Resolved special model

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sPe3doN
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special model

#1

Post by sPe3doN » 3 Weeks Ago

hi all
can someone change this plugin flag to VIP_A

Code: Select all

#include <zombie_escape>
#include <ze_levels>
// 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_1"
}
 
new const szAdminZombieModel[][] =
{
    "zombie_vip"
}
 
new const v_szAdminHumanKnifeModel[][] =
{
    "models/v_knife.mdl"
}
 
new const v_szAdminZombieKnifeModel[][] =
{
    "models/zombie_escape/v_knife_zombie_vip.mdl"
}
 
new const szHumanModel1[][] =
{
    "human_lvl15"
}
 
new const szHumanModel2[][] =
{
    "human_lvl25"
}
 
new const szHumanModel3[][] =
{
    "human_lvl50"
}
 
// Dynamic Arrays: Models
new Array:g_szAdminHumanModel, Array:g_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel,
Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3
 
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)
    g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
    g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
    g_szHumanModel3 = ArrayCreate(PLAYERMODEL_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)
    amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
    amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
    amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
   
    // 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)
    }
   
    if(ArraySize(g_szHumanModel1) == 0)
    {
        for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
            ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
       
        // Save to external file
        amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
    }
   
    if(ArraySize(g_szHumanModel2) == 0)
    {
        for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
            ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
       
        // Save to external file
        amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
    }
   
    if(ArraySize(g_szHumanModel3) == 0)
    {
        for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
            ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
       
        // Save to external file
        amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
    }
 
    // 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_szHumanModel1); iIndex++)
    {
        ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel))
        formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
        precache_model(szModelPath)
    }
   
    for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++)
    {
        ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel))
        formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
        precache_model(szModelPath)
    }
   
    for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++)
    {
        ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel))
        formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
        precache_model(szModelPath)
    }
   
    for (iIndex = 0; iIndex < ArraySize(g_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)
    }
    else
    {
        // Rest Player Model (Model Randomly)
        switch(ze_get_user_level(id))
        {
            case 0..14:
            {
                ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
                rg_set_user_model(id, szPlayerModel)
            }
            case 15..24:
            {
                ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
                rg_set_user_model(id, szPlayerModel)
            }
            case 49..61:
            {
                ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
                rg_set_user_model(id, szPlayerModel)
            }
        }
    }
}
 
public ze_user_infected(iVictim, iInfector)
{
    if(!is_user_alive(iVictim))
        return
       
    // Set Zombie Models
    new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
   
    // Player Admin?
    if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS)
    {
        // Set Zombie Admin Model
        ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
        rg_set_user_model(iVictim, szPlayerModel)
       
        // Set Admin Zombie Knife Model
        ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
        cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
        cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
    }
}

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Raheem
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#2

Post by Raheem » 3 Weeks Ago

Hey, here it's:

  1. #include <zombie_escape>
  2. #include <ze_levels>
  3. #include <ze_vip>
  4.  
  5. // Setting File
  6. new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
  7.  
  8. // Defines
  9. #define MODEL_MAX_LENGTH 64
  10. #define PLAYERMODEL_MAX_LENGTH 32
  11. #define ACCESS_MAX_LENGTH 32
  12. #define ADMIN_MODELS_ACCESS VIP_A
  13.  
  14. // Default Models
  15. new const szAdminHumanModel[][] =
  16. {
  17.     "VIP_1"
  18. }
  19.  
  20. new const szAdminZombieModel[][] =
  21. {
  22.     "zombie_vip"
  23. }
  24.  
  25. new const v_szAdminHumanKnifeModel[][] =
  26. {
  27.     "models/v_knife.mdl"
  28. }
  29.  
  30. new const v_szAdminZombieKnifeModel[][] =
  31. {
  32.     "models/zombie_escape/v_knife_zombie_vip.mdl"
  33. }
  34.  
  35. new const szHumanModel1[][] =
  36. {
  37.     "human_lvl15"
  38. }
  39.  
  40. new const szHumanModel2[][] =
  41. {
  42.     "human_lvl25"
  43. }
  44.  
  45. new const szHumanModel3[][] =
  46. {
  47.     "human_lvl50"
  48. }
  49.  
  50. // Dynamic Arrays: Models
  51. new Array:g_szAdminHumanModel, Array:g_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel,
  52. Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3
  53.  
  54. public plugin_init()
  55. {
  56.     register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
  57. }
  58.  
  59. public plugin_precache()
  60. {
  61.     // Initialize Arrays
  62.     g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  63.     g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  64.     g_v_szAdminHumanKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
  65.     g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
  66.     g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  67.     g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  68.     g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
  69.    
  70.     // Load From External File
  71.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szAdminHumanModel)
  72.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
  73.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
  74.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
  75.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
  76.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
  77.     amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
  78.    
  79.     // Load our Default Values
  80.     new iIndex
  81.    
  82.     if(ArraySize(g_szAdminHumanModel) == 0)
  83.     {
  84.         for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++)
  85.             ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
  86.        
  87.         // Save to external file
  88.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szAdminHumanModel)
  89.     }
  90.    
  91.     if(ArraySize(g_szAdminZombieModel) == 0)
  92.     {
  93.         for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
  94.             ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])
  95.        
  96.         // Save to external file
  97.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
  98.     }
  99.    
  100.     if(ArraySize(g_v_szAdminHumanKnifeModel) == 0)
  101.     {
  102.         for(iIndex = 0; iIndex < sizeof v_szAdminHumanKnifeModel; iIndex++)
  103.             ArrayPushString(g_v_szAdminHumanKnifeModel, v_szAdminHumanKnifeModel[iIndex])
  104.        
  105.         // Save to external file
  106.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
  107.     }
  108.    
  109.     if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
  110.     {
  111.         for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
  112.             ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])
  113.        
  114.         // Save to external file
  115.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
  116.     }
  117.    
  118.     if(ArraySize(g_szHumanModel1) == 0)
  119.     {
  120.         for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
  121.             ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
  122.        
  123.         // Save to external file
  124.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
  125.     }
  126.    
  127.     if(ArraySize(g_szHumanModel2) == 0)
  128.     {
  129.         for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
  130.             ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
  131.        
  132.         // Save to external file
  133.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
  134.     }
  135.    
  136.     if(ArraySize(g_szHumanModel3) == 0)
  137.     {
  138.         for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
  139.             ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
  140.        
  141.         // Save to external file
  142.         amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
  143.     }
  144.  
  145.     // Precache
  146.     new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
  147.    
  148.     for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++)
  149.     {
  150.         ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
  151.         formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
  152.         precache_model(szModelPath)
  153.     }
  154.    
  155.     for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
  156.     {
  157.         ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
  158.         formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
  159.         precache_model(szModelPath)
  160.     }
  161.    
  162.     for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++)
  163.     {
  164.         ArrayGetString(g_szHumanModel1, 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_szHumanModel2); iIndex++)
  170.     {
  171.         ArrayGetString(g_szHumanModel2, 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_szHumanModel3); iIndex++)
  177.     {
  178.         ArrayGetString(g_szHumanModel3, 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_v_szAdminHumanKnifeModel); iIndex++)
  184.     {
  185.         ArrayGetString(g_v_szAdminHumanKnifeModel, iIndex, szModel, charsmax(szModel))
  186.         precache_model(szModel)
  187.     }
  188.    
  189.     for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
  190.     {
  191.         ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
  192.         precache_model(szModel)
  193.     }
  194. }
  195.  
  196. public ze_user_humanized(id)
  197. {
  198.     if(ze_is_user_zombie(id) || !is_user_alive(id))
  199.         return
  200.        
  201.     new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
  202.  
  203.     // Player Admin?
  204.      if(ze_get_vip_flags(id) & ADMIN_MODELS_ACCESS)
  205.     {
  206.         // Set Admin Human Model
  207.         ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
  208.         rg_set_user_model(id, szPlayerModel)
  209.        
  210.         // Set Admin Human Knife Model
  211.         ArrayGetString(g_v_szAdminHumanKnifeModel, random_num(0, ArraySize(g_v_szAdminHumanKnifeModel) - 1), szModel, charsmax(szModel))
  212.         cs_set_player_view_model(id, CSW_KNIFE, szModel)
  213.     }
  214.     else
  215.     {
  216.         // Rest Player Model (Model Randomly)
  217.         switch(ze_get_user_level(id))
  218.         {
  219.             case 0..14:
  220.             {
  221.                 ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
  222.                 rg_set_user_model(id, szPlayerModel)
  223.             }
  224.             case 15..24:
  225.             {
  226.                 ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
  227.                 rg_set_user_model(id, szPlayerModel)
  228.             }
  229.             case 49..61:
  230.             {
  231.                 ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
  232.                 rg_set_user_model(id, szPlayerModel)
  233.             }
  234.         }
  235.     }
  236. }
  237.  
  238. public ze_user_infected(iVictim, iInfector)
  239. {
  240.     if(!is_user_alive(iVictim))
  241.         return
  242.        
  243.     // Set Zombie Models
  244.     new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
  245.    
  246.     // Player Admin?
  247.     if(ze_get_vip_flags(iVictim) & ADMIN_MODELS_ACCESS)
  248.     {
  249.         // Set Zombie Admin Model
  250.         ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
  251.         rg_set_user_model(iVictim, szPlayerModel)
  252.        
  253.         // Set Admin Zombie Knife Model
  254.         ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
  255.         cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
  256.         cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
  257.     }
  258. }
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sPe3doN (1 Week Ago)
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