Post by LegendofWarior on Sept 21, 2015 15:17:12 GMT
Plss, i need help, anyone can make for me a plugin, im not big AMXX scripter, or big ZP Scripter, im just begginner so please anyone can make for me this plugin.
---PLUGIN DESCRIPTION----
say /timeleft or timeleft for showing remarnning rounds (srry for my bad English)
20 rounds per map
3rd round are a gamemod like swarm or mutiinfection or plague
8rd round are a gamemod like swarm or mutinfection or plague
switch(g_iRoundCount) { case 3: { // Do something } case 8: { // Do something } case 10: { // Do something } case 15: { // Do something } case 20: { server_cmd("mapcyclefile mapcycle.txt") } } }
public event_Restart() { g_iRoundCount = 0 }
Personal message only for paid request. If you love this forum, kindly to donate by clicking the donate button at the footer of this forum.
/* Death Match modes for zp_register_game_mode */ enum { ZP_DM_NONE = 0, // Disable death match during the custom mode round ZP_DM_HUMAN, // Respawn as human only ZP_DM_ZOMBIE, // Respawn as zombie only ZP_DM_RANDOM, // Respawn randomly as humans or zombies ZP_DM_BALANCE // Respawn as humans or zombies to keep both team balanced }
/** * Returns whether a player is a zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_zombie(id)
/** * Returns whether a player is a nemesis. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_nemesis(id)
/** * Returns whether a player is a survivor. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_survivor(id)
/** * Returns whether a player is the first zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_first_zombie(id)
/** * Returns whether a player is the last zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_last_zombie(id)
/** * Returns whether a player is the last human. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_last_human(id)
/** * Returns a player's current zombie class ID. * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native zp_get_user_zombie_class(id)
/** * Returns a player's next zombie class ID (for the next infection). * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native zp_get_user_next_class(id)
/** * Sets a player's next zombie class ID (for the next infection). * * @param id Player index. * @param classid A valid zombie class ID. * @return True on success, false otherwise. */ native zp_set_user_zombie_class(id, classid)
/** * Returns a player's ammo pack count. * * @param id Player index. * @return Number of ammo packs owned. */ native zp_get_user_ammo_packs(id)
/** * Sets a player's ammo pack count. * * @param id Player index. * @param amount New quantity of ammo packs owned. */ native zp_set_user_ammo_packs(id, amount)
/** * Returns the default maximum health of a zombie. * * Note: Takes into account first zombie's HP multiplier. * * @param id Player index. * @return Maximum amount of health points, or -1 if not a normal zombie. */ native zp_get_zombie_maxhealth(id)
/** * Returns a player's custom flashlight batteries charge. * * @param id Player index. * @return Charge percent (0 to 100). */ native zp_get_user_batteries(id)
/** * Sets a player's custom flashlight batteries charge. * * @param id Player index. * @param value New charge percent (0 to 100). */ native zp_set_user_batteries(id, charge)
/** * Returns whether a player has night vision. * * @param id Player index. * @return True if it has, false otherwise. */ native zp_get_user_nightvision(id)
/** * Sets whether a player has night vision. * * @param id Player index. * @param set True to give, false for removing it. */ native zp_set_user_nightvision(id, set)
/** * Forces a player to become a zombie. * * Note: Unavailable for last human/survivor/sniper/berserker. * * @param id Player index to be infected. * @param infector Player index who infected him (optional). * @param silent If set, there will be no HUD messages or infection sounds. * @param rewards Whether to show DeathMsg and reward frags, hp, and ammo packs to infector. * @return True on success, false otherwise. */ native zp_infect_user(id, infector = 0, silent = 0, rewards = 0)
/** * Forces a player to become a human. * * Note: Unavailable for last zombie/nemesis. * * @param id Player index to be cured. * @param silent If set, there will be no HUD messages or antidote sounds. * @return True on success, false otherwise. */ native zp_disinfect_user(id, silent = 0)
/** * Forces a player to become a nemesis. * * Note: Unavailable for last human/survivor/sniper/berserker. * * @param id Player index to turn into nemesis. * @return True on success, false otherwise. */ native zp_make_user_nemesis(id)
/** * Forces a player to become a survivor. * * Note: Unavailable for last zombie/nemesis. * * @param id Player index to turn into survivor. * @return True on success, false otherwise. */ native zp_make_user_survivor(id)
/** * Respawns a player into a specific team. * * @param id Player index to be respawned. * @param team Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN). * @return True on success, false otherwise. */ native zp_respawn_user(id, team)
/** * Forces a player to buy an extra item. * * @param id Player index. * @param itemid A valid extra item ID. * @param ignorecost If set, item's cost won't be deduced from player. * @return True on success, false otherwise. */ native zp_force_buy_extra_item(id, itemid, ignorecost = 0)
/** * Returns whether a player is a sniper. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_sniper(id)
/** * Forces a player to become a sniper. * * Note: Unavailable for last zombie/nemesis/assassin. * * @param id Player index to turn into sniper. * @return True on success, false otherwise. */ native zp_make_user_sniper(id)
/** * Returns whether a player is an assassin. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_assassin(id)
/** * Returns whether a player is an predator. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_predator(id)
/** * Returns whether a player is an bombardier. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_bombardier(id)
/** * Returns whether a player is an dragon. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_dragon(id)
/** * Forces a player to become a assassin. * * Note: Unavailable for last human/survivor/sniper. * * @param id Player index to turn into assassin. * @return True on success, false otherwise. */ native zp_make_user_assassin(id)
/** * Forces a player to become a predator. * * Note: Unavailable for last human/survivor/sniper. * * @param id Player index to turn into predator. * @return True on success, false otherwise. */ native zp_make_user_predator(id)
/** * Forces a player to become a bombardier. * * Note: Unavailable for last human/survivor/sniper. * * @param id Player index to turn into bombardier. * @return True on success, false otherwise. */ native zp_make_user_bombardier(id)
/** * Forces a player to become a dragon. * * Note: Unavailable for last human/survivor/sniper. * * @param id Player index to turn into dragon. * @return True on success, false otherwise. */ native zp_make_user_dragon(id)
/** * Returns whether a player is a sniper. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_berserker(id)
/** * Forces a player to become a berserker. * * Note: Unavailable for last zombie/nemesis/assassin. * * @param id Player index to turn into berserker. * @return True on success, false otherwise. */ native zp_make_user_berserker(id)
/** * Returns whether a player is a sniper. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_wesker(id)
/** * Forces a player to become a wesker. * * Note: Unavailable for last zombie/nemesis/assassin. * * @param id Player index to turn into wesker. * @return True on success, false otherwise. */ native zp_make_user_wesker(id)
/** * Returns whether a player is a spy * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_spy(id)
/** * Forces a player to become a spy. * * Note: Unavailable for last zombie/nemesis/assassin. * * @param id Player index to turn into spy. * @return True on success, false otherwise. */ native zp_make_user_spy(id)
/** * Returns whether the ZP round has started, i.e. first zombie * has been chosen or a game mode has begun. * * @return 0 - Round not started * 1 - Round started * 2 - Round starting */ native zp_has_round_started()
/** * Returns whether the current round is a nemesis round. * * @return True if it is, false otherwise. */ native zp_is_nemesis_round()
/** * Returns whether the current round is a survivor round. * * @return True if it is, false otherwise. */ native zp_is_survivor_round()
/** * Returns whether the current round is a swarm round. * * @return True if it is, false otherwise. */ native zp_is_swarm_round()
/** * Returns whether the current round is a plague round. * * @return True if it is, false otherwise. */ native zp_is_plague_round()
/** * Returns whether the current round is a Armageddon round. * * @return True if it is, false otherwise. */ native zp_is_lnj_round()
/** * Returns number of alive zombies. * * @return Zombie count. */ native zp_get_zombie_count()
/** * Returns number of alive humans. * * @return Human count. */ native zp_get_human_count()
/** * Returns number of alive nemesis. * * @return Nemesis count. */ native zp_get_nemesis_count()
/** * Returns number of alive survivors. * * @return Survivor count. */ native zp_get_survivor_count()
/** * Returns whether the current round is a sniper round. * * @return True if it is, false otherwise. */ native zp_is_sniper_round()
/** * Returns whether the current round is a assassin round. * * @return True if it is, false otherwise. */ native zp_is_assassin_round()
/** * Returns whether the current round is a predator round. * * @return True if it is, false otherwise. */ native zp_is_predator_round()
/** * Returns whether the current round is a bombardier round. * * @return True if it is, false otherwise. */ native zp_is_bombardier_round()
/** * Returns whether the current round is a dragon round. * * @return True if it is, false otherwise. */ native zp_is_dragon_round()
/** * Returns whether the current round is a berserker round. * * @return True if it is, false otherwise. */ native zp_is_berserker_round()
/** * Returns whether the current round is a wesker round. * * @return True if it is, false otherwise. */ native zp_is_wesker_round()
/** * Returns whether the current round is a spy round. * * @return True if it is, false otherwise. */ native zp_is_spy_round()
/** * Returns number of alive snipers. * * @return Sniper count. */ native zp_get_sniper_count()
/** * Returns number of alive assassins. * * @return Assassin count. */ native zp_get_assassin_count()
/** * Returns number of alive predators. * * @return predator count. */ native zp_get_predator_count()
/** * Returns number of alive bombardiers. * * @return bombardier count. */ native zp_get_bombardier_count()
/** * Returns number of alive dragons. * * @return dragon count. */ native zp_get_dragon_count()
/** * Returns number of alive berserkers. * * @return Berserker count. */ native zp_get_berserker_count()
/** * Returns number of alive weskers. * * @return wesker count. */ native zp_get_wesker_count()
/** * Returns number of alive spys. * * @return spy count. */ native zp_get_spy_count()
/** * Returns the current game mode ID * * Note: For default game modes you can use, for eg. MODE_SWARM, * to check if the current round is swarm mode. * * Note: For custom game modes you must have the custom game * mode ID to detect it * * @return Current game mode ID */ native zp_get_current_mode()
native zp_get_last_mode() // Ver o ultimo mod jogado
/** * Returns an extra item's ID. * * @param name Item name to look for. * @return Internal extra item ID, or -1 if not found. */ native zp_get_extra_item_id(const name[])
/** * Returns a zombie class' ID. * * @param name Class name to look for. * @return Internal zombie class ID, or -1 if not found. */ native zp_get_zombie_class_id(const name[])
/** * Registers a custom game mode which will be added to the admin menu of ZP * * Note: The returned game mode ID can later be used to detect the game mode * which is called in zp_round_started_pre. There you can start the game mode * externally by using this game mode ID. * * @param name The game modes name which will also be used by other plugins * to identify this game mode * @param flags Access flags required by the admins to start this game * mode via the admin menu. * @param chance Chance level of this game mode. (1 in X) The higher the value * the lesser the chance that this game mode will be called * @param allow Whether to permit infection or not after a zombie's attack * @param dm_mode Death match mode during this game. Use ZP_DM_NONE to disable * respawning during this game mode * @return An internal game mode ID or -1 on failure */ native zp_register_game_mode( const name[], flags, chance, allow, dm_mode)
/** * Registers a custom item which will be added to the extra items menu of ZP. * * Note: The returned extra item ID can be later used to catch item * purchase events for the zp_extra_item_selected() forward. * * Note: ZP_TEAM_NEMESIS, ZP_TEAM_SURVIVOR, ZP_TEAM_ASSASSIN, ZP_TEAM_SNIPER and ZP_TEAM_BERSERKER * can be used to make an item available to Nemesis, * Survivors, Assassins, Snipers and Berserkers. * * @param name Caption to display on the menu. * @param cost Ammo packs to be deducted on purchase. * @param teams Bitsum of teams it should be available for. * @return An internal extra item ID, or -1 on failure. */ native zp_register_extra_item(const name[], cost, teams)
// New Natives native zp_extra_item_textadd(const text[]) // Add Text On Extra Item (Like ZP 5.0) native zp_zombie_class_textadd(const text[]) // Add Text On Zombie Class (Like ZP 5.0) native zp_get_user_infectnade(id) // Get User Infect bomb native zp_set_user_infectnade(id, set) // Give/Remove User Infect bomb native zp_get_user_frozen(id) // Get User Frozen native zp_set_user_frozen(id, set) // Set User Burning native zp_get_user_burn(id) // Get User Burning native zp_set_user_burn(id, set) // Set User Burning native zp_get_user_madness(id) // Get user Madness native zp_set_user_madness(id, set) // Set user Madness native zp_get_human_special_class(id) // Get User Survivor/Sniper/Berserker/Etc native zp_get_zombie_special_class(id) // Get User Nemesis/Assassin/Predator/Etc. native zp_set_user_rendering(id, fx, r, g, b, render, amount) // Set User Render with handle models on separate ent compat native zp_reset_user_rendering(id) // Reset User Render native zp_get_extra_item_cost(itemid) // Get Item Cost native zp_get_extra_item_name(itemid, itemname[], len) // Get Item Name native zp_set_user_maxspeed(id, Float:Speed) // Change user Current maxspeed native Float:zp_get_user_maxspeed(id) // Get user Maxspeed native zp_reset_user_maxspeed(id) // Reset user Maxspeed native zp_set_extra_damage(victim, attacker, damage, weaponDescription[]) // Set User Extra Damage (Like Superhero Mod) native zp_get_zombie_class_info(class, info[], len) // Get Class Info native zp_get_zombie_class_name(class, name[], len) // Get Class Name native zp_set_extra_item_cost(itemid, cost) // Change Extra Item Cost native zp_set_extra_item_name(itemid, const newname[]) // Change Extra Item Name native zp_set_extra_item_team(itemid, team) // Change Extra Item Team native zp_get_extra_item_realname(itemid, realname[], len) native zp_has_round_ended() // Get Round Ended native zp_get_current_mode_name(name[], len) // Get Current mode Name native zp_override_user_model(id, const newmodel[], modelindex = 0)
// New Natives (3.0 Version or higher Available) native zp_register_zombie_special(const name[], const model[], const knifemodel[], const pain_sound[], hp, speed, Float:gravity, flags, Float:knockback, aura_radius, glow, r, g, b) // Register Human Special native zp_make_user_special(id, spid, zombie) // Make user a Special Class native zp_set_custom_game_mod(gameid) // Forces Start Custom Mod native zp_get_special_count(zombie, specialid) // Get Special id Cound native zp_register_human_special(const name[], const model[], hp, speed, Float:gravity, flags, clip_type, aura_radius, glow, r, g, b) // Register Human Special native zp_reset_player_model(id) // Reset Player Model
// New Natives (3.1 Version or higher Available) native zp_special_class_name(id, name[], len) // Get user Special Class Real Name
// New Natives (3.2 Version or higher Available) native zp_get_zombie_class_realname(id, realname[], len) // Get user Zombie Class Real Name native zp_get_special_class_id(is_zombie, name[]) // Get Special Class ID
// New Natives (3.4 Version or Higher Available) native zp_get_custom_special_count(is_zombie) // Get Registred Custom Special Class Count native zp_get_gamemodes_count() // Get Registred Custom Game modes count native zp_get_zclass_count() // Get Registred Zombie Class Count native zp_get_extra_item_count() // Get Registred Extra Item Count native zp_get_gamemode_id(name[]) // Get Game mode index by name
// New Natives (3.5 Version or Higher Available) native zp_is_escape_map() // Get Current Map is Escape Map native zp_do_random_spawn(id) // Teleport User to Spawn
/** * Registers a custom class which will be added to the zombie classes menu of ZP. * * Note: The returned zombie class ID can be later used to identify * the class when calling the zp_get_user_zombie_class() natives. * * @param name Caption to display on the menu. * @param info Brief description of the class. * @param model Player model to be used. * @param clawmodel Claws model to be used. * @param hp Initial health points. * @param speed Maximum speed. * @param gravity Gravity multiplier. * @param knockback Knockback multiplier. * @return An internal zombie class ID, or -1 on failure. */ native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)
/** * Called when the ZP round starts, i.e. first zombie * is chosen or a game mode begins. * * @param gamemode Mode which has started. * @param id Affected player's index (if applicable). */ forward zp_round_started(gamemode, id)
/** * Called before the ZP round starts. This is only * called for custom game modes. * * Note: The custom game mode id can be used to start * the game mode externally * * Note: returning ZP_PLUGIN_HANDLED will cause the * game mode to be blocked and other game modes will * be given a chance. * * @param gameid Custom mode id which is called */ forward zp_round_started_pre(gameid)
/** * Called when the round ends. * * @param winteam Team which has won the round. */ forward zp_round_ended(winteam)
/** * Called when a player gets infected. * * @param id Player index who was infected. * @param infector Player index who infected him (if applicable). * @param nemesis Whether the player was turned into a nemesis. */ forward zp_user_infected_pre(id, infector, classid) forward zp_user_infected_post(id, infector, classid)
/** * Called when a player turns back to human. * * @param id Player index who was cured. * @param survivor Whether the player was turned into a survivor. */ forward zp_user_humanized_pre(id, classid) forward zp_user_humanized_post(id, classid)
/** * Called on a player infect/cure attempt. You can use this to block * an infection/humanization by returning ZP_PLUGIN_HANDLED in your plugin. * * Note: Right now this is only available after the ZP round starts, since some * situations (like blocking a first zombie's infection) are not yet handled. */ forward zp_user_infect_attempt(id, infector, classid) forward zp_user_humanize_attempt(id, classid)
/** * Called when an admin selects a custom game mode from the ZP admin menu. * * Note: You should trigger the custom game mode here with out any checks * * @param gameid Internal custom game mode ID * @param id Player index who selected the game mode */ forward zp_game_mode_selected(gameid, id)
/** * Called when a player spawns. This is also called for CZ bots * which are spawning * * Note: You should use this, instead of other spawn forwards, * when you want to change some one's class after spawning. * * Note: If you have used this forward then you must return * ZP_PLUGIN_HANDLED to inform the main plugin that you have used * this forward * * @param id Player index who has spawned * @param resp_zombie This is passed by the main plugin as 1 if * the player needs to be spawned as a zombie * otherwise it is passed as zero */ forward zp_player_spawn_post(id, resp_zombie)
/** * Called when a player buys an extra item from the ZP menu. * * Note: You can now return ZP_PLUGIN_HANDLED in your plugin to block * the purchase and the player will be automatically refunded. * * @param id Player index of purchaser. * @param itemid Internal extra item ID. */ forward zp_extra_item_selected(id, itemid)
// New Forwards // Exec When Open the Extra Itens menu // Use the ZP_PLUGIN_HANDLED for block option (Like ZP 5.0) // Use the ZP_PLUGIN_SUPERCEDE for block showing item in menu forward zp_extra_item_selected_pre(id, itemid)
// Use the ZP_PLUGIN_HANDLED for block user frozing forward zp_user_frozen_pre(id)
forward zp_user_frozen_post(id)
// Use the ZP_PLUGIN_HANDLED for block user burning forward zp_user_burn_pre(id)
forward zp_user_burn_post(id)
/** * Called when a player gets unfrozen (frostnades). * * @param id Player index. */ forward zp_user_unfrozen(id)
/** * Called when a player becomes the last zombie. * * Note: This is called for the first zombie too. * * @param id Player index. */ forward zp_user_last_zombie(id)
/** * Called when a player becomes the last human. * * @param id Player index. */ forward zp_user_last_human(id)
// Exec when open Zombie Classes Choose menu // Use the ZP_PLUGIN_HANDLED for block option (Like ZP 5.0) // Use the ZP_PLUGIN_SUPERCEDE for block showing class in menu forward zp_zombie_class_choosed_pre(id, classid)
// Exec when the user choose the class forward zp_zombie_class_choosed_post(id, classid)
// New Forwards (4.0 or Higher) /* Execute when player reset render Use ZP_PLUGIN_SUPERCEDE for block it */ forward zp_user_rendering_reset_pre(id)
// Execute after player reset glow forward zp_user_rendering_reset_post(id)
/* Execute when player change the model Use ZP_PLUGIN_SUPERCEDE for block it */ forward zp_user_model_change_pre(id, model[])
// Execute after player change model forward zp_user_model_change_post(id, model[])
/* Execute before admin make a player to special class Use ZP_PLUGIN_HANDLED for block it */ forward zp_human_special_choosed_pre(id, specialid) forward zp_zombie_special_choosed_pre(id, specialid)
// Execute after admin make a player to special class forward zp_human_special_choosed_post(id, specialid) forward zp_zombie_special_choosed_post(id, specialid)
/* Execute before admin start a mode Use ZP_PLUGIN_HANDLED for block it */ forward zp_game_mode_selected_pre(id, gamemode)
/** * @deprecated - Do not use! * For backwards compatibility only. */ #define ZP_TEAM_ANY 0
stock zp_get_alive_players() { static i_alive, id i_alive = 0
for (id = 1; id <= get_maxplayers(); id++) { if(is_user_alive(id)) i_alive++ } return i_alive; }
switch(g_iRoundCount) { case 1: { zp_set_custom_game_mod(MODE_INFECTION) } case 2: { zp_set_custom_game_mod(MODE_INFECTION) } case 3: { switch(random(2)) { case 0: zp_set_custom_game_mod(MODE_MULTI) case 1: zp_set_custom_game_mod(MODE_SWARM) case 2: zp_set_custom_game_mod(MODE_PLAGUE) }
} case 4: { zp_set_custom_game_mod(MODE_MULTI) } case 5: { zp_set_custom_game_mod(MODE_INFECTION) } case 6: { switch(random(3)) { case 0: zp_set_custom_game_mod(MODE_SNIPER) case 1: zp_set_custom_game_mod(MODE_ASSASSIN) case 2: zp_set_custom_game_mod(MODE_SURVIVOR) case 3: zp_set_custom_game_mod(MODE_PREDATOR) } } case 7: { zp_set_custom_game_mod(MODE_INFECTION) } case 8: { zp_set_custom_game_mod(MODE_LNJ) } case 9: { zp_set_custom_game_mod(MODE_NEMESIS) } } }
public event_Restart() { g_iRoundCount = 0 }
Stand By... ZP Achievement System: (Cancelled) Lack for Sprites