Post by burakxd383 on Apr 7, 2023 20:31:05 GMT
i somehow created this plugin myself, but I have a problem. When zombies are dull, I can push back when zombies are being shot at. I want zombies not to be pushed back when they are dull. How do I solve it or can anyone solve it?
my plugin here
my plugin here
/* Plugin generated by AMXX-Studio */
#include <amxmodx>
#include <amxmisc>
#include <hamsandwich>
#include <fakemeta>
#include <cstrike>
#include <fun>
#include <zombieplague>
#define PLUGIN "[ZE] First Zombies Freeze"
#define VERSION "1.0"
#define AUTHOR "Sideswipe"
new g_maxplayers, cvar_frosttime
new g_frozen[33]
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
g_maxplayers = get_maxplayers()
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
cvar_frosttime = register_cvar("zp_firstzombies_frost_time", "3.0")
}
public plugin_precache() {
precache_sound("warcraft3/impalehit.wav");
}
public zp_round_started(id)
{
set_zb_data()
}
public set_zb_data()
{
for(new id = 1; id <= g_maxplayers; id++)
{
if(is_user_alive(id) && zp_get_user_zombie(id))
{
set_user_frozen(id)
}
}
}
public fw_PlayerPreThink(id)
{
// Not alive
if (!zp_get_user_zombie(id)) return;
// Set Player MaxSpeed
if (g_frozen[id])
{
set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
set_pev(id, pev_maxspeed, 1.0) // prevent from moving
}
}
// Set user Frozen
public set_user_frozen(id)
{
if(zp_get_user_zombie(id) && !zp_get_user_nemesis(id) && !g_frozen[id])
{
// For Frost Effect Ring
static Float:originF3[3];
pev(id, pev_origin, originF3)
// Screen Fade
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id)
write_short((1<<12)*1) // duration
write_short((1<<12)*1) // hold time
write_short(0x0000) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()
// Light blue glow while frozen
fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
g_frozen[id] = true
set_task(get_pcvar_float(cvar_frosttime), "RemoveFrost", id) // Time to Remove Frost Effect
emit_sound(id, CHAN_WEAPON, "warcraft3/impalehit.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
}
}
// Remove Frost Effect
public RemoveFrost(id)
{
// Not alive or not frozen anymore
//if (!g_frozen[id]) return;
g_frozen[id] = false; // Unfreeze
fm_set_rendering(id) // Remove glow
set_pev(id, pev_maxspeed, 275.0) // prevent from moving
static Float:velocity[3]
set_pev(id, pev_velocity, velocity)
}
// Glow Without using the Include fakemeta_util
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)
set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1055\\ f0\\ fs16 \n\\ par }
*/