Special Models
Some nice Hand models (vLdx gives me them):
He who fails to plan is planning to fail
-
- Veteran Member
- Posts: 678
- Joined: 7 years ago
- Location: Paraguay
- Contact:
Nice ! I also have the p model for this razor knife !
Nobody Is That Busy If They Make Time
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
Updated rar.
Simple edit done in the plugin, Models added to our site as the old link is broken and important notice added please read it.
He who fails to plan is planning to fail
this need to update to work with v1.1 and this kill p_knife.
No problem with it, I told you use the latest ze_resources also i updated the one that included sound menu see it: http://escapers-zone.xyz/viewtopic.php?f=17&t=1939
He who fails to plan is planning to fail
Ok i'll see, thanks a lot anyway bro!
already did i tested it now with latest ze_resources and p_knife still wont work.
- sam_bhosale4
- Mod Tester
- Posts: 109
- Joined: 7 years ago
- Location: INDIA
- Contact:
special models not working with latest version raheem!
no admin/vip zombie/human models working! pls check it asap
no admin/vip zombie/human models working! pls check it asap
xD for me all models and knifes work i only have one problem is p_knife !
I just tested it now and it's working fine. Make sure that you place plugin name at the end of your plugins list in plugins-zombie_escape.ini
Also try see if it's working or not, Go to your server console and write amx_plugins and see if it's running or not.
Also try see if it's working or not, Go to your server console and write amx_plugins and see if it's running or not.
He who fails to plan is planning to fail
Hi guys, can anyone help me edit the source code?Jack GamePlay wrote: ↑7 years agoSpecial Models
Description:[/list]
- With this plugin you will be able to add Extra-Models for the mod. So now you can change these models:
[list]ADMIN/VIP Human Model
ADMIN/VIP Zombie Model
ADMIN/VIP Human Knife Model
ADMIN/VIP Zombie Knife Model
Humans Models (4 Models Available)
Settings:Installing:
- You can change the ADMIN Access from the source code and compile it again. To change models you can do this from zombie_escape.ini
- Like any plugin just put the .amxx file into your plugins folder then go to plugins-zombie_escape and add the plugin name at the end of the file.
- Important Notice: Make sure when you put this plugin name in plugins-zombie_escape.ini to be always under this plugin: ze_resources.amxx
Downloads:
- Special Models.zip
- Models.rar
I wanted to leave only 3 skin for humans being a VIP, one for the girls, and one for admin, besides 3 skin for zombie being a VIP, one for the girls, and one for admin
I need 3 skin for each class (humans, zombies) because I would use skin for ADMIN, VIP, GIRL
Explain in details i can't understand any of your requests so i can help you.
He who fails to plan is planning to fail
OMG idk why when i use this plugin when i'm human i see my admin skin and knife and when i'm infected to zombie i cant see admin skin,knife i see like a normal player.
lol bug in this plugin or what some times i can't see zombie admin models and zm knife admin and some time the 4 human models won't work xD
why all .sma is not work
how to put skin human admin?
because mine does not work!
the directory is: models/player/human_admin/human_admin.mdl
because mine does not work!
the directory is: models/player/human_admin/human_admin.mdl
Code: Select all
#include <zombie_escape>
// Setting File
new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
// Defines
#define MODEL_MAX_LENGTH 64
#define PLAYERMODEL_MAX_LENGTH 32
#define ACCESS_MAX_LENGTH 32
#define ADMIN_MODELS_ACCESS ADMIN_LEVEL_H
// Default Models
new const szAdminHumanModel[][] =
{
"human_admin"
}
new const szAdminZombieModel[][] =
{
"zombie_admin"
}
new const v_szAdminHumanKnifeModel[][] =
{
"models/zombie_escape/v_knife_human_admin.mdl"
}
new const v_szAdminZombieKnifeModel[][] =
{
"models/zombie_escape/v_knife_zombie_admin.mdl"
}
new const szHumanModel1[][] =
{
"human1"
}
new const szHumanModel2[][] =
{
"human2"
}
new const szHumanModel3[][] =
{
"human3"
}
new const szHumanModel4[][] =
{
"human4"
}
// Dynamic Arrays: Models
new Array:g_szAdminHumanModel, Array:g_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel,
Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4
public plugin_init()
{
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
}
public plugin_precache()
{
// Initialize Arrays
g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_v_szAdminHumanKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
// Load From External File
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szAdminHumanModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
// Load our Default Values
new iIndex
if(ArraySize(g_szAdminHumanModel) == 0)
{
for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++)
ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szAdminHumanModel)
}
if(ArraySize(g_szAdminZombieModel) == 0)
{
for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
}
if(ArraySize(g_v_szAdminHumanKnifeModel) == 0)
{
for(iIndex = 0; iIndex < sizeof v_szAdminHumanKnifeModel; iIndex++)
ArrayPushString(g_v_szAdminHumanKnifeModel, v_szAdminHumanKnifeModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
}
if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
{
for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
}
if(ArraySize(g_szHumanModel1) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
}
if(ArraySize(g_szHumanModel2) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
}
if(ArraySize(g_szHumanModel3) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
}
if(ArraySize(g_szHumanModel4) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++)
ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
}
// Precache
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++)
{
ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
{
ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++)
{
ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++)
{
ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++)
{
ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++)
{
ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_v_szAdminHumanKnifeModel); iIndex++)
{
ArrayGetString(g_v_szAdminHumanKnifeModel, iIndex, szModel, charsmax(szModel))
precache_model(szModel)
}
for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
{
ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
precache_model(szModel)
}
}
public ze_user_humanized(id)
{
if(ze_is_user_zombie(id) || !is_user_alive(id))
return
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
// Player Admin?
if(get_user_flags(id) & ADMIN_MODELS_ACCESS)
{
// Set Admin Human Model
ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
// Set Admin Human Knife Model
ArrayGetString(g_v_szAdminHumanKnifeModel, random_num(0, ArraySize(g_v_szAdminHumanKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(id, CSW_KNIFE, szModel)
}
else
{
// Rest Player Model (Model Randomly)
switch(random_num(0, 130))
{
case 0..30:
{
ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 31..70:
{
ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 71..100:
{
ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 101..130:
{
ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
}
}
}
public ze_user_infected(iVictim, iInfector)
{
if(!is_user_alive(iVictim))
return
// Set Zombie Models
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
// Player Admin?
if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS)
{
// Set Zombie Admin Model
ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(iVictim, szPlayerModel)
// Set Admin Zombie Knife Model
ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
}
}
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