[ZE] Nemesis Round [Fixed]

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z0h1r-LK
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#11

Post by z0h1r-LK » 4 years ago

yes this :

Code: Select all

AMX Mod X Compiler 1.9.0.5241
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2013 AMX Mod X Team

Error: Undefined symbol "temp_string" on line 39
Error: Number of arguments does not match definition on line 39
Error: "sizeof" operator is invalid on "function" symbols on line 39
Error: Too many error messages on one line on line 39

Compilation aborted.
4 Errors.
Could not locate output file C:\Users\poste1\Desktop\ze_nemesis_models.amx (compile failed).


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#12

Post by z0h1r-LK » 4 years ago

ze_nemesis_models not compiler

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#13

Post by Muhammet20 » 4 years ago

okay now is night here in my country
tommorow i will fix it

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#14

Post by Raheem » 4 years ago

So which one working? Yours or [mention]lizoumapper[/mention] one? Got confused.
He who fails to plan is planning to fail

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#15

Post by z0h1r-LK » 4 years ago

@Raheem
This private created by Muhammet20
I help only

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#16

Post by Muhammet20 » 4 years ago

Raheem wrote: 4 years ago So which one working? Yours or @lizoumapper one? Got confused.
two plugins working
the difference is my plugin in a random round
and lizoumapper's plugin is in the first round

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#17

Post by Muhammet20 » 4 years ago

fixed, check again

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#18

Post by Muhammet20 » 4 years ago

@Raheem my plugin working with map time left and map rounds left

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#19

Post by z0h1r-LK » 4 years ago

@Muhammet20 your plugin is prefect
plugin is moved topic off ok that is bad nemesis in first round is not good
nice your fix all thing, are you fix ze_nemesis_mode not compiled

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#20

Post by Muhammet20 » 4 years ago

lizoumapper wrote: 4 years ago @Muhammet20 your plugin is prefect
plugin is moved topic off ok that is bad nemesis in first round is not good
nice your fix all thing, are you fix ze_nemesis_mode not compiled
yyes bro i fixed it i said check again
and thanks bro for this nice words :)

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#21

Post by z0h1r-LK » 4 years ago

Now compiled using this :

Code: Select all

#include <zombie_escape>
#include <fun>

new g_nemesis_round, g_cvar_nemesis_chance, g_cvar_nemesis_gravity, g_cvar_nemesis_health, g_cvar_nemesis_speed, g_cvar_nemesis_glow, g_cvar_nemesis_leap

native give_longjump(id)
public plugin_init()
{
	register_plugin("[ZE] Nemsis round", "1.0", "Kaya Gaming")	
	
	register_event("HLTV", "event_newround", "a", "1=0", "2=0")
	
	g_cvar_nemesis_chance = register_cvar("ze_nemesis_chance","20")
	g_cvar_nemesis_gravity = register_cvar("ze_nemesis_gravity","650")
	g_cvar_nemesis_health = register_cvar("ze_nemesis_health","30000")
	g_cvar_nemesis_speed = register_cvar("ze_nemesis_speed","330")
	g_cvar_nemesis_glow = register_cvar("ze_nemesis_glow","1")
	g_cvar_nemesis_leap = register_cvar("ze_nemesis_leap","1")
}
public plugin_natives()
{
	register_native("ze_is_nemesis_round","native_nemesis_round",1)
}
public native_nemesis_round(id)
{
	return g_nemesis_round
}
public ze_user_infected(iVictim)
{
	if(g_nemesis_round)
	{
		user_silentkill(iVictim)
	}
}
public event_newround(id)
{
	if(random_num(1, get_pcvar_num(g_cvar_nemesis_chance)) == 1)
	{
		g_nemesis_round = true
	}
}
public ze_zombie_appear()
{
	new id
	if(g_nemesis_round)
	{
		client_cmd(id,"spk zombie_escape/ze_nemesis.wav")
		set_dhudmessage(255, 0, 0, -1.0, 0.30, 0, 6.0, 6.0)
		show_dhudmessage(id, "===! Nemesis Round !===")
		if(ze_is_user_zombie(id))
		{
			nemesis_features(id)
		}
	}
}
public nemesis_features(id)
{
	// User Zombie ? Nemesis Round ?
	if(!ze_is_user_zombie(id) && !g_nemesis_round)
		return
	
	// Nemesis Glow
	if(get_pcvar_num(g_cvar_nemesis_glow) == 1)
		Set_Rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
		
	// Nemesis Leap Jump
	if(get_pcvar_num(g_cvar_nemesis_leap) == 1)
		give_longjump(id)
		
	// Nemesis Gravity
	set_user_gravity(id,get_pcvar_float(g_cvar_nemesis_gravity))
	
	// Nemesis Health
	set_user_health(id,get_pcvar_float(g_cvar_nemesis_health))
	
	// Nemesis Speed
	fm_set_user_speed(id,get_pcvar_float(g_cvar_nemesis_speed))
}
public ze_roundend(id)
{
	Set_Rendering(id)
	g_nemesis_round = false
}
stock fm_set_user_speed(id, Float:Speed)
{
	set_pev(id, pev_maxspeed, Speed)
}

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#22

Post by Muhammet20 » 4 years ago

lizoumapper wrote: 4 years ago Now compiled using this :

Code: Select all

#include <zombie_escape>
#include <fun>

new g_nemesis_round, g_cvar_nemesis_chance, g_cvar_nemesis_gravity, g_cvar_nemesis_health, g_cvar_nemesis_speed, g_cvar_nemesis_glow, g_cvar_nemesis_leap

native give_longjump(id)
public plugin_init()
{
	register_plugin("[ZE] Nemsis round", "1.0", "Kaya Gaming")	
	
	register_event("HLTV", "event_newround", "a", "1=0", "2=0")
	
	g_cvar_nemesis_chance = register_cvar("ze_nemesis_chance","20")
	g_cvar_nemesis_gravity = register_cvar("ze_nemesis_gravity","650")
	g_cvar_nemesis_health = register_cvar("ze_nemesis_health","30000")
	g_cvar_nemesis_speed = register_cvar("ze_nemesis_speed","330")
	g_cvar_nemesis_glow = register_cvar("ze_nemesis_glow","1")
	g_cvar_nemesis_leap = register_cvar("ze_nemesis_leap","1")
}
public plugin_natives()
{
	register_native("ze_is_nemesis_round","native_nemesis_round",1)
}
public native_nemesis_round(id)
{
	return g_nemesis_round
}
public ze_user_infected(iVictim)
{
	if(g_nemesis_round)
	{
		user_silentkill(iVictim)
	}
}
public event_newround(id)
{
	if(random_num(1, get_pcvar_num(g_cvar_nemesis_chance)) == 1)
	{
		g_nemesis_round = true
	}
}
public ze_zombie_appear()
{
	new id
	if(g_nemesis_round)
	{
		client_cmd(id,"spk zombie_escape/ze_nemesis.wav")
		set_dhudmessage(255, 0, 0, -1.0, 0.30, 0, 6.0, 6.0)
		show_dhudmessage(id, "===! Nemesis Round !===")
		if(ze_is_user_zombie(id))
		{
			nemesis_features(id)
		}
	}
}
public nemesis_features(id)
{
	// User Zombie ? Nemesis Round ?
	if(!ze_is_user_zombie(id) && !g_nemesis_round)
		return
	
	// Nemesis Glow
	if(get_pcvar_num(g_cvar_nemesis_glow) == 1)
		Set_Rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
		
	// Nemesis Leap Jump
	if(get_pcvar_num(g_cvar_nemesis_leap) == 1)
		give_longjump(id)
		
	// Nemesis Gravity
	set_user_gravity(id,get_pcvar_float(g_cvar_nemesis_gravity))
	
	// Nemesis Health
	set_user_health(id,get_pcvar_float(g_cvar_nemesis_health))
	
	// Nemesis Speed
	fm_set_user_speed(id,get_pcvar_float(g_cvar_nemesis_speed))
}
public ze_roundend(id)
{
	Set_Rendering(id)
	g_nemesis_round = false
}
stock fm_set_user_speed(id, Float:Speed)
{
	set_pev(id, pev_maxspeed, Speed)
}
compiling but i think this not works in game

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#23

Post by Muhammet20 » 4 years ago

lizoumapper wrote: 4 years ago Now compiled using this :

Code: Select all

#include <zombie_escape>
#include <fun>

new g_nemesis_round, g_cvar_nemesis_chance, g_cvar_nemesis_gravity, g_cvar_nemesis_health, g_cvar_nemesis_speed, g_cvar_nemesis_glow, g_cvar_nemesis_leap

native give_longjump(id)
public plugin_init()
{
	register_plugin("[ZE] Nemsis round", "1.0", "Kaya Gaming")	
	
	register_event("HLTV", "event_newround", "a", "1=0", "2=0")
	
	g_cvar_nemesis_chance = register_cvar("ze_nemesis_chance","20")
	g_cvar_nemesis_gravity = register_cvar("ze_nemesis_gravity","650")
	g_cvar_nemesis_health = register_cvar("ze_nemesis_health","30000")
	g_cvar_nemesis_speed = register_cvar("ze_nemesis_speed","330")
	g_cvar_nemesis_glow = register_cvar("ze_nemesis_glow","1")
	g_cvar_nemesis_leap = register_cvar("ze_nemesis_leap","1")
}
public plugin_natives()
{
	register_native("ze_is_nemesis_round","native_nemesis_round",1)
}
public native_nemesis_round(id)
{
	return g_nemesis_round
}
public ze_user_infected(iVictim)
{
	if(g_nemesis_round)
	{
		user_silentkill(iVictim)
	}
}
public event_newround(id)
{
	if(random_num(1, get_pcvar_num(g_cvar_nemesis_chance)) == 1)
	{
		g_nemesis_round = true
	}
}
public ze_zombie_appear()
{
	new id
	if(g_nemesis_round)
	{
		client_cmd(id,"spk zombie_escape/ze_nemesis.wav")
		set_dhudmessage(255, 0, 0, -1.0, 0.30, 0, 6.0, 6.0)
		show_dhudmessage(id, "===! Nemesis Round !===")
		if(ze_is_user_zombie(id))
		{
			nemesis_features(id)
		}
	}
}
public nemesis_features(id)
{
	// User Zombie ? Nemesis Round ?
	if(!ze_is_user_zombie(id) && !g_nemesis_round)
		return
	
	// Nemesis Glow
	if(get_pcvar_num(g_cvar_nemesis_glow) == 1)
		Set_Rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
		
	// Nemesis Leap Jump
	if(get_pcvar_num(g_cvar_nemesis_leap) == 1)
		give_longjump(id)
		
	// Nemesis Gravity
	set_user_gravity(id,get_pcvar_float(g_cvar_nemesis_gravity))
	
	// Nemesis Health
	set_user_health(id,get_pcvar_float(g_cvar_nemesis_health))
	
	// Nemesis Speed
	fm_set_user_speed(id,get_pcvar_float(g_cvar_nemesis_speed))
}
public ze_roundend(id)
{
	Set_Rendering(id)
	g_nemesis_round = false
}
stock fm_set_user_speed(id, Float:Speed)
{
	set_pev(id, pev_maxspeed, Speed)
}
try compile now it's fixed

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#24

Post by Templaso » 4 years ago

Bug...when a player is nemesis...he died instantly

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#25

Post by Muhammet20 » 4 years ago

Mystic Viper wrote: 4 years ago Bug...when a player is nemesis...he died instantly
Thanks for tell me
Sorry for this Bug
Fixed.

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#26

Post by Templaso » 4 years ago

Throw here the good sma bro...i don't know which is fixed

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#27

Post by Muhammet20 » 4 years ago

Mystic Viper wrote: 4 years ago Throw here the good sma bro...i don't know which is fixed
Working ?

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#28

Post by Templaso » 4 years ago

Where is sma??? i said to post here new sma fixed

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#29

Post by Muhammet20 » 4 years ago

Mystic Viper wrote: 4 years ago Where is sma??? i said to post here new sma fixed

Code: Select all

#include <fun>
#include <dhudmessage>
#include <zombie_escape>

new g_nemesis_round, g_cvar_nemesis_chance, g_cvar_nemesis_gravity, g_cvar_nemesis_health, g_cvar_nemesis_speed, g_cvar_nemesis_glow, g_cvar_nemesis_leap
new g_MaxPlayers

native give_longjump(id)
public plugin_init()
{
	register_plugin("[ZE] Nemsis round", "1.0", "Kaya Gaming")	
	
	register_event("HLTV", "event_newround", "a", "1=0", "2=0")
	
	g_cvar_nemesis_chance = register_cvar("ze_nemesis_chance","20")
	g_cvar_nemesis_gravity = register_cvar("ze_nemesis_gravity","650")
	g_cvar_nemesis_health = register_cvar("ze_nemesis_health","30000")
	g_cvar_nemesis_speed = register_cvar("ze_nemesis_speed","330")
	g_cvar_nemesis_glow = register_cvar("ze_nemesis_glow","1")
	g_cvar_nemesis_leap = register_cvar("ze_nemesis_leap","1")
	
	g_MaxPlayers = get_maxplayers();
}
public plugin_natives()
{
	register_native("ze_is_nemesis_round","native_nemesis_round",1)
}
public native_nemesis_round(id)
{
	return g_nemesis_round
}
public ze_user_infected_pre(iVictim, iInfector, iDamage)
{
	if(g_nemesis_round)
	{
		user_silentkill(iVictim)
	}
}
public event_newround(id)
{
	if(random_num(1, get_pcvar_num(g_cvar_nemesis_chance)) == 1)
	{
		g_nemesis_round = true
	}
}
public ze_zombie_appear()
{
	if(g_nemesis_round)
	{
		for(new id = 0; id < g_MaxPlayers; id++)
		{
			client_cmd(id,"spk zombie_escape/Nemesis_scream")
			set_dhudmessage(255, 0, 0, -1.0, 0.30, 0, 6.0, 6.0)
			show_dhudmessage(id, "=== Nemesis Round ===")
			if(ze_is_user_zombie(id))
			{
				nemesis_features(id)
			}
		}
	}
}
public nemesis_features(id)
{
	// User Zombie ? Nemesis Round ?
	if(!ze_is_user_zombie(id) && !g_nemesis_round)
		return
	
	// Nemesis Glow
	if(get_pcvar_num(g_cvar_nemesis_glow) == 1)
		Set_Rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
		
	// Nemesis Leap Jump
	if(get_pcvar_num(g_cvar_nemesis_leap) == 1)
		give_longjump(id)
		
	// Nemesis Gravity
	set_user_gravity(id,get_pcvar_float(g_cvar_nemesis_gravity))
	
	// Nemesis Health
	set_user_health(id,get_pcvar_num(g_cvar_nemesis_health))
	
	// Nemesis Speed
	fm_set_user_speed(id,get_pcvar_float(g_cvar_nemesis_speed))
}
public ze_roundend(id)
{
	Set_Rendering(id)
	g_nemesis_round = false
}
stock fm_set_user_speed(id, Float:Speed)
{
	set_pev(id, pev_maxspeed, Speed)
}
the fixed is first one

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#30

Post by Templaso » 4 years ago

Sound has not have .wav or .mp3?

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