Skocz do zawartości

Witamy w Nieoficjalnym polskim support'cie AMX Mod X

Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
  • Rozpoczynaj nowe tematy i odpowiedaj na inne
  • Zapisz się do tematów i for, aby otrzymywać automatyczne uaktualnienia
  • Dodawaj wydarzenia do kalendarza społecznościowego
  • Stwórz swój własny profil i zdobywaj nowych znajomych
  • Zdobywaj nowe doświadczenia

Dołączona grafika Dołączona grafika

Guest Message by DevFuse
 

Zdjęcie
Zombie Plague 4.3

Dodanie modeli do klas Human

zombie plague 4.3

  • Nie możesz napisać tematu
  • Zaloguj się, aby dodać odpowiedź
5 odpowiedzi w tym temacie

#1 .PePe.

    Zaawansowany

  • Zbanowany

Reputacja: -2
Nowy

  • Postów:94
  • Lokalizacja:brak
Offline

Napisano 27.09.2013 18:51

Cześć.

 

Prosił bym o:

 

1. Dodanie modeli do każdej z klas Human

2. (opcjonalne, a wiec jak ktoś ma czas może też i to) Usunięcie wszystkich specjalnych UM z tych klas i zostawienie "suchych" klas + modele do każdej z nich

 

http://amxx.pl/topic...zm-human-class/

 

 

Pozdrawiam : p



#2 ZyciE

    Banned

  • Zbanowany

Reputacja: 30
Życzliwy

  • Postów:225
  • GG:
  • Imię:Mateusz
  • Lokalizacja:Wiąg
Offline

Napisano 27.09.2013 21:46

#include <amxmodx>
#include <zombieplague>
#include <fakemeta>
 
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", "Dla PePe", "ZyciE")
SetupSelectMenu()
register_clcmd("say /models", "ClCmdSelectModel")
register_menucmd(register_menuid("\rChoose you model:"), MenuKeys, "SelectIt")
 
}
 
// User Infected forward
public zp_user_infected_post(id, infector)
{
// remove the glow.
fm_set_rendering(id)
//fm_set_rendering(infector)
}
 
public ClCmdSelectModel(id)
{
if(zp_get_user_zombie(id) || zp_get_user_nemesis(id))
{
client_print(id, print_chat, "This is only available to humans.")
 
set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
show_hudmessage(id, "This is only available to humans.")
return PLUGIN_CONTINUE;
}
 
SetupSelectMenu()
show_menu(id, MenuKeys, BuyMenuBodyText)
 
return PLUGIN_HANDLED
}
 
public SelectIt(id, key)
{
new g_ent_playermodel[33]
g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
 
switch (key)
{
case 0: 
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/leet/leet.mdl")
}
case 1:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/terror/terror.mdl")
}
case 2:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/artic/artic.mdl")
}
case 3:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/guerilla/guerilla.mdl")
}
case 4:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/urban/urban.mdl")
}
case 5:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gsg9/gsg9.mdl")
}
case 6:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gign/gign.mdl")
}
case 7:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/sas/sas.mdl")
}
case 9: return PLUGIN_HANDLED
}
 
ClCmdSelectModel(id)
return PLUGIN_HANDLED
}
 
public SetupSelectMenu()
{
new menuLen = format(BuyMenuBodyText, 255, "\rChoose you model:^n^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w1. Leet Crew^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w2. Terror^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w3. Artic^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w4. Guerilla^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w5. Urban^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w6. GSG9^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w7. GIGN^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w8. SAS^n^n")
 
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w0. Exit")
 
return 1
}
 
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) {
new Float:RenderColor[3];
RenderColor[0] = float(r);
RenderColor[1] = float(g);
RenderColor[2] = float(b);
 
set_pev(entity, pev_renderfx, fx);
set_pev(entity, pev_rendercolor, RenderColor);
set_pev(entity, pev_rendermode, render);
set_pev(entity, pev_renderamt, float(amount));
 
return 1;
}

Play-Gaming.pl - Sieć  Serwerów  Gier.

Zapraszamy na nasze serwery : 

MineCraft - S1.E4G.MAXC.PL

Zombie Mod v3 [Otwarcie sobota] - 31.186.84.46:27050

Cod Mod  201 lvl -  193.33.177.117:27081


#3 .PePe.

    Zaawansowany

  • Autor tematu
  • Zbanowany

Reputacja: -2
Nowy

  • Postów:94
  • Lokalizacja:brak
Offline

Napisano 28.09.2013 14:09

#include <amxmodx>
#include <zombieplague>
#include <fakemeta>
 
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", "Dla PePe", "ZyciE")
SetupSelectMenu()
register_clcmd("say /models", "ClCmdSelectModel")
register_menucmd(register_menuid("\rChoose you model:"), MenuKeys, "SelectIt")
 
}
 
// User Infected forward
public zp_user_infected_post(id, infector)
{
// remove the glow.
fm_set_rendering(id)
//fm_set_rendering(infector)
}
 
public ClCmdSelectModel(id)
{
if(zp_get_user_zombie(id) || zp_get_user_nemesis(id))
{
client_print(id, print_chat, "This is only available to humans.")
 
set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
show_hudmessage(id, "This is only available to humans.")
return PLUGIN_CONTINUE;
}
 
SetupSelectMenu()
show_menu(id, MenuKeys, BuyMenuBodyText)
 
return PLUGIN_HANDLED
}
 
public SelectIt(id, key)
{
new g_ent_playermodel[33]
g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
 
switch (key)
{
case 0: 
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/leet/leet.mdl")
}
case 1:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/terror/terror.mdl")
}
case 2:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/artic/artic.mdl")
}
case 3:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/guerilla/guerilla.mdl")
}
case 4:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/urban/urban.mdl")
}
case 5:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gsg9/gsg9.mdl")
}
case 6:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gign/gign.mdl")
}
case 7:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/sas/sas.mdl")
}
case 9: return PLUGIN_HANDLED
}
 
ClCmdSelectModel(id)
return PLUGIN_HANDLED
}
 
public SetupSelectMenu()
{
new menuLen = format(BuyMenuBodyText, 255, "\rChoose you model:^n^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w1. Leet Crew^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w2. Terror^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w3. Artic^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w4. Guerilla^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w5. Urban^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w6. GSG9^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w7. GIGN^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w8. SAS^n^n")
 
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w0. Exit")
 
return 1
}
 
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) {
new Float:RenderColor[3];
RenderColor[0] = float(r);
RenderColor[1] = float(g);
RenderColor[2] = float(b);
 
set_pev(entity, pev_renderfx, fx);
set_pev(entity, pev_rendercolor, RenderColor);
set_pev(entity, pev_rendermode, render);
set_pev(entity, pev_renderamt, float(amount));
 
return 1;
}

Wszystko fajnie jednak wole tamten plug ponieważ tam są klasy na flage, których tutaj brak :P



#4 ZyciE

    Banned

  • Zbanowany

Reputacja: 30
Życzliwy

  • Postów:225
  • GG:
  • Imię:Mateusz
  • Lokalizacja:Wiąg
Offline

Napisano 28.09.2013 14:52

 

#include <amxmodx>
#include <zombieplague>
#include <fakemeta>
 
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", "Dla PePe", "ZyciE")
SetupSelectMenu()
register_clcmd("say /models", "ClCmdSelectModel")
register_menucmd(register_menuid("\rChoose you model:"), MenuKeys, "SelectIt")
 
}
 
// User Infected forward
public zp_user_infected_post(id, infector)
{
// remove the glow.
fm_set_rendering(id)
//fm_set_rendering(infector)
}
 
public ClCmdSelectModel(id)
{
if(zp_get_user_zombie(id) || zp_get_user_nemesis(id))
{
client_print(id, print_chat, "This is only available to humans.")
 
set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
show_hudmessage(id, "This is only available to humans.")
return PLUGIN_CONTINUE;
}
 
SetupSelectMenu()
show_menu(id, MenuKeys, BuyMenuBodyText)
 
return PLUGIN_HANDLED
}
 
public SelectIt(id, key)
{
new g_ent_playermodel[33]
g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
 
switch (key)
{
case 0: 
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/leet/leet.mdl")
}
case 1:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/terror/terror.mdl")
}
case 2:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/artic/artic.mdl")
}
case 3:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/guerilla/guerilla.mdl")
}
case 4:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/urban/urban.mdl")
}
case 5:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gsg9/gsg9.mdl")
}
case 6:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gign/gign.mdl")
}
case 7:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/sas/sas.mdl")
}
case 9: return PLUGIN_HANDLED
}
 
ClCmdSelectModel(id)
return PLUGIN_HANDLED
}
 
public SetupSelectMenu()
{
new menuLen = format(BuyMenuBodyText, 255, "\rChoose you model:^n^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w1. Leet Crew^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w2. Terror^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w3. Artic^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w4. Guerilla^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w5. Urban^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w6. GSG9^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w7. GIGN^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w8. SAS^n^n")
 
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w0. Exit")
 
return 1
}
 
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) {
new Float:RenderColor[3];
RenderColor[0] = float(r);
RenderColor[1] = float(g);
RenderColor[2] = float(b);
 
set_pev(entity, pev_renderfx, fx);
set_pev(entity, pev_rendercolor, RenderColor);
set_pev(entity, pev_rendermode, render);
set_pev(entity, pev_renderamt, float(amount));
 
return 1;
}

Wszystko fajnie jednak wole tamten plug ponieważ tam są klasy na flage, których tutaj brak :P

 

TO chyba nie problem aby dać FLAGE Danej klasie ^ ^ ? xD 


Play-Gaming.pl - Sieć  Serwerów  Gier.

Zapraszamy na nasze serwery : 

MineCraft - S1.E4G.MAXC.PL

Zombie Mod v3 [Otwarcie sobota] - 31.186.84.46:27050

Cod Mod  201 lvl -  193.33.177.117:27081


#5 .PePe.

    Zaawansowany

  • Autor tematu
  • Zbanowany

Reputacja: -2
Nowy

  • Postów:94
  • Lokalizacja:brak
Offline

Napisano 28.09.2013 15:16

 

 

#include <amxmodx>
#include <zombieplague>
#include <fakemeta>
 
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", "Dla PePe", "ZyciE")
SetupSelectMenu()
register_clcmd("say /models", "ClCmdSelectModel")
register_menucmd(register_menuid("\rChoose you model:"), MenuKeys, "SelectIt")
 
}
 
// User Infected forward
public zp_user_infected_post(id, infector)
{
// remove the glow.
fm_set_rendering(id)
//fm_set_rendering(infector)
}
 
public ClCmdSelectModel(id)
{
if(zp_get_user_zombie(id) || zp_get_user_nemesis(id))
{
client_print(id, print_chat, "This is only available to humans.")
 
set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
show_hudmessage(id, "This is only available to humans.")
return PLUGIN_CONTINUE;
}
 
SetupSelectMenu()
show_menu(id, MenuKeys, BuyMenuBodyText)
 
return PLUGIN_HANDLED
}
 
public SelectIt(id, key)
{
new g_ent_playermodel[33]
g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
 
switch (key)
{
case 0: 
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/leet/leet.mdl")
}
case 1:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/terror/terror.mdl")
}
case 2:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/artic/artic.mdl")
}
case 3:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/guerilla/guerilla.mdl")
}
case 4:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/urban/urban.mdl")
}
case 5:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gsg9/gsg9.mdl")
}
case 6:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gign/gign.mdl")
}
case 7:
{
fm_set_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)
engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/sas/sas.mdl")
}
case 9: return PLUGIN_HANDLED
}
 
ClCmdSelectModel(id)
return PLUGIN_HANDLED
}
 
public SetupSelectMenu()
{
new menuLen = format(BuyMenuBodyText, 255, "\rChoose you model:^n^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w1. Leet Crew^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w2. Terror^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w3. Artic^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w4. Guerilla^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w5. Urban^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w6. GSG9^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w7. GIGN^n")
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w8. SAS^n^n")
 
menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w0. Exit")
 
return 1
}
 
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) {
new Float:RenderColor[3];
RenderColor[0] = float(r);
RenderColor[1] = float(g);
RenderColor[2] = float(b);
 
set_pev(entity, pev_renderfx, fx);
set_pev(entity, pev_rendercolor, RenderColor);
set_pev(entity, pev_rendermode, render);
set_pev(entity, pev_renderamt, float(amount));
 
return 1;
}

Wszystko fajnie jednak wole tamten plug ponieważ tam są klasy na flage, których tutaj brak :P

 

TO chyba nie problem aby dać FLAGE Danej klasie ^ ^ ? xD

 

Nie jestem skrypterem :P



#6 .PePe.

    Zaawansowany

  • Autor tematu
  • Zbanowany

Reputacja: -2
Nowy

  • Postów:94
  • Lokalizacja:brak
Offline

Napisano 28.09.2013 18:06

+ twój plugin nie generuje automatycznie stron w menu gdy dodaje więcej klas







Również z jednym lub większą ilością słów kluczowych: zombie plague 4.3

Użytkownicy przeglądający ten temat: 0

0 użytkowników, 0 gości, 0 anonimowych