Addon ZP 4.0 Classic !

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AboveAll1995
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17 Dec 2022, 21:55

Salutare tututor, caut un addon de ZombiePlague 4.0 classic care sa contina doar modurile Nemesis si Survivor. Fara prostii precum Asasin sau Snipers. Un addon classic cum era acum 15 ani doar cu modurile nemesis si survivor, va multumesc mult.
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Rainq
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17 Dec 2022, 22:10

4.3 cred ca te referi , am facut eu recent un zmxp clasic
addon-uri/addons-zombie-plague-t364666.html
download: https://www.mediafire.com/file/gfm1nox3 ... p.rar/file
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AboveAll1995
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18 Dec 2022, 17:31

Dap, e perfect, iti multumesc mult doar ca vreau sa scot xp, cum pot face asta ? :).
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Rainq
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18 Dec 2022, 20:37

Vad ca are probleme forum in a explica intr-un mesaj asa ca iti explic in doua mesaje
Ok,folosesti addons-ul asta
https://www.mediafire.com/file/jgycu2jj ... 0.sma/file

e acelasi addons doar ca am scos xp
daca iti apare [ZP] Zombie Classes are disabled.
scrie in consola amx_cvar zp_zombie_classes 1
asta pentru a activa posibilitate sa-ti alegi clasa de zombi
o modifici si in zombieplague.cfg

Scoti toate pluginurile legate de xp
sau pe scurt copiezi acest plugins.ini lasat de mine cand am modificat

Code: Select all

// Chestii de la server		

multilingual.amxx		; Traducerile pentru server
plmenu.amxx			; Pluginele intr-un meniu
mapsmenu.amxx			; Schimbarea hartii	
adminchat.amxx			; u@			
adminvote.amxx			; Voturi
zp_time_presents.amxx 		; Ammo pe timpul petrecut in joc	
admincmd.amxx
adminhelp.amxx
mapchooser.amxx			; Iti permite sa votezi pentru urmatoarea harta
timeleft.amxx			; timpul pe harta
resetscore.amxx 		; Reset score 
zp_sub_parachute.amxx 		; Parasuta
zm_thexforce_display_health.amxx
ultimate_who.amxx		; Gradele de admin
countdown.amxx			; Numaratoarea inversa
multijump.amxx 			; Multijumpul
statscfg.amxx			; Salveaza top15
statsx.amxx


// Zombie Plague                 

zombie_plague40.amxx debug


// API

amx_settings_api.amxx debug

// Banca XP
                                                                                                
savestats.amxx                                            


// VIP

zm_vip.amxx  

// Extra Iteme VIP

zm_vip_extra_kitdamage.amxx 
zm_vip_extra_bhop.amxx 
zm_vip_extra_items.amxx 
zm_vip_extra_no_recoil.amxx                                                                                                                              

// Extra Iteme Oameni
    
zp_extra_lasermine.amxx debug 
zombimod_hp_armor.amxx
zp_extra_m16.amxx
zp_extra_unlimited_clip.amxx 
                                                                                                                                                                                                                                                                                      

// Extra Iteme Zombie

zp_extra_illusion-bomb_v1.0.amxx                                             
zm_extra_item_knife_blink.amxx

// Adminele
                                                                                                                                                                                                                                                                                                                                                                                                                      
admini.amxx debug   


// Clase Zombie

lvl1_zombie_creature_bunnyhop.amxx
lvl2_zombie_creature_boomer.amxx
lvl3_zombie_creature_trapper.amxx
lvl4_zombie_creature_toxic.amxx
lvl5_zombie_creature_banchee.amxx
lvl6_zombie_creature_smoker.amxx
lvl7_zombie_creature_husk.amxx
lvl8_zombie_creature_doctor.amxx
lvl9_zombie_creature_hunter.amxx
lvl10_zombie_creature_jumper.amxx
lvl11_zombie_creature_crow.amxx
lvl12_zombie_creature_ripper.amxx
lvl13_zombie_creature_dog.amxx
lvl14_zombie_creature_teleport.amxx
lvl15_zombie_creature_predator.amxx
lvl16_zombie_creature_sneaky.amxx
lvl17_zombie_creature_islave.amxx
;lvl18_zombie_creature_disgusting.amxx
;lvl18_zombie_creature_disgusting_item.amxx
;lvl19_zombie_creature_sniper.amxx
;lvl20_zombie_creature_reflects.amxx       
                                                                                                                                                                                                                                                                                                                                       
dupa treaba sta in felul urmator ,modifici zm
zombi sunt modificati sa ruleze pe xp ,eu am modificat o clasa de zm ,respectiv prima ca sa numai stau sa modific toti zm pentru a rula pe un mod ,iti explic cum
deci in prima faza tu o sa ai asa

Code: Select all

#include <zombie_plague_special>
#include <zombiexp>
modifici in

Code: Select all

#include <zombieplague>
dupa modifici unde are nivelul

Code: Select all

new const zclass_name[ ] = "Boomer Creature"
new const zclass_info[ ] = "[T]"
new const zclass_model[ ] = "zombimod_boomer"
new const zclass_clawmodel[ ] = "v_zclass_boomer.mdl"
const zclass_health = 4300
const zclass_speed = 200
const Float:zclass_gravity = 0.8
const Float:zclass_knockback = 1.5
const zclass_level = 2 // level required to use
in asta

Code: Select all

new const zclass_name[ ] = "Boomer Creature"
new const zclass_info[ ] = "[T]"
new const zclass_model[ ] = "zombimod_boomer"
new const zclass_clawmodel[ ] = "v_zclass_boomer.mdl"
const zclass_health = 4300
const zclass_speed = 200
const Float:zclass_gravity = 0.8
const Float:zclass_knockback = 1.5
vezi diferenta? am scos doar asta

Code: Select all

const zclass_level = 2 // level required to use[
dupa unde e inregistrata clasa

Code: Select all

g_zclass_boomer = zpxp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback, zclass_level)
in asta

Code: Select all

g_zclass_boomer = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)
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Rainq
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18 Dec 2022, 20:38

aici o sa-ti las doua clase de zm modificate deja ca exemplu
lvl1_zombie_creature_bunnyhop.sma

Code: Select all

#include <amxmodx>
#include <fakemeta>
#include <zombieplague>

new g_zclass_bhzombie

new g_hasBhop[ 33 ]
new pcvar_enabled, pcvar_autojump

new bool:g_restorevel[33]
new Float:g_velocity[33][3]

new const zclass_name[] = { "BunnyHop Creature" }
new const zclass_info[] = { "" }
new const zclass_model[] = { "zombie_guerilla" }
new const zclass_clawmodel[] = { "v_panic.mdl" }
const zclass_health = 4200
const zclass_speed = 190
const Float:zclass_gravity = 0.80
const Float:zclass_knockback = 1.0

public plugin_init()
{
        register_plugin("[ZP] Class : BunnyHop Zombie", "1.1", "�a�es�")

	register_event( "DeathMsg", "event_player_death", "a" )

	pcvar_enabled = register_cvar( "zp_bhzombie_bunnyhop_enabled", "1" )
	pcvar_autojump = register_cvar( "zp_bhzombie_autojump", "1" )

	register_forward( FM_PlayerPreThink, "forward_prethink" )
}

public plugin_precache()
{
	g_zclass_bhzombie = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)

	register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
	register_forward(FM_PlayerPreThink, "fw_PlayerPreThink_Post", 1)
}

public zp_user_infected_post(id, infector)
{
	if (zp_get_user_zombie_class(id) == g_zclass_bhzombie)
	{
		g_hasBhop[ id ] = true

		pev(id, pev_velocity, g_velocity[id])
	}
}

public client_connect( id )
{
	g_hasBhop[ id ] = false
}

public event_player_death()
{
	g_hasBhop[ read_data( 2 ) ] = false
}

public forward_prethink( id )
{
	if(!is_user_alive(id) || !zp_get_user_zombie(id))
 		return PLUGIN_CONTINUE

        if (zp_get_user_zombie_class(id) != g_zclass_bhzombie)
		return PLUGIN_CONTINUE

	if( get_pcvar_num( pcvar_enabled ) )
	{
		set_pev( id, pev_fuser2, 0.0 )
		
		if( get_pcvar_num( pcvar_autojump ) && pev( id, pev_button ) & IN_JUMP )
		{
			new szFlags = pev( id, pev_flags )
			if( !( szFlags & FL_WATERJUMP ) && pev( id, pev_waterlevel ) < 2 && szFlags & FL_ONGROUND )
			{
				new Float: szVelocity[ 3 ]
				pev( id, pev_velocity, szVelocity)
				szVelocity[ 2 ] += 250.0
				set_pev( id, pev_velocity, szVelocity )
				set_pev( id, pev_gaitsequence, 6 )
			}
		}
	}
        return FMRES_IGNORED
}

public fw_PlayerPreThink(id)
{	
	if ( !is_user_alive(id) || !is_user_bot(id) || !zp_get_user_zombie(id) )
		return FMRES_IGNORED
	
	if (zp_get_user_zombie_class(id) != g_zclass_bhzombie)
		return FMRES_IGNORED
		
	if (pev(id, pev_flags) & FL_ONGROUND)
	{
		pev(id, pev_velocity, g_velocity[id])
        
		g_restorevel[id] = true
	}
	return FMRES_IGNORED
}

public fw_PlayerPreThink_Post(id)
{
	if (zp_get_user_zombie_class(id) != g_zclass_bhzombie)
		return FMRES_IGNORED
		
	if (g_restorevel[id])
	{
		g_restorevel[id] = false

		if (!(pev(id, pev_flags) & FL_ONTRAIN))
		{
			new groundent = pev(id, pev_groundentity)
			
			if (pev_valid(groundent) && (pev(groundent, pev_flags) & FL_CONVEYOR))
			{	
				static Float:vecTemp[3]
                
				pev(id, pev_basevelocity, vecTemp)
                
				g_velocity[id][0] += vecTemp[0]
				g_velocity[id][1] += vecTemp[1]
				g_velocity[id][2] += vecTemp[2]
			}                

			set_pev(id, pev_velocity, g_velocity[id])
            
			return FMRES_HANDLED
		}
	}
	return FMRES_IGNORED
}
lvl2_zombie_creature_boomer.sma

Code: Select all

#include < amxmodx >
#include < engine >
#include <zombieplague>

#define VOM_DIST 300
#define EXP_DIST 300
#define BLI_TIME 4
#define VOM_COLD 10.0
#define REWARD 1

new const zclass_name[ ] = "Boomer Creature"
new const zclass_info[ ] = "[T]"
new const zclass_model[ ] = "zombimod_boomer"
new const zclass_clawmodel[ ] = "v_zclass_boomer.mdl"
const zclass_health = 4300
const zclass_speed = 200
const Float:zclass_gravity = 0.8
const Float:zclass_knockback = 1.5


new const vomit_sprite[ ] = "sprites/zombie_plague/poison.spr"
new const vomit_sounds[] = "zombie_plague/boomer_vomit.wav"

new g_zclass_boomer, g_msgid_ScreenFade, vomit

new Float:g_iLastVomit[ 33 ]

public plugin_init( )
{
	register_plugin( "[ZP] Zombie Class: Boomer", "1.0", "cyby" )
	g_msgid_ScreenFade = get_user_msgid( "ScreenFade" );
}

public plugin_precache( )
{
	g_zclass_boomer = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)
	
	vomit = precache_model(vomit_sprite)
	precache_sound(vomit_sounds)
}

public client_impulse(id, impulse) 
{ 
	if(impulse == 201)
	{
		if(is_user_alive(id) && zp_get_user_zombie(id) && zp_get_user_zombie_class(id) == g_zclass_boomer)
		{
			clcmd_vomit(id);
			return PLUGIN_HANDLED;
		}
	}
	return PLUGIN_CONTINUE;
}

public clcmd_vomit( id )
{
	if( !is_user_alive( id ) || !is_user_connected( id ) || !zp_get_user_zombie( id ) || zp_get_user_zombie_class( id ) != g_zclass_boomer )
		return PLUGIN_HANDLED;
	
	if(get_gametime() - g_iLastVomit[id] < VOM_COLD)
	{
		client_print(id, print_center,"You need to wait %d seconds to vomit again!",floatround(VOM_COLD - (get_gametime() - g_iLastVomit[id])));
		return PLUGIN_HANDLED;
	}
	
	g_iLastVomit[ id ] = get_gametime( )
	
	new target, body, dist = VOM_DIST
	get_user_aiming( id, target, body, dist )
		
	new vec[ 3 ], aimvec[ 3 ], velocityvec[ 3 ]
	new length
	
	get_user_origin( id, vec )
	get_user_origin( id, aimvec, 2 )
	
	velocityvec[ 0 ] = aimvec[ 0 ] - vec[ 0 ]
	velocityvec[ 1 ] = aimvec[ 1 ] - vec[ 1 ]
	velocityvec[ 2 ] = aimvec[ 2 ] - vec[ 2 ]
	length = sqrt( velocityvec[ 0 ] * velocityvec[ 0 ] + velocityvec[ 1 ] * velocityvec[ 1 ] + velocityvec[ 2 ] * velocityvec[ 2 ] )
	velocityvec[ 0 ] = velocityvec[ 0 ] * 10 / length
	velocityvec[ 1 ] = velocityvec[ 1 ] * 10 / length
	velocityvec[ 2 ] = velocityvec[ 2 ] * 10 / length
	
	new args[ 8 ]
	args[ 0 ] = vec[ 0 ]
	args[ 1 ] = vec[ 1 ]
	args[ 2 ] = vec[ 2 ]
	args[ 3 ] = velocityvec[ 0 ]
	args[ 4 ] = velocityvec[ 1 ]
	args[ 5 ] = velocityvec[ 2 ]
	
	set_task( 0.1, "create_sprite", 0, args, 8, "a", 3 )
	
	emit_sound( id, CHAN_STREAM, vomit_sounds, 1.0, ATTN_NORM, 0, PITCH_HIGH )
	
	if( is_valid_ent( target ) && is_user_alive( target ) && is_user_connected( target ) && !zp_get_user_zombie( target ) && get_entity_distance( id, target ) <= dist )
	{
		message_begin( MSG_ONE_UNRELIABLE, g_msgid_ScreenFade, _, target )
		write_short( BLI_TIME )
		write_short( BLI_TIME )
		write_short( 0x0004 )
		write_byte( 79 )
		write_byte( 180 )
		write_byte( 61 )
		write_byte( 255 )
		message_end( )
		set_rendering( target, kRenderFxGlowShell, 79, 180, 61, kRenderNormal, 25 ) 
		set_task( float(BLI_TIME), "victim_wakeup", target )
		
		zp_set_user_ammo_packs( id, zp_get_user_ammo_packs( id ) + REWARD )
	}
	return PLUGIN_HANDLED
}

public create_sprite( args[ ] )
{
	message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
	write_byte( 120 )
	write_coord( args[ 0 ] )
	write_coord( args[ 1 ] )
	write_coord( args[ 2 ] )
	write_coord( args[ 3 ] )
	write_coord( args[ 4 ] )
	write_coord( args[ 5 ] )
	write_short( vomit )
	write_byte( 8 )
	write_byte( 70 )
	write_byte( 100 )
	write_byte( 5 )
	message_end( )
	
	return PLUGIN_CONTINUE
}

public victim_wakeup( id )
{
	if( !is_user_connected( id ) )
		return PLUGIN_HANDLED
	
	message_begin( MSG_ONE_UNRELIABLE, g_msgid_ScreenFade, _, id )
	write_short( ( 1<<12 ) )
	write_short( 0 )
	write_short( 0x0000 )
	write_byte( 0 )
	write_byte( 0 )
	write_byte( 0 )
	write_byte( 255 )
	message_end( )
	
	set_rendering( id )
	return PLUGIN_HANDLED
}

public sqrt( num )
{
	new div = num
	new result = 1
	while( div > result )
	{
		div = ( div + result ) / 2
		result = num / div
	}
	return div
}
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AboveAll1995
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19 Dec 2022, 18:36

E perfect, multumesc mult, esti ce.l mai tare :*.
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