodx> dados> lang> zombie_plague.txt
- Adicione uma nova linha: NOTICE_SVNM = Snipers vs Nemesis Modo!
Créditos:
MeRcyLeZZ: Para tal modo impressionante como Zombie Plague
ESPANDONGAMING: Para fazer o modo de atiradores assassinos vs sniper
happy_2012: Re-codificação e mudando gamemod
Saiba mais em : https://forums.alliedmods.net/showthread.php?t=223561