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    [ZP] Snipers vs Nemesis Mode

    waLLzyk
    waLLzyk
    Designer


    Nick : zetequila
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    [ZP] Snipers vs Nemesis Mode Empty [ZP] Snipers vs Nemesis Mode

    Mensagem por waLLzyk 17/8/2013, 3:51 pm

    Assassino vs Snipers gamemod e mudou para Nemesis vs Snipers!

    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
    Feelipe::
    Feelipe::
    Humano


    Nick : FeLiPe-OgRaNdE
    Masculino Número de Mensagens : 203
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    [ZP] Snipers vs Nemesis Mode Empty Re: [ZP] Snipers vs Nemesis Mode

    Mensagem por Feelipe:: 17/8/2013, 4:25 pm

    afff pra 5.0 queria pra 4.5
    Biel-oGrande
    Biel-oGrande
    Humano


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    [ZP] Snipers vs Nemesis Mode Empty Re: [ZP] Snipers vs Nemesis Mode

    Mensagem por Biel-oGrande 17/8/2013, 4:39 pm

    Feelipe:: escreveu:afff pra 5.0 queria pra 4.5
    não tem essa de 4.5 é 4.3 ou advanced
    [P]erfec[T] [S]cr[@]s[H]
    [P]erfec[T] [S]cr[@]s[H]
    Scripter


    Masculino Número de Mensagens : 564
    Jogador FODA Perfect Scrash entrou na zplague
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    [ZP] Snipers vs Nemesis Mode Empty Re: [ZP] Snipers vs Nemesis Mode

    Mensagem por [P]erfec[T] [S]cr[@]s[H] 17/8/2013, 7:56 pm

    Biel-oGrande escreveu:
    Feelipe:: escreveu:afff pra 5.0 queria pra 4.5
    não tem essa de 4.5 é 4.3 ou advanced
    Quem disse que não tem essa pra advance.

    SMA do Sniper vs Nemesis para Advance:
    Código:
    #include <  amxmodx >
    #include <  fun >
    #include <  zombie_plague_advance >

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

    // 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 = 30

    // 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

    /************************************************************\
    |                  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_nemhp, g_msg_sync

    // Ambience sounds task
    #define TASK_AMB 3256

    public plugin_init( )
    {
       // Plugin registeration.
       register_plugin( "[ZP] Nemesis vs Snipers Mode","1.0", "@bdul! | [P]erfec[T] [S]cr[@]s[H]" )
       
       // Register some cvars
       // Edit these according to your liking
       cvar_minplayers = register_cvar("zp_nvsm_minplayers", "2")
       cvar_sniperhp =     register_cvar("zp_nvsm_sniper_hp", "1.0")
       cvar_nemhp =     register_cvar("zp_nvsm_nemesis_hp", "0.2")
       cvar_ratio =      register_cvar("zp_nvsm_inf_ratio", "0.5")
       
       // 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 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( "Nemesis vs Snipers Mode", 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 ))
          {
             // Make him an nemesis instead
             zp_make_user_nemesis( id )
             
             // Set his health
             set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)) )
          }
          else
          {
             // 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)) )
          }
       }
    }

    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) )
          {
             /**
              * Note:
              * This very necessary, you should return ZP_PLUGIN_HANDLED if
              * some conditions required by your game mode are not met
              * This will inform the main plugin that you have rejected
              * the offer and so the main plugin will allow other game modes
              * to be given a chance
              */
             return ZP_PLUGIN_HANDLED
          }
          // Start our new mode
          start_nvs_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, "Nemesis vs Snipers Mode !!!")
          
          // 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_nvs_mode( )
       
       // Make the compiler happy again =)
       return PLUGIN_CONTINUE
    }

    // This function contains the whole code behind this game mode
    start_nvs_mode( )
    {
       // Create and initialize some important vars
       static i_nemesis, i_max_nemesis, id, i_alive
       i_alive = fn_get_alive_players()
       id = 0
       
       // Get the no of players we have to turn into nemesis
       i_max_nemesis = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
       i_nemesis = 0
       
       // Randomly turn players into nemesis
       while (i_nemesis < i_max_nemesis)
       {
          // Keep looping through all players
          if ( (++id) > g_maxplayers) id = 1
          
          // Dead
          if ( !is_user_alive(id) )
             continue;
          
          // Random chance
          if (random_num(1, 5) == 1)
          {
             // Make user nemesis
             zp_make_user_nemesis(id)
             
             // Set his health
             set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)) )
             
             // Increase counter
             i_nemesis++
          }
       }
       
       // Turn the remaining players into snipers
       for (id = 1; id <= g_maxplayers; id++)
       {
          // Only those of them who are alive and are not nemesis
          if ( !is_user_alive(id) || zp_get_user_nemesis(id) )
             continue;
             
          // Turn into a sniper
          zp_make_user_sniper(id)
          
          // Set his health
          set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
       }
    }

    #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 )
    }
    public zp_round_ended( winteam )
    {
       // Stop ambience sounds on round end
       remove_task( TASK_AMB )
       client_cmd(winteam, "mp3 stop")   // Para nao bugar o som quando o round acabar caso seja em Mp3
    }
    #endif

    // 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;
    }
    Biel-oGrande
    Biel-oGrande
    Humano


    Nick : Biel-oGrande
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    [ZP] Snipers vs Nemesis Mode Empty Re: [ZP] Snipers vs Nemesis Mode

    Mensagem por Biel-oGrande 17/8/2013, 9:18 pm

    não disse que não tinha pra advanced

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    [ZP] Snipers vs Nemesis Mode Empty Re: [ZP] Snipers vs Nemesis Mode

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