Predator vs Survivor
Sma:
Sma:
- Código:
#include < amxmodx >
#include < fun >
#include < zpa_new_modes >
/************************************************************\
| 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_survivorhp, cvar_predatorhp, g_msg_sync
// Ambience sounds task
#define TASK_AMB 3256
public plugin_init( )
{
// Plugin registeration.
register_plugin( "[ZP] Survivor x Predator","1.0", "@bdul! | [D]etonado[R]" )
// Register some cvars
// Edit these according to your liking
cvar_minplayers = register_cvar("zp_nvsm_minplayers", "2")
cvar_survivorhp = register_cvar("zp_nvsm_survivor_hp", "1.0")
cvar_predatorhp = register_cvar("zp_nvsm_predator_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( "Predator vs Survivor 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 predator instead
zp_make_user_predator( id )
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_predatorhp)) )
}
else
{
// Make him a Survivor
zp_make_user_survivor( id )
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_survivorhp)) )
}
}
}
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, "Survivor vs Predator")
// 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_predator, i_max_predator, id, i_alive
i_alive = fn_get_alive_players()
id = 0
// Get the no of players we have to turn into predator
i_max_predator = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
i_predator = 0
// Randomly turn players into predator
while (i_predator < i_max_predator)
{
// 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 predator
zp_make_user_predator(id)
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_predatorhp)) )
// Increase counter
i_predator++
}
}
// Turn the remaining players into survivor
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who are alive and are not predator
if ( !is_user_alive(id) || zp_get_user_predator(id) )
continue;
// Turn into a survivor
zp_make_user_survivor(id)
// Set his health
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_survivorhp)) )
}
}
#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;
}