zombie_plague40.sma(337) : error 037: invalid string (possibly non-terminated string) zombie_plague40.sma(338) : error 001: expected token: "}", but found "new" 2 Errors. Could not locate output file zombie_plague40.amxx (compile failed).
 
	Spoiler 
	
    
=================================================================================*/
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
/*================================================================================
 [Plugin Customization]
=================================================================================*/
// Access Flags Required (check CMDACCESS.INI for console commands)
const ACCESS_FLAG = ADMIN_BAN // to access the admin menu
const ACCESS_FLAG2 = ADMIN_RCON // to turn the mod on/off
// Player Models (randomly chosen, add as many as you want)
new const model_nemesis[][] = { "nemesisgrajkownia" } // Nemesis
new const model_survivor[][] = { "survivorgrajkownia" } // Survivor
new const model_human[][] = { "arctic", "guerilla", "leet", "terror", "gign", "gsg9", "sas", "urban" } // Human
new const model_admin[][] = { "vipgrajkownia" } // Admin (human)
new const model_admin_zombie[][] = { "zombie_source" } // Admin (zombie)
// Weapon Models
new const model_vknife_human[] = { "models/v_knife.mdl" }
new const model_vknife_nemesis[] = { "models/zombie_plague/v_knife_nemesisgrajkownia.mdl }
new const model_grenade_infect[] = { "models/zombie_plague/v_grenade_infect.mdl" }
new const model_grenade_fire[] = { "models/zombie_plague/v_grenade_fire.mdl" }
new const model_grenade_frost[] = { "models/zombie_plague/v_grenade_frost.mdl" }
new const model_grenade_flare[] = { "models/zombie_plague/v_grenade_flare.mdl" }
// Grenade Sprites
new const sprite_grenade_trail[] = { "sprites/laserbeam.spr" }
new const sprite_grenade_ring[] = { "sprites/shockwave.spr" }
new const sprite_grenade_fire[] = { "sprites/flame.spr" }
new const sprite_grenade_smoke[] = { "sprites/black_smoke3.spr" }
new const sprite_grenade_glass[] = { "models/glassgibs.mdl" }
// Sound list (randomly chosen, add as many as you want)
new const sound_win_zombies[][] = { "ambience/the_horror1.wav", "ambience/the_horror3.wav", "ambience/the_horror4.wav" }
new const sound_win_humans[][] = { "zombie_plague/win_humans1.wav", "zombie_plague/win_humans2.wav" }
new const sound_win_no_one[][] = { "ambience/3dmstart.wav" }
new const zombie_infect[][] = { "zombie_plague/zombie_infec1.wav", "zombie_plague/zombie_infec2.wav", "zombie_plague/zombie_infec3.wav", "scientist/c1a0_sci_catscream.wav",
"scientist/scream01.wav" }
new const zombie_pain[][] = { "zombie_plague/zombie_pain1.wav", "zombie_plague/zombie_pain2.wav", "zombie_plague/zombie_pain3.wav", "zombie_plague/zombie_pain4.wav",
"zombie_plague/zombie_pain5.wav" }
new const nemesis_pain[][] = { "zombie_plague/nemesis_pain1.wav", "zombie_plague/nemesis_pain2.wav", "zombie_plague/nemesis_pain3.wav" }
new const zombie_die[][] = { "zombie_plague/zombie_die1.wav", "zombie_plague/zombie_die2.wav", "zombie_plague/zombie_die3.wav", "zombie_plague/zombie_die4.wav",
"zombie_plague/zombie_die5.wav" }
new const zombie_fall[][] = { "zombie_plague/zombie_fall1.wav" }
new const zombie_miss_slash[][] = { "weapons/knife_slash1.wav", "weapons/knife_slash2.wav" }
new const zombie_miss_wall[][] = { "weapons/knife_hitwall1.wav" }
new const zombie_hit_normal[][] = { "weapons/knife_hit1.wav", "weapons/knife_hit2.wav", "weapons/knife_hit3.wav", "weapons/knife_hit4.wav" }
new const zombie_hit_stab[][] = { "weapons/knife_stab.wav" }
new const zombie_idle[][] = { "nihilanth/nil_now_die.wav", "nihilanth/nil_slaves.wav", "nihilanth/nil_alone.wav", "zombie_plague/zombie_brains1.wav", "zombie_plague/zombie_brains2.wav" }
new const zombie_idle_last[][] = { "nihilanth/nil_thelast.wav" }
new const zombie_madness[][] = { "zombie_plague/zombie_madness1.wav" }
new const sound_nemesis[][] = { "zombie_plague/nemesis1.wav", "zombie_plague/nemesis2.wav" }
new const sound_survivor[][] = { "zombie_plague/survivor1.wav", "zombie_plague/survivor2.wav" }
new const sound_swarm[][] = { "ambience/the_horror2.wav" }
new const sound_multi[][] = { "ambience/the_horror2.wav" }
new const sound_plague[][] = { "zombie_plague/nemesis1.wav", "zombie_plague/survivor1.wav" }
new const grenade_infect[][] = { "zombie_plague/grenade_infect.wav" }
new const grenade_infect_player[][] = { "scientist/scream20.wav", "scientist/scream22.wav", "scientist/scream05.wav" }
new const grenade_fire[][] = { "zombie_plague/grenade_explode.wav" }
new const grenade_fire_player[][] = {
"zombie_plague/zombie_burn3.wav","zombie_plague/zombie_burn4.wav","zombie_plague/zombie_burn5.wav","zombie_plague/zombie_burn6.wav","zombie_plague/zombie_burn7.wav" }
new const grenade_frost[][] = { "warcraft3/frostnova.wav" }
new const grenade_frost_player[][] = { "warcraft3/impalehit.wav" }
new const grenade_frost_break[][] = { "warcraft3/impalelaunch1.wav" }
new const grenade_flare[][] = { "items/nvg_on.wav" }
new const sound_antidote[][] = { "items/smallmedkit1.wav" }
new const sound_thunder[][] = { "zombie_plague/thunder1.wav", "zombie_plague/thunder2.wav" }
// Uncomment the following line to enable ambience sounds
#define AMBIENCE_SOUNDS
#if defined AMBIENCE_SOUNDS // Ambience Sounds List (only .wav and .mp3 formats supported)
// Infection Rounds
new const sound_ambience1[][] = { "zombie_plague/ambienceinfection.mp3" } // sounds (played randomly)
new const Float:sound_ambience1_duration[] = { 17.0 } // duration in seconds of each sound
// Nemesis Rounds
new const sound_ambience2[][] = { "zombie_plague/ambiencenemesis.mp3" }
new const Float:sound_ambience2_duration[] = { 17.0 }
// Survivor Rounds
new const sound_ambience3[][] = { "zombie_plague/zpgrajkownia.mp3" }
new const Float:sound_ambience3_duration[] = { 17.0 }
// Swarm Rounds
new const sound_ambience4[][] = { "zombie_plague/zpgrajkownia.mp3" }
new const Float:sound_ambience4_duration[] = { 17.0 }
// Plague Rounds
new const sound_ambience5[][] = { "zombie_plague/ambiencenormal.mp3" }
new const Float:sound_ambience5_duration[] = { 17.0 }
#endif
// Buy Menu: Primary and Secondary Weapons
new const g_primary_items[][] = { "weapon_galil", "weapon_famas", "weapon_m4a1", "weapon_ak47", "weapon_sg552", "weapon_aug", "weapon_scout",
                "weapon_m3", "weapon_xm1014", "weapon_mp5navy", "weapon_p90" }
new const g_secondary_items[][] = { "weapon_glock18", "weapon_usp", "weapon_p228", "weapon_deagle", "weapon_fiveseven", "weapon_elite" }
// Additional Items to give after buying all weapons (e.g. grenades)
new const g_additional_items[][] = { "weapon_hegrenade", "weapon_flashbang", "weapon_smokegrenade" }
// Extra Items: Weapons and their costs
new const g_extra_names[][] = { "Napalm", "Frost", "Flara", "AWP", "M249", "SG550", "G3SG1" }
new const g_extra_items[][] = { "weapon_hegrenade", "weapon_flashbang", "weapon_smokegrenade", "weapon_awp", "weapon_m249", "weapon_sg550", "weapon_g3sg1" }
new const g_extra_costs[] = { 6, 6, 6, 20, 20, 20, 20 }
// Extra Items: costs for Night Vision, Antidote, Zombie Madness, and Infection Bomb
new const g_extra_costs2[] = { 15, 40, 17, 90 }
// Weather Effects: uncomment a line to have the desired effect
//#define AMBIENCE_RAIN // Rain
//#define AMBIENCE_SNOW // Snow
#define AMBIENCE_FOG // Fog
#if defined AMBIENCE_FOG // Fog Customization (if enabled)
new const FOG_DENSITY[] = "0.0018" // Density
new const FOG_COLOR[] = "128 128 128" // Color: Red Green Blue
#endif
// Sky Names (randomly chosen, add as many as you want)
new const skynames[][] = { "space" }
// Lightning Lights Cycle
new const lights_thunder1[][] = { "i" ,"j", "k", "l", "m", "n", "o", "n", "m", "l", "k", "j", "i", "h", "g", "f", "e", "d", "c", "b", "a"}
new const lights_thunder2[][] = { "k", "l", "m", "l", "k", "j", "i", "h", "g", "f", "e", "d", "c", "b", "a", "a", "b", "c", "d", "e", "d", "c", "b", "a"}
new const lights_thunder3[][] = { "b", "c", "d", "e", "f", "e", "d", "c", "i" ,"j", "k", "l", "m", "l", "k", "j", "i", "h", "g", "f", "e", "d", "c", "b", "a"}
// Decal List for Zombie Bloodstains/Footsteps
new const zombie_decals[] = { 99, 107, 108, 184, 185, 186, 187, 188, 189 }
// Knockback Power values for weapons
// Note: to disable knockback power on a specific weapon use a negative value
new const Float:kb_weapon_power[] =
{
    -1.0,    // ---
    2.4,    // P228
    -1.0,    // ---
    6.5,    // SCOUT
    -1.0,    // ---
    8.0,    // XM1014
    -1.0,    // ---
    2.3,    // MAC10
    5.0,    // AUG
    -1.0,    // ---
    2.4,    // ELITE
    2.0,    // FIVESEVEN
    2.4,    // UMP45
    5.3,    // SG550
    5.5,    // GALIL
    5.5,    // FAMAS
    2.2,    // USP
    2.0,    // GLOCK18
    10.0,    // AWP
    2.5,    // MP5NAVY
    5.2,    // M249
    8.0,    // M3
    5.0,    // M4A1
    2.4,    // TMP
    6.5,    // G3SG1
    -1.0,    // ---
    5.3,    // DEAGLE
    5.0,    // SG552
    6.0,    // AK47
    -1.0,    // ---
    2.0    // P90
}
// Dynamic Stuff Limiters (increase if needed)
const MAX_EXTRA_ITEMS = 30
const MAX_ZOMBIE_CLASSSES = 20
const MAX_CSDM_SPAWNS = 128
const MAX_STATS_SAVED = 64
const MAX_MODELS_NEMESIS = 10
const MAX_MODELS_SURVIVOR = 10
const MAX_MODELS_HUMAN = 20
const MAX_MODELS_ADM_HUMAN = 10
const MAX_MODELS_ADM_ZOMBIE = 10
// Objective entites and anything that would affect plugin gameplay
new const g_objective_ents[][] = { "func_bomb_target", "info_bomb_target", "info_vip_start", "func_vip_safetyzone", "func_escapezone", "hostage_entity",
        "monster_scientist", "func_hostage_rescue", "info_hostage_rescue", "env_fog", "env_rain", "env_snow", "item_longjump", "func_vehicle" }
// ***************************************************************
// *** If you experience many SVC_BAD kicks, try the following ***
// ***************************************************************
// 1. Increase the delay between model changes here: (eg. set it to 0.5)
const Float:MODELCHANGE_DELAY = 0.2
// 2. If the above doesn't help, uncomment the following line: (experimental!)
//#define HANDLE_MODELS_ON_SEPARATE_ENT
// Alternate: This makes the plugin set the model index serverside offset
// for accurate hitboxes and might also help with svc_bad (untested)
// Note: Make sure your models don't have messed up hitboxes or else
// this setting may cause your server insane cpu usage and LAG!
//#define SET_MODELINDEX_OFFSET
 
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