ZE VIP Guns

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pawan
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ZE VIP Guns

#1

Post by pawan » 1 Year Ago

hey i want to replace default ak47 gun with fire ak47 gun for VIP's and replace default m4a1 with frost m4a1 , so how that is possible ?
For VIP's Only not for everyone in gun menu

Frost m4a1 : viewtopic.php?f=14&t=278
Fire Ak47 : viewtopic.php?f=14&t=294

M noob af in all this things XD :lol:

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Raheem
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#2

Post by Raheem » 1 Year Ago

Post your ze_weapons_menu.sma So i can make this for you.
You don't know? Learn and you will know.

pawan
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#3

Post by pawan » 1 Year Ago

i am using default one , no changes

pawan
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#4

Post by pawan » 1 Year Ago

Here it is

Code: Select all

#include <zombie_escape>

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

// Keys
const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0
const OFFSET_CSMENUCODE = 205

// Primary Weapons Entities [Default Values]
new const szPrimaryWeaponEnt[][]=
{
	"weapon_m4a1",
	"weapon_ak47",
	"weapon_aug",
	"weapon_sg552",
	"weapon_galil",
	"weapon_famas",
	"weapon_scout",
	"weapon_awp",
	"weapon_sg550",
	"weapon_m249",
	"weapon_g3sg1",
	"weapon_ump45",
	"weapon_mp5navy",
	"weapon_m3",
	"weapon_xm1014",
	"weapon_tmp",
	"weapon_mac10",
	"weapon_p90"
}

// Secondary Weapons Entities [Default Values]
new const szSecondaryWeaponEnt[][]=
{
	"weapon_usp",
	"weapon_glock18",
	"weapon_deagle",
	"weapon_p228",
	"weapon_elite",
	"weapon_fiveseven"
}

// Primary and Secondary Weapons Names [Default Values]
new const szWeaponNames[][] = 
{ 
	"", 
	"P228", 
	"",
	"Scout",
	"HE Grenade",
	"XM1014",
	"",
	"MAC-10",
	"AUG",
	"Smoke Grenade", 
	"Dual Elite",
	"Five Seven",
	"UMP 45",
	"SG-550",
	"Galil",
	"Famas",
	"USP",
	"Glock",
	"AWP",
	"MP5",
	"M249",
	"M3",
	"M4A1",
	"TMP",
	"G3SG1",
	"Flashbang",
	"Desert Eagle",
	"SG-552",
	"AK-47",
	"",
	"P90"
}

// Max Back Clip Ammo (Change it From here if you need)
new const szMaxBPAmmo[] =
{
	-1,
	52,
	-1,
	90,
	1,
	32,
	1,
	100,
	90,
	1,
	120,
	100,
	100,
	90,
	90,
	90,
	100,
	120,
	30,
	120,
	200,
	32,
	90,
	120,
	90,
	2,
	35,
	90,
	90,
	-1,
	100
}

// Menu selections
const MENU_KEY_AUTOSELECT = 7
const MENU_KEY_BACK = 7
const MENU_KEY_NEXT = 8
const MENU_KEY_EXIT = 9

// Variables
new Array:g_szPrimaryWeapons
new Array:g_szSecondaryWeapons
new g_iMenuData[33][4], Float:g_fBuyTimeStart[33], bool:g_bBoughtPrimary[33], bool:g_bBoughtSecondary[33]

// Define
#define WPN_STARTID g_iMenuData[id][0]
#define WPN_MAXIDS ArraySize(g_szPrimaryWeapons)
#define WPN_SELECTION (g_iMenuData[id][0]+key)
#define WPN_AUTO_ON g_iMenuData[id][1]
#define WPN_AUTO_PRI g_iMenuData[id][2]
#define WPN_AUTO_SEC g_iMenuData[id][3]

// Cvars
new Cvar_Buy_Time, Cvar_HE_Grenade, Cvar_Smoke_Grenade, Cvar_FB_Grenade

public plugin_precache()
{
	// Initialize arrays (32 is the max length of Weapon Entity like: weapon_ak47)
	g_szPrimaryWeapons = ArrayCreate(32, 1)
	g_szSecondaryWeapons = ArrayCreate(32, 1)
	
	// Load from external file
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "PRIMARY", g_szPrimaryWeapons)
	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "SECONDARY", g_szSecondaryWeapons)
	
	// If we couldn't load from file, use and save default ones
	
	new iIndex
	
	if (ArraySize(g_szPrimaryWeapons) == 0)
	{
		for (iIndex = 0; iIndex < sizeof szPrimaryWeaponEnt; iIndex++)
			ArrayPushString(g_szPrimaryWeapons, szPrimaryWeaponEnt[iIndex])
		
		// If not found .ini File Create it and save default values in it
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "PRIMARY", g_szPrimaryWeapons)
	}
	
	if (ArraySize(g_szSecondaryWeapons) == 0)
	{
		for (iIndex = 0; iIndex < sizeof szSecondaryWeaponEnt; iIndex++)
			ArrayPushString(g_szSecondaryWeapons, szSecondaryWeaponEnt[iIndex])
		
		// If not found .ini File Create it and save default values in it
		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "SECONDARY", g_szSecondaryWeapons)
	}
}

public plugin_init()
{
	register_plugin("[ZE] Weapons Menu", ZE_VERSION, AUTHORS)
	
	// Commands
	register_clcmd("guns", "Cmd_Buy")
	register_clcmd("say /enable", "Cmd_Enable")
	register_clcmd("say_team /enable", "Cmd_Enable")
	
	// Cvars
	Cvar_Buy_Time = register_cvar("ze_buy_time", "60")
	Cvar_HE_Grenade = register_cvar("ze_give_HE_nade", "1") // 0 Nothing || 1 Give HE
	Cvar_Smoke_Grenade = register_cvar("ze_give_smoke_nade", "1")
	Cvar_FB_Grenade = register_cvar("ze_give_FB_nade", "1")
	
	// Menus
	register_menu("Primary Weapons", KEYSMENU, "Menu_Buy_Primary")
	register_menu("Secondary Weapons", KEYSMENU, "Menu_Buy_Secondary")
}

public client_disconnected(id)
{
	WPN_AUTO_ON = 0
	WPN_STARTID = 0
}

public Cmd_Enable(id)
{
	if (WPN_AUTO_ON)
	{
		ze_colored_print(id, "%L", LANG_PLAYER, "BUY_ENABLED")
		WPN_AUTO_ON = 0
	}
}

public Cmd_Buy(id)
{
	// Player Zombie
	if (ze_is_user_zombie(id))
	{
		ze_colored_print(id, "%L", LANG_PLAYER, "NO_BUY_ZOMBIE")
		return
	}
	
	// Player Dead
	if (!is_user_alive(id))
	{
		ze_colored_print(id, "%L", LANG_PLAYER, "DEAD_CANT_BUY_WEAPON")
		return
	}
	
	// Already bought
	if (g_bBoughtPrimary[id] && g_bBoughtSecondary[id])
	{
		ze_colored_print(id, "%L", LANG_PLAYER, "ALREADY_BOUGHT")
	}
	
	Show_Available_Buy_Menus(id)
}

public ze_user_humanized(id)
{
	// Buyzone time starts when player is set to human
	g_fBuyTimeStart[id] = get_gametime()
	
	g_bBoughtPrimary[id] = false
	g_bBoughtSecondary[id] = false
	
	// Player dead or zombie
	if (!is_user_alive(id) || ze_is_user_zombie(id))
		return
	
	if (WPN_AUTO_ON)
		ze_colored_print(id, "%L", LANG_PLAYER, "RE_ENABLE_MENU")
		
	if (WPN_AUTO_ON)
	{
		Buy_Primary_Weapon(id, WPN_AUTO_PRI)
	}

	if (WPN_AUTO_ON)
	{
		Buy_Secondary_Weapon(id, WPN_AUTO_SEC)
	}
	
	// Open available buy menus
	Show_Available_Buy_Menus(id)
	
	// Give HE Grenade
	if (get_pcvar_num(Cvar_HE_Grenade) != 0)
		rg_give_item(id, "weapon_hegrenade")
	
	// Give Smoke Grenade
	if (get_pcvar_num(Cvar_Smoke_Grenade) != 0)
		rg_give_item(id, "weapon_smokegrenade")
	
	// Give Flashbang Grenade
	if (get_pcvar_num(Cvar_FB_Grenade) != 0)
		rg_give_item(id, "weapon_flashbang")
}

public Show_Available_Buy_Menus(id)
{
	// Already Bought
	if (g_bBoughtPrimary[id] && g_bBoughtSecondary[id])
		return
	
	// Here we use if and else if so we make sure that Primary weapon come first then secondary
	if (!g_bBoughtPrimary[id])
	{
		// Primary		
		Show_Menu_Buy_Primary(id)
	}
	else if (!g_bBoughtSecondary[id])
	{
		// Secondary
		Show_Menu_Buy_Secondary(id)
	}
}

public Show_Menu_Buy_Primary(id)
{
	new iMenuTime = floatround(g_fBuyTimeStart[id] + get_pcvar_float(Cvar_Buy_Time) - get_gametime())
	
	if (iMenuTime <= 0)
	{
		ze_colored_print(id, "%L", id, "BUY_MENU_TIME_EXPIRED")
		return
	}
	
	static szMenu[300], szWeaponName[32]
	new iLen, iIndex, iMaxLoops = min(WPN_STARTID+7, WPN_MAXIDS)
	
	// Title
	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\y%L \w[\r%d\w-\r%d\w]^n^n", id, "MENU_PRIMARY_TITLE", WPN_STARTID+1, min(WPN_STARTID+7, WPN_MAXIDS))
	
	// 1-7. Weapon List
	for (iIndex = WPN_STARTID; iIndex < iMaxLoops; iIndex++)
	{
		ArrayGetString(g_szPrimaryWeapons, iIndex, szWeaponName, charsmax(szWeaponName))
		iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, szWeaponNames[get_weaponid(szWeaponName)])
	}
	
	// 8. Auto Select
	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\w8.\y %L \w[\r%L\w]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "SAVE_YES" : "SAVE_NO")
	
	// 9. Next/Back - 0. Exit
	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\y9.\r %L \w/ \r%L^n^n\w0.\y %L", id, "NEXT", id, "BACK", id, "EXIT")
	
	// Fix for AMXX custom menus
	set_pdata_int(id, OFFSET_CSMENUCODE, 0)
	show_menu(id, KEYSMENU, szMenu, iMenuTime, "Primary Weapons")
}

public Show_Menu_Buy_Secondary(id)
{
	new iMenuTime = floatround(g_fBuyTimeStart[id] + get_pcvar_float(Cvar_Buy_Time) - get_gametime())
	
	if (iMenuTime <= 0)
	{
		ze_colored_print(id, "%L", id, "BUY_MENU_TIME_EXPIRED")
		return
	}
	
	static szMenu[250], szWeaponName[32]
	new iLen, iIndex, iMaxLoops = ArraySize(g_szSecondaryWeapons)
	
	// Title
	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\y%L^n", id, "MENU_SECONDARY_TITLE")
	
	// 1-6. Weapon List
	for (iIndex = 0; iIndex < iMaxLoops; iIndex++)
	{
		ArrayGetString(g_szSecondaryWeapons, iIndex, szWeaponName, charsmax(szWeaponName))
		iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\w%d.\y %s", iIndex+1, szWeaponNames[get_weaponid(szWeaponName)])
	}
	
	// 8. Auto Select
	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\w8.\y %L \w[\r%L\w]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "SAVE_YES" : "SAVE_NO")
	
	// 0. Exit
	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\w0.\y %L", id, "EXIT")
	
	// Fix for AMXX custom menus
	set_pdata_int(id, OFFSET_CSMENUCODE, 0)
	show_menu(id, KEYSMENU, szMenu, iMenuTime, "Secondary Weapons")
}

public Menu_Buy_Primary(id, key)
{
	// Player dead or zombie or already bought primary
	if (!is_user_alive(id) || ze_is_user_zombie(id) || g_bBoughtPrimary[id])
		return PLUGIN_HANDLED
	
	// Special keys / weapon list exceeded
	if (key >= MENU_KEY_AUTOSELECT || WPN_SELECTION >= WPN_MAXIDS)
	{
		switch (key)
		{
			case MENU_KEY_AUTOSELECT: // toggle auto select
			{
				WPN_AUTO_ON = 1 - WPN_AUTO_ON
			}
			case MENU_KEY_NEXT: // next/back
			{
				if (WPN_STARTID+7 < WPN_MAXIDS)
					WPN_STARTID += 7
				else
					WPN_STARTID = 0
			}
			case MENU_KEY_EXIT: // exit
			{
				return PLUGIN_HANDLED
			}
		}
		
		// Show buy menu again
		Show_Menu_Buy_Primary(id)
		return PLUGIN_HANDLED
	}
	
	// Store selected weapon id
	WPN_AUTO_PRI = WPN_SELECTION
	
	// Buy primary weapon
	Buy_Primary_Weapon(id, WPN_AUTO_PRI)
	
	// Show Secondary Weapons
	Show_Available_Buy_Menus(id)
	
	return PLUGIN_HANDLED
}

public Buy_Primary_Weapon(id, selection)
{
	static szWeaponName[32]
	ArrayGetString(g_szPrimaryWeapons, selection, szWeaponName, charsmax(szWeaponName))
	new iWeaponId = get_weaponid(szWeaponName)
	
	// Strip and Give Full Weapon
	rg_give_item(id, szWeaponName, GT_REPLACE)
	rg_set_user_bpammo(id, WeaponIdType:iWeaponId, szMaxBPAmmo[iWeaponId])
	
	// Primary bought
	g_bBoughtPrimary[id] = true
}

public Menu_Buy_Secondary(id, key)
{
	// Player dead or zombie or already bought secondary
	if (!is_user_alive(id) || ze_is_user_zombie(id) || g_bBoughtSecondary[id])
		return PLUGIN_HANDLED
	
	// Special keys / weapon list exceeded
	if (key >= ArraySize(g_szSecondaryWeapons))
	{
		// Toggle autoselect
		if (key == MENU_KEY_AUTOSELECT)
			WPN_AUTO_ON = 1 - WPN_AUTO_ON
		
		// Reshow menu unless user exited
		if (key != MENU_KEY_EXIT)
			Show_Menu_Buy_Secondary(id)
		
		return PLUGIN_HANDLED
	}
	
	// Store selected weapon id
	WPN_AUTO_SEC = key
	
	// Buy secondary weapon
	Buy_Secondary_Weapon(id, key)
	
	return PLUGIN_HANDLED
}

public Buy_Secondary_Weapon(id, selection)
{
	static szWeaponName[32]
	ArrayGetString(g_szSecondaryWeapons, selection, szWeaponName, charsmax(szWeaponName))
	new iWeaponId = get_weaponid(szWeaponName)
	
	// Strip and Give Full Weapon
	rg_give_item(id, szWeaponName, GT_REPLACE)
	rg_set_user_bpammo(id, WeaponIdType:iWeaponId, szMaxBPAmmo[iWeaponId])
	
	// Secondary bought
	g_bBoughtSecondary[id] = true
}

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Raheem
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#5

Post by Raheem » 1 Year Ago

OK it's done. You must know these things: First if player is VIP with VIP_A if he choose from menu M4A1 or Ak47 he will get Frost M4A1 or Fire AK47 respectively. You must install latest VIP plugin so this works. Also you should install Frost M4A1 as extra-item and Fire AK47 as extra item also. If you faced any problem fell free to post down here.

CODE:
  • Code: Select all

    #include <ze_vip>
    
    // Setting File
    new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
    
    // Keys
    const KEYSMENU = MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9|MENU_KEY_0
    const OFFSET_CSMENUCODE = 205
    
    // Primary Weapons Entities [Default Values]
    new const szPrimaryWeaponEnt[][]=
    {
    	"weapon_m4a1",
    	"weapon_ak47",
    	"weapon_aug",
    	"weapon_sg552",
    	"weapon_galil",
    	"weapon_famas",
    	"weapon_scout",
    	"weapon_awp",
    	"weapon_sg550",
    	"weapon_m249",
    	"weapon_g3sg1",
    	"weapon_ump45",
    	"weapon_mp5navy",
    	"weapon_m3",
    	"weapon_xm1014",
    	"weapon_tmp",
    	"weapon_mac10",
    	"weapon_p90"
    }
    
    // Secondary Weapons Entities [Default Values]
    new const szSecondaryWeaponEnt[][]=
    {
    	"weapon_usp",
    	"weapon_glock18",
    	"weapon_deagle",
    	"weapon_p228",
    	"weapon_elite",
    	"weapon_fiveseven"
    }
    
    // Primary and Secondary Weapons Names [Default Values]
    new const szWeaponNames[][] = 
    { 
    	"", 
    	"P228", 
    	"",
    	"Scout",
    	"HE Grenade",
    	"XM1014",
    	"",
    	"MAC-10",
    	"AUG",
    	"Smoke Grenade", 
    	"Dual Elite",
    	"Five Seven",
    	"UMP 45",
    	"SG-550",
    	"Galil",
    	"Famas",
    	"USP",
    	"Glock",
    	"AWP",
    	"MP5",
    	"M249",
    	"M3",
    	"M4A1",
    	"TMP",
    	"G3SG1",
    	"Flashbang",
    	"Desert Eagle",
    	"SG-552",
    	"AK-47",
    	"",
    	"P90"
    }
    
    // Max Back Clip Ammo (Change it From here if you need)
    new const szMaxBPAmmo[] =
    {
    	-1,
    	52,
    	-1,
    	90,
    	1,
    	32,
    	1,
    	100,
    	90,
    	1,
    	120,
    	100,
    	100,
    	90,
    	90,
    	90,
    	100,
    	120,
    	30,
    	120,
    	200,
    	32,
    	90,
    	120,
    	90,
    	2,
    	35,
    	90,
    	90,
    	-1,
    	100
    }
    
    // Menu selections
    const MENU_KEY_AUTOSELECT = 7
    const MENU_KEY_BACK = 7
    const MENU_KEY_NEXT = 8
    const MENU_KEY_EXIT = 9
    
    // Variables
    new Array:g_szPrimaryWeapons
    new Array:g_szSecondaryWeapons
    new g_iMenuData[33][4], Float:g_fBuyTimeStart[33], bool:g_bBoughtPrimary[33], bool:g_bBoughtSecondary[33]
    
    // Define
    #define WPN_STARTID g_iMenuData[id][0]
    #define WPN_MAXIDS ArraySize(g_szPrimaryWeapons)
    #define WPN_SELECTION (g_iMenuData[id][0]+key)
    #define WPN_AUTO_ON g_iMenuData[id][1]
    #define WPN_AUTO_PRI g_iMenuData[id][2]
    #define WPN_AUTO_SEC g_iMenuData[id][3]
    
    // Cvars
    new Cvar_Buy_Time, Cvar_HE_Grenade, Cvar_Smoke_Grenade, Cvar_FB_Grenade
    
    public plugin_precache()
    {
    	// Initialize arrays (32 is the max length of Weapon Entity like: weapon_ak47)
    	g_szPrimaryWeapons = ArrayCreate(32, 1)
    	g_szSecondaryWeapons = ArrayCreate(32, 1)
    	
    	// Load from external file
    	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "PRIMARY", g_szPrimaryWeapons)
    	amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "SECONDARY", g_szSecondaryWeapons)
    	
    	// If we couldn't load from file, use and save default ones
    	
    	new iIndex
    	
    	if (ArraySize(g_szPrimaryWeapons) == 0)
    	{
    		for (iIndex = 0; iIndex < sizeof szPrimaryWeaponEnt; iIndex++)
    			ArrayPushString(g_szPrimaryWeapons, szPrimaryWeaponEnt[iIndex])
    		
    		// If not found .ini File Create it and save default values in it
    		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "PRIMARY", g_szPrimaryWeapons)
    	}
    	
    	if (ArraySize(g_szSecondaryWeapons) == 0)
    	{
    		for (iIndex = 0; iIndex < sizeof szSecondaryWeaponEnt; iIndex++)
    			ArrayPushString(g_szSecondaryWeapons, szSecondaryWeaponEnt[iIndex])
    		
    		// If not found .ini File Create it and save default values in it
    		amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapons Menu", "SECONDARY", g_szSecondaryWeapons)
    	}
    }
    
    public plugin_init()
    {
    	register_plugin("[ZE] Weapons Menu", ZE_VERSION, AUTHORS)
    	
    	// Commands
    	register_clcmd("guns", "Cmd_Buy")
    	register_clcmd("say /enable", "Cmd_Enable")
    	register_clcmd("say_team /enable", "Cmd_Enable")
    	
    	// Cvars
    	Cvar_Buy_Time = register_cvar("ze_buy_time", "60")
    	Cvar_HE_Grenade = register_cvar("ze_give_HE_nade", "1") // 0 Nothing || 1 Give HE
    	Cvar_Smoke_Grenade = register_cvar("ze_give_smoke_nade", "1")
    	Cvar_FB_Grenade = register_cvar("ze_give_FB_nade", "1")
    	
    	// Menus
    	register_menu("Primary Weapons", KEYSMENU, "Menu_Buy_Primary")
    	register_menu("Secondary Weapons", KEYSMENU, "Menu_Buy_Secondary")
    }
    
    public client_disconnected(id)
    {
    	WPN_AUTO_ON = 0
    	WPN_STARTID = 0
    }
    
    public Cmd_Enable(id)
    {
    	if (WPN_AUTO_ON)
    	{
    		ze_colored_print(id, "%L", LANG_PLAYER, "BUY_ENABLED")
    		WPN_AUTO_ON = 0
    	}
    }
    
    public Cmd_Buy(id)
    {
    	// Player Zombie
    	if (ze_is_user_zombie(id))
    	{
    		ze_colored_print(id, "%L", LANG_PLAYER, "NO_BUY_ZOMBIE")
    		return
    	}
    	
    	// Player Dead
    	if (!is_user_alive(id))
    	{
    		ze_colored_print(id, "%L", LANG_PLAYER, "DEAD_CANT_BUY_WEAPON")
    		return
    	}
    	
    	// Already bought
    	if (g_bBoughtPrimary[id] && g_bBoughtSecondary[id])
    	{
    		ze_colored_print(id, "%L", LANG_PLAYER, "ALREADY_BOUGHT")
    	}
    	
    	Show_Available_Buy_Menus(id)
    }
    
    public ze_user_humanized(id)
    {
    	// Buyzone time starts when player is set to human
    	g_fBuyTimeStart[id] = get_gametime()
    	
    	g_bBoughtPrimary[id] = false
    	g_bBoughtSecondary[id] = false
    	
    	// Player dead or zombie
    	if (!is_user_alive(id) || ze_is_user_zombie(id))
    		return
    	
    	if (WPN_AUTO_ON)
    		ze_colored_print(id, "%L", LANG_PLAYER, "RE_ENABLE_MENU")
    		
    	if (WPN_AUTO_ON)
    	{
    		Buy_Primary_Weapon(id, WPN_AUTO_PRI)
    	}
    
    	if (WPN_AUTO_ON)
    	{
    		Buy_Secondary_Weapon(id, WPN_AUTO_SEC)
    	}
    	
    	// Open available buy menus
    	Show_Available_Buy_Menus(id)
    	
    	// Give HE Grenade
    	if (get_pcvar_num(Cvar_HE_Grenade) != 0)
    		rg_give_item(id, "weapon_hegrenade")
    	
    	// Give Smoke Grenade
    	if (get_pcvar_num(Cvar_Smoke_Grenade) != 0)
    		rg_give_item(id, "weapon_smokegrenade")
    	
    	// Give Flashbang Grenade
    	if (get_pcvar_num(Cvar_FB_Grenade) != 0)
    		rg_give_item(id, "weapon_flashbang")
    }
    
    public Show_Available_Buy_Menus(id)
    {
    	// Already Bought
    	if (g_bBoughtPrimary[id] && g_bBoughtSecondary[id])
    		return
    	
    	// Here we use if and else if so we make sure that Primary weapon come first then secondary
    	if (!g_bBoughtPrimary[id])
    	{
    		// Primary		
    		Show_Menu_Buy_Primary(id)
    	}
    	else if (!g_bBoughtSecondary[id])
    	{
    		// Secondary
    		Show_Menu_Buy_Secondary(id)
    	}
    }
    
    public Show_Menu_Buy_Primary(id)
    {
    	new iMenuTime = floatround(g_fBuyTimeStart[id] + get_pcvar_float(Cvar_Buy_Time) - get_gametime())
    	
    	if (iMenuTime <= 0)
    	{
    		ze_colored_print(id, "%L", id, "BUY_MENU_TIME_EXPIRED")
    		return
    	}
    	
    	static szMenu[300], szWeaponName[32]
    	new iLen, iIndex, iMaxLoops = min(WPN_STARTID+7, WPN_MAXIDS)
    	
    	// Title
    	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\y%L \w[\r%d\w-\r%d\w]^n^n", id, "MENU_PRIMARY_TITLE", WPN_STARTID+1, min(WPN_STARTID+7, WPN_MAXIDS))
    	
    	// 1-7. Weapon List
    	for (iIndex = WPN_STARTID; iIndex < iMaxLoops; iIndex++)
    	{
    		ArrayGetString(g_szPrimaryWeapons, iIndex, szWeaponName, charsmax(szWeaponName))
    		iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\w%d.\y %s^n", iIndex-WPN_STARTID+1, szWeaponNames[get_weaponid(szWeaponName)])
    	}
    	
    	// 8. Auto Select
    	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\w8.\y %L \w[\r%L\w]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "SAVE_YES" : "SAVE_NO")
    	
    	// 9. Next/Back - 0. Exit
    	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\y9.\r %L \w/ \r%L^n^n\w0.\y %L", id, "NEXT", id, "BACK", id, "EXIT")
    	
    	// Fix for AMXX custom menus
    	set_pdata_int(id, OFFSET_CSMENUCODE, 0)
    	show_menu(id, KEYSMENU, szMenu, iMenuTime, "Primary Weapons")
    }
    
    public Show_Menu_Buy_Secondary(id)
    {
    	new iMenuTime = floatround(g_fBuyTimeStart[id] + get_pcvar_float(Cvar_Buy_Time) - get_gametime())
    	
    	if (iMenuTime <= 0)
    	{
    		ze_colored_print(id, "%L", id, "BUY_MENU_TIME_EXPIRED")
    		return
    	}
    	
    	static szMenu[250], szWeaponName[32]
    	new iLen, iIndex, iMaxLoops = ArraySize(g_szSecondaryWeapons)
    	
    	// Title
    	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "\y%L^n", id, "MENU_SECONDARY_TITLE")
    	
    	// 1-6. Weapon List
    	for (iIndex = 0; iIndex < iMaxLoops; iIndex++)
    	{
    		ArrayGetString(g_szSecondaryWeapons, iIndex, szWeaponName, charsmax(szWeaponName))
    		iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n\w%d.\y %s", iIndex+1, szWeaponNames[get_weaponid(szWeaponName)])
    	}
    	
    	// 8. Auto Select
    	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\w8.\y %L \w[\r%L\w]", id, "MENU_AUTOSELECT", id, (WPN_AUTO_ON) ? "SAVE_YES" : "SAVE_NO")
    	
    	// 0. Exit
    	iLen += formatex(szMenu[iLen], charsmax(szMenu) - iLen, "^n^n\w0.\y %L", id, "EXIT")
    	
    	// Fix for AMXX custom menus
    	set_pdata_int(id, OFFSET_CSMENUCODE, 0)
    	show_menu(id, KEYSMENU, szMenu, iMenuTime, "Secondary Weapons")
    }
    
    public Menu_Buy_Primary(id, key)
    {
    	// Player dead or zombie or already bought primary
    	if (!is_user_alive(id) || ze_is_user_zombie(id) || g_bBoughtPrimary[id])
    		return PLUGIN_HANDLED
    	
    	// Special keys / weapon list exceeded
    	if (key >= MENU_KEY_AUTOSELECT || WPN_SELECTION >= WPN_MAXIDS)
    	{
    		switch (key)
    		{
    			case MENU_KEY_AUTOSELECT: // toggle auto select
    			{
    				WPN_AUTO_ON = 1 - WPN_AUTO_ON
    			}
    			case MENU_KEY_NEXT: // next/back
    			{
    				if (WPN_STARTID+7 < WPN_MAXIDS)
    					WPN_STARTID += 7
    				else
    					WPN_STARTID = 0
    			}
    			case MENU_KEY_EXIT: // exit
    			{
    				return PLUGIN_HANDLED
    			}
    		}
    		
    		// Show buy menu again
    		Show_Menu_Buy_Primary(id)
    		return PLUGIN_HANDLED
    	}
    	
    	// Store selected weapon id
    	WPN_AUTO_PRI = WPN_SELECTION
    	
    	// Buy primary weapon
    	Buy_Primary_Weapon(id, WPN_AUTO_PRI)
    	
    	// Show Secondary Weapons
    	Show_Available_Buy_Menus(id)
    	
    	return PLUGIN_HANDLED
    }
    
    public Buy_Primary_Weapon(id, selection)
    {
    	static szWeaponName[32]
    	ArrayGetString(g_szPrimaryWeapons, selection, szWeaponName, charsmax(szWeaponName))
    	new iWeaponId = get_weaponid(szWeaponName)
    	
    	if(equali(szWeaponName, "weapon_m4a1") && ze_get_vip_flags(id) & VIP_A)
    	{
    		ze_force_buy_item(id, ze_get_item_id("Frost M4A1"), 1)
    		return PLUGIN_HANDLED
    	}
    	
    	if(equali(szWeaponName, "weapon_ak47") && ze_get_vip_flags(id) & VIP_A)
    	{
    		ze_force_buy_item(id, ze_get_item_id("Fire Ak-47"), 1)
    		return PLUGIN_HANDLED
    	}
    	
    	// Strip and Give Full Weapon
    	rg_give_item(id, szWeaponName, GT_REPLACE)
    	rg_set_user_bpammo(id, WeaponIdType:iWeaponId, szMaxBPAmmo[iWeaponId])
    	
    	// Primary bought
    	g_bBoughtPrimary[id] = true
    	
    	return PLUGIN_CONTINUE
    }
    
    public Menu_Buy_Secondary(id, key)
    {
    	// Player dead or zombie or already bought secondary
    	if (!is_user_alive(id) || ze_is_user_zombie(id) || g_bBoughtSecondary[id])
    		return PLUGIN_HANDLED
    	
    	// Special keys / weapon list exceeded
    	if (key >= ArraySize(g_szSecondaryWeapons))
    	{
    		// Toggle autoselect
    		if (key == MENU_KEY_AUTOSELECT)
    			WPN_AUTO_ON = 1 - WPN_AUTO_ON
    		
    		// Reshow menu unless user exited
    		if (key != MENU_KEY_EXIT)
    			Show_Menu_Buy_Secondary(id)
    		
    		return PLUGIN_HANDLED
    	}
    	
    	// Store selected weapon id
    	WPN_AUTO_SEC = key
    	
    	// Buy secondary weapon
    	Buy_Secondary_Weapon(id, key)
    	
    	return PLUGIN_HANDLED
    }
    
    public Buy_Secondary_Weapon(id, selection)
    {
    	static szWeaponName[32]
    	ArrayGetString(g_szSecondaryWeapons, selection, szWeaponName, charsmax(szWeaponName))
    	new iWeaponId = get_weaponid(szWeaponName)
    	
    	// Strip and Give Full Weapon
    	rg_give_item(id, szWeaponName, GT_REPLACE)
    	rg_set_user_bpammo(id, WeaponIdType:iWeaponId, szMaxBPAmmo[iWeaponId])
    	
    	// Secondary bought
    	g_bBoughtSecondary[id] = true
    }
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pawan
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#6

Post by pawan » 1 Year Ago

Code: Select all

//AMXXPC compile.exe
// by the AMX Mod X Dev Team


//// ze_weapon_menu.sma
//
// C:\Users\Pawan\Downloads\ZE_Windows_Full_Pack\sv\cstrike\addons\amxmodx\scrip
ting\include\zombie_escape.inc(6) : fatal error 100: cannot read from file: "fva
ult"
//
// Compilation aborted.
// 1 Error.
// Could not locate output file C:\Users\Pawan\Downloads\ZE_Windows_Full_Pack\sv
\cstrike\addons\amxmodx\scripting\compiled\ze_weapon_menu.amx (compile failed).
//
// Compilation Time: 0.42 sec
// ----------------------------------------

Press enter to exit ...

pawan
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#7

Post by pawan » 1 Year Ago

Whats Wrong ? :/

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Jack GamePlay
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#8

Post by Jack GamePlay » 1 Year Ago

pawan wrote:
1 Year Ago
Whats Wrong ? :/
Missing fvault include.
Download: https://forums.alliedmods.net/showthread.php?t=76453
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Raheem
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#9

Post by Raheem » 1 Year Ago

UPDATE your compiler.. Use latest one here: viewtopic.php?f=6&t=221
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