em qual local eu tenho que altera para adiciona nemesis no lugar dos zm
ex: quando inicia o modo, e escolhido somente 1 sniper e o restante dos player todos vira zombies
queria fazer que na hora que ativar o modo, selecionar somente 1 sniper e o restante virar tudo nemesis.
ex: quando inicia o modo, e escolhido somente 1 sniper e o restante dos player todos vira zombies
queria fazer que na hora que ativar o modo, selecionar somente 1 sniper e o restante virar tudo nemesis.
Código:
#include <amxmodx>
#include <amx_settings_api>
#include <zp50_gamemodes>
#include <zp50_class_sniper>
#include <zp50_deathmatch>
// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"
// Default sounds
new const sound_sniper[][] = { "zombie_plague/survivor1.wav" , "zombie_plague/survivor2.wav" }
#define SOUND_MAX_LENGTH 64
new Array:g_sound_sniper
// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 20
#define HUD_EVENT_G 20
#define HUD_EVENT_B 255
new g_MaxPlayers
new g_HudSync
new g_TargetPlayer
new cvar_sniper_chance, cvar_sniper_min_players
new cvar_sniper_show_hud, cvar_sniper_sounds
new cvar_sniper_allow_respawn
public plugin_precache()
{
// Register game mode at precache (plugin gets paused after this)
register_plugin("[ZP] Game Mode: sniper", ZP_VERSION_STRING, "ZP Dev Team")
zp_gamemodes_register("Sniper Mode")
// Create the HUD Sync Objects
g_HudSync = CreateHudSyncObj()
g_MaxPlayers = get_maxplayers()
cvar_sniper_chance = register_cvar("zp_sniper_chance", "20")
cvar_sniper_min_players = register_cvar("zp_sniper_min_players", "0")
cvar_sniper_show_hud = register_cvar("zp_sniper_show_hud", "1")
cvar_sniper_sounds = register_cvar("zp_sniper_sounds", "1")
cvar_sniper_allow_respawn = register_cvar("zp_sniper_allow_respawn", "0")
// Initialize arrays
g_sound_sniper = ArrayCreate(SOUND_MAX_LENGTH, 1)
// Load from external file
amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
// If we couldn't load custom sounds from file, use and save default ones
new index
if (ArraySize(g_sound_sniper) == 0)
{
for (index = 0; index < sizeof sound_sniper; index++)
ArrayPushString(g_sound_sniper, sound_sniper[index])
// Save to external file
amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND SNIPER", g_sound_sniper)
}
// Precache sounds
new sound[SOUND_MAX_LENGTH]
for (index = 0; index < ArraySize(g_sound_sniper); index++)
{
ArrayGetString(g_sound_sniper, 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_sniper_allow_respawn))
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public zp_fw_core_spawn_post(id)
{
// Always respawn as human on sniper 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_sniper_chance)) != 1)
return PLUGIN_HANDLED;
// Min players
if (GetAliveCount() < get_pcvar_num(cvar_sniper_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 sniper
zp_class_sniper_set(g_TargetPlayer)
// Turn the remaining players into zombies
new id
for (id = 1; id <= g_MaxPlayers; id++)
{
// Not alive
if (!is_user_alive(id))
continue;
// sniper or already a zombie
if (zp_class_sniper_get(id) || zp_core_is_zombie(id))
continue;
zp_core_infect(id)
}
// Play sniper sound
if (get_pcvar_num(cvar_sniper_sounds))
{
new sound[SOUND_MAX_LENGTH]
ArrayGetString(g_sound_sniper, random_num(0, ArraySize(g_sound_sniper) - 1), sound, charsmax(sound))
PlaySoundToClients(sound)
}
if (get_pcvar_num(cvar_sniper_show_hud))
{
// Show sniper 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, "%L", LANG_PLAYER, "NOTICE_SNIPER", name)
}
}
// 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;
}