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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:
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)
v_model is not defined so error while compiling.
3)
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)
precache_model("models/player/Nemesis_Zombie/Nemesis_Zombie.mdl")
You precached the model and didn't use it.
5) From your code:
g_maxplayers = get_maxplayers()
From
THE API OF THE AMXMODX:
Returns the maxplayers setting of the current server, that is how many
clients it supports.
6)
for (id = 0; id <= g_maxplayers; id++)
You didn't skip dead & not connected players which would result into error with invalid ids.
7)
register_event("DeathMsg", "deathmsg", "a")
register_event("CurWeapon", "CurWeapon", "be", "1=1")
Why didn't you register them in plugin_init() ?!
8)
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)
public deathmsg(id)
{
new g_attacker = read_data(1);
new g_victim = read_data(2);
if((1 <= g_attacker <= g_maxplayers))
{
if(g_victim != g_attacker)
{
user_silentkill(g_victim)
}
}
}
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:
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)
v_model is not defined so error while compiling.
3)
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)
precache_model("models/player/Nemesis_Zombie/Nemesis_Zombie.mdl")
You precached the model and didn't use it.
5) From your code:
g_maxplayers = get_maxplayers()
From
THE API OF THE AMXMODX:
Returns the maxplayers setting of the current server, that is how many
clients it supports.
6)
for (id = 0; id <= g_maxplayers; id++)
You didn't skip dead & not connected players which would result into error with invalid ids.
7)
register_event("DeathMsg", "deathmsg", "a")
register_event("CurWeapon", "CurWeapon", "be", "1=1")
Why didn't you register them in plugin_init() ?!
8)
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)
public deathmsg(id)
{
new g_attacker = read_data(1);
new g_victim = read_data(2);
if((1 <= g_attacker <= g_maxplayers))
{
if(g_victim != g_attacker)
{
user_silentkill(g_victim)
}
}
}
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.
/*
Version 1.1:
What is News ?
1- Added Lonjump Plugin To Nemsesis Zombies
2- The Nemesis round now is in the last round
3- Fixed Bugs & Some Problems
And Special thanks to Jack Gameplay
*/
#include <zombie_escape>
new MaxRounds
new RoundCount
new g_maxplayers
native give_longjump(id)
new const v_model[] = "models/zombie_escape/Nemesis_Claws.mdl"
new const g_szNemsisModel[] = "Nemesis_Zombie"
public plugin_init()
{
register_plugin("[ZE] Nemsis round", "1.1", "Kaya Gaming")
register_event("TextMsg", "new_map_or_restart", "a", "2&#Game_C", "2&#Game_w")
MaxRounds = get_cvar_pointer("mp_maxrounds")
g_maxplayers = get_maxplayers()
}
public plugin_precache()
{
precache_model(v_model)
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", g_szNemsisModel, g_szNemsisModel)
precache_model(szModelPath)
}
public ze_roundend()
{
RoundCount++
}
public new_map_or_restart()
{
RoundCount = 0
}
public ze_zombie_appear(id)
{
if(get_pcvar_num(MaxRounds) - RoundCount == 1)
{
set_task(0.01, "models", id)
claws_model(id)
messages(id)
give_longjump(id)
}
}
public ze_user_infected_pre(iVictim, iInfector, iDamage)
{
if(get_pcvar_num(MaxRounds) - RoundCount != 1)
return
new g_attacker = read_data(1);
new g_victim = read_data(2);
if(g_victim != g_attacker && ze_is_user_zombie(g_attacker))
{
set_task(0.01, "kill_no_infect", g_victim)
return 1;
}
}
public kill_no_infect(id)
{
user_silentkill(id)
}
public models(id)
{
if(ze_is_user_zombie(id) && get_pcvar_num(MaxRounds) - RoundCount == 1)
{
rg_reset_user_model(id)
rg_set_user_model(id, g_szNemsisModel)
}
}
public messages(id)
{
PlaySound(id, "zombie_escape/Nemesis_scream.wav")
}
public claws_model(id)
{
if(get_pcvar_num(MaxRounds) - RoundCount == 1 && get_user_weapon(id) == CSW_KNIFE && ze_is_user_zombie(id))
{
rg_give_item(id, "weapon_knife")
set_pev(id, pev_viewmodel2, v_model)
set_pev(id, pev_weaponmodel2, "")
}
}
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.
/*
Version 1.1:
What is News ?
1- Added Lonjump Plugin To Nemsesis Zombies
2- The Nemesis round now is in the last round
3- Fixed Bugs & Some Problems
And Special thanks to Jack Gameplay
*/
#include <zombie_escape>
new MaxRounds
new RoundCount
new g_maxplayers
native give_longjump(id)
new const v_model[] = "models/zombie_escape/Nemesis_Claws.mdl"
new const g_szNemsisModel[] = "Nemesis_Zombie"
public plugin_init()
{
register_plugin("[ZE] Nemsis round", "1.1", "Kaya Gaming")
register_event("TextMsg", "new_map_or_restart", "a", "2&#Game_C", "2&#Game_w")
MaxRounds = get_cvar_pointer("mp_maxrounds")
g_maxplayers = get_maxplayers()
}
public plugin_precache()
{
precache_model(v_model)
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", g_szNemsisModel, g_szNemsisModel)
precache_model(szModelPath)
}
public ze_roundend()
{
RoundCount++
}
public new_map_or_restart()
{
RoundCount = 0
}
public ze_zombie_appear(id)
{
if(get_pcvar_num(MaxRounds) - RoundCount == 1)
{
set_task(0.01, "models", id)
claws_model(id)
messages(id)
give_longjump(id)
}
}
public ze_user_infected_pre(iVictim, iInfector, iDamage)
{
if(get_pcvar_num(MaxRounds) - RoundCount != 1)
return
new g_attacker = read_data(1);
new g_victim = read_data(2);
if(g_victim != g_attacker && ze_is_user_zombie(g_attacker))
{
set_task(0.01, "kill_no_infect", g_victim)
return 1;
}
}
public kill_no_infect(id)
{
user_silentkill(id)
}
public models(id)
{
if(ze_is_user_zombie(id) && get_pcvar_num(MaxRounds) - RoundCount == 1)
{
rg_reset_user_model(id)
rg_set_user_model(id, g_szNemsisModel)
}
}
public messages(id)
{
PlaySound(id, "zombie_escape/Nemesis_scream.wav")
}
public claws_model(id)
{
if(get_pcvar_num(MaxRounds) - RoundCount == 1 && get_user_weapon(id) == CSW_KNIFE && ze_is_user_zombie(id))
{
rg_give_item(id, "weapon_knife")
set_pev(id, pev_viewmodel2, v_model)
set_pev(id, pev_weaponmodel2, "")
}
}
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)