Raheem wrote: ↑5 years ago Issue from the weapons itself OK here it's just compile them using our ZE compiler.
1. M32. MP5
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/* [ZP] Extra Item: Golden M3 Team: Humans Description: This plugin adds a new weapon for Human Teams. Weapon Cost: 30 Features: - This weapon do more damage - This weapon has zoom - Launch Lasers - This weapon has unlimited bullets Cvars: - ze_goldenm3_dmg <5> - Damage Multiplier for Golden M3 - ze_goldenm3_custom_model <1|0> - Golden M3 Custom Model - ze_goldenm3_unlimited_clip <1|0> - Golden M3 Unlimited Clip */ #include <zombie_escape> #include <engine> #include <fun> #include <cstrike> #define is_valid_player(%1) (1 <= %1 <= 32) #define ENG_NULLENT -1 #define EV_INT_WEAPONKEY EV_INT_impulse #define GAK_WEAPONKEY 666 new const g_GAKEnt[] = "weapon_m3" new M3_V_MODEL[64] = "models/zombie_escape/v_golden_m3.mdl" new M3_P_MODEL[64] = "models/p_m3.mdl" new M3_W_MODEL[64] = "models/zombie_escape/w_golden_m3.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_custommodel, cvar_uclip, cvar_goldbullets new bool:g_HasM3[33] new g_hasZoom[ 33 ] new bullets[ 33 ] // Sprite new m_spriteTexture const Wep_M3 = ((1<<CSW_M3)) public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("ze_goldenm3_dmg", "2") cvar_custommodel = register_cvar("ze_goldenm3_custom_model", "1") cvar_uclip = register_cvar("ze_goldenm3_unlimited_clip", "0") cvar_goldbullets = cvar_uclip = register_cvar("ze_goldenm3_goldbullets", "1") // Register The Plugin register_plugin("[ZP] Extra: Golden M3", "1.0", "TheArmagedon") register_cvar("Shidla", "[ZP] Golden M3", FCVAR_SERVER|FCVAR_SPONLY) // Death Msg register_event("DeathMsg", "Death", "a") // Weapon Pick Up register_event("WeapPickup","checkModel","b","1=19") // Current Weapon Event register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward( FM_CmdStart, "fw_CmdStart" ) RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) RegisterHam(Ham_Item_AddToPlayer, g_GAKEnt, "fw_GAK47AddToPlayer") register_forward(FM_SetModel, "fw_SetModel") } public plugin_natives() { register_native("give_golden_m3", "native_give_golden_m3", 1) } public client_connect(id) { g_HasM3[id] = false } public client_disconnected(id) { g_HasM3[id] = false } public Death() { g_HasM3[read_data(2)] = false } public fwHamPlayerSpawnPost(id) { g_HasM3[id] = false } public plugin_precache() { precache_model(M3_V_MODEL) precache_model(M3_P_MODEL) precache_model(M3_W_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public zp_user_infected_post(id) { if (ze_is_user_zombie(id)) { g_HasM3[id] = false } } public checkModel(id) { if ( ze_is_user_zombie(id) ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_M3 && g_HasM3[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, M3_V_MODEL) set_pev(id, pev_weaponmodel2, M3_P_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_M3 && g_HasM3[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M3 && g_HasM3[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_M3 && g_HasM3[id] == true && !g_hasZoom[id] == true) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 ) } else if ( szWeapID == CSW_M3 && g_HasM3[id] == true && g_hasZoom[id]) { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } } return PLUGIN_HANDLED } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_M3) && g_HasM3[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 255 ) // r, g, b write_byte( 215 ) // r, g, b write_byte( 0 ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public native_give_golden_m3(player) { if ( user_has_weapon(player, CSW_M3) ) { drop_prim(player) } give_item(player, "weapon_m3") cs_set_user_bpammo(player, CSW_M3, 32) g_HasM3[player] = true; } // Set Model public fw_SetModel(entity, model[]) { // Entity is not valid if(!is_valid_ent(entity)) return FMRES_IGNORED; // Entity model is not w_ak47 if(!equal(model, "models/w_m3.mdl")) return FMRES_IGNORED; // Get classname static szClassName[33] entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName)) // Not a Weapon box if(!equal(szClassName, "weaponbox")) return FMRES_IGNORED // Some vars static iOwner, iStoredGalilID // Get owner iOwner = entity_get_edict(entity, EV_ENT_owner) // Get drop weapon index (galil) to use in fw_Galil_AddToPlayer forward iStoredGalilID = find_ent_by_owner(ENG_NULLENT, "weapon_ak47", entity) // Entity classname is weaponbox, and galil has founded if(g_HasM3[iOwner] && is_valid_ent(iStoredGalilID)) { // Setting weapon options entity_set_int(iStoredGalilID, EV_INT_WEAPONKEY, GAK_WEAPONKEY) // Reset user vars g_HasM3[iOwner] = false // Set weaponbox new model entity_set_model(entity, M3_W_MODEL) return FMRES_SUPERCEDE } return FMRES_IGNORED } // Give public fw_GAK47AddToPlayer (GAK47, id) { // Make sure that this is M79 if( is_valid_ent(GAK47) && is_user_connected(id) && entity_get_int(GAK47, EV_INT_WEAPONKEY) == GAK_WEAPONKEY) { // Update g_HasM3[id] = true // Reset weapon options entity_set_int(GAK47, EV_INT_WEAPONKEY, 0) return HAM_HANDLED } return HAM_IGNORED } stock drop_prim(id) { new weapons[32], num get_user_weapons(id, weapons, num) for (new i = 0; i < num; i++) { if (Wep_M3 & (1<<weapons[i])) { static wname[32] get_weaponname(weapons[i], wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
3. M4A1
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#include <zombie_escape> #include <cstrike> #include <fun> #define is_valid_player(%1) (1 <= %1 <= 32) new gmp5_V_MODEL[64] = "models/zombie_escape/v_mp5navygold.mdl" new gmp5_P_MODEL[64] = "models/zombie_escape/p_mp5navygold.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip new bool:g_Hasmp5navy[33], g_hasZoom[ 33 ], bullets[ 33 ] // Sprite new m_spriteTexture const Wep_mp5navy = ((1<<CSW_MP5NAVY)) public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("gmp5_dmg_multiplier", "3") cvar_custommodel = register_cvar("gmp5_custom_model", "1") cvar_goldbullets = register_cvar("gmp5_gold_bullets", "1") cvar_uclip = register_cvar("gmp5_unlimited_clip", "0") // Register The Plugin register_plugin("Golden MP5", "1.1", "Wisam187 : JaCk") // Events register_event("DeathMsg", "Death", "a") register_event("WeapPickup","checkModel","b","1=19") register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Hams RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward( FM_CmdStart, "fw_CmdStart" ) RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) } public client_connect(id) { g_Hasmp5navy[id] = false } public client_disconnected(id) { g_Hasmp5navy[id] = false } public Death() { g_Hasmp5navy[read_data(2)] = false } public fwHamPlayerSpawnPost(id) { g_Hasmp5navy[id] = false } public plugin_precache() { precache_model(gmp5_V_MODEL) precache_model(gmp5_P_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public ze_user_infected(id) { g_Hasmp5navy[id] = false } public checkModel(id) { if ( ze_is_user_zombie(id) ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, gmp5_V_MODEL) set_pev(id, pev_weaponmodel2, gmp5_P_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_MP5NAVY && g_Hasmp5navy[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_MP5NAVY && g_Hasmp5navy[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && !g_hasZoom[id] == true) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 ) } else if ( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && g_hasZoom[id]) { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } } return PLUGIN_HANDLED } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_MP5NAVY) && g_Hasmp5navy[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 3) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( random(256) ) // r, g, b write_byte( random(256) ) // r, g, b write_byte( random(256) ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public plugin_natives() { register_native("give_golden_mp5", "native_give_golden_mp5", 1) } public native_give_golden_mp5(id) { g_Hasmp5navy[id] = true rg_give_item(id, "weapon_mp5navy", GT_REPLACE) cs_set_user_bpammo(id, CSW_MP5NAVY, 120) }
4. AK47
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#include <zombie_escape> #include <fun> #include <cstrike> #define is_valid_player(%1) (1 <= %1 <= 32) new M4_V_MODEL[64] = "models/zombie_escape/v_golden_m4a1.mdl" new M4_P_MODEL[64] = "models/zombie_escape/p_golden_m4a1.mdl" new M4_W_MODEL[64] = "models/zombie_escape/w_golden_m4a1.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip new bool:g_HasM4[33] new bullets[ 33 ] // Sprite new m_spriteTexture const Wep_m4a1 = ((1<<CSW_M4A1)) public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("zp_goldenm4_dmg_multiplier", "4") cvar_custommodel = register_cvar("zp_goldenm4_custom_model", "1") cvar_goldbullets = register_cvar("zp_goldenm4_gold_bullets", "1") cvar_uclip = register_cvar("zp_goldenm4_unlimited_clip", "0") // Register The Plugin register_plugin("Golden M4A1", "1.1", "SPIR0X") // Death Msg register_event("DeathMsg", "Death", "a") // Weapon Pick Up register_event("WeapPickup","checkModel","b","1=19") // Current Weapon Event register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) } public plugin_natives() { register_native("give_golden_m4a1", "native_give_golden_m4a1", 1) } public client_connect(id) { g_HasM4[id] = false } public client_disconnected(id) { g_HasM4[id] = false } public Death() { g_HasM4[read_data(2)] = false } public fwHamPlayerSpawnPost(id) { g_HasM4[id] = false } public plugin_precache() { precache_model(M4_V_MODEL) precache_model(M4_P_MODEL) precache_model(M4_W_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public ze_user_infected(id, iInfector) { if (ze_is_user_zombie(id)) { g_HasM4[id] = false } } public checkModel(id) { if (ze_is_user_zombie(id)) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_M4A1 && g_HasM4[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, M4_V_MODEL) set_pev(id, pev_weaponmodel2, M4_P_MODEL) set_pev(id, pev_weaponmodel2, M4_W_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_M4A1 && g_HasM4[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon rg_give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M4A1 && g_HasM4[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_M4A1) && g_HasM4[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 255 ) // r, g, b write_byte( 215 ) // r, g, b write_byte( 0 ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public native_give_golden_m4a1(player) { if (user_has_weapon(player, CSW_M4A1)) { drop_prim(player) } give_item(player, "weapon_m4a1") cs_set_user_bpammo(player, CSW_M4A1, 90) g_HasM4[player] = true; } stock drop_prim(id) { new weapons[32], num get_user_weapons(id, weapons, num) for (new i = 0; i < num; i++) { if (Wep_m4a1 & (1<<weapons[i])) { static wname[32] get_weaponname(weapons[i], wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
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#include <zombie_escape> #include <cstrike> #include <fun> #include <engine> #define NAME "Golden Ak 47" #define COST 30 #define LIMIT 0 #define is_valid_player(%1) (1 <= %1 <= get_maxplayers()) new const g_GAKEnt[] = "weapon_ak47" new AK_V_MODEL[64] = "models/zombie_escape/v_golden_ak47.mdl" new AK_P_MODEL[64] = "models/zombie_escape/p_golden_ak47.mdl" new AK_W_MODEL[64] = "models/zombie_escape/w_golden_ak47.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip new bool:g_HasAk[33], g_hasZoom[33], bullets[33] // Sprite new m_spriteTexture const Wep_ak47 = ((1<<CSW_AK47)) public plugin_init() { // Register The Plugin register_plugin("Golden Ak 47", "1.1", "AlejandroSk / JaCk") register_cvar("JaCk", "Golden AK47", FCVAR_SERVER|FCVAR_SPONLY) // Event register_event("DeathMsg", "Death", "a") register_event("WeapPickup","checkModel","b","1=19") register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) RegisterHam(Ham_Item_AddToPlayer, g_GAKEnt, "fw_GAK47AddToPlayer") // Forwards register_forward(FM_SetModel, "fw_SetModel") register_forward( FM_CmdStart, "fw_CmdStart" ) /* CVARS */ cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "5") cvar_custommodel = register_cvar("goldenak_custom_model", "1") cvar_goldbullets = register_cvar("goldenak_gold_bullets", "1") cvar_uclip = register_cvar("goldenak_unlimited_clip", "0") } public plugin_natives() { register_native("give_golden_ak47", "native_give_golden_ak47", 1) } public native_give_golden_ak47(id) { g_HasAk[id] = true rg_give_item(id, "weapon_ak47", GT_REPLACE) cs_set_user_bpammo(id, CSW_AK47, 90) } public client_connect(id) { g_HasAk[id] = false } public client_disconnected(id) { g_HasAk[id] = false } public Death() { g_HasAk[read_data(2)] = false } public fwHamPlayerSpawnPost(id) { g_HasAk[id] = false } public plugin_precache() { precache_model(AK_V_MODEL) precache_model(AK_P_MODEL) precache_model(AK_W_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public ze_user_infected(id) { g_HasAk[id] = false } public checkModel(id) { if ( ze_is_user_zombie(id) ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, AK_V_MODEL) set_pev(id, pev_weaponmodel2, AK_P_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_AK47 && g_HasAk[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 ) } else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id]) { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } } return PLUGIN_HANDLED } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 3) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 255 ) // R write_byte( 215 ) // G write_byte( 0 ) // B write_byte(200) // Alpha write_byte(150) // speed message_end() } bullets[id] = clip } } public fw_SetModel(entity, model[]) { if(!is_valid_ent(entity)) // Entity is not valid return FMRES_IGNORED; if(!equal(model, "models/w_ak47.mdl")) // Entity model is not w_ak47 return FMRES_IGNORED; static szClassName[33] // Get classname entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName)) if(!equal(szClassName, "weaponbox")) // Not a Weapon box return FMRES_IGNORED static iOwner, iStoredGalilID // Some vars iOwner = entity_get_edict(entity, EV_ENT_owner) // Get owner iStoredGalilID = find_ent_by_owner(-1, "weapon_ak47", entity) // Get drop weapon index (galil) to use in fw_Galil_AddToPlayer forward if(g_HasAk[iOwner] && is_valid_ent(iStoredGalilID)) // Entity classname is weaponbox, and galil has founded { entity_set_int(iStoredGalilID, EV_INT_impulse, 666) // Setting weapon options g_HasAk[iOwner] = false // Reset user vars entity_set_model(entity, AK_W_MODEL) // Set weaponbox new model return FMRES_SUPERCEDE } return FMRES_IGNORED } public fw_GAK47AddToPlayer(GAK47, id) { if( is_valid_ent(GAK47) && is_user_connected(id) && entity_get_int(GAK47, EV_INT_impulse) == 666) // Make sure that this is our gun { g_HasAk[id] = true entity_set_int(GAK47, EV_INT_impulse, 0) return HAM_HANDLED } return HAM_IGNORED }
Custom Weapons Menu
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thanks all work
Raheem i need to update weapons codes to these ones ?Raheem wrote: ↑5 years ago Issue from the weapons itself OK here it's just compile them using our ZE compiler.
1. M32. MP5
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/* [ZP] Extra Item: Golden M3 Team: Humans Description: This plugin adds a new weapon for Human Teams. Weapon Cost: 30 Features: - This weapon do more damage - This weapon has zoom - Launch Lasers - This weapon has unlimited bullets Cvars: - ze_goldenm3_dmg <5> - Damage Multiplier for Golden M3 - ze_goldenm3_custom_model <1|0> - Golden M3 Custom Model - ze_goldenm3_unlimited_clip <1|0> - Golden M3 Unlimited Clip */ #include <zombie_escape> #include <engine> #include <fun> #include <cstrike> #define is_valid_player(%1) (1 <= %1 <= 32) #define ENG_NULLENT -1 #define EV_INT_WEAPONKEY EV_INT_impulse #define GAK_WEAPONKEY 666 new const g_GAKEnt[] = "weapon_m3" new M3_V_MODEL[64] = "models/zombie_escape/v_golden_m3.mdl" new M3_P_MODEL[64] = "models/p_m3.mdl" new M3_W_MODEL[64] = "models/zombie_escape/w_golden_m3.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_custommodel, cvar_uclip, cvar_goldbullets new bool:g_HasM3[33] new g_hasZoom[ 33 ] new bullets[ 33 ] // Sprite new m_spriteTexture const Wep_M3 = ((1<<CSW_M3)) public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("ze_goldenm3_dmg", "2") cvar_custommodel = register_cvar("ze_goldenm3_custom_model", "1") cvar_uclip = register_cvar("ze_goldenm3_unlimited_clip", "0") cvar_goldbullets = cvar_uclip = register_cvar("ze_goldenm3_goldbullets", "1") // Register The Plugin register_plugin("[ZP] Extra: Golden M3", "1.0", "TheArmagedon") register_cvar("Shidla", "[ZP] Golden M3", FCVAR_SERVER|FCVAR_SPONLY) // Death Msg register_event("DeathMsg", "Death", "a") // Weapon Pick Up register_event("WeapPickup","checkModel","b","1=19") // Current Weapon Event register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward( FM_CmdStart, "fw_CmdStart" ) RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) RegisterHam(Ham_Item_AddToPlayer, g_GAKEnt, "fw_GAK47AddToPlayer") register_forward(FM_SetModel, "fw_SetModel") } public plugin_natives() { register_native("give_golden_m3", "native_give_golden_m3", 1) } public client_connect(id) { g_HasM3[id] = false } public client_disconnected(id) { g_HasM3[id] = false } public Death() { g_HasM3[read_data(2)] = false } public fwHamPlayerSpawnPost(id) { g_HasM3[id] = false } public plugin_precache() { precache_model(M3_V_MODEL) precache_model(M3_P_MODEL) precache_model(M3_W_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public zp_user_infected_post(id) { if (ze_is_user_zombie(id)) { g_HasM3[id] = false } } public checkModel(id) { if ( ze_is_user_zombie(id) ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_M3 && g_HasM3[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, M3_V_MODEL) set_pev(id, pev_weaponmodel2, M3_P_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_M3 && g_HasM3[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M3 && g_HasM3[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_M3 && g_HasM3[id] == true && !g_hasZoom[id] == true) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 ) } else if ( szWeapID == CSW_M3 && g_HasM3[id] == true && g_hasZoom[id]) { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } } return PLUGIN_HANDLED } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_M3) && g_HasM3[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 255 ) // r, g, b write_byte( 215 ) // r, g, b write_byte( 0 ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public native_give_golden_m3(player) { if ( user_has_weapon(player, CSW_M3) ) { drop_prim(player) } give_item(player, "weapon_m3") cs_set_user_bpammo(player, CSW_M3, 32) g_HasM3[player] = true; } // Set Model public fw_SetModel(entity, model[]) { // Entity is not valid if(!is_valid_ent(entity)) return FMRES_IGNORED; // Entity model is not w_ak47 if(!equal(model, "models/w_m3.mdl")) return FMRES_IGNORED; // Get classname static szClassName[33] entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName)) // Not a Weapon box if(!equal(szClassName, "weaponbox")) return FMRES_IGNORED // Some vars static iOwner, iStoredGalilID // Get owner iOwner = entity_get_edict(entity, EV_ENT_owner) // Get drop weapon index (galil) to use in fw_Galil_AddToPlayer forward iStoredGalilID = find_ent_by_owner(ENG_NULLENT, "weapon_ak47", entity) // Entity classname is weaponbox, and galil has founded if(g_HasM3[iOwner] && is_valid_ent(iStoredGalilID)) { // Setting weapon options entity_set_int(iStoredGalilID, EV_INT_WEAPONKEY, GAK_WEAPONKEY) // Reset user vars g_HasM3[iOwner] = false // Set weaponbox new model entity_set_model(entity, M3_W_MODEL) return FMRES_SUPERCEDE } return FMRES_IGNORED } // Give public fw_GAK47AddToPlayer (GAK47, id) { // Make sure that this is M79 if( is_valid_ent(GAK47) && is_user_connected(id) && entity_get_int(GAK47, EV_INT_WEAPONKEY) == GAK_WEAPONKEY) { // Update g_HasM3[id] = true // Reset weapon options entity_set_int(GAK47, EV_INT_WEAPONKEY, 0) return HAM_HANDLED } return HAM_IGNORED } stock drop_prim(id) { new weapons[32], num get_user_weapons(id, weapons, num) for (new i = 0; i < num; i++) { if (Wep_M3 & (1<<weapons[i])) { static wname[32] get_weaponname(weapons[i], wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
3. M4A1
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#include <zombie_escape> #include <cstrike> #include <fun> #define is_valid_player(%1) (1 <= %1 <= 32) new gmp5_V_MODEL[64] = "models/zombie_escape/v_mp5navygold.mdl" new gmp5_P_MODEL[64] = "models/zombie_escape/p_mp5navygold.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip new bool:g_Hasmp5navy[33], g_hasZoom[ 33 ], bullets[ 33 ] // Sprite new m_spriteTexture const Wep_mp5navy = ((1<<CSW_MP5NAVY)) public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("gmp5_dmg_multiplier", "3") cvar_custommodel = register_cvar("gmp5_custom_model", "1") cvar_goldbullets = register_cvar("gmp5_gold_bullets", "1") cvar_uclip = register_cvar("gmp5_unlimited_clip", "0") // Register The Plugin register_plugin("Golden MP5", "1.1", "Wisam187 : JaCk") // Events register_event("DeathMsg", "Death", "a") register_event("WeapPickup","checkModel","b","1=19") register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Hams RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") register_forward( FM_CmdStart, "fw_CmdStart" ) RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) } public client_connect(id) { g_Hasmp5navy[id] = false } public client_disconnected(id) { g_Hasmp5navy[id] = false } public Death() { g_Hasmp5navy[read_data(2)] = false } public fwHamPlayerSpawnPost(id) { g_Hasmp5navy[id] = false } public plugin_precache() { precache_model(gmp5_V_MODEL) precache_model(gmp5_P_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public ze_user_infected(id) { g_Hasmp5navy[id] = false } public checkModel(id) { if ( ze_is_user_zombie(id) ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, gmp5_V_MODEL) set_pev(id, pev_weaponmodel2, gmp5_P_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_MP5NAVY && g_Hasmp5navy[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_MP5NAVY && g_Hasmp5navy[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && !g_hasZoom[id] == true) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 ) } else if ( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && g_hasZoom[id]) { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } } return PLUGIN_HANDLED } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_MP5NAVY) && g_Hasmp5navy[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 3) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( random(256) ) // r, g, b write_byte( random(256) ) // r, g, b write_byte( random(256) ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public plugin_natives() { register_native("give_golden_mp5", "native_give_golden_mp5", 1) } public native_give_golden_mp5(id) { g_Hasmp5navy[id] = true rg_give_item(id, "weapon_mp5navy", GT_REPLACE) cs_set_user_bpammo(id, CSW_MP5NAVY, 120) }
4. AK47
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#include <zombie_escape> #include <fun> #include <cstrike> #define is_valid_player(%1) (1 <= %1 <= 32) new M4_V_MODEL[64] = "models/zombie_escape/v_golden_m4a1.mdl" new M4_P_MODEL[64] = "models/zombie_escape/p_golden_m4a1.mdl" new M4_W_MODEL[64] = "models/zombie_escape/w_golden_m4a1.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip new bool:g_HasM4[33] new bullets[ 33 ] // Sprite new m_spriteTexture const Wep_m4a1 = ((1<<CSW_M4A1)) public plugin_init() { /* CVARS */ cvar_dmgmultiplier = register_cvar("zp_goldenm4_dmg_multiplier", "4") cvar_custommodel = register_cvar("zp_goldenm4_custom_model", "1") cvar_goldbullets = register_cvar("zp_goldenm4_gold_bullets", "1") cvar_uclip = register_cvar("zp_goldenm4_unlimited_clip", "0") // Register The Plugin register_plugin("Golden M4A1", "1.1", "SPIR0X") // Death Msg register_event("DeathMsg", "Death", "a") // Weapon Pick Up register_event("WeapPickup","checkModel","b","1=19") // Current Weapon Event register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) } public plugin_natives() { register_native("give_golden_m4a1", "native_give_golden_m4a1", 1) } public client_connect(id) { g_HasM4[id] = false } public client_disconnected(id) { g_HasM4[id] = false } public Death() { g_HasM4[read_data(2)] = false } public fwHamPlayerSpawnPost(id) { g_HasM4[id] = false } public plugin_precache() { precache_model(M4_V_MODEL) precache_model(M4_P_MODEL) precache_model(M4_W_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public ze_user_infected(id, iInfector) { if (ze_is_user_zombie(id)) { g_HasM4[id] = false } } public checkModel(id) { if (ze_is_user_zombie(id)) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_M4A1 && g_HasM4[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, M4_V_MODEL) set_pev(id, pev_weaponmodel2, M4_P_MODEL) set_pev(id, pev_weaponmodel2, M4_W_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_M4A1 && g_HasM4[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon rg_give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M4A1 && g_HasM4[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_M4A1) && g_HasM4[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 255 ) // r, g, b write_byte( 215 ) // r, g, b write_byte( 0 ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public native_give_golden_m4a1(player) { if (user_has_weapon(player, CSW_M4A1)) { drop_prim(player) } give_item(player, "weapon_m4a1") cs_set_user_bpammo(player, CSW_M4A1, 90) g_HasM4[player] = true; } stock drop_prim(id) { new weapons[32], num get_user_weapons(id, weapons, num) for (new i = 0; i < num; i++) { if (Wep_m4a1 & (1<<weapons[i])) { static wname[32] get_weaponname(weapons[i], wname, sizeof wname - 1) engclient_cmd(id, "drop", wname) } } }
Code: Select all
#include <zombie_escape> #include <cstrike> #include <fun> #include <engine> #define NAME "Golden Ak 47" #define COST 30 #define LIMIT 0 #define is_valid_player(%1) (1 <= %1 <= get_maxplayers()) new const g_GAKEnt[] = "weapon_ak47" new AK_V_MODEL[64] = "models/zombie_escape/v_golden_ak47.mdl" new AK_P_MODEL[64] = "models/zombie_escape/p_golden_ak47.mdl" new AK_W_MODEL[64] = "models/zombie_escape/w_golden_ak47.mdl" /* Pcvars */ new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip new bool:g_HasAk[33], g_hasZoom[33], bullets[33] // Sprite new m_spriteTexture const Wep_ak47 = ((1<<CSW_AK47)) public plugin_init() { // Register The Plugin register_plugin("Golden Ak 47", "1.1", "AlejandroSk / JaCk") register_cvar("JaCk", "Golden AK47", FCVAR_SERVER|FCVAR_SPONLY) // Event register_event("DeathMsg", "Death", "a") register_event("WeapPickup","checkModel","b","1=19") register_event("CurWeapon","checkWeapon","be","1=1") register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0") // Ham TakeDamage RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1) RegisterHam(Ham_Item_AddToPlayer, g_GAKEnt, "fw_GAK47AddToPlayer") // Forwards register_forward(FM_SetModel, "fw_SetModel") register_forward( FM_CmdStart, "fw_CmdStart" ) /* CVARS */ cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "5") cvar_custommodel = register_cvar("goldenak_custom_model", "1") cvar_goldbullets = register_cvar("goldenak_gold_bullets", "1") cvar_uclip = register_cvar("goldenak_unlimited_clip", "0") } public plugin_natives() { register_native("give_golden_ak47", "native_give_golden_ak47", 1) } public native_give_golden_ak47(id) { g_HasAk[id] = true rg_give_item(id, "weapon_ak47", GT_REPLACE) cs_set_user_bpammo(id, CSW_AK47, 90) } public client_connect(id) { g_HasAk[id] = false } public client_disconnected(id) { g_HasAk[id] = false } public Death() { g_HasAk[read_data(2)] = false } public fwHamPlayerSpawnPost(id) { g_HasAk[id] = false } public plugin_precache() { precache_model(AK_V_MODEL) precache_model(AK_P_MODEL) precache_model(AK_W_MODEL) m_spriteTexture = precache_model("sprites/dot.spr") precache_sound("weapons/zoom.wav") } public ze_user_infected(id) { g_HasAk[id] = false } public checkModel(id) { if ( ze_is_user_zombie(id) ) return PLUGIN_HANDLED new szWeapID = read_data(2) if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) ) { set_pev(id, pev_viewmodel2, AK_V_MODEL) set_pev(id, pev_weaponmodel2, AK_P_MODEL) } return PLUGIN_HANDLED } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_AK47 && g_HasAk[id]) { checkModel(id) } else { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon give_item(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } public fw_TakeDamage(victim, inflictor, attacker, Float:damage) { if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] ) { SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) ) } } public fw_CmdStart( id, uc_handle, seed ) { if( !is_user_alive( id ) ) return PLUGIN_HANDLED if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) ) { new szClip, szAmmo new szWeapID = get_user_weapon( id, szClip, szAmmo ) if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true) { g_hasZoom[id] = true cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 ) emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 ) } else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id]) { g_hasZoom[ id ] = false cs_set_user_zoom( id, CS_RESET_ZOOM, 0 ) } } return PLUGIN_HANDLED } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 3) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 255 ) // R write_byte( 215 ) // G write_byte( 0 ) // B write_byte(200) // Alpha write_byte(150) // speed message_end() } bullets[id] = clip } } public fw_SetModel(entity, model[]) { if(!is_valid_ent(entity)) // Entity is not valid return FMRES_IGNORED; if(!equal(model, "models/w_ak47.mdl")) // Entity model is not w_ak47 return FMRES_IGNORED; static szClassName[33] // Get classname entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName)) if(!equal(szClassName, "weaponbox")) // Not a Weapon box return FMRES_IGNORED static iOwner, iStoredGalilID // Some vars iOwner = entity_get_edict(entity, EV_ENT_owner) // Get owner iStoredGalilID = find_ent_by_owner(-1, "weapon_ak47", entity) // Get drop weapon index (galil) to use in fw_Galil_AddToPlayer forward if(g_HasAk[iOwner] && is_valid_ent(iStoredGalilID)) // Entity classname is weaponbox, and galil has founded { entity_set_int(iStoredGalilID, EV_INT_impulse, 666) // Setting weapon options g_HasAk[iOwner] = false // Reset user vars entity_set_model(entity, AK_W_MODEL) // Set weaponbox new model return FMRES_SUPERCEDE } return FMRES_IGNORED } public fw_GAK47AddToPlayer(GAK47, id) { if( is_valid_ent(GAK47) && is_user_connected(id) && entity_get_int(GAK47, EV_INT_impulse) == 666) // Make sure that this is our gun { g_HasAk[id] = true entity_set_int(GAK47, EV_INT_impulse, 0) return HAM_HANDLED } return HAM_IGNORED }
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
Code: Select all
register_cvar("JaCk", "Golden AK47", FCVAR_SERVER|FCVAR_SPONLY)
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- Veteran Member
- Posts: 598
- Joined: 7 years ago
- Contact:
L 08/24/2018 - 18:32:30: [AMXX] Displaying debug trace (plugin "ze_golden_mp5.amxx", version "1.1")
L 08/24/2018 - 18:32:30: [AMXX] Run time error 10: native error (native "get_user_weapon")
L 08/24/2018 - 18:32:30: [AMXX] [0] ze_golden_mp5.sma::fw_TakeDamage (line 122)
L 08/24/2018 - 18:32:30: Invalid player id 30
L 08/24/2018 - 18:32:30: [AMXX] Displaying debug trace (plugin "ze_golden_m3.amxx", version "1.0")
L 08/24/2018 - 18:32:30: [AMXX] Run time error 10: native error (native "get_user_weapon")
L 08/24/2018 - 18:32:30: [AMXX] [0] ze_golden_m3.sma::fw_TakeDamage (line 173)
L 08/24/2018 - 18:32:30: Invalid player id 30
L 08/24/2018 - 18:32:30: [AMXX] Displaying debug trace (plugin "ze_golden_m4a1.amxx", version "1.1")
L 08/24/2018 - 18:32:30: [AMXX] Run time error 10: native error (native "get_user_weapon")
L 08/24/2018 - 18:32:30: [AMXX] [0] ze_golden_m4a1.sma::fw_TakeDamage (line 139)
L 08/24/2018 - 18:32:30: [AMXX] Run time error 10: native error (native "get_user_weapon")
L 08/24/2018 - 18:32:30: [AMXX] [0] ze_golden_mp5.sma::fw_TakeDamage (line 122)
L 08/24/2018 - 18:32:30: Invalid player id 30
L 08/24/2018 - 18:32:30: [AMXX] Displaying debug trace (plugin "ze_golden_m3.amxx", version "1.0")
L 08/24/2018 - 18:32:30: [AMXX] Run time error 10: native error (native "get_user_weapon")
L 08/24/2018 - 18:32:30: [AMXX] [0] ze_golden_m3.sma::fw_TakeDamage (line 173)
L 08/24/2018 - 18:32:30: Invalid player id 30
L 08/24/2018 - 18:32:30: [AMXX] Displaying debug trace (plugin "ze_golden_m4a1.amxx", version "1.1")
L 08/24/2018 - 18:32:30: [AMXX] Run time error 10: native error (native "get_user_weapon")
L 08/24/2018 - 18:32:30: [AMXX] [0] ze_golden_m4a1.sma::fw_TakeDamage (line 139)
OMG i didn't understand anything in this topic.. So raheem you updated the files the latest or i need take these codes here look at these bugs.
czirimbolo, this problems from weapons itself will try fix them if found time.
Spir0x, i did't update the main post with the bpammo fix so you will need to compile the 4 weapons i posted and don't use ones in the .zip
Spir0x, i did't update the main post with the bpammo fix so you will need to compile the 4 weapons i posted and don't use ones in the .zip
It's your weapon... Check it in extra-items sectionJack GamePlay wrote: ↑5 years agoWhat's this?! LOL!Code: Select all
register_cvar("JaCk", "Golden AK47", FCVAR_SERVER|FCVAR_SPONLY)
He who fails to plan is planning to fail
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- Contact:
Thanks Raheem, I am waitng for your fix because every day I have massive errors because of this guns
We must check if user is alive or not by this (in take damage callback):
Code: Select all
if (!is_user_alive(victim) || !is_user_alive(attacker)) return
- /*
- [ZP] Extra Item: Golden M3
- Team: Humans
- Description: This plugin adds a new weapon for Human Teams.
- Weapon Cost: 30
- Features:
- - This weapon do more damage
- - This weapon has zoom
- - Launch Lasers
- - This weapon has unlimited bullets
- Cvars:
- - ze_goldenm3_dmg <5> - Damage Multiplier for Golden M3
- - ze_goldenm3_custom_model <1|0> - Golden M3 Custom Model
- - ze_goldenm3_unlimited_clip <1|0> - Golden M3 Unlimited Clip
- */
- #include <zombie_escape>
- #include <engine>
- #include <fun>
- #include <cstrike>
- #define is_valid_player(%1) (1 <= %1 <= 32)
- #define ENG_NULLENT -1
- #define EV_INT_WEAPONKEY EV_INT_impulse
- #define GAK_WEAPONKEY 666
- new const g_GAKEnt[] = "weapon_m3"
- new M3_V_MODEL[64] = "models/zombie_escape/v_golden_m3.mdl"
- new M3_P_MODEL[64] = "models/p_m3.mdl"
- new M3_W_MODEL[64] = "models/zombie_escape/w_golden_m3.mdl"
- /* Pcvars */
- new cvar_dmgmultiplier, cvar_custommodel, cvar_uclip, cvar_goldbullets
- new bool:g_HasM3[33]
- new g_hasZoom[ 33 ]
- new bullets[ 33 ]
- // Sprite
- new m_spriteTexture
- const Wep_M3 = ((1<<CSW_M3))
- public plugin_init()
- {
- /* CVARS */
- cvar_dmgmultiplier = register_cvar("ze_goldenm3_dmg", "2")
- cvar_custommodel = register_cvar("ze_goldenm3_custom_model", "1")
- cvar_uclip = register_cvar("ze_goldenm3_unlimited_clip", "0")
- cvar_goldbullets = cvar_uclip = register_cvar("ze_goldenm3_goldbullets", "1")
- // Register The Plugin
- register_plugin("[ZP] Extra: Golden M3", "1.0", "TheArmagedon")
- register_cvar("Shidla", "[ZP] Golden M3", FCVAR_SERVER|FCVAR_SPONLY)
- // Death Msg
- register_event("DeathMsg", "Death", "a")
- // Weapon Pick Up
- register_event("WeapPickup","checkModel","b","1=19")
- // Current Weapon Event
- register_event("CurWeapon","checkWeapon","be","1=1")
- register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
- // Ham TakeDamage
- RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
- register_forward( FM_CmdStart, "fw_CmdStart" )
- RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
- RegisterHam(Ham_Item_AddToPlayer, g_GAKEnt, "fw_GAK47AddToPlayer")
- register_forward(FM_SetModel, "fw_SetModel")
- }
- public plugin_natives()
- {
- register_native("give_golden_m3", "native_give_golden_m3", 1)
- }
- public client_connect(id)
- {
- g_HasM3[id] = false
- }
- public client_disconnected(id)
- {
- g_HasM3[id] = false
- }
- public Death()
- {
- g_HasM3[read_data(2)] = false
- }
- public fwHamPlayerSpawnPost(id)
- {
- g_HasM3[id] = false
- }
- public plugin_precache()
- {
- precache_model(M3_V_MODEL)
- precache_model(M3_P_MODEL)
- precache_model(M3_W_MODEL)
- m_spriteTexture = precache_model("sprites/dot.spr")
- precache_sound("weapons/zoom.wav")
- }
- public zp_user_infected_post(id)
- {
- if (ze_is_user_zombie(id))
- {
- g_HasM3[id] = false
- }
- }
- public checkModel(id)
- {
- if ( ze_is_user_zombie(id) )
- return PLUGIN_HANDLED
- new szWeapID = read_data(2)
- if ( szWeapID == CSW_M3 && g_HasM3[id] == true && get_pcvar_num(cvar_custommodel) )
- {
- set_pev(id, pev_viewmodel2, M3_V_MODEL)
- set_pev(id, pev_weaponmodel2, M3_P_MODEL)
- }
- return PLUGIN_HANDLED
- }
- public checkWeapon(id)
- {
- new plrClip, plrAmmo, plrWeap[32]
- new plrWeapId
- plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
- if (plrWeapId == CSW_M3 && g_HasM3[id])
- {
- checkModel(id)
- }
- else
- {
- return PLUGIN_CONTINUE
- }
- if (plrClip == 0 && get_pcvar_num(cvar_uclip))
- {
- // If the user is out of ammo..
- get_weaponname(plrWeapId, plrWeap, 31)
- // Get the name of their weapon
- give_item(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- }
- return PLUGIN_HANDLED
- }
- public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
- {
- if (!is_user_alive(victim) || !is_user_alive(attacker))
- return
- if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M3 && g_HasM3[attacker] )
- {
- SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
- }
- }
- public fw_CmdStart( id, uc_handle, seed )
- {
- if( !is_user_alive( id ) )
- return PLUGIN_HANDLED
- if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
- {
- new szClip, szAmmo
- new szWeapID = get_user_weapon( id, szClip, szAmmo )
- if( szWeapID == CSW_M3 && g_HasM3[id] == true && !g_hasZoom[id] == true)
- {
- g_hasZoom[id] = true
- cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
- emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
- }
- else if ( szWeapID == CSW_M3 && g_HasM3[id] == true && g_hasZoom[id])
- {
- g_hasZoom[ id ] = false
- cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
- }
- }
- return PLUGIN_HANDLED
- }
- public make_tracer(id)
- {
- if (get_pcvar_num(cvar_goldbullets))
- {
- new clip,ammo
- new wpnid = get_user_weapon(id,clip,ammo)
- new pteam[16]
- get_user_team(id, pteam, 15)
- if ((bullets[id] > clip) && (wpnid == CSW_M3) && g_HasM3[id])
- {
- new vec1[3], vec2[3]
- get_user_origin(id, vec1, 1) // origin; your camera point.
- get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
- //BEAMENTPOINTS
- message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
- write_byte (0) //TE_BEAMENTPOINTS 0
- write_coord(vec1[0])
- write_coord(vec1[1])
- write_coord(vec1[2])
- write_coord(vec2[0])
- write_coord(vec2[1])
- write_coord(vec2[2])
- write_short( m_spriteTexture )
- write_byte(1) // framestart
- write_byte(5) // framerate
- write_byte(2) // life
- write_byte(10) // width
- write_byte(0) // noise
- write_byte( 255 ) // r, g, b
- write_byte( 215 ) // r, g, b
- write_byte( 0 ) // r, g, b
- write_byte(200) // brightness
- write_byte(150) // speed
- message_end()
- }
- bullets[id] = clip
- }
- }
- public native_give_golden_m3(player)
- {
- if ( user_has_weapon(player, CSW_M3) )
- {
- drop_prim(player)
- }
- give_item(player, "weapon_m3")
- cs_set_user_bpammo(player, CSW_M3, 32)
- g_HasM3[player] = true;
- }
- // Set Model
- public fw_SetModel(entity, model[])
- {
- // Entity is not valid
- if(!is_valid_ent(entity))
- return FMRES_IGNORED;
- // Entity model is not w_ak47
- if(!equal(model, "models/w_m3.mdl"))
- return FMRES_IGNORED;
- // Get classname
- static szClassName[33]
- entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
- // Not a Weapon box
- if(!equal(szClassName, "weaponbox"))
- return FMRES_IGNORED
- // Some vars
- static iOwner, iStoredGalilID
- // Get owner
- iOwner = entity_get_edict(entity, EV_ENT_owner)
- // Get drop weapon index (galil) to use in fw_Galil_AddToPlayer forward
- iStoredGalilID = find_ent_by_owner(ENG_NULLENT, "weapon_ak47", entity)
- // Entity classname is weaponbox, and galil has founded
- if(g_HasM3[iOwner] && is_valid_ent(iStoredGalilID))
- {
- // Setting weapon options
- entity_set_int(iStoredGalilID, EV_INT_WEAPONKEY, GAK_WEAPONKEY)
- // Reset user vars
- g_HasM3[iOwner] = false
- // Set weaponbox new model
- entity_set_model(entity, M3_W_MODEL)
- return FMRES_SUPERCEDE
- }
- return FMRES_IGNORED
- }
- // Give
- public fw_GAK47AddToPlayer (GAK47, id)
- {
- // Make sure that this is M79
- if( is_valid_ent(GAK47) && is_user_connected(id) && entity_get_int(GAK47, EV_INT_WEAPONKEY) == GAK_WEAPONKEY)
- {
- // Update
- g_HasM3[id] = true
- // Reset weapon options
- entity_set_int(GAK47, EV_INT_WEAPONKEY, 0)
- return HAM_HANDLED
- }
- return HAM_IGNORED
- }
- stock drop_prim(id)
- {
- new weapons[32], num
- get_user_weapons(id, weapons, num)
- for (new i = 0; i < num; i++) {
- if (Wep_M3 & (1<<weapons[i]))
- {
- static wname[32]
- get_weaponname(weapons[i], wname, sizeof wname - 1)
- engclient_cmd(id, "drop", wname)
- }
- }
- }
- #include <zombie_escape>
- #include <cstrike>
- #include <fun>
- #define is_valid_player(%1) (1 <= %1 <= 32)
- new gmp5_V_MODEL[64] = "models/zombie_escape/v_mp5navygold.mdl"
- new gmp5_P_MODEL[64] = "models/zombie_escape/p_mp5navygold.mdl"
- /* Pcvars */
- new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip
- new bool:g_Hasmp5navy[33], g_hasZoom[ 33 ], bullets[ 33 ]
- // Sprite
- new m_spriteTexture
- const Wep_mp5navy = ((1<<CSW_MP5NAVY))
- public plugin_init()
- {
- /* CVARS */
- cvar_dmgmultiplier = register_cvar("gmp5_dmg_multiplier", "3")
- cvar_custommodel = register_cvar("gmp5_custom_model", "1")
- cvar_goldbullets = register_cvar("gmp5_gold_bullets", "1")
- cvar_uclip = register_cvar("gmp5_unlimited_clip", "0")
- // Register The Plugin
- register_plugin("Golden MP5", "1.1", "Wisam187 : JaCk")
- // Events
- register_event("DeathMsg", "Death", "a")
- register_event("WeapPickup","checkModel","b","1=19")
- register_event("CurWeapon","checkWeapon","be","1=1")
- register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
- // Hams
- RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
- register_forward( FM_CmdStart, "fw_CmdStart" )
- RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
- }
- public client_connect(id)
- {
- g_Hasmp5navy[id] = false
- }
- public client_disconnected(id)
- {
- g_Hasmp5navy[id] = false
- }
- public Death()
- {
- g_Hasmp5navy[read_data(2)] = false
- }
- public fwHamPlayerSpawnPost(id)
- {
- g_Hasmp5navy[id] = false
- }
- public plugin_precache()
- {
- precache_model(gmp5_V_MODEL)
- precache_model(gmp5_P_MODEL)
- m_spriteTexture = precache_model("sprites/dot.spr")
- precache_sound("weapons/zoom.wav")
- }
- public ze_user_infected(id)
- {
- g_Hasmp5navy[id] = false
- }
- public checkModel(id)
- {
- if ( ze_is_user_zombie(id) )
- return PLUGIN_HANDLED
- new szWeapID = read_data(2)
- if ( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && get_pcvar_num(cvar_custommodel) )
- {
- set_pev(id, pev_viewmodel2, gmp5_V_MODEL)
- set_pev(id, pev_weaponmodel2, gmp5_P_MODEL)
- }
- return PLUGIN_HANDLED
- }
- public checkWeapon(id)
- {
- new plrClip, plrAmmo, plrWeap[32]
- new plrWeapId
- plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
- if (plrWeapId == CSW_MP5NAVY && g_Hasmp5navy[id])
- {
- checkModel(id)
- }
- else
- {
- return PLUGIN_CONTINUE
- }
- if (plrClip == 0 && get_pcvar_num(cvar_uclip))
- {
- // If the user is out of ammo..
- get_weaponname(plrWeapId, plrWeap, 31)
- // Get the name of their weapon
- give_item(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- }
- return PLUGIN_HANDLED
- }
- public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
- {
- if (!is_user_alive(victim) || !is_user_alive(attacker))
- return
- if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_MP5NAVY && g_Hasmp5navy[attacker] )
- {
- SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
- }
- }
- public fw_CmdStart( id, uc_handle, seed )
- {
- if( !is_user_alive( id ) )
- return PLUGIN_HANDLED
- if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
- {
- new szClip, szAmmo
- new szWeapID = get_user_weapon( id, szClip, szAmmo )
- if( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && !g_hasZoom[id] == true)
- {
- g_hasZoom[id] = true
- cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
- emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
- }
- else if ( szWeapID == CSW_MP5NAVY && g_Hasmp5navy[id] == true && g_hasZoom[id])
- {
- g_hasZoom[ id ] = false
- cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
- }
- }
- return PLUGIN_HANDLED
- }
- public make_tracer(id)
- {
- if (get_pcvar_num(cvar_goldbullets))
- {
- new clip,ammo
- new wpnid = get_user_weapon(id,clip,ammo)
- new pteam[16]
- get_user_team(id, pteam, 15)
- if ((bullets[id] > clip) && (wpnid == CSW_MP5NAVY) && g_Hasmp5navy[id])
- {
- new vec1[3], vec2[3]
- get_user_origin(id, vec1, 1) // origin; your camera point.
- get_user_origin(id, vec2, 3) // termina; where your bullet goes (4 is cs-only)
- //BEAMENTPOINTS
- message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
- write_byte (0) //TE_BEAMENTPOINTS 0
- write_coord(vec1[0])
- write_coord(vec1[1])
- write_coord(vec1[2])
- write_coord(vec2[0])
- write_coord(vec2[1])
- write_coord(vec2[2])
- write_short( m_spriteTexture )
- write_byte(1) // framestart
- write_byte(5) // framerate
- write_byte(2) // life
- write_byte(10) // width
- write_byte(0) // noise
- write_byte( random(256) ) // r, g, b
- write_byte( random(256) ) // r, g, b
- write_byte( random(256) ) // r, g, b
- write_byte(200) // brightness
- write_byte(150) // speed
- message_end()
- }
- bullets[id] = clip
- }
- }
- public plugin_natives()
- {
- register_native("give_golden_mp5", "native_give_golden_mp5", 1)
- }
- public native_give_golden_mp5(id)
- {
- g_Hasmp5navy[id] = true
- rg_give_item(id, "weapon_mp5navy", GT_REPLACE)
- cs_set_user_bpammo(id, CSW_MP5NAVY, 120)
- }
- #include <zombie_escape>
- #include <fun>
- #include <cstrike>
- #define is_valid_player(%1) (1 <= %1 <= 32)
- new M4_V_MODEL[64] = "models/zombie_escape/v_golden_m4a1.mdl"
- new M4_P_MODEL[64] = "models/zombie_escape/p_golden_m4a1.mdl"
- new M4_W_MODEL[64] = "models/zombie_escape/w_golden_m4a1.mdl"
- /* Pcvars */
- new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip
- new bool:g_HasM4[33]
- new bullets[ 33 ]
- // Sprite
- new m_spriteTexture
- const Wep_m4a1 = ((1<<CSW_M4A1))
- public plugin_init()
- {
- /* CVARS */
- cvar_dmgmultiplier = register_cvar("zp_goldenm4_dmg_multiplier", "4")
- cvar_custommodel = register_cvar("zp_goldenm4_custom_model", "1")
- cvar_goldbullets = register_cvar("zp_goldenm4_gold_bullets", "1")
- cvar_uclip = register_cvar("zp_goldenm4_unlimited_clip", "0")
- // Register The Plugin
- register_plugin("Golden M4A1", "1.1", "SPIR0X")
- // Death Msg
- register_event("DeathMsg", "Death", "a")
- // Weapon Pick Up
- register_event("WeapPickup","checkModel","b","1=19")
- // Current Weapon Event
- register_event("CurWeapon","checkWeapon","be","1=1")
- register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
- // Ham TakeDamage
- RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
- RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
- }
- public plugin_natives()
- {
- register_native("give_golden_m4a1", "native_give_golden_m4a1", 1)
- }
- public client_connect(id)
- {
- g_HasM4[id] = false
- }
- public client_disconnected(id)
- {
- g_HasM4[id] = false
- }
- public Death()
- {
- g_HasM4[read_data(2)] = false
- }
- public fwHamPlayerSpawnPost(id)
- {
- g_HasM4[id] = false
- }
- public plugin_precache()
- {
- precache_model(M4_V_MODEL)
- precache_model(M4_P_MODEL)
- precache_model(M4_W_MODEL)
- m_spriteTexture = precache_model("sprites/dot.spr")
- precache_sound("weapons/zoom.wav")
- }
- public ze_user_infected(id, iInfector)
- {
- if (ze_is_user_zombie(id))
- {
- g_HasM4[id] = false
- }
- }
- public checkModel(id)
- {
- if (ze_is_user_zombie(id))
- return PLUGIN_HANDLED
- new szWeapID = read_data(2)
- if ( szWeapID == CSW_M4A1 && g_HasM4[id] == true && get_pcvar_num(cvar_custommodel) )
- {
- set_pev(id, pev_viewmodel2, M4_V_MODEL)
- set_pev(id, pev_weaponmodel2, M4_P_MODEL)
- set_pev(id, pev_weaponmodel2, M4_W_MODEL)
- }
- return PLUGIN_HANDLED
- }
- public checkWeapon(id)
- {
- new plrClip, plrAmmo, plrWeap[32]
- new plrWeapId
- plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
- if (plrWeapId == CSW_M4A1 && g_HasM4[id])
- {
- checkModel(id)
- }
- else
- {
- return PLUGIN_CONTINUE
- }
- if (plrClip == 0 && get_pcvar_num(cvar_uclip))
- {
- // If the user is out of ammo..
- get_weaponname(plrWeapId, plrWeap, 31)
- // Get the name of their weapon
- rg_give_item(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- }
- return PLUGIN_HANDLED
- }
- public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
- {
- if (!is_user_alive(victim) || !is_user_alive(attacker))
- return
- if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_M4A1 && g_HasM4[attacker] )
- {
- SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
- }
- }
- public make_tracer(id)
- {
- if (get_pcvar_num(cvar_goldbullets))
- {
- new clip,ammo
- new wpnid = get_user_weapon(id,clip,ammo)
- new pteam[16]
- get_user_team(id, pteam, 15)
- if ((bullets[id] > clip) && (wpnid == CSW_M4A1) && g_HasM4[id])
- {
- new vec1[3], vec2[3]
- get_user_origin(id, vec1, 1) // origin; your camera point.
- get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
- //BEAMENTPOINTS
- message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
- write_byte (0) //TE_BEAMENTPOINTS 0
- write_coord(vec1[0])
- write_coord(vec1[1])
- write_coord(vec1[2])
- write_coord(vec2[0])
- write_coord(vec2[1])
- write_coord(vec2[2])
- write_short( m_spriteTexture )
- write_byte(1) // framestart
- write_byte(5) // framerate
- write_byte(2) // life
- write_byte(10) // width
- write_byte(0) // noise
- write_byte( 255 ) // r, g, b
- write_byte( 215 ) // r, g, b
- write_byte( 0 ) // r, g, b
- write_byte(200) // brightness
- write_byte(150) // speed
- message_end()
- }
- bullets[id] = clip
- }
- }
- public native_give_golden_m4a1(player)
- {
- if (user_has_weapon(player, CSW_M4A1))
- {
- drop_prim(player)
- }
- give_item(player, "weapon_m4a1")
- cs_set_user_bpammo(player, CSW_M4A1, 90)
- g_HasM4[player] = true;
- }
- stock drop_prim(id)
- {
- new weapons[32], num
- get_user_weapons(id, weapons, num)
- for (new i = 0; i < num; i++) {
- if (Wep_m4a1 & (1<<weapons[i]))
- {
- static wname[32]
- get_weaponname(weapons[i], wname, sizeof wname - 1)
- engclient_cmd(id, "drop", wname)
- }
- }
- }
- #include <zombie_escape>
- #include <cstrike>
- #include <fun>
- #include <engine>
- #define NAME "Golden Ak 47"
- #define COST 30
- #define LIMIT 0
- #define is_valid_player(%1) (1 <= %1 <= get_maxplayers())
- new const g_GAKEnt[] = "weapon_ak47"
- new AK_V_MODEL[64] = "models/zombie_escape/v_golden_ak47.mdl"
- new AK_P_MODEL[64] = "models/zombie_escape/p_golden_ak47.mdl"
- new AK_W_MODEL[64] = "models/zombie_escape/w_golden_ak47.mdl"
- /* Pcvars */
- new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip
- new bool:g_HasAk[33], g_hasZoom[33], bullets[33]
- // Sprite
- new m_spriteTexture
- const Wep_ak47 = ((1<<CSW_AK47))
- public plugin_init()
- {
- // Register The Plugin
- register_plugin("Golden Ak 47", "1.1", "AlejandroSk / JaCk")
- register_cvar("JaCk", "Golden AK47", FCVAR_SERVER|FCVAR_SPONLY)
- // Event
- register_event("DeathMsg", "Death", "a")
- register_event("WeapPickup","checkModel","b","1=19")
- register_event("CurWeapon","checkWeapon","be","1=1")
- register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
- // Ham TakeDamage
- RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
- RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
- RegisterHam(Ham_Item_AddToPlayer, g_GAKEnt, "fw_GAK47AddToPlayer")
- // Forwards
- register_forward(FM_SetModel, "fw_SetModel")
- register_forward( FM_CmdStart, "fw_CmdStart" )
- /* CVARS */
- cvar_dmgmultiplier = register_cvar("goldenak_dmg_multiplier", "5")
- cvar_custommodel = register_cvar("goldenak_custom_model", "1")
- cvar_goldbullets = register_cvar("goldenak_gold_bullets", "1")
- cvar_uclip = register_cvar("goldenak_unlimited_clip", "0")
- }
- public plugin_natives()
- {
- register_native("give_golden_ak47", "native_give_golden_ak47", 1)
- }
- public native_give_golden_ak47(id)
- {
- g_HasAk[id] = true
- rg_give_item(id, "weapon_ak47", GT_REPLACE)
- cs_set_user_bpammo(id, CSW_AK47, 90)
- }
- public client_connect(id)
- {
- g_HasAk[id] = false
- }
- public client_disconnected(id)
- {
- g_HasAk[id] = false
- }
- public Death()
- {
- g_HasAk[read_data(2)] = false
- }
- public fwHamPlayerSpawnPost(id)
- {
- g_HasAk[id] = false
- }
- public plugin_precache()
- {
- precache_model(AK_V_MODEL)
- precache_model(AK_P_MODEL)
- precache_model(AK_W_MODEL)
- m_spriteTexture = precache_model("sprites/dot.spr")
- precache_sound("weapons/zoom.wav")
- }
- public ze_user_infected(id)
- {
- g_HasAk[id] = false
- }
- public checkModel(id)
- {
- if ( ze_is_user_zombie(id) )
- return PLUGIN_HANDLED
- new szWeapID = read_data(2)
- if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
- {
- set_pev(id, pev_viewmodel2, AK_V_MODEL)
- set_pev(id, pev_weaponmodel2, AK_P_MODEL)
- }
- return PLUGIN_HANDLED
- }
- public checkWeapon(id)
- {
- new plrClip, plrAmmo, plrWeap[32]
- new plrWeapId
- plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
- if (plrWeapId == CSW_AK47 && g_HasAk[id])
- {
- checkModel(id)
- }
- else
- {
- return PLUGIN_CONTINUE
- }
- if (plrClip == 0 && get_pcvar_num(cvar_uclip))
- {
- // If the user is out of ammo..
- get_weaponname(plrWeapId, plrWeap, 31)
- // Get the name of their weapon
- give_item(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- engclient_cmd(id, plrWeap)
- }
- return PLUGIN_HANDLED
- }
- public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
- {
- if (!is_user_alive(victim) || !is_user_alive(attacker))
- return
- if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AK47 && g_HasAk[attacker] )
- {
- SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
- }
- }
- public fw_CmdStart( id, uc_handle, seed )
- {
- if( !is_user_alive( id ) )
- return PLUGIN_HANDLED
- if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
- {
- new szClip, szAmmo
- new szWeapID = get_user_weapon( id, szClip, szAmmo )
- if( szWeapID == CSW_AK47 && g_HasAk[id] == true && !g_hasZoom[id] == true)
- {
- g_hasZoom[id] = true
- cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
- emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
- }
- else if ( szWeapID == CSW_AK47 && g_HasAk[id] == true && g_hasZoom[id])
- {
- g_hasZoom[ id ] = false
- cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
- }
- }
- return PLUGIN_HANDLED
- }
- public make_tracer(id)
- {
- if (get_pcvar_num(cvar_goldbullets))
- {
- new clip,ammo
- new wpnid = get_user_weapon(id,clip,ammo)
- new pteam[16]
- get_user_team(id, pteam, 15)
- if ((bullets[id] > clip) && (wpnid == CSW_AK47) && g_HasAk[id])
- {
- new vec1[3], vec2[3]
- get_user_origin(id, vec1, 1) // origin; your camera point.
- get_user_origin(id, vec2, 3) // termina; where your bullet goes (4 is cs-only)
- //BEAMENTPOINTS
- message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
- write_byte (0) //TE_BEAMENTPOINTS 0
- write_coord(vec1[0])
- write_coord(vec1[1])
- write_coord(vec1[2])
- write_coord(vec2[0])
- write_coord(vec2[1])
- write_coord(vec2[2])
- write_short( m_spriteTexture )
- write_byte(1) // framestart
- write_byte(5) // framerate
- write_byte(2) // life
- write_byte(10) // width
- write_byte(0) // noise
- write_byte( 255 ) // R
- write_byte( 215 ) // G
- write_byte( 0 ) // B
- write_byte(200) // Alpha
- write_byte(150) // speed
- message_end()
- }
- bullets[id] = clip
- }
- }
- public fw_SetModel(entity, model[])
- {
- if(!is_valid_ent(entity)) // Entity is not valid
- return FMRES_IGNORED;
- if(!equal(model, "models/w_ak47.mdl")) // Entity model is not w_ak47
- return FMRES_IGNORED;
- static szClassName[33] // Get classname
- entity_get_string(entity, EV_SZ_classname, szClassName, charsmax(szClassName))
- if(!equal(szClassName, "weaponbox")) // Not a Weapon box
- return FMRES_IGNORED
- static iOwner, iStoredGalilID // Some vars
- iOwner = entity_get_edict(entity, EV_ENT_owner) // Get owner
- iStoredGalilID = find_ent_by_owner(-1, "weapon_ak47", entity) // Get drop weapon index (galil) to use in fw_Galil_AddToPlayer forward
- if(g_HasAk[iOwner] && is_valid_ent(iStoredGalilID)) // Entity classname is weaponbox, and galil has founded
- {
- entity_set_int(iStoredGalilID, EV_INT_impulse, 666) // Setting weapon options
- g_HasAk[iOwner] = false // Reset user vars
- entity_set_model(entity, AK_W_MODEL) // Set weaponbox new model
- return FMRES_SUPERCEDE
- }
- return FMRES_IGNORED
- }
- public fw_GAK47AddToPlayer(GAK47, id)
- {
- if( is_valid_ent(GAK47) && is_user_connected(id) && entity_get_int(GAK47, EV_INT_impulse) == 666) // Make sure that this is our gun
- {
- g_HasAk[id] = true
- entity_set_int(GAK47, EV_INT_impulse, 0)
- return HAM_HANDLED
- }
- return HAM_IGNORED
- }
He who fails to plan is planning to fail
OMG i need to update these 4 guns for the third time ?
lol i didn't update these 4 golden codes to latest and it's working fine without any problem.
It's not basic updates, you can use one in the pack without problems also (better to use latest posted).
He who fails to plan is planning to fail
Here: viewtopic.php?f=15&t=80
He who fails to plan is planning to fail
No just install all plugin you find in viewtopic.php?p=7362#p7362
He who fails to plan is planning to fail
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