Approved [CSO] Extra Item: Vulcanus-1

Zombies/Humans Extra-Items
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Jack GamePlay
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Re: [CSO] Extra Item: Vulcanus-1

#11

Post by Jack GamePlay » 2 Years Ago

Wo! Wo! Wo! I meant zombie_escape.inc.
I need its content...
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#12

Post by czirimbolo » 2 Years Ago

#include <amxmodx>
#include <cs_player_models_api>
#include <fakemeta>
#include <dhudmessage>
#include <hamsandwich>
#include <engine>
#include <fun>
#include <reapi>
#include <fvault>
#include <zombie_escape_stocks>

#define ZE_VERSION "1.0"
#define AUTHORS "Zombie Escape Dev Team"


/*
* For More Information About These Natives and Forwards, Just vist our site:
* Escapers-Zone.XYZ
*/

enum
{
ZE_TEAM_ZOMBIE = 1,
ZE_TEAM_HUMAN
}

// Returns Used in ze_select_item_pre()
#define ZE_WRONG_ITEM -1
#define ZE_ITEM_AVAILABLE 0
#define ZE_ITEM_UNAVAILABLE 1
#define ZE_ITEM_DONT_SHOW 2

forward ze_roundend(WinTeam);
forward ze_user_humanized(id);
forward ze_user_infected(iVictim, iInfector);
forward ze_zombie_appear();
forward ze_zombie_release();
forward ze_game_started();

forward ze_select_item_pre(id, itemid, ignorecost);
forward ze_select_item_post(id, itemid, ignorecost);

forward ze_fire_pre(id);

forward ze_frost_pre(id);
forward ze_frost_unfreeze(id);


native ze_is_user_zombie(id);
native ze_set_user_zombie(id);
native ze_set_user_human(id);
native ze_get_release_time();

native ze_get_escape_coins(id);
native ze_set_escape_coins(id, iAmount);

native ze_register_item(const szItemName[], iCost);
native ze_show_items_menu(id);
native ze_items_force_buy(id, itemid, ignorecost = false);
native ze_get_item_cost(itemid);

native ze_zombie_in_madness(id);

native ze_set_fire_grenade(id, set);
native ze_zombie_in_fire(id);

native ze_zombie_in_forst(id);
native ze_set_frost_grenade(id, set);


// Setting API Natives
native amx_load_setting_string_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_save_setting_string_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_load_setting_int_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_save_setting_int_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_load_setting_float_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_save_setting_float_arr(const filename[], const section[], const key[], Array:array_handle)
native amx_load_setting_string(const filename[], const section[], const key[], setting_string[], len)
native amx_save_setting_string(const filename[], const section[], const key[], const setting_string[])
native amx_load_setting_int(const filename[], const section[], const key[], &integer_value)
native amx_save_setting_int(const filename[], const section[], const key[], integer_value)
native amx_load_setting_float(const filename[], const section[], const key[], &Float:float_value)
native amx_save_setting_float(const filename[], const section[], const key[], Float:float_value)

// CS Weapon Model
native cs_set_player_view_model(id, weaponid, const view_model[])
native cs_reset_player_view_model(id, weaponid)
native cs_set_player_weap_model(id, weaponid, const weapon_model[])
native cs_reset_player_weap_model(id, weaponid)
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#13

Post by Jack GamePlay » 2 Years Ago

From this line from your include:

Code: Select all

#include <cs_player_models_api>
Recompile the gun & tell me the result.
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#14

Post by czirimbolo » 2 Years Ago

I added this line to sma. file, compiled again and still the same

[AMXX] Plugin "ze_dvulcanus1.amxx" failed to load: Module/Library "cs_player_models_api" required for plugin. Check modules.ini.


here is my modules.ini

;;;
; To enable a module, remove the semi-colon (;) in front of its name.
; If it's not here, simply add it its name, one per line.
; You don't need to write the _amxx part or the file extension.
;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; SQL Modules usually need to be enabled manually ;;
;; You can have any number on at a time. Use ;;
;; amx_sql_type in sql.cfg to specify the default ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;mysql
;sqlite

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Put third party modules below here. ;;
;; You can just list their names, without the _amxx ;;
;; or file extension. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

reapi

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; These modules will be auto-detected and loaded ;;
;; as needed. You do not need to enable them here ;;
;; unless you have problems. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;fun
;engine
;fakemeta
;geoip
;sockets
;regex
;nvault
;cstrike
;csx
;hamsandwich
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#15

Post by Jack GamePlay » 2 Years Ago

Just compile this plugin & add to your server.
Don't forget to activate it.
It'll be fixed.
cs_player_models_api.rar
(2.79 KiB) Downloaded 48 times
cs_player_models_api.rar
(2.79 KiB) Downloaded 48 times
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#16

Post by czirimbolo » 2 Years Ago

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#17

Post by czirimbolo » 2 Years Ago

I compiled other cs_models_api.sma. file from net, and see some errors

L 05/12/2017 - 19:01:37: [AMXX] Module "cstrike/addons/amxmodx/modules/cs_player_models_api_amxx_i386.so" failed to load (cstrike/addons/amxmodx/modules/cs_player_models_api_amxx_i386.so: cannot open shared object file: No such file or directory)
L 05/12/2017 - 19:01:37: Error:
L 05/12/2017 - 19:01:37: [AMXX] Module is not a valid library (file "cstrike/addons/amxmodx/modules/cs_player_models_api_amxx_i386.so")
L 05/12/2017 - 19:01:37: Binding/Hooking cvars have been disabled - check your gamedata files.
L 05/12/2017 - 19:01:37: client_disconnected and client_remove forwards have been disabled - check your gamedata files.
ReGameDLL version: 5.2.0.196-dev
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#18

Post by johnnysins2000 » 2 Years Ago

Bro Jack is saying That open cs_player_models_api.Inc file and copy all the code Written there and Paste it here

So he can check it

Understandable?
Nobody Is That Busy If They Make Time :roll:

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#19

Post by czirimbolo » 2 Years Ago

johhny and Jack, the problem is gone. After downloading cs_player_models.api. sma file from net and compiling it, the plugin works. Thanks for your patience

Solved
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#20

Post by johnnysins2000 » 2 Years Ago

Glad to hear your problem solved :)
Nobody Is That Busy If They Make Time :roll:

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