Re: [Updated] Nemesis Round v1.1
Posted: 23 Jun 2019, 12:38
Zombie Escape Mod for Counter-Strike 1.6
https://escapers-zone.net/
kill + longjump
you just forgot thisRaheem 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, "") } }
new szModelPath[32]
so other things working successbro, i already made longjump + the nemesis is killing , why need to more health ? , the zombie is already have so much health , and idk how to make the nemesis round in a random round , so i made it in the last round , where is the problem ? , idk !lizoumapper wrote: ↑4 years ago 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)
bro tell me if you have an ideaczirimbolo wrote: ↑4 years ago Can you guys add more addons to this Nemesis? Now its nothing special
ok i will fix it when i open my pcMystic Viper wrote: ↑4 years ago Nemesis plugin code has to many errors on compiling. Please, fix it.
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>"
nemesis_round.sma(79) : warning 209: function "ze_user_infected_pre" should return a value
nemesis_round.sma(34) : warning 204: symbol is assigned a value that is never used: "g_maxplayers"
try this:
Code: Select all
/*
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_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 the next update tommorowMystic Viper wrote: ↑4 years agoCompile this for me
/* 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, "") } }