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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.

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Zdjęcie
Zombie Plague 4.3

Select Models

Zombie Plague 4.3

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#1 pp

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  • Postów:1
  • Lokalizacja:Starachowice
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Napisano 29.06.2009 13:07

Witam, chciałbym przerobić ten plugin tak aby było 3 modele do wyboru, lecz żeby użyć jednego z trzech musi mieć odpowiednie flagi nadane przez admina.

#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("rSelect your model:"), 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, "rSelect your model:^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)
}


Dodaje: , ADMIN_IMMUNITY żeby wybrać ten model mógł tylko admin z flagą "a". Lecz nie pomaga.
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