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Guest Message by DevFuse
 

Zdjęcie
Zombie Plague 4.3

Dodanie modeli do klas Human

zombie plague 4.3

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5 odpowiedzi w tym temacie

#1 .PePe.

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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

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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;
}

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#3 .PePe.

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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

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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 


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#5 .PePe.

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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.

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Mniej niż zer0.

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Napisano 28.09.2013 18:06

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







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