Addon ZP 4.0 Classic !
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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.
- Rainq
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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
addon-uri/addons-zombie-plague-t364666.html
download: https://www.mediafire.com/file/gfm1nox3 ... p.rar/file
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Dap, e perfect, iti multumesc mult doar ca vreau sa scot xp, cum pot face asta ? :).
- Rainq
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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
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
modifici in
dupa modifici unde are nivelul
in asta
vezi diferenta? am scos doar asta
dupa unde e inregistrata clasa
in asta
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
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
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#include <zombie_plague_special>
#include <zombiexp>
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#include <zombieplague>
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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
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
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const zclass_level = 2 // level required to use[
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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)
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g_zclass_boomer = zp_register_zombie_class(zclass_name, zclass_info, zclass_model, zclass_clawmodel, zclass_health, zclass_speed, zclass_gravity, zclass_knockback)
- Rainq
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aici o sa-ti las doua clase de zm modificate deja ca exemplu
lvl1_zombie_creature_bunnyhop.sma
lvl2_zombie_creature_boomer.sma
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
}
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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E perfect, multumesc mult, esti ce.l mai tare .