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Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 13:58
by z0h1r-LK
Now compiled using this :
Code: Select all
#include <zombie_escape>
#include <fun>
new g_nemesis_round, g_cvar_nemesis_chance, g_cvar_nemesis_gravity, g_cvar_nemesis_health, g_cvar_nemesis_speed, g_cvar_nemesis_glow, g_cvar_nemesis_leap
native give_longjump(id)
public plugin_init()
{
register_plugin("[ZE] Nemsis round", "1.0", "Kaya Gaming")
register_event("HLTV", "event_newround", "a", "1=0", "2=0")
g_cvar_nemesis_chance = register_cvar("ze_nemesis_chance","20")
g_cvar_nemesis_gravity = register_cvar("ze_nemesis_gravity","650")
g_cvar_nemesis_health = register_cvar("ze_nemesis_health","30000")
g_cvar_nemesis_speed = register_cvar("ze_nemesis_speed","330")
g_cvar_nemesis_glow = register_cvar("ze_nemesis_glow","1")
g_cvar_nemesis_leap = register_cvar("ze_nemesis_leap","1")
}
public plugin_natives()
{
register_native("ze_is_nemesis_round","native_nemesis_round",1)
}
public native_nemesis_round(id)
{
return g_nemesis_round
}
public ze_user_infected(iVictim)
{
if(g_nemesis_round)
{
user_silentkill(iVictim)
}
}
public event_newround(id)
{
if(random_num(1, get_pcvar_num(g_cvar_nemesis_chance)) == 1)
{
g_nemesis_round = true
}
}
public ze_zombie_appear()
{
new id
if(g_nemesis_round)
{
client_cmd(id,"spk zombie_escape/ze_nemesis.wav")
set_dhudmessage(255, 0, 0, -1.0, 0.30, 0, 6.0, 6.0)
show_dhudmessage(id, "===! Nemesis Round !===")
if(ze_is_user_zombie(id))
{
nemesis_features(id)
}
}
}
public nemesis_features(id)
{
// User Zombie ? Nemesis Round ?
if(!ze_is_user_zombie(id) && !g_nemesis_round)
return
// Nemesis Glow
if(get_pcvar_num(g_cvar_nemesis_glow) == 1)
Set_Rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
// Nemesis Leap Jump
if(get_pcvar_num(g_cvar_nemesis_leap) == 1)
give_longjump(id)
// Nemesis Gravity
set_user_gravity(id,get_pcvar_float(g_cvar_nemesis_gravity))
// Nemesis Health
set_user_health(id,get_pcvar_float(g_cvar_nemesis_health))
// Nemesis Speed
fm_set_user_speed(id,get_pcvar_float(g_cvar_nemesis_speed))
}
public ze_roundend(id)
{
Set_Rendering(id)
g_nemesis_round = false
}
stock fm_set_user_speed(id, Float:Speed)
{
set_pev(id, pev_maxspeed, Speed)
}
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 15:11
by Muhammet20
lizoumapper wrote: ↑4 years ago
Now compiled using this :
Code: Select all
#include <zombie_escape>
#include <fun>
new g_nemesis_round, g_cvar_nemesis_chance, g_cvar_nemesis_gravity, g_cvar_nemesis_health, g_cvar_nemesis_speed, g_cvar_nemesis_glow, g_cvar_nemesis_leap
native give_longjump(id)
public plugin_init()
{
register_plugin("[ZE] Nemsis round", "1.0", "Kaya Gaming")
register_event("HLTV", "event_newround", "a", "1=0", "2=0")
g_cvar_nemesis_chance = register_cvar("ze_nemesis_chance","20")
g_cvar_nemesis_gravity = register_cvar("ze_nemesis_gravity","650")
g_cvar_nemesis_health = register_cvar("ze_nemesis_health","30000")
g_cvar_nemesis_speed = register_cvar("ze_nemesis_speed","330")
g_cvar_nemesis_glow = register_cvar("ze_nemesis_glow","1")
g_cvar_nemesis_leap = register_cvar("ze_nemesis_leap","1")
}
public plugin_natives()
{
register_native("ze_is_nemesis_round","native_nemesis_round",1)
}
public native_nemesis_round(id)
{
return g_nemesis_round
}
public ze_user_infected(iVictim)
{
if(g_nemesis_round)
{
user_silentkill(iVictim)
}
}
public event_newround(id)
{
if(random_num(1, get_pcvar_num(g_cvar_nemesis_chance)) == 1)
{
g_nemesis_round = true
}
}
public ze_zombie_appear()
{
new id
if(g_nemesis_round)
{
client_cmd(id,"spk zombie_escape/ze_nemesis.wav")
set_dhudmessage(255, 0, 0, -1.0, 0.30, 0, 6.0, 6.0)
show_dhudmessage(id, "===! Nemesis Round !===")
if(ze_is_user_zombie(id))
{
nemesis_features(id)
}
}
}
public nemesis_features(id)
{
// User Zombie ? Nemesis Round ?
if(!ze_is_user_zombie(id) && !g_nemesis_round)
return
// Nemesis Glow
if(get_pcvar_num(g_cvar_nemesis_glow) == 1)
Set_Rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
// Nemesis Leap Jump
if(get_pcvar_num(g_cvar_nemesis_leap) == 1)
give_longjump(id)
// Nemesis Gravity
set_user_gravity(id,get_pcvar_float(g_cvar_nemesis_gravity))
// Nemesis Health
set_user_health(id,get_pcvar_float(g_cvar_nemesis_health))
// Nemesis Speed
fm_set_user_speed(id,get_pcvar_float(g_cvar_nemesis_speed))
}
public ze_roundend(id)
{
Set_Rendering(id)
g_nemesis_round = false
}
stock fm_set_user_speed(id, Float:Speed)
{
set_pev(id, pev_maxspeed, Speed)
}
compiling but i think this not works in game
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 15:26
by Muhammet20
lizoumapper wrote: ↑4 years ago
Now compiled using this :
Code: Select all
#include <zombie_escape>
#include <fun>
new g_nemesis_round, g_cvar_nemesis_chance, g_cvar_nemesis_gravity, g_cvar_nemesis_health, g_cvar_nemesis_speed, g_cvar_nemesis_glow, g_cvar_nemesis_leap
native give_longjump(id)
public plugin_init()
{
register_plugin("[ZE] Nemsis round", "1.0", "Kaya Gaming")
register_event("HLTV", "event_newround", "a", "1=0", "2=0")
g_cvar_nemesis_chance = register_cvar("ze_nemesis_chance","20")
g_cvar_nemesis_gravity = register_cvar("ze_nemesis_gravity","650")
g_cvar_nemesis_health = register_cvar("ze_nemesis_health","30000")
g_cvar_nemesis_speed = register_cvar("ze_nemesis_speed","330")
g_cvar_nemesis_glow = register_cvar("ze_nemesis_glow","1")
g_cvar_nemesis_leap = register_cvar("ze_nemesis_leap","1")
}
public plugin_natives()
{
register_native("ze_is_nemesis_round","native_nemesis_round",1)
}
public native_nemesis_round(id)
{
return g_nemesis_round
}
public ze_user_infected(iVictim)
{
if(g_nemesis_round)
{
user_silentkill(iVictim)
}
}
public event_newround(id)
{
if(random_num(1, get_pcvar_num(g_cvar_nemesis_chance)) == 1)
{
g_nemesis_round = true
}
}
public ze_zombie_appear()
{
new id
if(g_nemesis_round)
{
client_cmd(id,"spk zombie_escape/ze_nemesis.wav")
set_dhudmessage(255, 0, 0, -1.0, 0.30, 0, 6.0, 6.0)
show_dhudmessage(id, "===! Nemesis Round !===")
if(ze_is_user_zombie(id))
{
nemesis_features(id)
}
}
}
public nemesis_features(id)
{
// User Zombie ? Nemesis Round ?
if(!ze_is_user_zombie(id) && !g_nemesis_round)
return
// Nemesis Glow
if(get_pcvar_num(g_cvar_nemesis_glow) == 1)
Set_Rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
// Nemesis Leap Jump
if(get_pcvar_num(g_cvar_nemesis_leap) == 1)
give_longjump(id)
// Nemesis Gravity
set_user_gravity(id,get_pcvar_float(g_cvar_nemesis_gravity))
// Nemesis Health
set_user_health(id,get_pcvar_float(g_cvar_nemesis_health))
// Nemesis Speed
fm_set_user_speed(id,get_pcvar_float(g_cvar_nemesis_speed))
}
public ze_roundend(id)
{
Set_Rendering(id)
g_nemesis_round = false
}
stock fm_set_user_speed(id, Float:Speed)
{
set_pev(id, pev_maxspeed, Speed)
}
try compile now it's fixed
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 16:38
by Templaso
Bug...when a player is nemesis...he died instantly
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 16:48
by Muhammet20
Mystic Viper wrote: ↑4 years ago
Bug...when a player is nemesis...he died instantly
Thanks for tell me
Sorry for this Bug
Fixed.
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 17:22
by Templaso
Throw here the good sma bro...i don't know which is fixed
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 17:31
by Muhammet20
Mystic Viper wrote: ↑4 years ago
Throw here the good sma bro...i don't know which is fixed
Working ?
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 17:33
by Templaso
Where is sma??? i said to post here new sma fixed
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 17:35
by Muhammet20
Mystic Viper wrote: ↑4 years ago
Where is sma??? i said to post here new sma fixed
Code: Select all
#include <fun>
#include <dhudmessage>
#include <zombie_escape>
new g_nemesis_round, g_cvar_nemesis_chance, g_cvar_nemesis_gravity, g_cvar_nemesis_health, g_cvar_nemesis_speed, g_cvar_nemesis_glow, g_cvar_nemesis_leap
new g_MaxPlayers
native give_longjump(id)
public plugin_init()
{
register_plugin("[ZE] Nemsis round", "1.0", "Kaya Gaming")
register_event("HLTV", "event_newround", "a", "1=0", "2=0")
g_cvar_nemesis_chance = register_cvar("ze_nemesis_chance","20")
g_cvar_nemesis_gravity = register_cvar("ze_nemesis_gravity","650")
g_cvar_nemesis_health = register_cvar("ze_nemesis_health","30000")
g_cvar_nemesis_speed = register_cvar("ze_nemesis_speed","330")
g_cvar_nemesis_glow = register_cvar("ze_nemesis_glow","1")
g_cvar_nemesis_leap = register_cvar("ze_nemesis_leap","1")
g_MaxPlayers = get_maxplayers();
}
public plugin_natives()
{
register_native("ze_is_nemesis_round","native_nemesis_round",1)
}
public native_nemesis_round(id)
{
return g_nemesis_round
}
public ze_user_infected_pre(iVictim, iInfector, iDamage)
{
if(g_nemesis_round)
{
user_silentkill(iVictim)
}
}
public event_newround(id)
{
if(random_num(1, get_pcvar_num(g_cvar_nemesis_chance)) == 1)
{
g_nemesis_round = true
}
}
public ze_zombie_appear()
{
if(g_nemesis_round)
{
for(new id = 0; id < g_MaxPlayers; id++)
{
client_cmd(id,"spk zombie_escape/Nemesis_scream")
set_dhudmessage(255, 0, 0, -1.0, 0.30, 0, 6.0, 6.0)
show_dhudmessage(id, "=== Nemesis Round ===")
if(ze_is_user_zombie(id))
{
nemesis_features(id)
}
}
}
}
public nemesis_features(id)
{
// User Zombie ? Nemesis Round ?
if(!ze_is_user_zombie(id) && !g_nemesis_round)
return
// Nemesis Glow
if(get_pcvar_num(g_cvar_nemesis_glow) == 1)
Set_Rendering(id, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 25)
// Nemesis Leap Jump
if(get_pcvar_num(g_cvar_nemesis_leap) == 1)
give_longjump(id)
// Nemesis Gravity
set_user_gravity(id,get_pcvar_float(g_cvar_nemesis_gravity))
// Nemesis Health
set_user_health(id,get_pcvar_num(g_cvar_nemesis_health))
// Nemesis Speed
fm_set_user_speed(id,get_pcvar_float(g_cvar_nemesis_speed))
}
public ze_roundend(id)
{
Set_Rendering(id)
g_nemesis_round = false
}
stock fm_set_user_speed(id, Float:Speed)
{
set_pev(id, pev_maxspeed, Speed)
}
the fixed is first one
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 17:44
by Templaso
Sound has not have .wav or .mp3?
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 17:46
by Templaso
dhuhdmessage causing more errors on compiling...not good my friend...bugs after bugs
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 17:47
by Muhammet20
Mystic Viper wrote: ↑4 years ago
Sound has not have .wav or .mp3?
i didn't understand you question
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 17:54
by Muhammet20
Mystic Viper wrote: ↑4 years ago
dhuhdmessage causing more errors on compiling...not good my friend...bugs after bugs
which version of ze are you using ?
the plugin working with me and with lizou
why you see bugs and errors ?
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 18:25
by Templaso
I'm using v1.4 compiler and u should delete dhudmessage cuz reapi and our compiler already using this include...and with sounds
What is this: client_cmd(id,"spk zombie_escape/Nemesis_scream") no .wav or .mp3 how can detect sound
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 18:28
by Muhammet20
Mystic Viper wrote: ↑4 years ago
I'm using v1.4 compiler and u should delete dhudmessage cuz reapi and our compiler already using this include...and with sounds
What is this: client_cmd(id,"spk zombie_escape/Nemesis_scream") no .wav or .mp3 how can detect sound
okay thanks to detect this
wait i will edit
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 18:29
by Muhammet20
Mystic Viper wrote: ↑4 years ago
I'm using v1.4 compiler and u should delete dhudmessage cuz reapi and our compiler already using this include...and with sounds
What is this: client_cmd(id,"spk zombie_escape/Nemesis_scream") no .wav or .mp3 how can detect sound
Good Now ?
Check the post
first one
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 18:37
by Templaso
C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(28) : error 017: undefined symbol "HIT_GENERIC"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(28) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(29) : error 017: undefined symbol "HIT_HEAD"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(29) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(30) : error 017: undefined symbol "HIT_CHEST"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(30) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(31) : error 017: undefined symbol "HIT_STOMACH"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(31) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(32) : error 017: undefined symbol "HIT_LEFTARM"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(32) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(33) : error 017: undefined symbol "HIT_RIGHTARM"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(33) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(34) : error 017: undefined symbol "HIT_LEFTLEG"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(34) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(35) : error 017: undefined symbol "HIT_RIGHTLEG"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(35) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(141) : error 017: undefined symbol "kRenderFxNone"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(161) : error 017: undefined symbol "kRenderFxNone"
The hell man...errors after errors
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 18:45
by Muhammet20
Mystic Viper wrote: ↑4 years ago
C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(28) : error 017: undefined symbol "HIT_GENERIC"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(28) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(29) : error 017: undefined symbol "HIT_HEAD"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(29) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(30) : error 017: undefined symbol "HIT_CHEST"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(30) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(31) : error 017: undefined symbol "HIT_STOMACH"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(31) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(32) : error 017: undefined symbol "HIT_LEFTARM"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(32) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(33) : error 017: undefined symbol "HIT_RIGHTARM"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(33) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(34) : error 017: undefined symbol "HIT_LEFTLEG"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(34) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(35) : error 017: undefined symbol "HIT_RIGHTLEG"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(35) : error 008: must be a constant expression; assumed zero
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(141) : error 017: undefined symbol "kRenderFxNone"
// C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(161) : error 017: undefined symbol "kRenderFxNone"
The hell man...errors after errors
change your fun.inc include man, this error is from you not from me
- fun.inc
- (10.48 KiB) Downloaded 416 times
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 18:47
by Templaso
C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(13) : error 017: undefined symbol "AMXX_VERSION_NUM"
C:\Users\Laur\Desktop\ZE Compiler\include\fun.inc(45) : error 017: undefined symbol "kRenderFxNone"
Nothing working as well
Re: [ZE] Nemesis Round
Posted: 14 Jul 2019, 18:50
by Muhammet20
sorry for that check this again i posted the false fun.inc file
download this:
download/file.php?id=783