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Konu

#1
selam arkadaşlar
bir isteğim var sizlerden
zombie plague modu topluyorumda istediğmi hiç bir yerde bulamadım
Nemesis modu var nemesis modu açıldığında rasgele 1 oyuncuyu nemesis yapiyor
benim istediğim serverin kişi sayısına göre nemesis sayısını arttırmasını istiyorum
örneğin :
10 kısı 1 nemesis
15 kısı 2 nemesis 
20 kısı 3 nemesis
25 kısı 4 nemesis
30 kısı 5 nemesis 
tabi nasıl ayarlar bilmiyorum böyle değil ama örneğin multi enfeksyon içerisinde var böyle kodlar mesela multi enfeksyonda serverde 10 kısı varsa 2 tane zombi seçiyor 20 kısı varsa 3 4 tane seçiyor tam bilmıyorum kaçtane seçtğini ama dediğim serverde kişi sayısına göre artiyor  ama bilmediğim için yapamadım 
acaba rica etsem yaparmısınız 

nemesis mode


Kod:
/*================================================================================
    
    -------------------------------
    -*- [ZP] Game Mode: Nemesis -*-
    -------------------------------
    
    This plugin is part of Zombie Plague Mod and is distributed under the
    terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
    
================================================================================*/

#include <amxmodx>
#include <amx_settings_api>
#include <cs_teams_api>
#include <zp50_gamemodes>
#include <zp50_class_nemesis>
#include <zp50_deathmatch>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default sounds
new const sound_nemesis[][] = { "zombie_plague/nemesis1.wav" , "zombie_plague/nemesis2.wav" }

#define SOUND_MAX_LENGTH 64

new Array:g_sound_nemesis

// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 255
#define HUD_EVENT_G 20
#define HUD_EVENT_B 20

new g_MaxPlayers
new g_HudSync
new g_TargetPlayer

new cvar_nemesis_chance, cvar_nemesis_min_players
new cvar_nemesis_show_hud, cvar_nemesis_sounds
new cvar_nemesis_allow_respawn

public plugin_precache()
{
    // Register game mode at precache (plugin gets paused after this)
    register_plugin("[ZP] Game Mode: Nemesis", ZP_VERSION_STRING, "ZP Dev Team")
    zp_gamemodes_register("Nemesis Mode")
    
    // Create the HUD Sync Objects
    g_HudSync = CreateHudSyncObj()
    
    g_MaxPlayers = get_maxplayers()
    
    cvar_nemesis_chance = register_cvar("zp_nemesis_chance", "20")
    cvar_nemesis_min_players = register_cvar("zp_nemesis_min_players", "0")
    cvar_nemesis_show_hud = register_cvar("zp_nemesis_show_hud", "1")
    cvar_nemesis_sounds = register_cvar("zp_nemesis_sounds", "1")
    cvar_nemesis_allow_respawn = register_cvar("zp_nemesis_allow_respawn", "0")
    
    // Initialize arrays
    g_sound_nemesis = ArrayCreate(SOUND_MAX_LENGTH, 1)
    
    // Load from external file
    amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND NEMESIS", g_sound_nemesis)
    
    // If we couldn't load custom sounds from file, use and save default ones
    new index
    if (ArraySize(g_sound_nemesis) == 0)
    {
        for (index = 0; index < sizeof sound_nemesis; index++)
            ArrayPushString(g_sound_nemesis, sound_nemesis[index])
        
        // Save to external file
        amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND NEMESIS", g_sound_nemesis)
    }
    
    // Precache sounds
    new sound[SOUND_MAX_LENGTH]
    for (index = 0; index < ArraySize(g_sound_nemesis); index++)
    {
        ArrayGetString(g_sound_nemesis, index, sound, charsmax(sound))
        if (equal(sound[strlen(sound)-4], ".mp3"))
        {
            format(sound, charsmax(sound), "sound/%s", sound)
            precache_generic(sound)
        }
        else
            precache_sound(sound)
    }
}

// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
    // Respawning allowed?
    if (!get_pcvar_num(cvar_nemesis_allow_respawn))
        return PLUGIN_HANDLED;
    
    return PLUGIN_CONTINUE;
}

public zp_fw_core_spawn_post(id)
{
    // Always respawn as human on nemesis rounds
    zp_core_respawn_as_zombie(id, false)
}

public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
{
    if (!skipchecks)
    {
        // Random chance
        if (random_num(1, get_pcvar_num(cvar_nemesis_chance)) != 1)
            return PLUGIN_HANDLED;
        
        // Min players
        if (GetAliveCount() < get_pcvar_num(cvar_nemesis_min_players))
            return PLUGIN_HANDLED;
    }
    
    // Game mode allowed
    return PLUGIN_CONTINUE;
}

public zp_fw_gamemodes_choose_post(game_mode_id, target_player)
{
    // Pick player randomly?
    g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player
}

public zp_fw_gamemodes_start()
{
    // Turn player into nemesis
    zp_class_nemesis_set(g_TargetPlayer)
    
    // Remaining players should be humans (CTs)
    new id
    for (id = 1; id <= g_MaxPlayers; id++)
    {
        // Not alive
        if (!is_user_alive(id))
            continue;
        
        // This is our Nemesis
        if (zp_class_nemesis_get(id))
            continue;
        
        // Switch to CT
        cs_set_player_team(id, CS_TEAM_CT)
    }
    
    // Play Nemesis sound
    if (get_pcvar_num(cvar_nemesis_sounds))
    {
        new sound[SOUND_MAX_LENGTH]
        ArrayGetString(g_sound_nemesis, random_num(0, ArraySize(g_sound_nemesis) - 1), sound, charsmax(sound))
        PlaySoundToClients(sound)
    }
    
    if (get_pcvar_num(cvar_nemesis_show_hud))
    {
        // Show Nemesis HUD notice
        new name[32]
        get_user_name(g_TargetPlayer, name, charsmax(name))
        set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
        ShowSyncHudMsg(0, g_HudSync, "%L", LANG_PLAYER, "NOTICE_NEMESIS", name)
    }
}

// Plays a sound on clients
PlaySoundToClients(const sound[])
{
    if (equal(sound[strlen(sound)-4], ".mp3"))
        client_cmd(0, "mp3 play ^"sound/%s^"", sound)
    else
        client_cmd(0, "spk ^"%s^"", sound)
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
    new iAlive, id
    
    for (id = 1; id <= g_MaxPlayers; id++)
    {
        if (is_user_alive(id))
            iAlive++
    }
    
    return iAlive;
}

// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
    new iAlive, id
    
    for (id = 1; id <= g_MaxPlayers; id++)
    {
        if (is_user_alive(id))
            iAlive++
        
        if (iAlive == target_index)
            return id;
    }
    
    return -1;
}

Multi enfeksyon


Kod:
/*================================================================================
    
    ------------------------------------------
    -*- [ZP] Game Mode: Multiple Infection -*-
    ------------------------------------------
    
    This plugin is part of Zombie Plague Mod and is distributed under the
    terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
    
================================================================================*/

#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <amx_settings_api>
#include <cs_teams_api>
#include <cs_ham_bots_api>
#include <zp50_gamemodes>
#include <zp50_deathmatch>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default sounds
new const sound_multi[][] = { "ambience/the_horror2.wav" }

#define SOUND_MAX_LENGTH 64

new Array:g_sound_multi

// HUD messages
#define HUD_EVENT_X -1.0
#define HUD_EVENT_Y 0.17
#define HUD_EVENT_R 200
#define HUD_EVENT_G 50
#define HUD_EVENT_B 0

new g_MaxPlayers
new g_HudSync

new cvar_multi_chance, cvar_multi_min_players, cvar_multi_min_zombies
new cvar_multi_ratio, cvar_multi_show_hud, cvar_multi_sounds
new cvar_multi_allow_respawn, cvar_respawn_after_last_human

public plugin_precache()
{
    // Register game mode at precache (plugin gets paused after this)
    register_plugin("[ZP] Game Mode: Multiple Infection", ZP_VERSION_STRING, "ZP Dev Team")
    zp_gamemodes_register("Multiple Infection Mode")
    
    // Create the HUD Sync Objects
    g_HudSync = CreateHudSyncObj()
    
    g_MaxPlayers = get_maxplayers()
    
    cvar_multi_chance = register_cvar("zp_multi_chance", "20")
    cvar_multi_min_players = register_cvar("zp_multi_min_players", "0")
    cvar_multi_min_zombies = register_cvar("zp_multi_min_zombies", "2")
    cvar_multi_ratio = register_cvar("zp_multi_ratio", "0.15")
    cvar_multi_show_hud = register_cvar("zp_multi_show_hud", "1")
    cvar_multi_sounds = register_cvar("zp_multi_sounds", "1")
    cvar_multi_allow_respawn = register_cvar("zp_multi_allow_respawn", "1")
    cvar_respawn_after_last_human = register_cvar("zp_respawn_after_last_human", "1")
    
    // Initialize arrays
    g_sound_multi = ArrayCreate(SOUND_MAX_LENGTH, 1)
    
    // Load from external file
    amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND MULTI", g_sound_multi)
    
    // If we couldn't load custom sounds from file, use and save default ones
    new index
    if (ArraySize(g_sound_multi) == 0)
    {
        for (index = 0; index < sizeof sound_multi; index++)
            ArrayPushString(g_sound_multi, sound_multi[index])
        
        // Save to external file
        amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND MULTI", g_sound_multi)
    }
    
    // Precache sounds
    new sound[SOUND_MAX_LENGTH]
    for (index = 0; index < ArraySize(g_sound_multi); index++)
    {
        ArrayGetString(g_sound_multi, index, sound, charsmax(sound))
        if (equal(sound[strlen(sound)-4], ".mp3"))
        {
            format(sound, charsmax(sound), "sound/%s", sound)
            precache_generic(sound)
        }
        else
            precache_sound(sound)
    }
}

// Deathmatch module's player respawn forward
public zp_fw_deathmatch_respawn_pre(id)
{
    // Respawning allowed?
    if (!get_pcvar_num(cvar_multi_allow_respawn))
        return PLUGIN_HANDLED;
    
    // Respawn if only the last human is left?
    if (!get_pcvar_num(cvar_respawn_after_last_human) && zp_core_get_human_count() == 1)
        return PLUGIN_HANDLED;
    
    return PLUGIN_CONTINUE;
}

public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks)
{
    new alive_count = GetAliveCount()
    
    // Calculate zombie count with current ratio setting
    new zombie_count = floatround(alive_count * get_pcvar_float(cvar_multi_ratio), floatround_ceil)
    
    if (!skipchecks)
    {
        // Random chance
        if (random_num(1, get_pcvar_num(cvar_multi_chance)) != 1)
            return PLUGIN_HANDLED;
        
        // Min players
        if (alive_count < get_pcvar_num(cvar_multi_min_players))
            return PLUGIN_HANDLED;
        
        // Min zombies
        if (zombie_count < get_pcvar_num(cvar_multi_min_zombies))
            return PLUGIN_HANDLED;
    }
    
    // Zombie count should be smaller than alive players count, so that there's humans left in the round
    if (zombie_count >= alive_count)
        return PLUGIN_HANDLED;
    
    // Game mode allowed
    return PLUGIN_CONTINUE;
}

public zp_fw_gamemodes_start()
{
    // Allow infection for this game mode
    zp_gamemodes_set_allow_infect()
    
    // iMaxZombies is rounded up, in case there aren't enough players
    new iZombies, id, alive_count = GetAliveCount()
    new iMaxZombies = floatround(alive_count * get_pcvar_float(cvar_multi_ratio), floatround_ceil)
    
    // Randomly turn iMaxZombies players into zombies
    while (iZombies < iMaxZombies)
    {
        // Choose random guy
        id = GetRandomAlive(random_num(1, alive_count))
        
        // Dead or already a zombie
        if (!is_user_alive(id) || zp_core_is_zombie(id))
            continue;
        
        // Turn into a zombie
        zp_core_infect(id, 0)
        iZombies++
    }
    
    // Turn the remaining players into humans
    for (id = 1; id <= g_MaxPlayers; id++)
    {
        // Only those of them who aren't zombies
        if (!is_user_alive(id) || zp_core_is_zombie(id))
            continue;
        
        // Switch to CT
        cs_set_player_team(id, CS_TEAM_CT)
    }
    
    // Play multi infection sound
    if (get_pcvar_num(cvar_multi_sounds))
    {
        new sound[SOUND_MAX_LENGTH]
        ArrayGetString(g_sound_multi, random_num(0, ArraySize(g_sound_multi) - 1), sound, charsmax(sound))
        PlaySoundToClients(sound)
    }
    
    if (get_pcvar_num(cvar_multi_show_hud))
    {
        // Show Multi Infection HUD notice
        set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1)
        ShowSyncHudMsg(0, g_HudSync, "%L", LANG_PLAYER, "NOTICE_MULTI")
    }
}

// Plays a sound on clients
PlaySoundToClients(const sound[])
{
    if (equal(sound[strlen(sound)-4], ".mp3"))
        client_cmd(0, "mp3 play ^"sound/%s^"", sound)
    else
        client_cmd(0, "spk ^"%s^"", sound)
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
    new iAlive, id
    
    for (id = 1; id <= g_MaxPlayers; id++)
    {
        if (is_user_alive(id))
            iAlive++
    }
    
    return iAlive;
}

// Get Random Alive -returns index of alive player number target_index -
GetRandomAlive(target_index)
{
    new iAlive, id
    
    for (id = 1; id <= g_MaxPlayers; id++)
    {
        if (is_user_alive(id))
            iAlive++
        
        if (iAlive == target_index)
            return id;
    }
    
    return -1;
}




#2
Son Düzenleme: 22-12-2018, Saat: 20:42, Düzenleyen: Kalipso22.
Konu başlıklarını daha açıklayıcı bir şekilde açınız .

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