Zplague
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Zplague Entrar

Seu portal de Zombie Plague no Brasil


description[Pedido] Menu De Models Empty[Pedido] Menu De Models

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Nome do Plugin: Menu de Models

Descrição do Plugin: O Plugin é basicamente um tipo de menu que só pode ser aberto por Jogadores VIP , O Plugin é um tipo de menu que nele você pode selecionar o model que você quer tanto pra meninos como pra meninas mais o menu existem varios models e quando você seleciona o model ele automaticamente muda de o skin do player na hora, para abrir o menu basta você digitar /vmodels

De Onde Viu o Plugin: Nunca vi em servidor algum


Imagem do Plugin: Não tenho


Estilo do Plugin [Menu]:

[ Menu de Skins ]

1- Skin Menino1
2- Skin Menino2

3- Skin Menina1
4- Skin Menina2


5-Sair


@EDIT @EDIT

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

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Tipo o /fantasia da cspgaming ?

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

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Deve ser nunca joguei nesse cspgaming

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

more_horiz
Testa esse que achei
Digite /models para acessar o menu

Código:

#include <amxmodx>
#include <zombieplague>
#include <fakemeta>
#include <     fun >

new g_ent_playermodel[33];
new g_ent_weaponmodel[33];
new g_currentweapon[33];
new g_pcvar_active;

new MenuKeys = (1 << 0) + (1 << 1) + (1 << 2) + (1 << 3) + (1 << 4) + (1 << 5) + (1 << 6) + (1 << 7) + (1 << 8)+ (1 << 9)
new BuyMenuBodyText[256]

public plugin_init()
{
   register_plugin("[ZP] Select Models", "1.2", "Anggara_nothing")
   g_pcvar_active = register_cvar("zp_sem_enable", "1")
   register_message(get_user_msgid("CurWeapon"), "message_cur_weapon")
   SetupSelectMenu()
   register_clcmd("say /models", "ClCmdSelectModel")
   register_menucmd(register_menuid("\rSelecionar Models"), MenuKeys, "SelectIt")
}

public plugin_precache()
{
   // Change your models here.
   engfunc(EngFunc_PrecacheModel, "models/player/arctic/arctic.mdl")
   engfunc(EngFunc_PrecacheModel, "models/player/gign/gign.mdl")
   engfunc(EngFunc_PrecacheModel, "models/player/gsg9/gsg9.mdl")
   engfunc(EngFunc_PrecacheModel, "models/player/guerilla/guerilla.mdl")
   engfunc(EngFunc_PrecacheModel, "models/player/leet/leet.mdl")
   engfunc(EngFunc_PrecacheModel, "models/player/sas/sas.mdl")
   engfunc(EngFunc_PrecacheModel, "models/player/terror/terror.mdl")
   engfunc(EngFunc_PrecacheModel, "models/player/urban/urban.mdl")
}

// Current Weapon info
public message_cur_weapon(msg_id, msg_dest, msg_entity)
{
   // Player not alive or not an active weapon
   if (!is_user_alive(msg_entity) || get_msg_arg_int(1) != 1)
      return;
  
   // Get weapon id
   static weapon
   weapon = get_msg_arg_int(2)
  
   // Store weapon id for reference
   g_currentweapon[msg_entity] = weapon
  
   // Replace weapon models with custom ones
   fm_set_weaponmodel_ent(msg_entity)
}

// User Infected forward
public zp_user_infected_post(id, infector)
{
   // remove the glow.
   set_user_rendering(id, kRenderFxNone, 0,0,0,kRenderNormal, 255)
  
   // Remove Custom Model Entities
   fm_remove_model_ents(id)
}

public ClCmdSelectModel(id)
{
   if(zp_get_user_zombie(id) || zp_get_user_nemesis(id) || zp_get_user_survivor(id))
   {
      client_print(id, print_chat, "This is just for human.")

      set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
      show_hudmessage(id, "This is just for human.")
      return PLUGIN_HANDLED;
   }
   else if(!get_pcvar_num(g_pcvar_active))
   {
      set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
      show_hudmessage(id, "This ability has been disabled.")
      return PLUGIN_HANDLED;
   }
   else if(!is_user_alive(id))
   {
      client_print(id, print_chat, "You must alive before using this.")

      set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
      show_hudmessage(id, "You must alive before using this.")
      return PLUGIN_HANDLED;
   }
   else
   {
      SetupSelectMenu()
      show_menu(id, MenuKeys, BuyMenuBodyText)
   }
   return PLUGIN_CONTINUE;
}

public SelectIt(id, key)
{
   switch (key)
   {
      case 0:
      {
         fm_remove_model_ents(id)
         if (!pev_valid(g_ent_playermodel[id]))
         {
            g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
            if (!pev_valid(g_ent_playermodel[id])) return ;
            
            set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
            set_pev(g_ent_playermodel[id], pev_classname, "player_model")
            set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
            set_pev(g_ent_playermodel[id], pev_aiment, id)
            set_pev(g_ent_playermodel[id], pev_owner, id)
            // and change this.
            engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/arctic/arctic.mdl")
            fm_set_weaponmodel_ent(id)
         }
      }
      case 1:
      {
         fm_remove_model_ents(id)
         if (!pev_valid(g_ent_playermodel[id]))
         {
            g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
            if (!pev_valid(g_ent_playermodel[id])) return ;
            
            set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
            set_pev(g_ent_playermodel[id], pev_classname, "player_model")
            set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
            set_pev(g_ent_playermodel[id], pev_aiment, id)
            set_pev(g_ent_playermodel[id], pev_owner, id)
            // and change this.
            engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gign/gign.mdl")
            fm_set_weaponmodel_ent(id)
         }
      }
      case 2:
      {
         fm_remove_model_ents(id)
         if (!pev_valid(g_ent_playermodel[id]))
         {
            g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
            if (!pev_valid(g_ent_playermodel[id])) return ;
            
            set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
            set_pev(g_ent_playermodel[id], pev_classname, "player_model")
            set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
            set_pev(g_ent_playermodel[id], pev_aiment, id)
            set_pev(g_ent_playermodel[id], pev_owner, id)
            // and change this.
            engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gsg9/gsg9.mdl")
            fm_set_weaponmodel_ent(id)
         }
      }
      case 3:
      {
         fm_remove_model_ents(id)
         if (!pev_valid(g_ent_playermodel[id]))
         {
            g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
            if (!pev_valid(g_ent_playermodel[id])) return ;
            
            set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
            set_pev(g_ent_playermodel[id], pev_classname, "player_model")
            set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
            set_pev(g_ent_playermodel[id], pev_aiment, id)
            set_pev(g_ent_playermodel[id], pev_owner, id)
            // and change this.
            engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/guerilla/guerilla.mdl")
            fm_set_weaponmodel_ent(id)
         }
      }
      case 4:
      {
         fm_remove_model_ents(id)
         if (!pev_valid(g_ent_playermodel[id]))
         {
            g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
            if (!pev_valid(g_ent_playermodel[id])) return ;
            
            set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
            set_pev(g_ent_playermodel[id], pev_classname, "player_model")
            set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
            set_pev(g_ent_playermodel[id], pev_aiment, id)
            set_pev(g_ent_playermodel[id], pev_owner, id)
            // and change this.
            engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/leet/leet.mdl")
            fm_set_weaponmodel_ent(id)
         }
      }
      case 5:
      {
         fm_remove_model_ents(id)
         if (!pev_valid(g_ent_playermodel[id]))
         {
            g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
            if (!pev_valid(g_ent_playermodel[id])) return ;
            
            set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
            set_pev(g_ent_playermodel[id], pev_classname, "player_model")
            set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
            set_pev(g_ent_playermodel[id], pev_aiment, id)
            set_pev(g_ent_playermodel[id], pev_owner, id)
            // and change this.
            engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/sas/sas.mdl")
            fm_set_weaponmodel_ent(id)
         }
      }
      case 6:
      {
         fm_remove_model_ents(id)
         if (!pev_valid(g_ent_playermodel[id]))
         {
            g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
            if (!pev_valid(g_ent_playermodel[id])) return ;
            
            set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
            set_pev(g_ent_playermodel[id], pev_classname, "player_model")
            set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
            set_pev(g_ent_playermodel[id], pev_aiment, id)
            set_pev(g_ent_playermodel[id], pev_owner, id)
            // and change this.
            engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/terror/terror.mdl")
            fm_set_weaponmodel_ent(id)
         }
      }
      case 7:
      {
         fm_remove_model_ents(id)
         if (!pev_valid(g_ent_playermodel[id]))
         {
            g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
            if (!pev_valid(g_ent_playermodel[id])) return ;
            
            set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
            set_pev(g_ent_playermodel[id], pev_classname, "player_model")
            set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
            set_pev(g_ent_playermodel[id], pev_aiment, id)
            set_pev(g_ent_playermodel[id], pev_owner, id)
            // and change this.
            engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/urban/urban.mdl")
            fm_set_weaponmodel_ent(id)
         }
      }
      case 9: return ;
   }
  
   ClCmdSelectModel(id)
   return;
}

public SetupSelectMenu()
{
   new menuLen = format(BuyMenuBodyText, 255, "\rSelecionar Models^n^n")
   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w1. artic^n")
   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w2. gign^n")
   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w3. gsg9^n")
   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w4. guerilla^n")
   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w5. leet^n")
   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w6. sas^n")
   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w7. terror^n")
   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w8. urban^n^n")

   menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w0. Exit")

   return 1
}

// Remove Custom Model Entities
stock fm_remove_model_ents(id)
{
   // Remove "playermodel" ent if present
   if (pev_valid(g_ent_playermodel[id]))
   {
      engfunc(EngFunc_RemoveEntity, g_ent_playermodel[id])
      g_ent_playermodel[id] = 0
   }
   // Remove "weaponmodel" ent if present
   if (pev_valid(g_ent_weaponmodel[id]))
   {
      engfunc(EngFunc_RemoveEntity, g_ent_weaponmodel[id])
      g_ent_weaponmodel[id] = 0
   }
}

// Set Weapon Model on Entity
stock fm_set_weaponmodel_ent(id)
{
   // Get player's p_ weapon model
   static model[100]
   pev(id, pev_weaponmodel2, model, sizeof model - 1)
  
   // Set model on entity or make a new one if unexistant
   if (!pev_valid(g_ent_weaponmodel[id]))
   {
      g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
      if (!pev_valid(g_ent_weaponmodel[id])) return;
      
      set_pev(g_ent_weaponmodel[id], pev_classname, "weapon_model")
      set_pev(g_ent_weaponmodel[id], pev_movetype, MOVETYPE_FOLLOW)
      set_pev(g_ent_weaponmodel[id], pev_aiment, id)
      set_pev(g_ent_weaponmodel[id], pev_owner, id)
   }
  
   engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model)
}

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

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já usei este plugin só que não gostei pois Quando eu escolho um model ele muda e quando escolhe de novo ele meio que mistura as models e fica muito estranho se você conseguir arrumar isto ai da certo :D

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

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vou tentar achar, diferente desse do lucas ai coloco pra VIP

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

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Ok :)

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

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Código:

#include <amxmodx>
#include <amxmisc>
#include <colorchat>
#include <cstrike>

#define PLUGIN "Menu Vmodels"
#define VERSION "1.0"
#define AUTHOR "Alpha"

new const VIP_MENINO1[] = "models/player/pasta/menino1.mdl";
new const VIP_MENIN01[] = "menino1";
new const VIP_MENINO2[] = "models/player/pasta/menino2.mdl";
new const VIP_MENIN02[] = "menino2";
new const VIP_MENINA1[] = "models/player/pasta/menina1.mdl";
new const VIP_MENINA1[] = "menina1";
new const VIP_MENINA2[] = "models/player/pasta/menina2.mdl";
new const VIP_MENINA2[] = "menina2";

public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)   
register_clcmd("say /vmodels","vmodels_menu")

}

public plugin_precache() {
   precache_model(VIP_MENINO1)
   precache_model(VIP_MENINO2)
   precache_model(VIP_MENINA1)
   precache_model(VIP_MENINA2)
}

public vmodels_menu(id)
{
if (has_flag(id, "b"))//coloque a flag que voce quiser a que esta sendo usada é ADMIN_RESERVATION.
{
ColorChat(id, GREEN, "^4[VMODELS] ^1Voce nao e ^4VIP^1.")
}
new vmodels = menu_create("\r[VMODELS] \wMenu VIP Skin 1.0","vmodels_menu_case",0)
menu_additem(vmodels, "\wSkin Menino [1]", "1", 0)
menu_additem(vmodels, "\wSkin Menino [2]^n", "2", 0)
menu_additem(vmodels, "\wSkin Menina [1]", "3", 0)
menu_additem(vmodels, "\wSkin Menina [2]", "4", 0)

menu_setprop(vmodels,4,"Sair")
menu_display(id, vmodels, 0);
}

public ShowMenuPlayer(id, menu, item)
{
menu_destroy(menu)
   
if( item == MENU_EXIT )
return PLUGIN_HANDLED;
   
switch(++item)
{
case 1:
{
cs_set_user_model(id, VIP_MENINO1)
}
case 2:
{
cs_set_user_model(id, VIP_MENINO2)
}
case 3:
{
cs_set_user_model(id, VIP_MENINA1)
}
case 4:
{
cs_set_user_model(id, VIP_MENINA2)
}
}
return PLUGIN_HANDLED;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ ansicpg1252\\ deff0\\ deflang1046{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ f0\\ fs16 \n\\ par }
*/


ve ai se tá certinho, nem testei.

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

more_horiz
so retirei essas coisas (menino1); ai funfo '-'

Última edição por kratos123456 em 31/5/2014, 9:42 pm, editado 1 vez(es)

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

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infelizmente não adiciono qualquer um no skype, mas manda bala no que voce precisa via MP ou aqui mesmo.

description[Pedido] Menu De Models EmptyRe: [Pedido] Menu De Models

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privacy_tip Permissões neste sub-fórum
Não podes responder a tópicos
power_settings_newInicie sessão para responder