Witam.
Zwracam sie do was z prośbą o przerobienie klasy zombie aby była na flagę T
bo chę aby tylko vip mógł je użuwać
1klasa
/*
Cvars :
zp_regen_time "3.0" - After how much seconds will be healing, default is after 3 seconds.
zp_regen_amount "15.0" - How much HP you will gain in healing process, default is 15 hp in 3 seconds.
*/
#include <amxmodx>
#include <fakemeta>
#include <zombieplague>
#define TASK_CHECK 50000
#define ID_CHECK (taskid - TASK_CHECK)
#define PLUGIN "[ZP] Class : Berserk Zombie"
#define VERSION "1.0"
#define AUTHOR "asdallaslss"
// Thanks L//
new const zp_class_name[] = { "Berserk Zombie" }
new const zp_class_info[] = { "HP-- Speed++++ Knockback+ Rgn++" }
new const zp_class_model[] = { "zombie_source" }
new const zp_class_claw[] = { "v_knife_zombie.mdl" }
const zp_class_health = 1400
const zp_class_speed = 340
const Float:zp_class_gravity = 1.0
const Float:zp_class_kb = 1.5
new zp_class_bers, g_regen_time, g_regen_amount
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
g_regen_time = register_cvar("zp_regen_time", "3.0")
g_regen_amount = register_cvar("zp_regen_amount", "15.0")
register_event("Damage", "SetRegeneration", "be", "2>0")
}
public plugin_precache()
{
zp_class_bers = zp_register_zombie_class(zp_class_name, zp_class_info, zp_class_model, zp_class_claw, zp_class_health, zp_class_speed, zp_class_gravity, zp_class_kb)
}
public zp_user_infected_post(player, infector)
{
if (zp_get_user_zombie_class(player) == zp_class_bers)
{
Regenerate(player)
check(player)
}
}
public SetRegeneration(player)
{
if (!is_user_alive(player) || !zp_get_user_zombie(player) || zp_get_user_nemesis(player))
return PLUGIN_CONTINUE
if (zp_get_user_zombie_class(player) != zp_class_bers)
return PLUGIN_CONTINUE
if (get_user_health(player) < zp_get_zombie_maxhealth(player))
set_task(get_pcvar_float(g_regen_time), "Regenerate", player, _, _, "b")
return PLUGIN_CONTINUE
}
public Regenerate(player)
{
if (!is_user_alive(player) || !zp_get_user_zombie(player) || zp_get_user_nemesis(player))
return PLUGIN_CONTINUE
if (zp_get_user_zombie_class(player) != zp_class_bers)
return PLUGIN_CONTINUE
new regen_health = get_user_health(player)
new max_health = zp_get_zombie_maxhealth(player) - regen_health
if (max_health <= get_pcvar_num(g_regen_amount))
{
set_pev(player, pev_health, regen_health + float(max_health))
}
if (max_health <= get_pcvar_num(g_regen_amount) <= zp_class_health)
{
remove_task(player)
}
set_pev(player, pev_health, regen_health + get_pcvar_float(g_regen_amount))
return PLUGIN_CONTINUE
}
public zp_user_humanized_post(id)
{
fm_set_rendering(id, kRenderFxGlowShell, Float:{ 0.0, 0.0, 0.0 }, kRenderNormal, 25)
}
public efectos(taskid)
{
if (zp_get_user_zombie_class(ID_CHECK) == zp_class_bers && zp_get_user_zombie(ID_CHECK) && !zp_get_user_nemesis(ID_CHECK))
{
if(pev(ID_CHECK, pev_maxspeed) != 1.0)
fm_set_rendering(ID_CHECK, kRenderFxGlowShell, Float:{ 255.0, 140.0, 0.0 }, kRenderNormal, 25)
set_task(0.2, "efectos", ID_CHECK+TASK_CHECK)
}
}
public check(id){
if (zp_get_user_zombie_class(id) == zp_class_bers && zp_get_user_zombie(id) && !zp_get_user_nemesis(id))
efectos(id+TASK_CHECK)
}
public client_disconnect(id)
{
remove_task(id+TASK_CHECK)
}
stock fm_set_rendering(entity, fx = kRenderFxNone, Float:color[3] = { 255.0, 255.0, 255.0 }, render = kRenderNormal, amount = 16)
{
set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ ansicpg1252\\ deff0{\\ fonttbl{\\ f0\\ fnil\\ fcharset0 Tahoma;}}\n{\\ colortbl ;\\ red0\\ green0\\ blue0;}\n\\ viewkind4\\ uc1\\ pard\\ cf1\\ lang1034\\ f0\\ fs16 \n\\ par }
*/
2 klasa
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <zombieplague>
#include <xs>
#define PLUGIN "DJB Zombie Class Banchee"
#define VERSION "1.0"
#define AUTHOR "Csoldjb"
new const zclass_name[] = "Banchee"
new const zclass_info[] = "Kliknij G aby spawnowac nietoperze"
new const zclass_model[] = "witch_zombi_origin"
new const zclass_clawmodel[] = "v_knife_witch_zombi.mdl"
const zclass_health = 1400
const zclass_speed = 190
const Float:zclass_gravity = 1.0
const Float:zclass_knockback = 1.0
new const SOUND_FIRE[] = "zombie_plague/zombi_banshee_pulling_fire.wav"
new const SOUND_BAT_HIT[] = "zombie_plague/zombi_banshee_laugh.wav"
new const SOUND_BAT_MISS[] = "zombie_plague/zombi_banshee_pulling_fail.wav"
new const MODEL_BAT[] = "models/zombie_plague/bat_witch.mdl"
new const BAT_CLASSNAME[] = "banchee_bat"
new spr_skull
const Float:banchee_skull_bat_speed = 600.0
const Float:banchee_skull_bat_flytime = 3.0
const Float:banchee_skull_bat_catch_time = 3.0
const Float:banchee_skull_bat_catch_speed = 100.0
const Float:bat_timewait = 14.0
new g_stop[33]
new g_bat_time[33]
new g_bat_stat[33]
new g_bat_enemy[33]
new Float:g_temp_speed[33]
new idclass_banchee
new g_maxplayers
new g_roundend
new g_msgSayText
enum (+= 100)
{
TASK_BOT_USE_SKILL = 2367,
TASK_REMOVE_STAT
}
#define ID_BOT_USE_SKILL (taskid - TASK_BOT_USE_SKILL)
#define ID_TASK_REMOVE_STAT (taskid - TASK_REMOVE_STAT)
public plugin_precache()
{
precache_sound(SOUND_FIRE)
precache_sound(SOUND_BAT_HIT)
precache_sound(SOUND_BAT_MISS)
precache_model(MODEL_BAT)
spr_skull = precache_model("sprites/ef_bat.spr")
idclass_banchee = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_event("HLTV", "EventHLTV", "a", "1=0", "2=0")
register_event("DeathMsg", "EventDeath", "a")
register_logevent("logevent_round_end", 2, "1=Round_End")
register_clcmd("drop", "cmd_bat")
register_forward(FM_PlayerPreThink,"fw_PlayerPreThink")
RegisterHam(Ham_Touch,"info_target","EntityTouchPost",1)
RegisterHam(Ham_Think,"info_target","EntityThink")
g_maxplayers = get_maxplayers()
g_msgSayText = get_user_msgid("SayText")
}
public client_putinserver(id)
{
reset_value_player(id)
}
public client_disconnect(id)
{
reset_value_player(id)
}
public EventHLTV()
{
g_roundend = 0
for(new id = 1; id <= g_maxplayers; id++)
{
if (!is_user_connected(id)) continue;
reset_value_player(id)
}
}
public logevent_round_end()
{
g_roundend = 1
}
public EventDeath()
{
new id = read_data(2)
reset_value_player(id)
}
public zp_user_infected_post(id)
{
reset_value_player(id)
if(zp_get_user_nemesis(id)) return;
if(zp_get_user_zombie_class(id) == idclass_banchee)
{
if(is_user_bot(id))
{
set_task(random_float(5.0,120.0), "bot_use_skill", id+TASK_BOT_USE_SKILL)
return
}
zp_colored_print(id, "^x04[ZP]^x01 Twoj skill jest^x04 Spawn Bat^x01. Cooldown^x04 %.1f ^x01seconds.", bat_timewait)
}
}
public zp_user_humanized_post(id)
{
reset_value_player(id)
}
public cmd_bat(id)
{
if(g_roundend) return PLUGIN_CONTINUE
if(!is_user_alive(id) || !zp_get_user_zombie(id) || zp_get_user_nemesis(id)) return PLUGIN_CONTINUE
if(zp_get_user_zombie_class(id) == idclass_banchee && !g_bat_time[id])
{
g_bat_time[id] = 1
set_task(bat_timewait,"clear_stat",id+TASK_REMOVE_STAT)
new ent = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"))
if(!pev_valid(ent)) return PLUGIN_HANDLED
new Float:vecAngle[3],Float:vecOrigin[3],Float:vecVelocity[3],Float:vecForward[3]
fm_get_user_startpos(id,5.0,2.0,-1.0,vecOrigin)
pev(id,pev_angles,vecAngle)
engfunc(EngFunc_MakeVectors,vecAngle)
global_get(glb_v_forward,vecForward)
velocity_by_aim(id,floatround(banchee_skull_bat_speed),vecVelocity)
set_pev(ent,pev_origin,vecOrigin)
set_pev(ent,pev_angles,vecAngle)
set_pev(ent,pev_classname,BAT_CLASSNAME)
set_pev(ent,pev_movetype,MOVETYPE_FLY)
set_pev(ent,pev_solid,SOLID_BBOX)
engfunc(EngFunc_SetSize,ent,{-20.0,-15.0,-8.0},{20.0,15.0,8.0})
engfunc(EngFunc_SetModel,ent,MODEL_BAT)
set_pev(ent,pev_animtime,get_gametime())
set_pev(ent,pev_framerate,1.0)
set_pev(ent,pev_owner,id)
set_pev(ent,pev_velocity,vecVelocity)
set_pev(ent,pev_nextthink,get_gametime()+banchee_skull_bat_flytime)
emit_sound(ent, CHAN_WEAPON, SOUND_FIRE, 1.0, ATTN_NORM, 0, PITCH_NORM)
g_stop[id] = ent
PlayWeaponAnimation(id, 2)
pev(id, pev_maxspeed, g_temp_speed[id])
set_pev(id,pev_maxspeed,0.1)
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public fw_PlayerPreThink(id)
{
if(!is_user_alive(id)) return FMRES_IGNORED
if(g_bat_stat[id])
{
new owner = g_bat_enemy[id], Float:ownerorigin[3]
pev(owner,pev_origin,ownerorigin)
static Float:vec[3]
aim_at_origin(id,ownerorigin,vec)
engfunc(EngFunc_MakeVectors, vec)
global_get(glb_v_forward, vec)
vec[0] *= banchee_skull_bat_catch_speed
vec[1] *= banchee_skull_bat_catch_speed
vec[2] = 0.0
set_pev(id,pev_velocity,vec)
}
return FMRES_IGNORED
}
public EntityThink(ent)
{
if(!pev_valid(ent)) return HAM_IGNORED
new classname[32]
pev(ent,pev_classname,classname,31)
if(equal(classname,BAT_CLASSNAME))
{
static Float:origin[3];
pev(ent,pev_origin,origin);
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_EXPLOSION); // TE_EXPLOSION
write_coord(floatround(origin[0])); // origin x
write_coord(floatround(origin[1])); // origin y
write_coord(floatround(origin[2])); // origin z
write_short(spr_skull); // sprites
write_byte(40); // scale in 0.1's
write_byte(30); // framerate
write_byte(14); // flags
message_end(); // message end
emit_sound(ent, CHAN_WEAPON, SOUND_BAT_MISS, 1.0, ATTN_NORM, 0, PITCH_NORM)
new owner = pev(ent, pev_owner)
g_stop[owner] = 0
set_pev(owner,pev_maxspeed,g_temp_speed[owner])
engfunc(EngFunc_RemoveEntity,ent)
}
return HAM_IGNORED
}
public EntityTouchPost(ent,ptd)
{
if(!pev_valid(ent)) return HAM_IGNORED
new classname[32]
pev(ent,pev_classname,classname,31)
if(equal(classname,BAT_CLASSNAME))
{
if(!pev_valid(ptd))
{
static Float:origin[3];
pev(ent,pev_origin,origin);
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_EXPLOSION); // TE_EXPLOSION
write_coord(floatround(origin[0])); // origin x
write_coord(floatround(origin[1])); // origin y
write_coord(floatround(origin[2])); // origin z
write_short(spr_skull); // sprites
write_byte(40); // scale in 0.1's
write_byte(30); // framerate
write_byte(14); // flags
message_end(); // message end
emit_sound(ent, CHAN_WEAPON, SOUND_BAT_MISS, 1.0, ATTN_NORM, 0, PITCH_NORM)
new owner = pev(ent, pev_owner)
g_stop[owner] = 0
set_pev(owner,pev_maxspeed,g_temp_speed[owner])
engfunc(EngFunc_RemoveEntity,ent)
return HAM_IGNORED
}
new owner = pev(ent,pev_owner)
if(0 < ptd && ptd <= g_maxplayers && is_user_alive(ptd) && ptd != owner)
{
g_bat_enemy[ptd] = owner
set_pev(ent,pev_nextthink,get_gametime()+banchee_skull_bat_catch_time)
set_task(banchee_skull_bat_catch_time,"clear_stat2",ptd+TASK_REMOVE_STAT)
set_pev(ent,pev_movetype,MOVETYPE_FOLLOW)
set_pev(ent,pev_aiment,ptd)
emit_sound(owner, CHAN_VOICE, SOUND_BAT_HIT, 1.0, ATTN_NORM, 0, PITCH_NORM)
g_bat_stat[ptd] = 1
}
}
return HAM_IGNORED
}
public clear_stat(taskid)
{
new id = ID_TASK_REMOVE_STAT
g_bat_stat[id] = 0
g_bat_time[id] = 0
zp_colored_print(id, "^x04[ZP]^x01 Twoj Skill^x04 Spawnowania nietoperzy^x01 jest gotowy.")
}
public clear_stat2(idx)
{
new id = idx-TASK_REMOVE_STAT
g_bat_enemy[id] = 0
g_bat_stat[id] = 0
}
public bot_use_skill(taskid)
{
new id = ID_BOT_USE_SKILL
if (!is_user_alive(id)) return;
cmd_bat(id)
set_task(random_float(5.0,15.0), "bot_use_skill", id+TASK_BOT_USE_SKILL)
}
fm_get_user_startpos(id,Float:forw,Float:right,Float:up,Float:vStart[])
{
new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
pev(id, pev_origin, vOrigin)
pev(id, pev_v_angle, vAngle)
engfunc(EngFunc_MakeVectors, vAngle)
global_get(glb_v_forward, vForward)
global_get(glb_v_right, vRight)
global_get(glb_v_up, vUp)
vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}
aim_at_origin(id, Float:target[3], Float:angles[3])
{
static Float:vec[3]
pev(id,pev_origin,vec)
vec[0] = target[0] - vec[0]
vec[1] = target[1] - vec[1]
vec[2] = target[2] - vec[2]
engfunc(EngFunc_VecToAngles,vec,angles)
angles[0] *= -1.0
angles[2] = 0.0
}
PlayWeaponAnimation(id, animation)
{
set_pev(id, pev_weaponanim, animation)
message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, id)
write_byte(animation)
write_byte(pev(id, pev_body))
message_end()
}
reset_value_player(id)
{
g_stop[id] = 0
g_bat_time[id] = 0
g_bat_stat[id] = 0
g_bat_enemy[id] = 0
remove_task(id+TASK_BOT_USE_SKILL)
remove_task(id+TASK_REMOVE_STAT)
}
zp_colored_print(target, const message[], any:...)
{
static buffer[512], i, argscount
argscount = numargs()
if (!target)
{
static player
for (player = 1; player <= g_maxplayers; player++)
{
if (!is_user_connected(player))
continue;
static changed[5], changedcount
changedcount = 0
for (i = 2; i < argscount; i++)
{
if (getarg(i) == LANG_PLAYER)
{
setarg(i, 0, player)
changed[changedcount] = i
changedcount++
}
}
vformat(buffer, charsmax(buffer), message, 3)
message_begin(MSG_ONE_UNRELIABLE, g_msgSayText, _, player)
write_byte(player)
write_string(buffer)
message_end()
for (i = 0; i < changedcount; i++)
setarg(changed[i], 0, LANG_PLAYER)
}
}
else
{
vformat(buffer, charsmax(buffer), message, 3)
message_begin(MSG_ONE, g_msgSayText, _, target)
write_byte(target)
write_string(buffer)
message_end()
}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/
pomoże ktoś i zrobi mi te 2 klasy aby były na flagę Admin_LEVEL_H czyli flaga T
standardowo plusik za kazdą pomoc.