RSSy MYGO.pl Opublikowano Maj 14, 2022 o 06:15 RSSy Udostępnij Opublikowano Maj 14, 2022 o 06:15 as the title says How can I make nemesis mode only start on the last round automatically? PHP Code: /*================================================================================ ------------------------------- -*- [ZP] Game Mode: Nemesis -*- ------------------------------- This plugin is part of Zombie Plague Mod and is distributed under the terms of the GNU General Public License. Check ZP_ReadMe.txt for details. ================================================================================*/ #include <amxmodx> #include <amx_settings_api> #include <cs_teams_api> #include <zp50_gamemodes> #include <zp50_class_nemesis> #include <zp50_deathmatch> // Settings file new const ZP_SETTINGS_FILE[] = "zombieplague.ini" // Default sounds new const sound_nemesis[][] = { "zombie_plague/nemesis1.wav" , "zombie_plague/nemesis2.wav" } #define SOUND_MAX_LENGTH 64 new Array:g_sound_nemesis // HUD messages #define HUD_EVENT_X -1.0 #define HUD_EVENT_Y 0.17 #define HUD_EVENT_R 255 #define HUD_EVENT_G 20 #define HUD_EVENT_B 20 new g_MaxPlayers new g_HudSync new g_TargetPlayer new cvar_nemesis_chance, cvar_nemesis_min_players new cvar_nemesis_show_hud, cvar_nemesis_sounds new cvar_nemesis_allow_respawn public plugin_precache() { // Register game mode at precache (plugin gets paused after this) register_plugin("[ZP] Game Mode: Nemesis", ZP_VERSION_STRING, "ZP Dev Team") zp_gamemodes_register("Nemesis Mode") set_task( 1.0, "NPC", _, _, _, "d" ); // Create the HUD Sync Objects g_HudSync = CreateHudSyncObj() g_MaxPlayers = get_maxplayers() cvar_nemesis_chance = register_cvar("zp_nemesis_chance", "20") cvar_nemesis_min_players = register_cvar("zp_nemesis_min_players", "0") cvar_nemesis_show_hud = register_cvar("zp_nemesis_show_hud", "1") cvar_nemesis_sounds = register_cvar("zp_nemesis_sounds", "1") cvar_nemesis_allow_respawn = register_cvar("zp_nemesis_allow_respawn", "0") // Initialize arrays g_sound_nemesis = ArrayCreate(SOUND_MAX_LENGTH, 1) // Load from external file amx_load_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND NEMESIS", g_sound_nemesis) // If we couldn't load custom sounds from file, use and save default ones new index if (ArraySize(g_sound_nemesis) == 0) { for (index = 0; index < sizeof sound_nemesis; index++) ArrayPushString(g_sound_nemesis, sound_nemesis[index]) // Save to external file amx_save_setting_string_arr(ZP_SETTINGS_FILE, "Sounds", "ROUND NEMESIS", g_sound_nemesis) } // Precache sounds new sound[SOUND_MAX_LENGTH] for (index = 0; index < ArraySize(g_sound_nemesis); index++) { ArrayGetString(g_sound_nemesis, index, sound, charsmax(sound)) if (equal(sound[strlen(sound)-4], ".mp3")) { format(sound, charsmax(sound), "sound/%s", sound) precache_generic(sound) } else precache_sound(sound) } } // Deathmatch module's player respawn forward public zp_fw_deathmatch_respawn_pre(id) { // Respawning allowed? if (!get_pcvar_num(cvar_nemesis_allow_respawn)) return PLUGIN_HANDLED; return PLUGIN_CONTINUE; } public zp_fw_core_spawn_post(id) { // Always respawn as human on nemesis rounds zp_core_respawn_as_zombie(id, false) } public zp_fw_gamemodes_choose_pre(game_mode_id, skipchecks) { if (!skipchecks) { // Random chance if (random_num(1, get_pcvar_num(cvar_nemesis_chance)) != 1) return PLUGIN_HANDLED; // Min players if (GetAliveCount() < get_pcvar_num(cvar_nemesis_min_players)) return PLUGIN_HANDLED; } // Game mode allowed return PLUGIN_CONTINUE; } public zp_fw_gamemodes_choose_post(game_mode_id, target_player) { // Pick player randomly? g_TargetPlayer = (target_player == RANDOM_TARGET_PLAYER) ? GetRandomAlive(random_num(1, GetAliveCount())) : target_player } public zp_fw_gamemodes_start() { // Turn player into nemesis zp_class_nemesis_set(g_TargetPlayer) // Remaining players should be humans (CTs) new id for (id = 1; id <= g_MaxPlayers; id++) { // Not alive if (!is_user_alive(id)) continue; // This is our Nemesis if (zp_class_nemesis_get(id)) continue; // Switch to CT cs_set_player_team(id, CS_TEAM_CT) } // Play Nemesis sound if (get_pcvar_num(cvar_nemesis_sounds)) { new sound[SOUND_MAX_LENGTH] ArrayGetString(g_sound_nemesis, random_num(0, ArraySize(g_sound_nemesis) - 1), sound, charsmax(sound)) PlaySoundToClients(sound) } if (get_pcvar_num(cvar_nemesis_show_hud)) { // Show Nemesis HUD notice new name[32] get_user_name(g_TargetPlayer, name, charsmax(name)) set_hudmessage(HUD_EVENT_R, HUD_EVENT_G, HUD_EVENT_B, HUD_EVENT_X, HUD_EVENT_Y, 1, 0.0, 5.0, 1.0, 1.0, -1) ShowSyncHudMsg(0, g_HudSync, "%L", LANG_PLAYER, "NOTICE_NEMESIS", name) } } // Plays a sound on clients PlaySoundToClients(const sound[]) { if (equal(sound[strlen(sound)-4], ".mp3")) client_cmd(0, "mp3 play ^"sound/%s^"", sound) else client_cmd(0, "spk ^"%s^"", sound) } // Get Alive Count -returns alive players number- GetAliveCount() { new iAlive, id for (id = 1; id <= g_MaxPlayers; id++) { if (is_user_alive(id)) iAlive++ } return iAlive; } // Get Random Alive -returns index of alive player number target_index - GetRandomAlive(target_index) { new iAlive, id for (id = 1; id <= g_MaxPlayers; id++) { if (is_user_alive(id)) iAlive++ if (iAlive == target_index) return id; } return -1; } I appreciate your help in advance :3 Przeczytaj cały wpis Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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