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Re: Nemesis Round

Posted: 18 Jun 2019, 16:39
by Night Fury
1) Let's assume that mp_maxrounds cvar is 0
From your code:
  1. if(RoundLimit - RoundCount == random_num(Min,Max))
So while min & max are positive values, roundlimit which is 0, its below code will never be executed.


2)
  1. precache_model(v_model)
v_model is not defined so error while compiling.


3)
  1. cs_set_user_model(id, "Kaya_Co-Owner_Zombie")
This model is not precached & we use rg_set_user_model not cs_set_user_model.


4)
  1. precache_model("models/player/Nemesis_Zombie/Nemesis_Zombie.mdl")
You precached the model and didn't use it.


5) From your code:
  1. g_maxplayers = get_maxplayers()
  1. if (g_maxplayers > 0)
From THE API OF THE AMXMODX:
Returns the maxplayers setting of the current server, that is how many
clients it supports.

6)
  1. for (id = 0; id <= g_maxplayers; id++)
You didn't skip dead & not connected players which would result into error with invalid ids.


7)
  1. register_event("DeathMsg", "deathmsg", "a")
  2.                 register_event("CurWeapon", "CurWeapon", "be", "1=1")
Why didn't you register them in plugin_init() ?!


8)
  1. if(ze_is_user_zombie(id) && get_user_weapon(id)==CSW_KNIFE)
By this code, you just change the model of any zombie's claws.


9)
  1. public deathmsg(id)
  2. {  
  3.     new g_attacker = read_data(1);
  4.     new g_victim = read_data(2);
  5.    
  6.     if((1 <= g_attacker <= g_maxplayers))
  7.     {
  8.         if(g_victim != g_attacker)
  9.         {
  10.             user_silentkill(g_victim)
  11.         }
  12.     }
  13. }
This code is meaningless.

Re: Nemesis Round

Posted: 18 Jun 2019, 18:42
by Muhammet20
Jack GamePlay wrote: 4 years ago 1) Let's assume that mp_maxrounds cvar is 0
From your code:
  1. if(RoundLimit - RoundCount == random_num(Min,Max))
So while min & max are positive values, roundlimit which is 0, its below code will never be executed.


2)
  1. precache_model(v_model)
v_model is not defined so error while compiling.


3)
  1. cs_set_user_model(id, "Kaya_Co-Owner_Zombie")
This model is not precached & we use rg_set_user_model not cs_set_user_model.


4)
  1. precache_model("models/player/Nemesis_Zombie/Nemesis_Zombie.mdl")
You precached the model and didn't use it.


5) From your code:
  1. g_maxplayers = get_maxplayers()
  1. if (g_maxplayers > 0)
From THE API OF THE AMXMODX:
Returns the maxplayers setting of the current server, that is how many
clients it supports.

6)
  1. for (id = 0; id <= g_maxplayers; id++)
You didn't skip dead & not connected players which would result into error with invalid ids.


7)
  1. register_event("DeathMsg", "deathmsg", "a")
  2.                 register_event("CurWeapon", "CurWeapon", "be", "1=1")
Why didn't you register them in plugin_init() ?!


8)
  1. if(ze_is_user_zombie(id) && get_user_weapon(id)==CSW_KNIFE)
By this code, you just change the model of any zombie's claws.


9)
  1. public deathmsg(id)
  2. {  
  3.     new g_attacker = read_data(1);
  4.     new g_victim = read_data(2);
  5.    
  6.     if((1 <= g_attacker <= g_maxplayers))
  7.     {
  8.         if(g_victim != g_attacker)
  9.         {
  10.             user_silentkill(g_victim)
  11.         }
  12.     }
  13. }
This code is meaningless.
I saw the all you said is Right
but the 9th i don't understand it

Re: Nemesis Round

Posted: 18 Jun 2019, 18:44
by Muhammet20
Ok i will work on it more , and i will make another version

Re: Nemesis Round

Posted: 19 Jun 2019, 12:17
by z0h1r-LK
NiiiiiiiiiiiiiiCe
Bro
I can add an adjustment in the plugin

Re: Nemesis Round

Posted: 19 Jun 2019, 18:41
by Muhammet20
lizoumapper wrote: 4 years ago NiiiiiiiiiiiiiiCe
Bro
I can add an adjustment in the plugin
I Fixed so much bugs with @Jack's help
and still adding somethings + testing

i will make another version better than this

Re: [Updated] Nemesis Round v1.1

Posted: 19 Jun 2019, 19:56
by Muhammet20
Fixed all bugs and problems and added longjump plugin

Re: [Updated] Nemesis Round v1.1

Posted: 20 Jun 2019, 15:11
by Night Fury
For real, have you tested this plugin?

Re: [Updated] Nemesis Round v1.1

Posted: 20 Jun 2019, 16:00
by Muhammet20
Jack GamePlay wrote: 4 years ago For real, have you tested this plugin?
yes and it's working , do you see any false ?

Re: [Updated] Nemesis Round v1.1

Posted: 21 Jun 2019, 08:57
by Raheem
Hello,

The nemesis will infect or kill players? It should kill but i can't find the usage of: ze_user_infected_pre() forward. Explain me how this will works.

Also upload files on our website better than using external links like Mediafire.

Re: [Updated] Nemesis Round v1.1

Posted: 21 Jun 2019, 20:31
by Muhammet20
Raheem wrote: 4 years ago Hello,

The nemesis will infect or kill players? It should kill but i can't find the usage of: ze_user_infected_pre() forward. Explain me how this will works.

Also upload files on our website better than using external links like Mediafire.
ok i will edit it

Re: [Updated] Nemesis Round v1.1

Posted: 23 Jun 2019, 12:38
by Muhammet20
Raheem wrote: 4 years ago Hello,

The nemesis will infect or kill players? It should kill but i can't find the usage of: ze_user_infected_pre() forward. Explain me how this will works.

Also upload files on our website better than using external links like Mediafire.
done.

Re: [Updated] Nemesis Round v1.1

Posted: 24 Jun 2019, 10:30
by Raheem
So bro the nemesis should kill humans now? or infect them?

Re: [Updated] Nemesis Round v1.1

Posted: 24 Jun 2019, 20:31
by Muhammet20
Raheem wrote: 4 years ago So bro the nemesis should kill humans now? or infect them?
kill

Re: [Updated] Nemesis Round v1.1

Posted: 25 Jun 2019, 10:06
by Raheem
Here added some missing things, try it and if it's OK update your post with it.

  1. /*
  2. Version 1.1:
  3. What is News ?
  4.  
  5. 1- Added Lonjump Plugin To Nemsesis Zombies
  6. 2- The Nemesis round now is in the last round
  7. 3- Fixed Bugs & Some Problems
  8.  
  9. And Special thanks to Jack Gameplay
  10. */
  11.  
  12.  
  13. #include <zombie_escape>
  14.  
  15. new MaxRounds
  16. new RoundCount
  17. new g_maxplayers
  18.  
  19. native give_longjump(id)
  20.  
  21. new const v_model[] = "models/zombie_escape/Nemesis_Claws.mdl"
  22. new const g_szNemsisModel[] = "Nemesis_Zombie"
  23.  
  24.  
  25. public plugin_init()
  26. {
  27.     register_plugin("[ZE] Nemsis round", "1.1", "Kaya Gaming")
  28.    
  29.     register_event("TextMsg", "new_map_or_restart", "a", "2&#Game_C", "2&#Game_w")
  30.    
  31.     MaxRounds = get_cvar_pointer("mp_maxrounds")
  32.     g_maxplayers = get_maxplayers()
  33.    
  34. }
  35.  
  36. public plugin_precache()
  37. {
  38.     precache_model(v_model)
  39.     formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", g_szNemsisModel, g_szNemsisModel)
  40.     precache_model(szModelPath)
  41. }
  42.  
  43. public ze_roundend()
  44. {
  45.     RoundCount++
  46. }
  47.  
  48. public new_map_or_restart()
  49. {
  50.     RoundCount = 0
  51. }
  52.  
  53. public ze_zombie_appear(id)
  54. {
  55.     if(get_pcvar_num(MaxRounds) - RoundCount == 1)
  56.     {
  57.         set_task(0.01, "models", id)
  58.         claws_model(id)
  59.         messages(id)
  60.         give_longjump(id)
  61.        
  62.     }
  63. }
  64.  
  65. public ze_user_infected_pre(iVictim, iInfector, iDamage)
  66. {
  67.     if(get_pcvar_num(MaxRounds) - RoundCount != 1)
  68.         return
  69.        
  70.     new g_attacker = read_data(1);
  71.     new g_victim = read_data(2);
  72.    
  73.     if(g_victim != g_attacker && ze_is_user_zombie(g_attacker))
  74.     {
  75.         set_task(0.01, "kill_no_infect", g_victim)
  76.         return 1;
  77.     }
  78. }
  79.  
  80. public kill_no_infect(id)
  81. {
  82.     user_silentkill(id)
  83. }
  84.  
  85. public models(id)
  86. {
  87.     if(ze_is_user_zombie(id) && get_pcvar_num(MaxRounds) - RoundCount == 1)
  88.     {
  89.         rg_reset_user_model(id)
  90.         rg_set_user_model(id, g_szNemsisModel)
  91.     }
  92. }
  93.  
  94. public messages(id)
  95. {
  96.     PlaySound(id, "zombie_escape/Nemesis_scream.wav")
  97. }
  98.  
  99. public claws_model(id)
  100. {
  101.     if(get_pcvar_num(MaxRounds) - RoundCount == 1 && get_user_weapon(id) == CSW_KNIFE && ze_is_user_zombie(id))
  102.     {
  103.         rg_give_item(id, "weapon_knife")
  104.         set_pev(id, pev_viewmodel2, v_model)
  105.         set_pev(id, pev_weaponmodel2, "")
  106.     }
  107. }

Re: [Updated] Nemesis Round v1.1

Posted: 25 Jun 2019, 11:51
by czirimbolo
Does it have some extra abilities or only longjump?

Re: [Updated] Nemesis Round v1.1

Posted: 25 Jun 2019, 13:22
by Muhammet20
czirimbolo wrote: 4 years ago Does it have some extra abilities or only longjump?
kill + longjump

Re: [Updated] Nemesis Round v1.1

Posted: 25 Jun 2019, 13:29
by Muhammet20
Raheem wrote: 4 years ago Here added some missing things, try it and if it's OK update your post with it.

  1. /*
  2. Version 1.1:
  3. What is News ?
  4.  
  5. 1- Added Lonjump Plugin To Nemsesis Zombies
  6. 2- The Nemesis round now is in the last round
  7. 3- Fixed Bugs & Some Problems
  8.  
  9. And Special thanks to Jack Gameplay
  10. */
  11.  
  12.  
  13. #include <zombie_escape>
  14.  
  15. new MaxRounds
  16. new RoundCount
  17. new g_maxplayers
  18.  
  19. native give_longjump(id)
  20.  
  21. new const v_model[] = "models/zombie_escape/Nemesis_Claws.mdl"
  22. new const g_szNemsisModel[] = "Nemesis_Zombie"
  23.  
  24.  
  25. public plugin_init()
  26. {
  27.     register_plugin("[ZE] Nemsis round", "1.1", "Kaya Gaming")
  28.    
  29.     register_event("TextMsg", "new_map_or_restart", "a", "2&#Game_C", "2&#Game_w")
  30.    
  31.     MaxRounds = get_cvar_pointer("mp_maxrounds")
  32.     g_maxplayers = get_maxplayers()
  33.    
  34. }
  35.  
  36. public plugin_precache()
  37. {
  38.     precache_model(v_model)
  39.     formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", g_szNemsisModel, g_szNemsisModel)
  40.     precache_model(szModelPath)
  41. }
  42.  
  43. public ze_roundend()
  44. {
  45.     RoundCount++
  46. }
  47.  
  48. public new_map_or_restart()
  49. {
  50.     RoundCount = 0
  51. }
  52.  
  53. public ze_zombie_appear(id)
  54. {
  55.     if(get_pcvar_num(MaxRounds) - RoundCount == 1)
  56.     {
  57.         set_task(0.01, "models", id)
  58.         claws_model(id)
  59.         messages(id)
  60.         give_longjump(id)
  61.        
  62.     }
  63. }
  64.  
  65. public ze_user_infected_pre(iVictim, iInfector, iDamage)
  66. {
  67.     if(get_pcvar_num(MaxRounds) - RoundCount != 1)
  68.         return
  69.        
  70.     new g_attacker = read_data(1);
  71.     new g_victim = read_data(2);
  72.    
  73.     if(g_victim != g_attacker && ze_is_user_zombie(g_attacker))
  74.     {
  75.         set_task(0.01, "kill_no_infect", g_victim)
  76.         return 1;
  77.     }
  78. }
  79.  
  80. public kill_no_infect(id)
  81. {
  82.     user_silentkill(id)
  83. }
  84.  
  85. public models(id)
  86. {
  87.     if(ze_is_user_zombie(id) && get_pcvar_num(MaxRounds) - RoundCount == 1)
  88.     {
  89.         rg_reset_user_model(id)
  90.         rg_set_user_model(id, g_szNemsisModel)
  91.     }
  92. }
  93.  
  94. public messages(id)
  95. {
  96.     PlaySound(id, "zombie_escape/Nemesis_scream.wav")
  97. }
  98.  
  99. public claws_model(id)
  100. {
  101.     if(get_pcvar_num(MaxRounds) - RoundCount == 1 && get_user_weapon(id) == CSW_KNIFE && ze_is_user_zombie(id))
  102.     {
  103.         rg_give_item(id, "weapon_knife")
  104.         set_pev(id, pev_viewmodel2, v_model)
  105.         set_pev(id, pev_weaponmodel2, "")
  106.     }
  107. }
you just forgot this new szModelPath[32] so other things working success
Updated.

Re: [Updated] Nemesis Round v1.1

Posted: 25 Jun 2019, 17:01
by Raheem
OK, marked as approved.

Re: [Updated] Nemesis Round v1.1

Posted: 29 Jun 2019, 16:53
by z0h1r-LK
but this not nemesis true
nemesis have long jump & high health & high damage & red glow & red arena & red niv & nemesis i kill not infect
there cvars lonhjump hp and glow & damage ...

Re: [Updated] Nemesis Round v1.1

Posted: 29 Jun 2019, 16:56
by z0h1r-LK
An enemy does not come in a final round
A random choice once a zombie tour once is a tour nemesis
i remember cvar in zp (zp_nemesis_chance 20)