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Re: Zombie classes
Posted: 05 Nov 2018, 15:14
by DarkZombie
Thanks its works now.
In the main menu to appear, what to do?
And in Zombie Class menu the exit button (0) write ML NOTFOUND ZEXIT.
Re: Zombie classes
Posted: 05 Nov 2018, 21:03
by DarkZombie
image
Re: Zombie classes
Posted: 06 Nov 2018, 12:10
by Night Fury
DarkZombie wrote: ↑5 years ago
Thanks its works now.
In the main menu to appear, what to do?
And in Zombie Class menu the exit button (0) write ML NOTFOUND ZEXIT.
Updated the ze_zombie_class.sma's code, recompile it.
Re: Zombie classes
Posted: 06 Nov 2018, 19:06
by DarkZombie
Done, its works, thank you.
The other question: In the main menu to appear, what to do? Like when i press "m" and i will see the Zombie Classes menu.
Re: Zombie classes
Posted: 06 Nov 2018, 23:15
by Night Fury
DarkZombie wrote: ↑5 years ago
Done, its works, thank you.
The other question: In the main menu to appear, what to do? Like when i press "m" and i will see the Zombie Classes menu.
I don't understand.
Re: Zombie classes
Posted: 07 Nov 2018, 15:09
by DarkZombie
The [ZE] Main Menu list, included. Such as knife menu, weapons, etc. 4.th is Zombie Classes
Re: Zombie classes
Posted: 07 Nov 2018, 21:48
by DarkZombie
so?
Re: Zombie classes
Posted: 08 Nov 2018, 20:48
by DarkZombie
Something about it, Jack?
Re: Zombie classes
Posted: 09 Nov 2018, 11:34
by Night Fury
DarkZombie wrote: ↑5 years ago
Something about it, Jack?
Give your main menu code.
Re: Zombie classes
Posted: 09 Nov 2018, 18:12
by DarkZombie
Here it is:
Code: Select all
#include <zombie_escape>
native ze_open_knife_menu(id)
// Keys
const OFFSET_CSMENUCODE = 205
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0
public plugin_init()
{
register_plugin("[ZE] Main Menu", ZE_VERSION, AUTHORS)
// Commands
register_clcmd("chooseteam", "Cmd_ChooseTeam")
register_clcmd("say /ze", "Cmd_ChooseTeam")
register_clcmd("say_team /ze", "Cmd_ChooseTeam")
// Register Menus
register_menu("Main Menu", KEYSMENU, "Main_Menu")
}
public Cmd_ChooseTeam(id)
{
if (!is_user_connected(id))
return PLUGIN_CONTINUE;
if (get_member(id, m_iTeam) == TEAM_TERRORIST || get_member(id, m_iTeam) == TEAM_CT)
{
Show_Menu_Main(id)
return PLUGIN_HANDLED // Kill the Choose Team Command
}
// Player in Spec? Allow him to open choose team menu so he can join
return PLUGIN_CONTINUE
}
// Main Menu
public Show_Menu_Main(id)
{
static szMenu[250]
new iLen
// Title
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%L^n^n", id, "MAIN_MENU_TITLE")
// 1. Buy Weapons
if (!ze_is_auto_buy_enabled(id)) // AutoBuy not enabled - normal case
{
if (is_user_alive(id))
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w1.\r %L^n", id, "MENU_WEAPONBUY")
}
else
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\d1. %L^n", id, "MENU_WEAPONBUY")
}
}
else
{
// Auto-Buy enabled - Re-enable case
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w1.\r %L^n", id, "MENU_WEAPONBUY_RE_ENABLE")
}
// 2. Extra Items
if (is_user_alive(id))
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w2.\r %L^n", id, "MENU_EXTRABUY")
}
else
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\d2. %L^n", id, "MENU_EXTRABUY")
}
// 3. Knife menu
if (is_user_alive(id))
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w3.\r Knife menu^n")
}
else
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\d3. Knife menu^n")
}
// 0. Exit
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\w0.\r %L", id, "EXIT")
// Fix for AMXX custom menus
set_pdata_int(id, OFFSET_CSMENUCODE, 0)
show_menu(id, KEYSMENU, szMenu, -1, "Main Menu")
}
// Main Menu
public Main_Menu(id, key)
{
// Player disconnected?
if (!is_user_connected(id))
return PLUGIN_HANDLED
switch (key)
{
case 0: // Buy Weapons
{
if (!ze_is_auto_buy_enabled(id))
{
ze_show_weapon_menu(id)
}
else
{
ze_disable_auto_buy(id)
Show_Menu_Main(id)
}
}
case 1: // Extra Items
{
if (is_user_alive(id))
{
ze_show_items_menu(id)
}
else
{
ze_colored_print(id, "%L", id, "DEAD_CANT_BUY_WEAPON")
}
}
case 2: // Knife menu
{
if (is_user_alive(id))
{
ze_open_knife_menu(id)
}
else
{
ze_colored_print(id, "%L", id, "DEAD_CANT_BUY_WEAPON")
}
}
}
return PLUGIN_HANDLED
}
Re: Zombie classes
Posted: 10 Nov 2018, 18:00
by DarkZombie
Jack?
Re: Zombie classes
Posted: 10 Nov 2018, 18:55
by DarkZombie
At least Raheem always helped me when he was here
Re: Zombie classes
Posted: 11 Nov 2018, 10:13
by DarkZombie
So Jack has no idea? I saw that you were here in the forum.
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Re: Zombie classes
Posted: 11 Nov 2018, 14:43
by ZinoZack47
Just try this code (didn't compile it)
Code: Select all
#include <zombie_escape>
#include <ze_zombie_class>
native ze_open_knife_menu(id)
// Keys
const OFFSET_CSMENUCODE = 205
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0
public plugin_init()
{
register_plugin("[ZE] Main Menu", ZE_VERSION, AUTHORS)
// Commands
register_clcmd("chooseteam", "Cmd_ChooseTeam")
register_clcmd("say /ze", "Cmd_ChooseTeam")
register_clcmd("say_team /ze", "Cmd_ChooseTeam")
// Register Menus
register_menu("Main Menu", KEYSMENU, "Main_Menu")
}
public Cmd_ChooseTeam(id)
{
if (!is_user_connected(id))
return PLUGIN_CONTINUE;
if (get_member(id, m_iTeam) == TEAM_TERRORIST || get_member(id, m_iTeam) == TEAM_CT)
{
Show_Menu_Main(id)
return PLUGIN_HANDLED // Kill the Choose Team Command
}
// Player in Spec? Allow him to open choose team menu so he can join
return PLUGIN_CONTINUE
}
// Main Menu
public Show_Menu_Main(id)
{
static szMenu[250]
new iLen
// Title
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%L^n^n", id, "MAIN_MENU_TITLE")
// 1. Buy Weapons
if (!ze_is_auto_buy_enabled(id)) // AutoBuy not enabled - normal case
{
if (is_user_alive(id))
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w1.\r %L^n", id, "MENU_WEAPONBUY")
}
else
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\d1. %L^n", id, "MENU_WEAPONBUY")
}
}
else
{
// Auto-Buy enabled - Re-enable case
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w1.\r %L^n", id, "MENU_WEAPONBUY_RE_ENABLE")
}
// 2. Extra Items
if (is_user_alive(id))
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w2.\r %L^n", id, "MENU_EXTRABUY")
}
else
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\d2. %L^n", id, "MENU_EXTRABUY")
}
// 3. Knife menu
if (is_user_alive(id))
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w3.\r Knife menu^n")
}
else
{
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\d3. Knife menu^n")
}
// 4. Zombie Classes Menu
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w4.\r Zombie Classes menu^n")
// 0. Exit
iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\w0.\r EXIT")
// Fix for AMXX custom menus
set_pdata_int(id, OFFSET_CSMENUCODE, 0)
show_menu(id, KEYSMENU, szMenu, -1, "Main Menu")
}
// Main Menu
public Main_Menu(id, key)
{
// Player disconnected?
if (!is_user_connected(id))
return PLUGIN_HANDLED
switch (key)
{
case 0: // Buy Weapons
{
if (!ze_is_auto_buy_enabled(id))
{
ze_show_weapon_menu(id)
}
else
{
ze_disable_auto_buy(id)
Show_Menu_Main(id)
}
}
case 1: // Extra Items
{
if (is_user_alive(id))
{
ze_show_items_menu(id)
}
else
{
ze_colored_print(id, "%L", id, "DEAD_CANT_BUY_WEAPON")
}
}
case 2: // Knife menu
{
if (is_user_alive(id))
{
ze_open_knife_menu(id)
}
else
{
ze_colored_print(id, "%L", id, "DEAD_CANT_BUY_WEAPON")
}
}
case 3: ze_open_zombie_classes_menu(id) // Zombie Classes Menu
}
return PLUGIN_HANDLED
}
Re: Zombie classes
Posted: 11 Nov 2018, 17:40
by DarkZombie
Dont working.
Re: Zombie classes
Posted: 11 Nov 2018, 17:50
by Night Fury
Go to the first post & make a file called ze_zombie_class.inc then put it in addons/amxmodx/scripting/include.
I have exams so i won't leave my study to help you, nah you can help yourself.
Re: Zombie classes
Posted: 11 Nov 2018, 19:12
by DarkZombie
Thanks for your help, I'm sorry.
PS:And good luck with your exams
Re: Zombie classes
Posted: 13 Nov 2018, 11:00
by ZinoZack47
You must have the ze_zombie_class.inc in your compiler's include folder otherwise it won't compile
Re: Zombie classes
Posted: 09 Jan 2019, 15:18
by Luxurious
Why the models of Zms Not Working ?
Re: Zombie classes
Posted: 31 Aug 2019, 15:04
by z0h1r-LK
you add level zombie class woth level