Approved [ZE] Owner Skin

Plug-ins compatibility with Zombie Escape 1.x only!


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Spir0x
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[ZE] Owner Skin

#1

Post by Spir0x » 5 years ago

ZE Owner Skin

Description:
  • New simple plugin for only for Owners, this plugin will will give special model for anyone who have flag "l" // ADMIN_RCON & available only for human. Enjoy !! :)
Installation & Instructions:
  • Simply install it like any plugin and Don't forget to put your own model..
Screenshots:
  • Image
Downloads:
Last edited by Spir0x 5 years ago, edited 2 times in total.

Rain1153
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#2

Post by Rain1153 » 5 years ago

i saw the code does it work alternately? if the owner gets infected,will he get the same skin( the owner skin) or he'll be changed to a vip/random zombie in the server?
LOL

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#3

Post by Spir0x » 5 years ago

Bro read clearly. & available only for human. Enjoy !! :) this plugin give special skin only for human owner. i can make for zombies but i see it useless as the server have 2 default zombies models & special one for vips so owner will have vip skin zombie too.

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#4

Post by Rain1153 » 5 years ago

yeah no worries i will modify it according to my needs...btw good plugin mate
LOL

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#5

Post by Spir0x » 5 years ago

okey, have fun bro !

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#6

Post by Rain1153 » 5 years ago

did you test this?
LOL

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Spir0x
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#7

Post by Spir0x » 5 years ago

ofc. i'm using this one.

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#8

Post by Night Fury » 5 years ago

A clean code:

Code: Select all

#include <zombie_escape>

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

#define ADMIN_MODELS_ACCESS ADMIN_RCON

// Default models
new const szAdminHumanModel[][] = 
{
	"human_owner"
}

// Dynamic Arrays: Models
new Array:g_szAdminHumanModel

public plugin_init()
{
	register_plugin("[ZE] Owner Skin", ZE_VERSION, AUTHORS)
}

public plugin_precache()
{
	// Initialize arrays
	g_szAdminHumanModel = ArrayCreate(32, 1)
	
	// Load from external file
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szAdminHumanModel)
	
	// Load our default Values
	new iIndex
	
	if(ArraySize(g_szAdminHumanModel) == 0)
	{
		for(iIndex = 0; iIndex < charsmax(szAdminHumanModel); iIndex++)
			ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szAdminHumanModel)
	}

	// Precache
	new szPlayerModel[32], 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)
	}
}

public ze_user_humanized(id)
{
	if(ze_is_user_zombie(id) || !is_user_alive(id) || !(get_user_flags(id) & ADMIN_MODELS_ACCESS))
		return
		
	new szPlayerModel[32]

	// Set owner model
	ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
	rg_set_user_model(id, szPlayerModel)
}
Want your own mod edition? PM me.
Accepting private projects.
Discord: Fury#7469
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#9

Post by Spir0x » 5 years ago

Yes. more clean code.

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#10

Post by johnnysins2000 » 5 years ago

Jack GamePlay wrote: 5 years ago A clean code:

Code: Select all

#include <zombie_escape>

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

#define ADMIN_MODELS_ACCESS ADMIN_RCON

// Default models
new const szAdminHumanModel[][] = 
{
	"human_owner"
}

// Dynamic Arrays: Models
new Array:g_szAdminHumanModel

public plugin_init()
{
	register_plugin("[ZE] Owner Skin", ZE_VERSION, AUTHORS)
}

public plugin_precache()
{
	// Initialize arrays
	g_szAdminHumanModel = ArrayCreate(32, 1)
	
	// Load from external file
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szAdminHumanModel)
	
	// Load our default Values
	new iIndex
	
	if(ArraySize(g_szAdminHumanModel) == 0)
	{
		for(iIndex = 0; iIndex < charsmax(szAdminHumanModel); iIndex++)
			ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
		
		// Save to external file
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szAdminHumanModel)
	}

	// Precache
	new szPlayerModel[32], 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)
	}
}

public ze_user_humanized(id)
{
	if(ze_is_user_zombie(id) || !is_user_alive(id) || !(get_user_flags(id) & ADMIN_MODELS_ACCESS))
		return
		
	new szPlayerModel[32]

	// Set owner model
	ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
	rg_set_user_model(id, szPlayerModel)
}
jack u can do this in your special model sma ?
Nobody Is That Busy If They Make Time :roll:

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#11

Post by Night Fury » 5 years ago

johnnysins2000 wrote: 5 years ago jack u can do this in your special model sma ?
What's wrong with it?
Anyway, we won't do anything with plugins/extra items on the site before we finish the mod's update.
We have added new natives & more stuff.
Wait for it.
Want your own mod edition? PM me.
Accepting private projects.
Discord: Fury#7469
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#12

Post by johnnysins2000 » 5 years ago

Jack GamePlay wrote: 5 years ago
johnnysins2000 wrote: 5 years ago jack u can do this in your special model sma ?
What's wrong with it?
Anyway, we won't do anything with plugins/extra items on the site before we finish the mod's update.
We have added new natives & more stuff.
Wait for it.
nothing wrong with it.... just an extra out side external code for 1 model

I feel like this owner model should also be there.... with your special models
Nobody Is That Busy If They Make Time :roll:

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#13

Post by Rain1153 » 5 years ago

this plugin doesn't work ( even if u use debug) plugin will run but you wont get the skin even if u have the flag
LOL

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sPe3doN
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#14

Post by sPe3doN » 5 years ago

Rain1153 wrote: 5 years ago this plugin doesn't work ( even if u use debug) plugin will run but you wont get the skin even if u have the flag
Like me but you can use this its work in my server :)
https://forums.alliedmods.net/showthrea ... 28?p=97428
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#15

Post by Raheem » 5 years ago

[mention]sPe3doN[/mention] or [mention]Rain1153[/mention] Post your plugins-zombie_escape.ini
He who fails to plan is planning to fail

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#16

Post by Spir0x » 5 years ago

Bro it's working fine on my server too. already tested before posting. and try to post your zombie_escape.ini like raheem said.

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#17

Post by sPe3doN » 5 years ago

Raheem wrote: 5 years ago @sPe3doN or @Rain1153 Post your plugins-zombie_escape.ini
  1. ;Core
  2. ze_core.amxx
  3.  
  4. ;Setting API / Models
  5. amx_settings_api.amxx
  6. cs_weap_models_api.amxx
  7.  
  8. ;Mod Addons
  9. ze_block_events_messages.amxx
  10. ze_effects_frags.amxx
  11. ze_effects_weather.amxx
  12. ze_weapon_menu.amxx
  13. ze_main_menu.amxx
  14. ze_resources.amxx
  15. ze_countdown.amxx
  16. ze_zombie_sounds.amxx
  17.  
  18. ;Gameplay
  19. ze_break_message.amxx
  20. ze_damage_control.amxx
  21. ze_block_tank_guns.amxx
  22. ze_show_zombie_hp.amxx
  23. ze_target_info.amxx
  24. ze_spawn_auto_unstuck.amxx
  25. ze_manual_unstuck.amxx
  26. damage_killed_effect.amxx
  27. advanced_weapon_tracers.amxx
  28. speedometer.amxx
  29. ze_special_models.amxx
  30. anti_block.amxx
  31.  
  32. ;General
  33. ad_manager.amxx
  34.  
  35. ;Enable If needed
  36. ;ze_unlimited_clip
  37. ;ze_escape_button_detector
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#18

Post by Raheem » 5 years ago

Try this:
  • Code: Select all

    #include <zombie_escape>
    
    // Setting file
    new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
    
    #define ADMIN_MODELS_ACCESS ADMIN_RCON
    
    // Default models
    new const szAdminHumanModel[][] = 
    {
    	"human_owner"
    }
    
    // Dynamic Arrays: Models
    new Array:g_szAdminHumanModel
    
    public plugin_init()
    {
    	register_plugin("[ZE] Owner Skin", ZE_VERSION, AUTHORS)
    }
    
    public plugin_precache()
    {
    	// Initialize arrays
    	g_szAdminHumanModel = ArrayCreate(32, 1)
    	
    	// Load from external file
    	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szAdminHumanModel)
    	
    	// Load our default Values
    	new iIndex
    	
    	if(ArraySize(g_szAdminHumanModel) == 0)
    	{
    		for(iIndex = 0; iIndex < charsmax(szAdminHumanModel); iIndex++)
    			ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
    		
    		// Save to external file
    		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szAdminHumanModel)
    	}
    
    	// Precache
    	new szPlayerModel[32], 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)
    	}
    }
    
    public ze_user_humanized(id)
    {
    	if(!(get_user_flags(id) & ADMIN_MODELS_ACCESS))
    		return
    		
    	new szPlayerModel[32]
    
    	// Set owner model
    	ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
    	rg_set_user_model(id, szPlayerModel)
    }
He who fails to plan is planning to fail

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#19

Post by Rain1153 » 5 years ago

it wont work the VIP plugin shadows your plugin or if we remove flag t ( model access ) it gives u the default skin only)
.. my ze.ini
[Weather Effects]
FOG DENSITY = 0.0008
FOG COLOR = 170 155 216 //(violet_fog 170 155 216)
FOG = 1
SNOW = 0
RAIN = 1
SKY = violet_

[Weapons Menu]
PRIMARY = weapon_famas , weapon_xm1014 , weapon_sg552 , weapon_ak47 , weapon_aug , weapon_m4a1 , weapon_mp5navy , weapon_m249
SECONDARY = weapon_glock18 , weapon_deagle , weapon_elite , weapon_usp


[Sounds]
ZOMBIE MADNESS = zombie_escape/zombie_madness1.wav
GRENADE FIRE EXPLODE = zombie_escape/grenade_explode.wav
GRENADE FIRE PLAYER = zombie_escape/zombie_burn3.wav , zombie_escape/zombie_burn4.wav , zombie_escape/zombie_burn5.wav , zombie_escape/zombie_burn6.wav , zombie_escape/zombie_burn7.wav
FROST GRENADE EXPLODE = warcraft3/frostnova.wav
FROST GRENADE PLAYER = warcraft3/impalehit.wav
FROST GRENADE BREAK = warcraft3/impalelaunch1.wav
Ready Sound = zombie_escape/neverdiestart1.mp3
Infect Sound = zombie_escape/zombie_infect_1.wav , zombie_escape/zombie_infect_2.wav
Coming Sound = zombie_escape/zombie_coming_1.wav , zombie_escape/zombie_coming_2.wav , zombie_escape/zombie_coming_3.wav
Pre-Release Sound = biohazard_detected.wav
Round Ambiance = zombie_escape/ambience_war_z.mp3
Escape Success = zombie_escape/ze_humans_win2.mp3
Escape Fail = zombie_escape/ze_zombies_win1.mp3
COUNT DOWN = zombie_escape/1.wav , zombie_escape/2.wav , zombie_escape/3.wav , zombie_escape/4.wav , zombie_escape/5.wav , zombie_escape/6.wav , zombie_escape/7.wav , zombie_escape/8.wav , zombie_escape/9.wav , zombie_escape/10.wav
ZOMBIE PAIN = zombie_escape/zombie_pain_1.wav , zombie_escape/zombie_pain_2.wav
MISS SLASH = zombie_escape/zombie_miss_slash_1.wav , zombie_escape/zombie_miss_slash_2.wav , zombie_escape/zombie_miss_slash_3.wav
MISS WALL = zombie_escape/zombie_miss_wall_1.wav , zombie_escape/zombie_miss_wall_2.wav , zombie_escape/zombie_miss_wall_3.wav
ATTACK = zombie_escape/zombie_attack_1.wav , zombie_escape/zombie_attack_2.wav , zombie_escape/zombie_attack_3.wav
DIE = zombie_escape/zombie_die.wav

[Weapon Models]
V_GRENADE FIRE = models/zombie_escape/v_bloodbomb.mdl
P_GRENADE FIRE = models/zombie_escape/p_bloodbomb.mdl
V_GRENADE FROST = models/zombie_escape/v_holybomb.mdl
P_GRENADE FROST = models/zombie_escape/p_holybomb.mdl
V_KNIFE ZOMBIE = models/zombie_escape/v_knife_zombie.mdl
V_KNIFE HUMAN = models/v_knife.mdl
P_KNIFE HUMAN = models/p_knife.mdl
V_KNIFE HUMAN ADMIN = models/v_vipbayonet.mdl
V_KNIFE ZOMBIE ADMIN = models/v_knife_bignemesis.mdl

[Grenade Sprites]
TRAIL = sprites/laserbeam.spr
RING = sprites/shockwave.spr
FIRE = sprites/flame.spr
SMOKE = sprites/black_smoke3.spr
GLASS = models/glassgibs.mdl

[Sound Durations]
Ready Sound = 19
Pre-Release Sound = 19
Round Ambiance = 120

[Player Models]
HOST ZOMBIE = host_zombie
ORIGIN ZOMBIE = origin_zombie
HUMAN ADMIN = pro_skin , snow_white
ZOMBIE ADMIN = bignemesis
HUMAN 1 = gsg9
HUMAN 2 = urban
HUMAN 3 = urban
HUMAN 4 = gsg9
Hero = Brave
Herion = assasin
HUMAN OWNER = owner

[Escape Button Message]
Button Names = grescate_amazonas , tren_escape , escape_assault , tetikleme , gemoroy , a1 , llamado_escape , carrex , manager , rescate_jp , mario_escape_final_001 , ascensor_escape , multi , escape_final , heli , msilo , trem_ati , heli_escape , heli1 , final , tren
LOL

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#20

Post by Night Fury » 5 years ago

Update .sma in .rar with the clean code otherwise it will be trashed.
Want your own mod edition? PM me.
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