Re: Special Models
Posted: 12 Aug 2019, 17:00
This plugin causes serious bugs and crashes. Please fix it.
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 VIP ADMIN_LEVEL_E
#define ADMIN ADMIN_LEVEL_F
#define OWNER ADMIN_LEVEL_A
#define All ADMIN_LEVEL_H
// Default Models
new const szHumanOwner[][] =
{
"Human_Owner"
}
new const szHumanAdmin[][] =
{
"Human_Admin"
}
new const szVipmodel[][] =
{
"jocker"
}
new const szAdminZombieModel[][] =
{
"zombie_vip"
}
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_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel,
Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4, Array:g_szVipmodel, Array:g_szHumanAdmin, Array:g_szHumanOwner
public plugin_init()
{
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
}
public plugin_precache()
{
// Initialize Arrays
g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szVipmodel = 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)
g_szHumanAdmin = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanOwner = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
// Load From External File
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", g_v_szAdminHumanKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE", g_v_szAdminZombieKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel)
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)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner)
// Load our Default Values
new iIndex
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_szVipmodel) == 0)
{
for(iIndex = 0; iIndex < sizeof szVipmodel; iIndex++)
ArrayPushString(g_szVipmodel, szVipmodel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel)
}
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)
}
if(ArraySize(g_szHumanAdmin) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanAdmin; iIndex++)
ArrayPushString(g_szHumanAdmin, szHumanAdmin[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin)
}
if(ArraySize(g_szHumanOwner) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanOwner; iIndex++)
ArrayPushString(g_szHumanOwner, szHumanOwner[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner)
}
// Precache
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
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_szVipmodel); iIndex++)
{
ArrayGetString(g_szVipmodel, 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)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanAdmin); iIndex++)
{
ArrayGetString(g_szHumanAdmin, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanOwner); iIndex++)
{
ArrayGetString(g_szHumanOwner, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
}
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]
if(get_user_flags(id) & VIP)
{
ArrayGetString(g_szVipmodel, random_num(0, ArraySize(g_szVipmodel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
if(get_user_flags(id) & All)
{
ArrayGetString(g_v_szAdminHumanKnifeModel, random_num(0, ArraySize(g_v_szAdminHumanKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(id, CSW_KNIFE, szModel)
}
if(get_user_flags(id) & ADMIN)
{
ArrayGetString(g_szHumanAdmin, random_num(0, ArraySize(g_szHumanAdmin) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
if(get_user_flags(id) & OWNER)
{
ArrayGetString(g_szHumanOwner, random_num(0, ArraySize(g_szHumanOwner) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else
{
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) & All)
{
// 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
}
}
Code: Select all
if(get_user_flags(id) & OWNER)
{
ArrayGetString(g_szHumanOwner, random_num(0, ArraySize(g_szHumanOwner) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else
{
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)
}
}
}
}
Code: Select all
if(get_user_flags(id) & ADMIN)
{
ArrayGetString(g_szHumanAdmin, random_num(0, ArraySize(g_szHumanAdmin) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else
{
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)
}
}
}
}
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 VIP ADMIN_LEVEL_E
#define ADMIN ADMIN_LEVEL_F
#define OWNER ADMIN_LEVEL_A
#define All ADMIN_LEVEL_H
// Default Models
new const szHumanOwner[][] =
{
"Human_Owner"
}
new const szHumanAdmin[][] =
{
"Human_Admin"
}
new const szVipmodel[][] =
{
"jocker"
}
new const szAdminZombieModel[][] =
{
"zombie_vip"
}
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_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel,
Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4, Array:g_szVipmodel, Array:g_szHumanAdmin, Array:g_szHumanOwner
public plugin_init()
{
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
}
public plugin_precache()
{
// Initialize Arrays
g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szVipmodel = 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)
g_szHumanAdmin = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanOwner = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
// Load From External File
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", g_v_szAdminHumanKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE", g_v_szAdminZombieKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel)
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)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner)
// Load our Default Values
new iIndex
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_szVipmodel) == 0)
{
for(iIndex = 0; iIndex < sizeof szVipmodel; iIndex++)
ArrayPushString(g_szVipmodel, szVipmodel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel)
}
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)
}
if(ArraySize(g_szHumanAdmin) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanAdmin; iIndex++)
ArrayPushString(g_szHumanAdmin, szHumanAdmin[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin)
}
if(ArraySize(g_szHumanOwner) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanOwner; iIndex++)
ArrayPushString(g_szHumanOwner, szHumanOwner[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner)
}
// Precache
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
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_szVipmodel); iIndex++)
{
ArrayGetString(g_szVipmodel, 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)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanAdmin); iIndex++)
{
ArrayGetString(g_szHumanAdmin, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanOwner); iIndex++)
{
ArrayGetString(g_szHumanOwner, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
}
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]
if(get_user_flags(id) & OWNER)
{
ArrayGetString(g_szHumanOwner, random_num(0, ArraySize(g_szHumanOwner) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else if(get_user_flags(id) & VIP)
{
ArrayGetString(g_szVipmodel, random_num(0, ArraySize(g_szVipmodel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else if(get_user_flags(id) & All)
{
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 if(get_user_flags(id) & ADMIN)
{
ArrayGetString(g_szHumanAdmin, random_num(0, ArraySize(g_szHumanAdmin) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else
{
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) & All)
{
// 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
}
}
now Just Owner And Vip Skin workMohamed Alaa wrote: ↑3 years ago Try this:
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 VIP ADMIN_LEVEL_E #define ADMIN ADMIN_LEVEL_F #define OWNER ADMIN_LEVEL_A #define All ADMIN_LEVEL_H // Default Models new const szHumanOwner[][] = { "Human_Owner" } new const szHumanAdmin[][] = { "Human_Admin" } new const szVipmodel[][] = { "jocker" } new const szAdminZombieModel[][] = { "zombie_vip" } 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_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4, Array:g_szVipmodel, Array:g_szHumanAdmin, Array:g_szHumanOwner public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipmodel = 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) g_szHumanAdmin = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanOwner = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File 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", g_v_szAdminHumanKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel) 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) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner) // Load our Default Values new iIndex 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_szVipmodel) == 0) { for(iIndex = 0; iIndex < sizeof szVipmodel; iIndex++) ArrayPushString(g_szVipmodel, szVipmodel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel) } 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) } if(ArraySize(g_szHumanAdmin) == 0) { for(iIndex = 0; iIndex < sizeof szHumanAdmin; iIndex++) ArrayPushString(g_szHumanAdmin, szHumanAdmin[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin) } if(ArraySize(g_szHumanOwner) == 0) { for(iIndex = 0; iIndex < sizeof szHumanOwner; iIndex++) ArrayPushString(g_szHumanOwner, szHumanOwner[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] 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_szVipmodel); iIndex++) { ArrayGetString(g_szVipmodel, 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) } for (iIndex = 0; iIndex < ArraySize(g_szHumanAdmin); iIndex++) { ArrayGetString(g_szHumanAdmin, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanOwner); iIndex++) { ArrayGetString(g_szHumanOwner, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } } 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] if(get_user_flags(id) & OWNER) { ArrayGetString(g_szHumanOwner, random_num(0, ArraySize(g_szHumanOwner) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & VIP) { ArrayGetString(g_szVipmodel, random_num(0, ArraySize(g_szVipmodel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & All) { 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 if(get_user_flags(id) & ADMIN) { ArrayGetString(g_szHumanAdmin, random_num(0, ArraySize(g_szHumanAdmin) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { 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) & All) { // 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 } }
It's working bro.VicKy wrote: ↑2 years agoNot Working Help Please
#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 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } 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_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,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_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_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", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) 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 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_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } 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", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } 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_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_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } 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_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, 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_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) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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) } if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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 } }
Bro Am Not Getting Skin Which i setZ0uha1r_LK wrote: ↑2 years agoIt's working bro.VicKy wrote: ↑2 years agoNot Working Help Please
#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 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } 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_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,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_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_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", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) 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 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_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } 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", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } 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_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_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } 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_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, 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_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) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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) } if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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 } }
Code: Select all
[MAIN_CONFIG]
MIN_PLAYER = 3
DEFAULT_LIGHT = d
ZOMBIE_RELEASE_TIME = 10
HUMAN_FREEZE_TIME = 10
ROUND_TIME = 9
[FOG]
FOG_ENABLE = 1
FOG_DENSITY = 0.0010
FOG_COLOR = 100 100 100
[HUMAN_CONFIG]
HUMAN_HEALTH = 250.0
HUMAN_ARMOR = 100.0
HUMAN_GRAVITY = 1.0
HUMAN_SPEED = 250.0
[ZOMBIE_CONFIG]
ZOMBIE_HEALTH = 14000.0
ZOMBIE_ARMOR = 100.0
ZOMBIE_GRAVITY = 0.875
ZOMBIE_SPEED = 325.0
ZOMBIE_KNOCKBACK_POWER = 500.0
[SKY]
SKY_NAME = hk
[MODEL_CONFIG]
HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 ,
ZOMBIE_ORIGIN_MODEL = tank_zombi_origin
ZOMBIE_HOST_MODEL = tank_zombi_host
ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl
[SOUND_CONFIG]
READY = zombie_escape/ZE_Ready.mp3
AMBIENCE = zombie_escape/ZE_Ambience.mp3
ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav
PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav
ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav
COUNTDOWN = zombie_escape/count/%i.wav
ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav
ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav
ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav
ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav
ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav
[Objective Entities] (and anything that would affect gameplay that needs to be removed)
CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone
OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue
GAMEPLAY = func_vehicle , item_longjump
Bro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Hello , i tryed this plugin (special models) not working tbhVicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#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 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } 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_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,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_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_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", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) 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 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_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } 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", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } 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_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_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } 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_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, 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_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) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else 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) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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 } }
[MAIN_CONFIG]VicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#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 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } 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_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,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_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_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", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) 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 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_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } 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", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } 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_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_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } 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_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, 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_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) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else 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) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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 } }
VicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#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 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } 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_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,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_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_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", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) 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 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_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } 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", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } 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_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_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } 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_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, 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_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) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else 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) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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 } }
Code: Select all
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
update your includeAmnesia wrote: ↑2 years agoVicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#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 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } 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_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,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_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_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", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) 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 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_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } 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", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } 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_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_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } 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_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, 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_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) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else 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) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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 } }Error HereCode: Select all
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
Zombie_escape.ini will automatically updated when plugin worked successfuly in your server !!Amnesia wrote: ↑2 years ago[MAIN_CONFIG]VicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#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 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } 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_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,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_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_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", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) 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 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_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } 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", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } 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_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_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } 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_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, 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_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) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else 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) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } 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 } }
MIN_PLAYER = 3
DEFAULT_LIGHT = d
ZOMBIE_RELEASE_TIME = 10
HUMAN_FREEZE_TIME = 10
ROUND_TIME = 9
[FOG]
FOG_ENABLE = 1
FOG_DENSITY = 0.0010
FOG_COLOR = 100 100 100
[HUMAN_CONFIG]
HUMAN_HEALTH = 250.0
HUMAN_ARMOR = 100.0
HUMAN_GRAVITY = 1.0
HUMAN_SPEED = 250.0
[ZOMBIE_CONFIG]
ZOMBIE_HEALTH = 14000.0
ZOMBIE_ARMOR = 100.0
ZOMBIE_GRAVITY = 0.875
ZOMBIE_SPEED = 325.0
ZOMBIE_KNOCKBACK_POWER = 500.0
[SKY]
SKY_NAME = hk
[MODEL_CONFIG]
HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 ,
ZOMBIE_ORIGIN_MODEL = tank_zombi_origin
ZOMBIE_HOST_MODEL = tank_zombi_host
ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl
[SOUND_CONFIG]
READY = zombie_escape/ZE_Ready.mp3
AMBIENCE = zombie_escape/ZE_Ambience.mp3
ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav
PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav
ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav
COUNTDOWN = zombie_escape/count/%i.wav
ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav
ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav
ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav
ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav
ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav
[Objective Entities] (and anything that would affect gameplay that needs to be removed)
CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone
OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue
GAMEPLAY = func_vehicle , item_longjump
this is my zombie-escape.ini , can you edit this and make it vipZombie , vip human , then i can edit like (HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 ,) just add my skins i hope you understand and thank you for helping me ^^