[Updated] Nemesis Round v1.1
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bro just wait i will see where is the problem idk !
Bro i said to compile that plugin for me. What is wrong with u?
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- Veteran Member
- Posts: 407
- Joined: 5 years ago
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which version of ze are you using ?Mystic Viper wrote: ↑4 years agoBro i said to compile that plugin for me. What is wrong with u?
compile to what bro ?
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- Veteran Member
- Posts: 407
- Joined: 5 years ago
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you mean give you the amxx file ?
- /*
- 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
- 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")
- }
- public plugin_precache()
- {
- new szModelPath[32]
- 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(0.1, "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_fantasy_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, "")
- }
- }
-
- Veteran Member
- Posts: 407
- Joined: 5 years ago
- Contact:
Mystic Viper wrote: ↑4 years agoyes but this sma
/* 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 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") } public plugin_precache() { new szModelPath[32] 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(0.1, "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_fantasy_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, "") } }
wait bro i will convert from zp to ze better than make it with myself
[mention]Mystic Viper[/mention], What the problem you faced?
He who fails to plan is planning to fail
nemesis_round.sma(54) : error 025: function heading differs from prototype
nemesis_round.sma(71) : warning 209: function "ze_user_infected_pre" should return a value
nemesis_round.sma(77) : error 078: function uses both "return" and "return <value>"
- /*
- 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
- 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")
- }
- public plugin_precache()
- {
- new szModelPath[32]
- 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(0.1, "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_fantasy_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, "")
- }
- }
Try and use final released compiler:
- /*
- 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
- 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")
- }
- public plugin_precache()
- {
- new szModelPath[32]
- 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(0.1, "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 0;
- 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_fantasy_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, "")
- }
- }
ze_user_infected_pre()
should be defined in your includes as:
- forward ze_user_infected_pre(iVictim, iInfector, iDamage);
He who fails to plan is planning to fail
Raheem wrote: ↑4 years ago Try and use final released compiler:This forward
/* 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 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") } public plugin_precache() { new szModelPath[32] 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(0.1, "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 0; 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_fantasy_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, "") } }ze_user_infected_pre()
should be defined in your includes as:
forward ze_user_infected_pre(iVictim, iInfector, iDamage);
good but this still: nemesis_round.sma(54) : error 025: function heading differs from prototype
Change:
- public ze_zombie_appear(id)
- public ze_zombie_appear()
He who fails to plan is planning to fail
Final code:
- /*
- 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
- 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")
- }
- public plugin_precache()
- {
- new szModelPath[32]
- 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_user_infected(iVictim, iInfector)
- {
- if(get_pcvar_num(MaxRounds) - RoundCount == 1)
- {
- set_task(0.1, "models", iVictim)
- claws_model(iVictim)
- messages(iVictim)
- give_longjump(iVictim)
- }
- }
- public ze_user_infected_pre(iVictim, iInfector, iDamage)
- {
- if(get_pcvar_num(MaxRounds) - RoundCount != 1)
- return 0;
- 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_fantasy_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, "")
- }
- }
He who fails to plan is planning to fail
ze_nemesis_round.sma(51): error 017: undefined symbol "id"
ze_nemesis_round.sma(52): error 017: undefined symbol "id"
ze_nemesis_round.sma(53): error 017: undefined symbol "id"
ze_nemesis_round.sma(54): error 017: undefined symbol "id"
ze_nemesis_round.sma(52): error 017: undefined symbol "id"
ze_nemesis_round.sma(53): error 017: undefined symbol "id"
ze_nemesis_round.sma(54): error 017: undefined symbol "id"
Now is fixed
-
- Veteran Member
- Posts: 407
- Joined: 5 years ago
- Contact:
working success ?
Not working problem after problem so will be trashed:
He who fails to plan is planning to fail
-
- Veteran Member
- Posts: 407
- Joined: 5 years ago
- Contact:
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