Plugin Available the special models plugin

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Mystic Viper
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the special models plugin

#1

Post by Mystic Viper » 1 Month Ago

Hi everyone! I want Jack please to edit the plugin because i want all default models for HUMANS i mean this: arctic , guerilla , leet , terror , gign , gsg9 , sas , urban
not other models for humans, just this default but i heard this plugin is for only 4 models not for all, i mean 8 models this: arctic , guerilla , leet , terror , gign , gsg9 , sas , urban

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Jack GamePlay
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#2

Post by Jack GamePlay » 1 Month Ago

Your code?

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Mystic Viper
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#3

Post by Mystic Viper » 1 Month Ago

  1. #include <zombie_escape>
  2.  
  3. // Setting File
  4. new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
  5.  
  6. // Defines
  7. #define MODEL_MAX_LENGTH 64
  8. #define PLAYERMODEL_MAX_LENGTH 32
  9. #define ACCESS_MAX_LENGTH 32
  10. #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_H
  11.  
  12. // Default Models
  13. new const szAdminHumanModel[][] =
  14. {
  15.     "vip"
  16. }
  17.  
  18. new const szAdminZombieModel[][] =
  19. {
  20.     "zombie_admin"
  21. }
  22.  
  23. new const v_szAdminHumanKnifeModel[][] =
  24. {
  25.     "models/zombie_escape/v_knife_human_admin.mdl"
  26. }
  27.  
  28. new const v_szAdminZombieKnifeModel[][] =
  29. {
  30.     "models/zombie_escape/v_knife_zombie_admin.mdl"
  31. }
  32.  
  33. new const szHumanModel1[][] =
  34. {
  35.     "human1"
  36. }
  37.  
  38. new const szHumanModel2[][] =
  39. {
  40.     "human2"
  41. }
  42.  
  43. new const szHumanModel3[][] =
  44. {
  45.     "human3"
  46. }
  47.  
  48. new const szHumanModel4[][] =
  49. {
  50.     "human4"
  51. }
  52.  
  53. // Dynamic Arrays: Models
  54. new Array:g_szAdminHumanModel, Array:g_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel,
  55. Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4
  56.  
  57. public plugin_init()
  58. {
  59.     register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
  60. }
  61.  
  62. public plugin_precache()
  63. {
  64.     // Initialize Arrays
  65.     g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  66.     g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  67.     g_v_szAdminHumanKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
  68.     g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
  69.     g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  70.     g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  71.     g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  72.     g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  73.    
  74.     // Load From External File
  75.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szAdminHumanModel)
  76.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
  77.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
  78.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
  79.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
  80.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
  81.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
  82.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
  83.    
  84.     // Load our Default Values
  85.     new iIndex
  86.    
  87.     if(ArraySize(g_szAdminHumanModel) == 0)
  88.     {
  89.         for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++)
  90.             ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
  91.        
  92.         // Save to external file
  93.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szAdminHumanModel)
  94.     }
  95.    
  96.     if(ArraySize(g_szAdminZombieModel) == 0)
  97.     {
  98.         for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
  99.             ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])
  100.        
  101.         // Save to external file
  102.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
  103.     }
  104.    
  105.     if(ArraySize(g_v_szAdminHumanKnifeModel) == 0)
  106.     {
  107.         for(iIndex = 0; iIndex < sizeof v_szAdminHumanKnifeModel; iIndex++)
  108.             ArrayPushString(g_v_szAdminHumanKnifeModel, v_szAdminHumanKnifeModel[iIndex])
  109.        
  110.         // Save to external file
  111.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
  112.     }
  113.    
  114.     if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
  115.     {
  116.         for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
  117.             ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])
  118.        
  119.         // Save to external file
  120.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
  121.     }
  122.    
  123.     if(ArraySize(g_szHumanModel1) == 0)
  124.     {
  125.         for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
  126.             ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
  127.        
  128.         // Save to external file
  129.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
  130.     }
  131.    
  132.     if(ArraySize(g_szHumanModel2) == 0)
  133.     {
  134.         for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
  135.             ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
  136.        
  137.         // Save to external file
  138.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
  139.     }
  140.    
  141.     if(ArraySize(g_szHumanModel3) == 0)
  142.     {
  143.         for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
  144.             ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
  145.        
  146.         // Save to external file
  147.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
  148.     }
  149.    
  150.     if(ArraySize(g_szHumanModel4) == 0)
  151.     {
  152.         for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++)
  153.             ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex])
  154.        
  155.         // Save to external file
  156.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
  157.     }
  158.  
  159.     // Precache
  160.     new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
  161.    
  162.     for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++)
  163.     {
  164.         ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
  165.         formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
  166.         precache_model(szModelPath)
  167.     }
  168.    
  169.     for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
  170.     {
  171.         ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
  172.         formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
  173.         precache_model(szModelPath)
  174.     }
  175.    
  176.     for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++)
  177.     {
  178.         ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel))
  179.         formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
  180.         precache_model(szModelPath)
  181.     }
  182.    
  183.     for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++)
  184.     {
  185.         ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel))
  186.         formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
  187.         precache_model(szModelPath)
  188.     }
  189.    
  190.     for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++)
  191.     {
  192.         ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel))
  193.         formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
  194.         precache_model(szModelPath)
  195.     }
  196.    
  197.     for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++)
  198.     {
  199.         ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel))
  200.         formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
  201.         precache_model(szModelPath)
  202.     }
  203.    
  204.     for (iIndex = 0; iIndex < ArraySize(g_v_szAdminHumanKnifeModel); iIndex++)
  205.     {
  206.         ArrayGetString(g_v_szAdminHumanKnifeModel, iIndex, szModel, charsmax(szModel))
  207.         precache_model(szModel)
  208.     }
  209.    
  210.     for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
  211.     {
  212.         ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
  213.         precache_model(szModel)
  214.     }
  215. }
  216.  
  217. public ze_user_humanized(id)
  218. {
  219.     if(ze_is_user_zombie(id) || !is_user_alive(id))
  220.         return
  221.        
  222.     new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
  223.  
  224.     // Player Admin?
  225.     if(get_user_flags(id) & ADMIN_MODELS_ACCESS)
  226.     {
  227.         // Set Admin Human Model
  228.         ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
  229.         rg_set_user_model(id, szPlayerModel)
  230.        
  231.         // Set Admin Human Knife Model
  232.         ArrayGetString(g_v_szAdminHumanKnifeModel, random_num(0, ArraySize(g_v_szAdminHumanKnifeModel) - 1), szModel, charsmax(szModel))
  233.         cs_set_player_view_model(id, CSW_KNIFE, szModel)
  234.     }
  235.     else
  236.     {
  237.         // Rest Player Model (Model Randomly)
  238.         switch(random_num(0, 130))
  239.         {
  240.             case 0..30:
  241.             {
  242.                 ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
  243.                 rg_set_user_model(id, szPlayerModel)
  244.             }
  245.             case 31..70:
  246.             {
  247.                 ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
  248.                 rg_set_user_model(id, szPlayerModel)
  249.             }
  250.             case 71..100:
  251.             {
  252.                 ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
  253.                 rg_set_user_model(id, szPlayerModel)
  254.             }
  255.             case 101..130:
  256.             {
  257.                 ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
  258.                 rg_set_user_model(id, szPlayerModel)
  259.             }
  260.         }
  261.     }
  262. }
  263.  
  264. public ze_user_infected(iVictim, iInfector)
  265. {
  266.     if(!is_user_alive(iVictim))
  267.         return
  268.        
  269.     // Set Zombie Models
  270.     new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
  271.    
  272.     // Player Admin?
  273.     if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS)
  274.     {
  275.         // Set Zombie Admin Model
  276.         ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
  277.         rg_set_user_model(iVictim, szPlayerModel)
  278.        
  279.         // Set Admin Zombie Knife Model
  280.         ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
  281.         cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
  282.         cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
  283.     }
  284. }

Mystic Viper
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#4

Post by Mystic Viper » 1 Month Ago

up

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#5

Post by Mystic Viper » 1 Month Ago

up pls

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Jack GamePlay
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#6

Post by Jack GamePlay » 1 Month Ago

Next time use code tags.
Don't bump before at least 6 hours.
Try:

Code: Select all

#include <zombie_escape>

// Setting File
new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"

// Defines
#define MODEL_MAX_LENGTH 64
#define PLAYERMODEL_MAX_LENGTH 32
#define ACCESS_MAX_LENGTH 32
#define ADMIN_MODELS_ACCESS ADMIN_LEVEL_H

// Default Models
new const szAdminHumanModel[][] = 
{
"vip"
}

new const szAdminZombieModel[][] = 
{
"zombie_admin"
}

new const v_szAdminHumanKnifeModel[][] = 
{
"models/zombie_escape/v_knife_human_admin.mdl"
}

new const v_szAdminZombieKnifeModel[][] = 
{
"models/zombie_escape/v_knife_zombie_admin.mdl"
}

// Dynamic Arrays: Models
new Array:g_szAdminHumanModel, Array:g_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel

public plugin_init()
{
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
}

public plugin_precache()
{
// Initialize Arrays
g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_v_szAdminHumanKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)

// Load From External File
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szAdminHumanModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)

// Load our Default Values
new iIndex

if(ArraySize(g_szAdminHumanModel) == 0)
{
for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++)
ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])

// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szAdminHumanModel)
}

if(ArraySize(g_szAdminZombieModel) == 0)
{
for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])

// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
}

if(ArraySize(g_v_szAdminHumanKnifeModel) == 0)
{
for(iIndex = 0; iIndex < sizeof v_szAdminHumanKnifeModel; iIndex++)
ArrayPushString(g_v_szAdminHumanKnifeModel, v_szAdminHumanKnifeModel[iIndex])

// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
}

if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
{
for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])

// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
}

// Precache
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]

for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++)
{
ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}

for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
{
ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}

for (iIndex = 0; iIndex < ArraySize(g_v_szAdminHumanKnifeModel); iIndex++)
{
ArrayGetString(g_v_szAdminHumanKnifeModel, iIndex, szModel, charsmax(szModel))
precache_model(szModel)
}

for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
{
ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
precache_model(szModel)
}
}

public ze_user_humanized(id)
{
if(ze_is_user_zombie(id) || !is_user_alive(id))
return

new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]

// Player Admin?
if(get_user_flags(id) & ADMIN_MODELS_ACCESS)
{
// Set Admin Human Model
ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)

// Set Admin Human Knife Model
ArrayGetString(g_v_szAdminHumanKnifeModel, random_num(0, ArraySize(g_v_szAdminHumanKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(id, CSW_KNIFE, szModel)
}
}

public ze_user_infected(iVictim, iInfector)
{
if(!is_user_alive(iVictim))
return

// Set Zombie Models
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]

// Player Admin?
if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS)
{
// Set Zombie Admin Model
ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(iVictim, szPlayerModel)

// Set Admin Zombie Knife Model
ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
}
}
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Mystic Viper
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#7

Post by Mystic Viper » 1 Month Ago

I can't compile because for this error: scripting\ze_special_models.sma(33) : error 001: expected token: "}", but found "new"

//1 Error
//Could not locate output file compiled/ze_special_models.amx (compiled failed).

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Jack GamePlay
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#8

Post by Jack GamePlay » 1 Month Ago

Mystic Viper wrote:
1 Month Ago
I can't compile because for this error: scripting\ze_special_models.sma(33) : error 001: expected token: "}", but found "new"

//1 Error
//Could not locate output file compiled/ze_special_models.amx (compiled failed).
Updated the code: viewtopic.php?p=9004#p9004

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#9

Post by Mystic Viper » 1 Month Ago

worked ty

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