zombie_ppague.cfg dosyasina gir
zp_swarm_enabled 0 yap
zp_multi_enabled 0 yap
zp_plague_enabled 0 yap
Dedkilerimi yap sonra bi dene
ze mod kapatma
Moderatör: Moderatörler
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Konu Sahibi - Mesajlar: 155
- Kayıt: Cum Ağu 13, 2021 8:56 pm
- Konum: Azerbeycan
- Server Ip/DNS: 147.185.221.16:26504
-
Konu Sahibi - Mesajlar: 155
- Kayıt: Cum Ağu 13, 2021 8:56 pm
- Konum: Azerbeycan
- Server Ip/DNS: 147.185.221.16:26504
ze mod kapatma
Ama yukarda infection modunun hep açık olmasını soyledin kardeşim. Şimdi sen neyi istiyorsun acaba?
Link: | |
Linklerini gizle |
-
Konu Sahibi - Mesajlar: 155
- Kayıt: Cum Ağu 13, 2021 8:56 pm
- Konum: Azerbeycan
- Server Ip/DNS: 147.185.221.16:26504
ze mod kapatma
Anladım abi yardım edcem ama dikatli dinle.. dosyayı yani plugini atmak istemiyorum (belki başka birşeyler ilave etmişsindir diye) sen bana Instagram ve ya Discord uzerinden ulaş. Ordan daha iyi yardmcı ola bilirim.
Instagram ve discord : 1.lonelyhacker_44
Instagram ve discord : 1.lonelyhacker_44
Link: | |
Linklerini gizle |
-
Konu Sahibi - Mesajlar: 155
- Kayıt: Cum Ağu 13, 2021 8:56 pm
- Konum: Azerbeycan
- Server Ip/DNS: 147.185.221.16:26504
ze mod kapatma
bu kodu oldugu gibi kopyala ve zombieplague.sma dosyasinin icindeki make_a_zombie fonskiyonu ile deyistir.. hall olucak
Kod: Tümünü seç
new maks_zombi_sayisi = 4 // maksimum zombi sayisi
// Make a Zombie Function
make_a_zombie(mode, id)
{
// Get alive players count
static iPlayersnum
iPlayersnum = fnGetAlive()
// Not enough players, come back later!
if (iPlayersnum < 1)
{
set_task(2.0, "make_zombie_task", TASK_MAKEZOMBIE)
return;
}
// Round started!
g_newround = false
// Set up some common vars
static forward_id, sound[64], iZombies, iMaxZombies
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SURVIVOR) && random_num(1, get_pcvar_num(cvar_survchance)) == get_pcvar_num(cvar_surv) && iPlayersnum >= get_pcvar_num(cvar_survminplayers)) || mode == MODE_SURVIVOR)
{
// Survivor Mode
g_survround = true
g_lastmode = MODE_SURVIVOR
// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Remember id for calling our forward later
forward_id = id
// Turn player into a survivor
humanme(id, 1, 0)
// Turn the remaining players into zombies
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// Survivor or already a zombie
if (g_survivor[id] || g_zombie[id])
continue;
// Turn into a zombie
zombieme(id, 0, 0, 1, 0)
}
// Play survivor sound
ArrayGetString(sound_survivor, random_num(0, ArraySize(sound_survivor) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Survivor HUD notice
set_hudmessage(20, 20, 255, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SURVIVOR", g_playername[forward_id])
// Mode fully started!
g_modestarted = true
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SURVIVOR, forward_id);
}
else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_SWARM) && random_num(1, get_pcvar_num(cvar_swarmchance)) == get_pcvar_num(cvar_swarm) && iPlayersnum >= get_pcvar_num(cvar_swarmminplayers)) || mode == MODE_SWARM)
{
// Swarm Mode
g_swarmround = true
g_lastmode = MODE_SWARM
// Make sure there are alive players on both teams (BUGFIX)
if (!fnGetAliveTs())
{
// Move random player to T team
id = fnGetRandomAlive(random_num(1, iPlayersnum))
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_T)
fm_user_team_update(id)
}
else if (!fnGetAliveCTs())
{
// Move random player to CT team
id = fnGetRandomAlive(random_num(1, iPlayersnum))
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
// Turn every T into a zombie
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// Not a Terrorist
if (fm_cs_get_user_team(id) != FM_CS_TEAM_T)
continue;
// Turn into a zombie
zombieme(id, 0, 0, 1, 0)
}
// Play swarm sound
ArrayGetString(sound_swarm, random_num(0, ArraySize(sound_swarm) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Swarm HUD notice
set_hudmessage(20, 255, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_SWARM")
// Mode fully started!
g_modestarted = true
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_SWARM, 0);
}
else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_MULTI) && random_num(1, get_pcvar_num(cvar_multichance)) == get_pcvar_num(cvar_multi) && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) >= 2 && floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil) < iPlayersnum && iPlayersnum >= get_pcvar_num(cvar_multiminplayers)) || mode == MODE_MULTI)
{
// Multi Infection Mode
g_lastmode = MODE_MULTI
// iMaxZombies is rounded up, in case there aren't enough players
iMaxZombies = floatround(iPlayersnum*get_pcvar_float(cvar_multiratio), floatround_ceil)
iZombies = 0
// Randomly turn iMaxZombies players into zombies
while (iZombies < iMaxZombies)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1
// Dead or already a zombie
if (!g_isalive[id] || g_zombie[id])
continue;
// Random chance
if (random_num(0, 1))
{
// Turn into a zombie
zombieme(id, 0, 0, 1, 0)
iZombies++
}
}
// Turn the remaining players into humans
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who aren't zombies
if (!g_isalive[id] || g_zombie[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}
// Play multi infection sound
ArrayGetString(sound_multi, random_num(0, ArraySize(sound_multi) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Multi Infection HUD notice
set_hudmessage(200, 50, 0, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_MULTI")
// Mode fully started!
g_modestarted = true
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_MULTI, 0);
}
else if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_PLAGUE) && random_num(1, get_pcvar_num(cvar_plaguechance)) == get_pcvar_num(cvar_plague) && floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil) >= 1
&& iPlayersnum-(get_pcvar_num(cvar_plaguesurvnum)+get_pcvar_num(cvar_plaguenemnum)+floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)) >= 1 && iPlayersnum >= get_pcvar_num(cvar_plagueminplayers)) || mode == MODE_PLAGUE)
{
// Plague Mode
g_plagueround = true
g_lastmode = MODE_PLAGUE
// Turn specified amount of players into Survivors
static iSurvivors, iMaxSurvivors
iMaxSurvivors = get_pcvar_num(cvar_plaguesurvnum)
iSurvivors = 0
while (iSurvivors < iMaxSurvivors)
{
// Choose random guy
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Already a survivor?
if (g_survivor[id])
continue;
// If not, turn him into one
humanme(id, 1, 0)
iSurvivors++
// Apply survivor health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguesurvhpmulti)))
}
// Turn specified amount of players into Nemesis
static iNemesis, iMaxNemesis
iMaxNemesis = get_pcvar_num(cvar_plaguenemnum)
iNemesis = 0
while (iNemesis < iMaxNemesis)
{
// Choose random guy
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Already a survivor or nemesis?
if (g_survivor[id] || g_nemesis[id])
continue;
// If not, turn him into one
zombieme(id, 0, 1, 0, 0)
iNemesis++
// Apply nemesis health multiplier
fm_set_user_health(id, floatround(float(pev(id, pev_health)) * get_pcvar_float(cvar_plaguenemhpmulti)))
}
// iMaxZombies is rounded up, in case there aren't enough players
iMaxZombies = floatround((iPlayersnum-(get_pcvar_num(cvar_plaguenemnum)+get_pcvar_num(cvar_plaguesurvnum)))*get_pcvar_float(cvar_plagueratio), floatround_ceil)
iZombies = 0
// Randomly turn iMaxZombies players into zombies
while (iZombies < iMaxZombies)
{
// Keep looping through all players
if (++id > g_maxplayers) id = 1
// Dead or already a zombie or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;
// Random chance
if (random_num(0, 1))
{
// Turn into a zombie
zombieme(id, 0, 0, 1, 0)
iZombies++
}
}
// Turn the remaining players into humans
for (id = 1; id <= g_maxplayers; id++)
{
// Only those of them who arent zombies or survivor
if (!g_isalive[id] || g_zombie[id] || g_survivor[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}
// Play plague sound
ArrayGetString(sound_plague, random_num(0, ArraySize(sound_plague) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Plague HUD notice
set_hudmessage(0, 50, 200, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_PLAGUE")
// Mode fully started!
g_modestarted = true
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_PLAGUE, 0);
}
else
{
// Single Infection Mode or Nemesis Mode
// Choose player randomly?
if (mode == MODE_NONE)
id = fnGetRandomAlive(random_num(1, iPlayersnum))
// Remember id for calling our forward later
forward_id = id
if ((mode == MODE_NONE && (!get_pcvar_num(cvar_preventconsecutive) || g_lastmode != MODE_NEMESIS) && random_num(1, get_pcvar_num(cvar_nemchance)) == get_pcvar_num(cvar_nem) && iPlayersnum >= get_pcvar_num(cvar_nemminplayers)) || mode == MODE_NEMESIS)
{
// Nemesis Mode
g_nemround = true
g_lastmode = MODE_NEMESIS
// Turn player into nemesis
zombieme(id, 0, 1, 0, 0)
}
else
{
// Single Infection Mode
g_lastmode = MODE_INFECTION
// Turn player into the first zombie
for (new i = 0; i < maks_zombi_sayisi; i++)
zombieme(id, 0, 0, 0, 0)
}
// Remaining players should be humans (CTs)
for (id = 1; id <= g_maxplayers; id++)
{
// Not alive
if (!g_isalive[id])
continue;
// First zombie/nemesis
if (g_zombie[id])
continue;
// Switch to CT
if (fm_cs_get_user_team(id) != FM_CS_TEAM_CT) // need to change team?
{
remove_task(id+TASK_TEAM)
fm_cs_set_user_team(id, FM_CS_TEAM_CT)
fm_user_team_update(id)
}
}
if (g_nemround)
{
// Play Nemesis sound
ArrayGetString(sound_nemesis, random_num(0, ArraySize(sound_nemesis) - 1), sound, charsmax(sound))
PlaySound(sound);
// Show Nemesis HUD notice
set_hudmessage(255, 20, 20, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L", LANG_PLAYER, "NOTICE_NEMESIS", g_playername[forward_id])
// Mode fully started!
g_modestarted = true
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_NEMESIS, forward_id);
}
else
{
// Show First Zombie HUD notice
set_hudmessage(255, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 5.0, 1.0, 1.0, -1)
ShowSyncHudMsg(0, g_MsgSync, "%L",LANG_PLAYER, "NOTICE_FIRST", g_playername[forward_id])
// Mode fully started!
g_modestarted = true
// Round start forward
ExecuteForward(g_fwRoundStart, g_fwDummyResult, MODE_INFECTION, forward_id);
}
}
// Start ambience sounds after a mode begins
if ((g_ambience_sounds[AMBIENCE_SOUNDS_NEMESIS] && g_nemround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SURVIVOR] && g_survround) || (g_ambience_sounds[AMBIENCE_SOUNDS_SWARM] && g_swarmround) || (g_ambience_sounds[AMBIENCE_SOUNDS_PLAGUE] && g_plagueround) || (g_ambience_sounds[AMBIENCE_SOUNDS_INFECTION] && !g_nemround && !g_survround && !g_swarmround && !g_plagueround))
{
remove_task(TASK_AMBIENCESOUNDS)
set_task(2.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS)
}
}
Link: | |
Linklerini gizle |
-
- Mesajlar: 23
- Kayıt: Prş Nis 28, 2022 3:23 pm
ze mod kapatma
dc etiketini yazmamışsınHakimKILLER44 yazdı: ↑Pzr Oca 29, 2023 10:41 pm Anladım abi yardım edcem ama dikatli dinle.. dosyayı yani plugini atmak istemiyorum (belki başka birşeyler ilave etmişsindir diye) sen bana Instagram ve ya Discord uzerinden ulaş. Ordan daha iyi yardmcı ola bilirim.
Instagram ve discord : 1.lonelyhacker_44
Link: | |
Linklerini gizle |
-
Konu Sahibi - Mesajlar: 155
- Kayıt: Cum Ağu 13, 2021 8:56 pm
- Konum: Azerbeycan
- Server Ip/DNS: 147.185.221.16:26504
ze mod kapatma
Kod: Tümünü seç
public make_zombie_task()
{
// Call make a zombie with no specific mode
make_a_zombie(MODE_NONE, 0)
}
Kod: Tümünü seç
public make_zombie_task()
{
// Call make a zombie with no specific mode
make_a_zombie( MODE_MULTI, 0)
}
Kod: Tümünü seç
cvar_nem = register_cvar("zp_nem_enabled", "1")
Kod: Tümünü seç
cvar_surv = register_cvar("zp_surv_enabled", "1")
Kod: Tümünü seç
cvar_swarm = register_cvar("zp_swarm_enabled", "1")
Kod: Tümünü seç
cvar_multi = register_cvar("zp_multi_enabled", "1")
Kod: Tümünü seç
cvar_plague = register_cvar("zp_plague_enabled", "1")
Link: | |
Linklerini gizle |