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Re: [Updated] Nemesis Round v1.1
Posted: 08 Jul 2019, 12:23
by Templaso
so?
Re: [Updated] Nemesis Round v1.1
Posted: 08 Jul 2019, 18:11
by Muhammet20
bro just wait i will see where is the problem idk !
Re: [Updated] Nemesis Round v1.1
Posted: 09 Jul 2019, 11:31
by Templaso
Muhammet20 wrote: ↑4 years ago
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?
Re: [Updated] Nemesis Round v1.1
Posted: 09 Jul 2019, 11:42
by Muhammet20
Mystic Viper wrote: ↑4 years ago
Muhammet20 wrote: ↑4 years ago
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?
which version of ze are you using ?
compile to what bro ?
Re: [Updated] Nemesis Round v1.1
Posted: 09 Jul 2019, 11:43
by Muhammet20
you mean give you the amxx file ?
Re: [Updated] Nemesis Round v1.1
Posted: 09 Jul 2019, 12:15
by Templaso
/*
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, "")
}
}
yes but this sma
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 10:04
by Muhammet20
Mystic Viper wrote: ↑4 years ago
/*
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, "")
}
}
yes but this sma
wait bro i will convert from zp to ze better than make it with myself
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 14:31
by Raheem
[mention]Mystic Viper[/mention], What the problem you faced?
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 15:15
by Templaso
Raheem wrote: ↑4 years ago
@Mystic Viper, What the problem you faced?
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, "")
}
}
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 17:48
by Raheem
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, "")
}
}
This forward
ze_user_infected_pre()
should be defined in your includes as:
forward ze_user_infected_pre(iVictim, iInfector, iDamage);
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 19:01
by Templaso
Raheem wrote: ↑4 years ago
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, "")
}
}
This forward
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
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 19:04
by Raheem
Change:
public ze_zombie_appear(id)
To:
public ze_zombie_appear()
Approved tag removed from this plugin.. I never test or compiled it even.
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 19:07
by Raheem
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, "")
}
}
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 19:08
by Templaso
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"
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 19:14
by Raheem
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 19:18
by Templaso
Now is fixed
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 20:19
by Muhammet20
Re: [Updated] Nemesis Round v1.1
Posted: 10 Jul 2019, 20:36
by Raheem
Not working problem after problem so will be trashed:
Re: [Updated] Nemesis Round v1.1
Posted: 11 Jul 2019, 07:54
by Muhammet20
Raheem wrote: ↑4 years ago
Not working problem after problem so will be trashed:
idk why this happened but i know that iam failed
Re: [Updated] Nemesis Round v1.1
Posted: 11 Jul 2019, 14:43
by Raheem
Sorry trashed.