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    [Pedido] Sma

    moglinh
    moglinh
    Humano


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    [Pedido] Sma Empty [Pedido] Sma

    Mensagem por moglinh 23/10/2013, 7:32 pm

    Gente eu precisoo da Sma do Assasino alguem tem ?
    me passa por favor

    @Edit

    E Tambem queriia esse Plugin com sma de preferencia


    [Pedido] Sma YVHDIxtTT8gAAAABJRU5ErkJggg==
    [D]etonado[R]
    [D]etonado[R]
    Humano


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    [Pedido] Sma Empty Re: [Pedido] Sma

    Mensagem por [D]etonado[R] 23/10/2013, 7:55 pm

    Ta ai
    Código:
    #include <amxmodx>
    #include <amx_settings_api>
    #include <cs_teams_api>
    #include <zp50_gamemodes>
    #include <zp50_class_assassin>
    #include <zp50_deathmatch>
    #include <zp50_items.inc>

    new modo

    // Settings file
    new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

    // Default sounds
    new const sound_assassin[][] = { "zombie_plague/assassin1.wav" , "zombie_plague/assassin2.wav" }

    #define SOUND_MAX_LENGTH 64

    new Array:g_sound_assassin

    // HUD messages
    #define HUD_EVENT_X -1.0
    #define HUD_EVENT_Y 0.17
    #define HUD_EVENT_R 0
    #define HUD_EVENT_G 255
    #define HUD_EVENT_B 255

    new g_MaxPlayers
    new g_HudSync
    new g_TargetPlayer

    new cvar_assassin_chance, cvar_assassin_min_players
    new cvar_assassin_show_hud, cvar_assassin_sounds
    new cvar_assassin_allow_respawn
    #include <hamsandwich>
    public plugin_init()
    {
       RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1);
    }
    public plugin_precache()
    {
       // Register game mode at precache (plugin gets paused after this)
       register_plugin("[ZP] Game Mode: assassin", ZP_VERSION_STRING, "ZP Dev Team")
       zp_gamemodes_register("Assasin Mode")
       
       // Create the HUD Sync Objects
       g_HudSync = CreateHudSyncObj()
       
       g_MaxPlayers = get_maxplayers()
       
       cvar_assassin_chance = register_cvar("zp_assassin_chance", "20")
       cvar_assassin_min_players = register_cvar("zp_assassin_min_players", "0")
       cvar_assassin_show_hud = register_cvar("zp_assassin_show_hud", "1")
       cvar_assassin_sounds = register_cvar("zp_assassin_sounds", "1")
       cvar_assassin_allow_respawn = register_cvar("zp_assassin_allow_respawn", "0")
       
       // Initialize arrays
       g_sound_assassin = ArrayCreate(SOUND_MAX_LENGTH, 1)
       
       // Load from external file
       amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND ASSASSIN", g_sound_assassin)
       
       // If we couldn't load custom sounds from file, use and save default ones
       new index
       if (ArraySize(g_sound_assassin) == 0)
       {
          for (index = 0; index < sizeof sound_assassin; index++)
             ArrayPushString(g_sound_assassin, sound_assassin[index])
          
          // Save to external file
          amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND ASSASSIN", g_sound_assassin)
       }
       
       // Precache sounds
       new sound[SOUND_MAX_LENGTH]
       for (index = 0; index < ArraySize(g_sound_assassin); index++)
       {
          ArrayGetString(g_sound_assassin, 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_assassin_allow_respawn))
          return PLUGIN_HANDLED;
       
       return PLUGIN_CONTINUE;
    }

    public zp_fw_core_spawn_post(id)
    {
       // Always respawn as human on assassin rounds
       zp_core_respawn_as_zombie(id, false)
    }

    public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
    {
       if (!skipchecks)
       {
          // Random chance
          if (random_num(1, get_pcvar_num(cvar_assassin_chance)) != 1)
             return PLUGIN_HANDLED;
          
          // Min players
          if (GetAliveCount() < get_pcvar_num(cvar_assassin_min_players))
             return PLUGIN_HANDLED;
       }
       
       // Game mode allowed
       return PLUGIN_CONTINUE;
    }

    public zp_fw_gamemodes_choose_post(game_mode_id, target_player)
    {
       // Pick player randomly?
       g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player
    }

    public zp_fw_gamemodes_start()
    {
       // Turn player into assassin
       zp_class_assassin_set(g_TargetPlayer)

       
       // Remaining players should be humans (CTs)
       new id
       for (id = 1; id <= g_MaxPlayers; id++)
       {
          // Not alive
          if (!is_user_alive(id))
             continue;
          
          // This is our assassin
          if (zp_class_assassin_get(id))
             continue;
          
          // Switch to CT
          cs_set_player_team(id, CS_TEAM_CT)
       }
       
       // Play assassin sound
       if (get_pcvar_num(cvar_assassin_sounds))
       {
          new sound[SOUND_MAX_LENGTH]
          ArrayGetString(g_sound_assassin, random_num(0, ArraySize(g_sound_assassin) - 1), sound, charsmax(sound))
          PlaySoundToClients(sound)
       }
       
       if (get_pcvar_num(cvar_assassin_show_hud))
       {
          // Show assassin HUD notice
          new name[32]
          get_user_name(g_TargetPlayer, name, charsmax(name))
          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, "%s e o Assassino !!!", name)
       }
       modo = true
    }

    // 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;
    }
    public zp_fw_gamemodes_end()
    {
       if(modo)
       modo = false
    }
    public zp_fw_items_select_pre(id, itemid, ignorecost)
    {
       if(modo)
       {         
          return ZP_ITEM_DONT_SHOW;
       }
       //return HAM_IGNORED;
       return PLUGIN_CONTINUE
    }
    public fw_PlayerSpawn_Post(id)
    {
       if(!modo)
          return PLUGIN_HANDLED
       
       if (zp_class_assassin_get(id))
          return PLUGIN_HANDLED
       
       if (!zp_core_is_zombie(id))
          return PLUGIN_HANDLED   
          
       zp_core_cure(id)
       
       return PLUGIN_HANDLED_MAIN   
    }

    Só falta converter  pra advance

    @Edit

    Ta ai como colocar essa mensaginha verde 

    Link: https://zplague.forumeiro.com/t5412-include-zp_tutor_print
    0wnderless
    0wnderless
    Moderador
    Moderador


    Masculino Número de Mensagens : 579
    Love you Rafaella <3
    Ammo Packs : 4438
    Honra : 20
    Data de inscrição : 24/08/2013

    [Pedido] Sma Empty Re: [Pedido] Sma

    Mensagem por 0wnderless 23/10/2013, 8:09 pm

    [D]etonado[R] escreveu:Ta ai
    Código:
    #include <amxmodx>
    #include <amx_settings_api>
    #include <cs_teams_api>
    #include <zp50_gamemodes>
    #include <zp50_class_assassin>
    #include <zp50_deathmatch>
    #include <zp50_items.inc>

    new modo

    // Settings file
    new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

    // Default sounds
    new const sound_assassin[][] = { "zombie_plague/assassin1.wav" , "zombie_plague/assassin2.wav" }

    #define SOUND_MAX_LENGTH 64

    new Array:g_sound_assassin

    // HUD messages
    #define HUD_EVENT_X -1.0
    #define HUD_EVENT_Y 0.17
    #define HUD_EVENT_R 0
    #define HUD_EVENT_G 255
    #define HUD_EVENT_B 255

    new g_MaxPlayers
    new g_HudSync
    new g_TargetPlayer

    new cvar_assassin_chance, cvar_assassin_min_players
    new cvar_assassin_show_hud, cvar_assassin_sounds
    new cvar_assassin_allow_respawn
    #include <hamsandwich>
    public plugin_init()
    {
     RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1);
    }
    public plugin_precache()
    {
     // Register game mode at precache (plugin gets paused after this)
     register_plugin("[ZP] Game Mode: assassin", ZP_VERSION_STRING, "ZP Dev Team")
     zp_gamemodes_register("Assasin Mode")
     
    // Create the HUD Sync Objects
     g_HudSync = CreateHudSyncObj()
     
    g_MaxPlayers = get_maxplayers()
     
    cvar_assassin_chance = register_cvar("zp_assassin_chance", "20")
     cvar_assassin_min_players = register_cvar("zp_assassin_min_players", "0")
     cvar_assassin_show_hud = register_cvar("zp_assassin_show_hud", "1")
     cvar_assassin_sounds = register_cvar("zp_assassin_sounds", "1")
     cvar_assassin_allow_respawn = register_cvar("zp_assassin_allow_respawn", "0")
     
    // Initialize arrays
     g_sound_assassin = ArrayCreate(SOUND_MAX_LENGTH, 1)
     
    // Load from external file
     amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND ASSASSIN", g_sound_assassin)
     
    // If we couldn't load custom sounds from file, use and save default ones
     new index
     if (ArraySize(g_sound_assassin) == 0)
     {
     for (index = 0; index < sizeof sound_assassin; index++)
     ArrayPushString(g_sound_assassin, sound_assassin[index])
     
    // Save to external file
     amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND ASSASSIN", g_sound_assassin)
     }
     
    // Precache sounds
     new sound[SOUND_MAX_LENGTH]
     for (index = 0; index < ArraySize(g_sound_assassin); index++)
     {
     ArrayGetString(g_sound_assassin, 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_assassin_allow_respawn))
     return PLUGIN_HANDLED;
     
    return PLUGIN_CONTINUE;
    }

    public zp_fw_core_spawn_post(id)
    {
     // Always respawn as human on assassin rounds
     zp_core_respawn_as_zombie(id, false)
    }

    public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
    {
     if (!skipchecks)
     {
     // Random chance
     if (random_num(1, get_pcvar_num(cvar_assassin_chance)) != 1)
     return PLUGIN_HANDLED;
     
    // Min players
     if (GetAliveCount() < get_pcvar_num(cvar_assassin_min_players))
     return PLUGIN_HANDLED;
     }
     
    // Game mode allowed
     return PLUGIN_CONTINUE;
    }

    public zp_fw_gamemodes_choose_post(game_mode_id, target_player)
    {
     // Pick player randomly?
     g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player
    }

    public zp_fw_gamemodes_start()
    {
     // Turn player into assassin
     zp_class_assassin_set(g_TargetPlayer)

     
    // Remaining players should be humans (CTs)
     new id
     for (id = 1; id <= g_MaxPlayers; id++)
     {
     // Not alive
     if (!is_user_alive(id))
     continue;
     
    // This is our assassin
     if (zp_class_assassin_get(id))
     continue;
     
    // Switch to CT
     cs_set_player_team(id, CS_TEAM_CT)
     }
     
    // Play assassin sound
     if (get_pcvar_num(cvar_assassin_sounds))
     {
     new sound[SOUND_MAX_LENGTH]
     ArrayGetString(g_sound_assassin, random_num(0, ArraySize(g_sound_assassin) - 1), sound, charsmax(sound))
     PlaySoundToClients(sound)
     }
     
    if (get_pcvar_num(cvar_assassin_show_hud))
     {
     // Show assassin HUD notice
     new name[32]
     get_user_name(g_TargetPlayer, name, charsmax(name))
     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, "%s e o Assassino !!!", name)
     }
     modo = true
    }

    // 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;
    }
    public zp_fw_gamemodes_end()
    {
     if(modo)
     modo = false
    }
    public zp_fw_items_select_pre(id, itemid, ignorecost)
    {
     if(modo)
     {
    return ZP_ITEM_DONT_SHOW;
     }
     //return HAM_IGNORED;
     return PLUGIN_CONTINUE
    }
    public fw_PlayerSpawn_Post(id)
    {
     if(!modo)
     return PLUGIN_HANDLED
     
    if (zp_class_assassin_get(id))
     return PLUGIN_HANDLED
     
    if (!zp_core_is_zombie(id))
     return PLUGIN_HANDLED

    zp_core_cure(id)
     
    return PLUGIN_HANDLED_MAIN
    }

    Só falta converter  pra advance

    @Edit

    Ta ai como colocar essa mensaginha verde 

    Link: https://zplague.forumeiro.com/t5412-include-zp_tutor_print
    Não tem o plugin que ele pediu ai no post, ai so ta falando como arruma o erro.

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    [Pedido] Sma Empty Re: [Pedido] Sma

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