DoNii, No you can't use task for Freezing for some reasons just try to get one of these reasons.
kair, You need to wait! The new mod have Extra-Item system so it will be very easy for anyone to edit from ZP to ZE also i'll do it in the new mod and i'am not going to code for Out-dated mod also no one will do. (Mod is finished)
public FrostEffect(id) { // Only effect alive unfrozen zombies if (!is_user_alive(id) || !zp_get_user_zombie(id) || g_bIsFrozen[id]) return
message_begin(MSG_ONE_UNRELIABLE, g_iMsgScreenFade, _, id) write_short(4096*1) // duration write_short(4096*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()
message_begin(MSG_ONE, g_iStatusIcon, {0,0,0}, id) write_byte(1) // Status [0=Hide, 1=Show, 2=Flash] write_string("dmg_cold") // Sprite Name write_byte(000) // Red write_byte(206) // Green write_byte(209) // Blue message_end()
// Rest Player Speed ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
Remove_Rendering(id) RemoveStatusIcon(id) }
public remove_jibs(id) { RemoveEntity(id)
new Float:origin[3] pev(id,pev_origin,origin)
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0) write_byte(TE_IMPLOSION) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2] + 8.0) // z write_byte(64) // radius write_byte(10) // count write_byte(3) // duration message_end()
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0) write_byte(TE_SPARKS) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2]) // z message_end()
message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0) write_byte(TE_BREAKMODEL) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2] + 24.0) // z write_coord_fl(16.0) // size x write_coord_fl(16.0) // size y write_coord_fl(16.0) // size z write_coord(random_num(-50,50)) // velocity x write_coord(random_num(-50,50)) // velocity y write_coord_fl(25.0) // velocity z write_byte(10) // random velocity write_short(g_iGlassGibs) // model write_byte(10) // count write_byte(25) // life write_byte(0x01) // flags message_end()
// Get drop weapon index (Frost M4A1) to use in fw_FrostM4A1AddToPlayer forward iStoredM4A1ID = find_ent_by_owner(-1, "weapon_usp", entity)
// If Player Has Frost M4A1 and It's weapon_usp if(g_bHasFrostM4A1[iOwner] && is_valid_ent(iStoredM4A1ID)) { // Setting weapon options entity_set_int(iStoredM4A1ID, EV_INT_impulse, 1997)
// Rest Var g_bHasFrostM4A1[iOwner] = false
// Set weaponbox new model entity_set_model(entity, W_M4A1_MODEL) return FMRES_SUPERCEDE } return FMRES_IGNORED } */ public fw_FrostM4A1AddToPlayer(FrostM4A1, id) { // Make sure that this is M4A1 if(is_valid_ent(FrostM4A1) && is_user_connected(id) && entity_get_int(FrostM4A1, EV_INT_impulse) == 1997) { // Update Var g_bHasFrostM4A1[id] = true
new Ham:Ham_Player_ResetMaxSpeed = Ham_Item_PreFrame
new const V_M4A1_MODEL[] = "models/zombie_plague/v_frost_m4a1.mdl" new const P_M4A1_MODEL[] = "models/zombie_plague/p_frost_m4a1.mdl" new const W_M4A1_MODEL[] = "models/zombie_plague/w_frost_m4a1.mdl" new const W_OLD_M4A1_MODEL[] = "models/w_m4a1.mdl" new const ICE_MODEL[] = "models/zombie_plague/icecube_frozen.mdl" new const MODEL_GLASSGIBS[] = "models/glassgibs.mdl" new const SOUND_UNFROZEN[] = "debris/glass3.wav"
public FrostEffect(id) { // Only effect alive unfrozen zombies if (!is_user_alive(id) || !zp_get_user_zombie(id) || g_bIsFrozen[id]) return
message_begin(MSG_ONE_UNRELIABLE, g_iMsgScreenFade, _, id) write_short(4096*1) // duration write_short(4096*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()
message_begin(MSG_ONE, g_iStatusIcon, {0,0,0}, id) write_byte(1) // Status [0=Hide, 1=Show, 2=Flash] write_string("dmg_cold") // Sprite Name write_byte(000) // Red write_byte(206) // Green write_byte(209) // Blue message_end()
// Rest Player Speed ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
Remove_Rendering(id) RemoveStatusIcon(id) }
public remove_jibs(id) { RemoveEntity(id)
new Float:origin[3] pev(id,pev_origin,origin)
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0) write_byte(TE_IMPLOSION) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2] + 8.0) // z write_byte(64) // radius write_byte(10) // count write_byte(3) // duration message_end()
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0) write_byte(TE_SPARKS) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2]) // z message_end()
message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0) write_byte(TE_BREAKMODEL) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2] + 24.0) // z write_coord_fl(16.0) // size x write_coord_fl(16.0) // size y write_coord_fl(16.0) // size z write_coord(random_num(-50,50)) // velocity x write_coord(random_num(-50,50)) // velocity y write_coord_fl(25.0) // velocity z write_byte(10) // random velocity write_short(g_iGlassGibs) // model write_byte(10) // count write_byte(25) // life write_byte(0x01) // flags message_end()
// Get drop weapon index (Frost M4A1) to use in fw_FrostM4A1AddToPlayer forward iStoredM4A1ID = find_ent_by_owner(-1, "weapon_m4a1", entity)
// If Player Has Frost M4A1 and It's weapon_m4a1 if(g_bHasFrostM4A1[iOwner] && is_valid_ent(iStoredM4A1ID)) { // Setting weapon options entity_set_int(iStoredM4A1ID, EV_INT_impulse, 1997)
// Rest Var g_bHasFrostM4A1[iOwner] = false
// Set weaponbox new model entity_set_model(entity, W_M4A1_MODEL) return FMRES_SUPERCEDE } return FMRES_IGNORED }
public fw_FrostM4A1AddToPlayer(FrostM4A1, id) { // Make sure that this is M4A1 if(is_valid_ent(FrostM4A1) && is_user_connected(id) && entity_get_int(FrostM4A1, EV_INT_impulse) == 1997) { // Update Var g_bHasFrostM4A1[id] = true
new Ham:Ham_Player_ResetMaxSpeed = Ham_Item_PreFrame
new const V_M4A1_MODEL[] = "models/zombie_plague/v_frost_m4a1.mdl" new const P_M4A1_MODEL[] = "models/zombie_plague/p_frost_m4a1.mdl" new const W_M4A1_MODEL[] = "models/zombie_plague/w_frost_m4a1.mdl" new const W_OLD_M4A1_MODEL[] = "models/w_m4a1.mdl" new const ICE_MODEL[] = "models/zombie_plague/icecube_frozen.mdl" new const MODEL_GLASSGIBS[] = "models/glassgibs.mdl" new const SOUND_UNFROZEN[] = "debris/glass3.wav"
public FrostEffect(id) { // Only effect alive unfrozen zombies if (!is_user_alive(id) || !zp_get_user_zombie(id) || g_bIsFrozen[id]) return
message_begin(MSG_ONE_UNRELIABLE, g_iMsgScreenFade, _, id) write_short(4096*1) // duration write_short(4096*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()
message_begin(MSG_ONE, g_iStatusIcon, {0,0,0}, id) write_byte(1) // Status [0=Hide, 1=Show, 2=Flash] write_string("dmg_cold") // Sprite Name write_byte(000) // Red write_byte(206) // Green write_byte(209) // Blue message_end()
// Rest Player Speed ExecuteHamB(Ham_Player_ResetMaxSpeed, id)
Remove_Rendering(id) RemoveStatusIcon(id) }
public remove_jibs(id) { RemoveEntity(id)
new Float:origin[3] pev(id,pev_origin,origin)
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0) write_byte(TE_IMPLOSION) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2] + 8.0) // z write_byte(64) // radius write_byte(10) // count write_byte(3) // duration message_end()
message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0) write_byte(TE_SPARKS) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2]) // z message_end()
message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0) write_byte(TE_BREAKMODEL) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2] + 24.0) // z write_coord_fl(16.0) // size x write_coord_fl(16.0) // size y write_coord_fl(16.0) // size z write_coord(random_num(-50,50)) // velocity x write_coord(random_num(-50,50)) // velocity y write_coord_fl(25.0) // velocity z write_byte(10) // random velocity write_short(g_iGlassGibs) // model write_byte(10) // count write_byte(25) // life write_byte(0x01) // flags message_end()
// Get drop weapon index (Frost M4A1) to use in fw_FrostM4A1AddToPlayer forward iStoredM4A1ID = find_ent_by_owner(-1, "weapon_m4a1", entity)
// If Player Has Frost M4A1 and It's weapon_m4a1 if(g_bHasFrostM4A1[iOwner] && is_valid_ent(iStoredM4A1ID)) { // Setting weapon options entity_set_int(iStoredM4A1ID, EV_INT_impulse, 1997)
// Rest Var g_bHasFrostM4A1[iOwner] = false
// Set weaponbox new model entity_set_model(entity, W_M4A1_MODEL) return FMRES_SUPERCEDE } return FMRES_IGNORED }
public fw_FrostM4A1AddToPlayer(FrostM4A1, id) { // Make sure that this is M4A1 if(is_valid_ent(FrostM4A1) && is_user_connected(id) && entity_get_int(FrostM4A1, EV_INT_impulse) == 1997) { // Update Var g_bHasFrostM4A1[id] = true