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;
}
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;
}