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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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Guest Message by DevFuse
 

Zdjęcie
Zombie Plague 4.3

sniper vs assasin mod

zombie plague 4.3

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#1 ZIGI89

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Napisano 11.11.2015 19:37

witam poszukuje pluginu który by dodawał  mod  snipera i asssasina razem

 

ale niemoge znależc nic  konkretnego     znalazłem jakies pliki ale niepasowały nazwy  do mojego serwera  dlatogo wolał bym  to miec jako

plugin amxx

 

miałem takiego  megabossa , ale niewiem jak to przerobić

 

 

jak by ktos miał taki to był bym wdzieczny

#include < amxmodx >
#include < amxmisc >
#include < engine >
#include < fakemeta >
#include < hamsandwich >
#include < xs >

#define NAME		"AlienBoss Special For Zombie-Mod.Ru"
#define VERSION		"Public"
#define AUTHOR		"Alexander.3 / Edit: Optimist"

const alien_hp =		25000
const boss_speed =		200
const Float:prepare_time =	15.0
const dmg_attack =		50
const dmg_ms =			50
const dmg_sw =			50

static Float:Origin[3]

static g_Alien
static g_BossTarget
static VictimID
static Float:g_Health

static Ability

new const Resource[][] = {
	"models/npc/alien/alien.mdl",
	"sprites/blood.spr",
	"sprites/bloodspray.spr",
	"sprites/npc/hp.spr",
	"sprites/shockwave.spr",	// 4
	"sprites/npc/alien/fluxing.spr" // 5
}
new const g_AlienSound[][] = 
{ 
	"zombie_plague/boss_death.wav",
	"zombie_plague/boss_dash.wav",
	"zombie_plague/boss_swing.wav",
	"zombie_plague/boss_shokwave.wav"
}

new const g_CountSound[][] = 
{ 
	"zombie_plague/vox/1.wav",
	"zombie_plague/vox/2.wav",
	"zombie_plague/vox/3.wav",
	"zombie_plague/vox/4.wav",
	"zombie_plague/vox/5.wav",
	"zombie_plague/vox/6.wav",
	"zombie_plague/vox/7.wav",
	"zombie_plague/vox/8.wav",
	"zombie_plague/vox/9.wav",
	"zombie_plague/vox/10.wav"
}

static g_Resource[sizeof Resource]

enum {
	IDLE,
	WALK,
	MS,
	ATTACK,
	SW
}

public plugin_precache()
{
	new i;
	for(i = 0 ; i < sizeof g_CountSound ; i++)
	precache_sound(g_CountSound[i]);

	for(i = 0 ; i < sizeof g_AlienSound ; i++)
	precache_sound(g_AlienSound[i]);
	
	for(new i; i <= charsmax(Resource); i++)
		g_Resource[i] = precache_model(Resource[i])
}

public plugin_init() {
	register_plugin(NAME, VERSION, AUTHOR)
	
	register_clcmd("say /create", "create", ADMIN_RCON)
	register_clcmd("say /spawn", "spawn", ADMIN_RCON)
		
	register_think("AlienBossik", "Think_Boss")
	register_think("HP", "Think_HP")
	
	register_touch("AlienBossik", "player", "Touch_Boss") 
	
	RegisterHam(Ham_TakeDamage, "info_target", "TakeDamage", ADMIN_RCON)
	RegisterHam(Ham_TraceAttack, "info_target", "TraceAttack", ADMIN_RCON)
}

public RandomAbility(taskid) {
	if (Ability != WALK)
		return
	
	switch(random(2)) {
		case 0: Ability = MS
		case 1: Ability = SW
	}
}

public create(id)
if (get_user_flags(id) & ADMIN_RCON)
{
	pev(id, pev_origin, Origin)
}
	
public spawn(id) 
{
	if (get_user_flags(id) & ADMIN_RCON)
	{
		g_Alien = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
		new HPspr = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
	
		engfunc(EngFunc_SetModel, g_Alien, Resource[0])
		engfunc(EngFunc_SetSize, g_Alien, { -32.0, -32.0, -36.0 }, { 32.0, 32.0, 96.0 })
		engfunc(EngFunc_SetOrigin, g_Alien, Origin)
	
		set_pev(g_Alien, pev_classname, "AlienBossik")
		set_pev(g_Alien, pev_solid, SOLID_BBOX)
		set_pev(g_Alien, pev_movetype, MOVETYPE_PUSHSTEP)
		set_pev(g_Alien, pev_takedamage, DAMAGE_NO)
		set_pev(g_Alien, pev_health, float(alien_hp))
		set_pev(g_Alien, pev_deadflag, DEAD_NO)
		set_pev(g_Alien, pev_nextthink, get_gametime() + prepare_time)
	
		Ability = IDLE
		Anim(g_Alien, 2)
	
		static Float:Origin[3]
		pev(g_Alien, pev_origin, Origin)
		Origin[2] += 200.0
		engfunc(EngFunc_SetOrigin, HPspr, Origin)
		engfunc(EngFunc_SetModel, HPspr, Resource[3])
		entity_set_float(HPspr, EV_FL_scale, 0.5)
		set_pev(HPspr, pev_classname, "HP")
		set_pev(HPspr, pev_solid, SOLID_NOT)
		set_pev(HPspr, pev_movetype, MOVETYPE_NOCLIP)
		set_pev(HPspr, pev_frame, 100.0)
		set_pev(HPspr, pev_nextthink, get_gametime() + prepare_time)
	}
}

public Think_Boss(Ent) 
{
	if (pev(Ent, pev_deadflag) == DEAD_DYING)
		return
	
	static bool:one
	
	switch ( Ability ) {
		case IDLE: {
			Ability = WALK
			set_task(10.0, "RandomAbility", 1337, _, _, "b")
			set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
			return
		}
		case WALK: {
			static Float:Origin[3], Float:Origin2[3], Float:Vector[3], Float:Angle[3]
			if (!is_user_alive(g_BossTarget)) {
				g_BossTarget = GetRandomAlive(random_num(1, GetAliveCount()))
				set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
				return
			}
			if (one) {
				set_pev(Ent, pev_movetype, MOVETYPE_PUSHSTEP)
				Anim(Ent, 3)
				one = false
			}
			pev(Ent, pev_origin, Origin)
			pev(g_BossTarget, pev_origin, Origin2)
			
			xs_vec_sub(Origin2, Origin, Vector)
			vector_to_angle(Vector, Angle)
			new Float:num = floatsqroot(float(boss_speed)*float(boss_speed) / (Vector[0]*Vector[0] + Vector[1]*Vector[1] + Vector[2]*Vector[2]))
			Vector[0] *= num
			Vector[1] *= num
			Vector[2] ? (Vector[2] = 0.0) : (Vector[2] *= num)
			set_pev(Ent, pev_velocity, Vector)
			Angle[0] = 0.0
			Angle[2] = 0.0
			set_pev(Ent, pev_angles, Angle)
			set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
			return
		}
		case ATTACK: {
			static num			
			switch (num) {
				case 0: {
					Anim(Ent, 6)
					num++
					set_pev(Ent, pev_nextthink, get_gametime() + 1.0)
					return
				}
				case 1: {
					static Float:OriginA[3], Float:OriginA2[3], Float:LenA, Float:Vector[3], Float:Velocity[3]
					
					pev(g_Alien, pev_origin, OriginA)
					pev(VictimID, pev_origin, OriginA2)
					
					xs_vec_sub(OriginA2, OriginA, Velocity)
					xs_vec_sub(OriginA, OriginA2, Vector)
					
					LenA = xs_vec_len(Vector)
					
					if (LenA <= 170) {
						xs_vec_normalize(Velocity, Velocity)
						Velocity[2] = 0.5
						xs_vec_mul_scalar(Velocity, 1000.0, Velocity)
						ExecuteHamB(Ham_TakeDamage, VictimID, 0, VictimID, float(dmg_attack), DMG_BULLET)
						ScreenFade(VictimID, 3, {255, 0, 0}, 120)
						ScreenShake(VictimID)
						set_pev(VictimID, pev_velocity, Velocity)
						emit_sound(Ent, CHAN_VOICE, g_AlienSound[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
					}
				}
			}
			num = 0
			one = true
			Ability = WALK
			set_pev(Ent, pev_nextthink, get_gametime() + 0.2)
		}
		case MS: {
			static num, Float:Origin[3], Float:Origin2[3], Float:Vector[3], Float:Angle[3]
			switch ( num ) {
				case 0: {
					new MS_Attack = GetRandomAlive(random_num(1, GetAliveCount()))
					
					pev(MS_Attack, pev_origin, Origin)
					pev(Ent, pev_origin, Origin2)
					
					xs_vec_sub(Origin, Origin2, Vector)
					vector_to_angle(Vector, Angle)
					xs_vec_normalize(Vector, Vector)
					xs_vec_mul_scalar(Vector, 2000.0, Vector)
					Angle[0] = 0.0
					Angle[2] = 0.0
					Vector[2] = 0.0
					set_pev(Ent, pev_angles, Angle)
					set_pev(Ent, pev_movetype, MOVETYPE_NONE)
					Anim(Ent, 7)
					set_pev(Ent, pev_nextthink, get_gametime() + 1.0)
					num++
					return
				}
				case 1: {
					set_pev(Ent, pev_movetype, MOVETYPE_FLY)
					set_pev(Ent, pev_velocity, Vector)
					set_pev(Ent, pev_nextthink, get_gametime() + 1.0)
					num++
					return
				}
			}
			set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
			num = 0
			Ability = WALK
			one = true
			return
		}
		case SW: {
			static num, FluxSpr, Float:Origin[3], sw_random
			switch ( num ) {
				case 0: {
					sw_random = random(3)
					Anim(Ent, 2)
					FluxSpr = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite"))
					pev(Ent, pev_origin, Origin)
					Origin[2] += 70
					engfunc(EngFunc_SetOrigin, FluxSpr, Origin)
					engfunc(EngFunc_SetModel, FluxSpr, Resource[5])
					set_pev(FluxSpr, pev_solid, SOLID_NOT)
					set_pev(FluxSpr, pev_movetype, MOVETYPE_NOCLIP)
					switch(sw_random) {
						case 0: {
							set_rendering(FluxSpr, kRenderFxFadeSlow, 255, 0, 0, kRenderTransAdd, 255)
							set_rendering(Ent, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 30)
						}
						case 1: {
							set_rendering(FluxSpr, kRenderFxFadeSlow, 255, 255, 0, kRenderTransAdd, 255)
							set_rendering(Ent, kRenderFxGlowShell, 255, 255, 0, kRenderNormal, 30)
						}
						case 2: {
							set_rendering(FluxSpr, kRenderFxFadeSlow, 0, 0, 255, kRenderTransAdd, 255)
							set_rendering(Ent, kRenderFxGlowShell, 0, 0, 255, kRenderNormal, 30)
						}
					}
					set_pev(FluxSpr, pev_framerate, 5.0)
					dllfunc(DLLFunc_Spawn, FluxSpr)
					set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
					num++
					return 
				}
				case 1..10: {
					for(new id = 1; id <= get_maxplayers(); id++) {
						if (!is_user_alive(id))
							continue
							
						static Float:OriginSW[3], Float:OriginSW2[3], Float:Vector[3]
						pev(Ent, pev_origin, OriginSW)
						pev(id, pev_origin, OriginSW2)
						
						xs_vec_sub(OriginSW, OriginSW2, Vector)
						xs_vec_normalize(Vector, Vector)
						xs_vec_mul_scalar(Vector, 800.0, Vector)
						set_pev(id, pev_velocity, Vector)
						set_pev(Ent, pev_nextthink, get_gametime() + 0.2)
						num++
						return
					}
				}
				case 11: {
					engfunc(EngFunc_RemoveEntity, FluxSpr)
					Anim(Ent, 5)
					set_pev(Ent, pev_nextthink, get_gametime() + 2.2)
					num++
					return
				}
				case 12: {
					static Float:Orig[3]
					pev(Ent, pev_origin, Orig)
					set_rendering(Ent)
					
					switch (sw_random) {
						case 0: ShockWave(Orig, 5, 35, 1000.0, {255, 0, 0}) // 450
						case 1: ShockWave(Orig, 5, 35, 1000.0, {255, 255, 0})
						case 2: ShockWave(Orig, 5, 35, 1000.0, {0, 0, 255})
					}
					
					for(new id = 1; id <= get_maxplayers(); id++) {
						if (!is_user_alive(id))
							continue
							
						if (pev(id, pev_flags) & FL_ONGROUND) {
							static Float:gOrigin[3], Float:Vec[3], Float:Len
							pev(id, pev_origin, gOrigin)
							xs_vec_sub(Orig, gOrigin, Vec)
							Len = xs_vec_len(Vec)
							if (Len <= 450.0) {
								switch (sw_random) {
									case 0: user_kill(id)
									case 1: {
										ScreenFade(id, 5, {255, 0, 0}, 120)
										ExecuteHamB(Ham_TakeDamage, id, 0, id, float(dmg_sw), DMG_SONIC)
										ScreenShake(id)
									}
									case 2: {
										client_cmd(id, "drop")
										ScreenShake(id)
									}
								}
							}
						}
					}
					Ability = WALK
					one = true
					num = 0
					set_pev(Ent, pev_nextthink, get_gametime() + 0.2)
					return
				}
			}
		}
	}
}

public Think_HP(Ent) {
	static Float:Origin[3], num
	pev(g_Alien, pev_origin, Origin)
	Origin[2] += 200.0
	set_pev(Ent, pev_origin, Origin)
	
	switch ( num ) {
		case 0: {
			Anim(g_Alien, 3)
			set_pev(g_Alien, pev_takedamage, DAMAGE_YES)
			num++
		}
		case 1: {
			static Float:frame
			frame = g_Health * 100.0 / float(alien_hp)
			
			if (frame)
				set_pev(Ent, pev_frame, frame)
			
			if (pev(g_Alien, pev_deadflag) == DEAD_DYING) {
				engfunc(EngFunc_RemoveEntity, Ent)
				return
			}
		}
	}
	set_pev(Ent, pev_nextthink, get_gametime() + 0.1)
}

public TraceAttack(victim, attacker, Float:damage, Float:direction[3], th, dt) {
	static Float:End[3], ClassName[32]
	pev(victim, pev_classname, ClassName, charsmax(ClassName))
	if (equal(ClassName, "AlienBossik")) {
		get_tr2(th, TR_vecEndPos, End)
		Blood(End)
	}
}

public TakeDamage(victim, weapon, attacker, Float:damage, damagetype) {
	static ClassName[32]
	pev(victim, pev_classname, ClassName, charsmax(ClassName))
	if (equal(ClassName, "AlienBossik")) {
		pev(victim, pev_health, g_Health)
		if (g_Health <= damage) {
			Anim(victim, 1)
			set_pev(victim, pev_movetype, MOVETYPE_FLY)
			set_pev(victim, pev_solid, SOLID_NOT)
			set_pev(victim, pev_velocity, {0.0, 0.0, 0.0})
			set_pev(victim, pev_deadflag, DEAD_DYING)
			remove_task(1337)
			return HAM_SUPERCEDE
		}
	}
	return HAM_HANDLED
}

public Touch_Boss(Ent, WorldEnt) {
	if (Ability == MS) {
		static victim = -1, Float:Origin[3]
		pev(Ent, pev_origin, Origin)
		while((victim = engfunc(EngFunc_FindEntityInSphere, victim, Origin, 400.0)) != 0) {
			if (!is_user_alive(victim))
				continue
			
			ExecuteHamB(Ham_TakeDamage, victim, 0, victim, float(dmg_ms), DMG_BULLET)
		}
	}
	
	if (Ability == WALK) {
		Ability = ATTACK
		VictimID = WorldEnt
	}
}

stock Blood(Float:Orig[3]) {	
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
	write_byte(TE_BLOODSPRITE);
	engfunc(EngFunc_WriteCoord, Orig[0])
	engfunc(EngFunc_WriteCoord, Orig[1])
	engfunc(EngFunc_WriteCoord, Orig[2])
	write_short(g_Resource[1])
	write_short(g_Resource[2])
	write_byte(218)
	write_byte(random_num(1, 2))
	message_end();
}


stock Anim(ent, sequence) {
	set_pev(ent, pev_sequence, sequence)
	set_pev(ent, pev_animtime, halflife_time())
	set_pev(ent, pev_framerate, 1.0)
}

stock ShockWave(Float:Orig[3], Life, Width, Float:Radius, Color[3]) {
	engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, Orig, 0)
	write_byte(TE_BEAMCYLINDER) // TE id
	engfunc(EngFunc_WriteCoord, Orig[0]) // x
	engfunc(EngFunc_WriteCoord, Orig[1]) // y
	engfunc(EngFunc_WriteCoord, Orig[2]-40.0) // z
	engfunc(EngFunc_WriteCoord, Orig[0]) // x axis
	engfunc(EngFunc_WriteCoord, Orig[1]) // y axis
	engfunc(EngFunc_WriteCoord, Orig[2]+Radius) // z axis
	write_short(g_Resource[4]) // sprite
	write_byte(0) // startframe
	write_byte(0) // framerate
	write_byte(Life) // life (4)
	write_byte(Width) // width (20)
	write_byte(0) // noise
	write_byte(Color[0]) // red
	write_byte(Color[1]) // green
	write_byte(Color[2]) // blue
	write_byte(255) // brightness
	write_byte(0) // speed
	message_end()
}

stock ScreenFade(id, Timer, Colors[3], Alpha) {	
	message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id);
	write_short((1<<12) * Timer)
	write_short(1<<12)
	write_short(0)
	write_byte(Colors[0])
	write_byte(Colors[1])
	write_byte(Colors[2])
	write_byte(Alpha)
	message_end()
}

stock ScreenShake(id) {
	message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenShake"), _, id);
	write_short(1<<14)
	write_short(1<<12)
	write_short(2<<12)
	message_end();
}

GetRandomAlive(target_index) {			// :3
	new iAlive
	for (new id = 1; id <= get_maxplayers(); id++) {
		if (is_user_alive(id)) iAlive++
		if (iAlive == target_index) return id
	}
	return -1
}

GetAliveCount() {				// ^^
	new iAlive
	for (new id = 1; id <= get_maxplayers(); id++) if (is_user_alive(id)) iAlive++
	return iAlive
}

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#2 ZIGI89

    Życzliwy

  • Autor tematu
  • Użytkownik

Reputacja: 2
Nowy

  • Postów:30
  • GG:
  • Steam:steam
  • Lokalizacja:Łodygowice
Offline

Napisano 13.11.2015 01:15

sory za spam niemam opcji edytuj

 

udało mi sie znaleść to czego szukałem

http://amxx.pl/topic...izacja-do-v161/

 

jest tam gotowy plugin

zp_game_mode_example.amxx  


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