Ola hoje eu venho postar o modo "NIGHTMARE" nele contem Survivor, Nemessis, Assassino, Sniper e berserker. editadoo por [P]erfec[T] [S]cr[@]s[H]
Sma:
Última edição por [D]etonado[R] em 17/10/2013, 1:52 pm, editado 5 vez(es) (Motivo da edição : Consertando o erro de escritura)
Sma:
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 = 20
// This is the access flag required to start the game mode
// through the admin menu. Look in users.ini for more details
new const g_access_flag[] = "l"
// This is the sound which is played when the game mode is triggered
// Add as many as you want [Randomly chosen if more than one]
new const g_play_sounds[][] =
{
"zombie_plague/nemesis1.wav" ,
"zombie_plague/survivor1.wav"
}
// Comment the following line to disable ambience sounds
// Just add two slashes ( // )
#define AMBIENCE_SOUNDS
#if defined AMBIENCE_SOUNDS
// Ambience Sounds (only .wav and .mp3 formats supported)
// Add as many as you want [Randomly chosen if more than one]
new const g_sound_ambience[][] =
{
"zombie_plague/ambience.wav"
}
// Duration in seconds of each sound
new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 }
#endif
/************************************************************\
| Customizations Ends Here..!! |
| You can edit the cvars in the plugin init |
\************************************************************/
// Variables
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_sniperhp, cvar_assahp, g_msg_sync, cvar_nemhp, cvar_survhp, cvar_berhp
// Ambience sounds
#define TASK_AMB 3256
public plugin_init( )
{
// Plugin registeration.
register_plugin( "[ZP] Modo Nightmare","1.0", "@bdul!/Scrash" )
// Register some cvars
// Edit these according to your liking
cvar_minplayers = register_cvar("zp_night_minplayers", "2")
cvar_sniperhp = register_cvar("zp_night_sniper_hp", "1.0")
cvar_assahp = register_cvar("zp_night_assassin_hp", "0.3")
cvar_survhp = register_cvar("zp_night_survivor_hp", "1.0")
cvar_nemhp = register_cvar("zp_night_nemesis_hp", "0.3")
cvar_berhp = register_cvar("zp_night_berserker_hp", "1.0")
cvar_ratio = register_cvar("zp_night_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( "Nightmare Mode", access_flag, g_chance, 0, ZP_DM_BALANCE )
}
// Player spawn post
// Player spawn post
public zp_player_spawn_post( id )
{
// Check for current mode
if( zp_get_current_mode() == g_gameid )
{
// Check if the player is a zombie
if( zp_get_user_zombie( id ))
switch(random_num(1,4))
{
case 1:
{
// Make him an assassin instead
zp_make_user_assassin( id )
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
}
case 2:
{
// Make him a sniper
zp_make_user_sniper( id )
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
}
case 3:
{
// Make him a sniper
zp_make_user_nemesis( id )
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)) )
}
case 4:
{
// Make him a sniper
zp_make_user_survivor( id )
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_survhp)) )
}
}
}
}
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_night_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, "Nightmare 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_night_mode( )
// Make the compiler happy again =)
return PLUGIN_CONTINUE
}
// This function contains the whole code behind this game mode
start_night_mode( )
{
// Create and initialize some important vars
static i_assassins, i_max_assassins, id, i_alive
i_alive = fn_get_alive_players()
id = 0
// Get the no of players we have to turn into assassins
i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
i_assassins = 0
// Transformando os jogadores automaticamente em Assassinos/Nemesis
while (i_assassins < i_max_assassins)
{
// Keep looping through all players
if ( (++id) > g_maxplayers) id = 1
// Dead
if ( !is_user_alive(id) )
continue;
if (random_num(1, 5) == 1)
{
switch(random_num(1, 2))
{
case 1:
{
// Tranformando o jogador em Assassino
zp_make_user_assassin(id)
// Ajeitando a Vida do Assassino
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
}
case 2:
{
// Tranformando o jogador em survivor
zp_make_user_nemesis(id)
// Ajeitando a Vida do Survivor
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_nemhp)) )
}
}
// Increase counter
i_assassins++
}
}
// Turn the remaining players into snipers
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who are alive and are not assassins
if ( !is_user_alive(id) || zp_get_user_assassin(id) || zp_get_user_nemesis(id))
continue;
switch(random_num(1, 3))
{
case 1:
{
// Tranformando o jogador em Sniper
zp_make_user_sniper(id)
// Ajeitando a Vida do Sniper
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
}
case 2:
{
// Tranformando o jogador em survivor
zp_make_user_survivor(id)
// Ajeitando a Vida do Survivor
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_survhp)) )
}
case 3:
{
// Tranformando o jogador em survivor
zp_make_user_berserker(id)
// Ajeitando a Vida do Survivor
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_berhp)) )
}
}
}
}
#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(0, "mp3 stop")
}
#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;
}
Última edição por [D]etonado[R] em 17/10/2013, 1:52 pm, editado 5 vez(es) (Motivo da edição : Consertando o erro de escritura)