hello yall i hope u are doing well and in a good health plz someone tell me how to fix this problem "prevent assassin from using zm ability" like siren scream , etc i tried this topic but i didn't understand
// ==================================================== // * || Zombie Plague Advance v3.2 Config File || * // ==================================================== // // Any changes you make here will be // automatically loaded at map start
// General // ------- zp_delay 19 // Time before any game mode starts in seconds zp_lighting "g" // Map lighting ["a"-darkest // "z"-brightest // ""-default // "0"-disabled] zp_thunderclap 90 // Thunderclap rate in seconds [0-disabled] zp_triggered_lights 1 // Allow map triggered lights (e.g. light switches) zp_remove_doors 0 // Remove doors from maps [0-none // 1-rotating only // 2-all doors] zp_blockuse_pushables 1 // Block +use on pushables to prevent the speed bug zp_block_suicide 1 // Prevent players from killing themselves zp_random_spawn 1 // Enable random spawning (will use CSDM spawns if present) zp_respawn_on_worldspawn_kill 1 // Respawn players after a worldspawn kill zp_remove_dropped 0 // Time before removing dropped weapons in seconds [0-disabled] zp_remove_money 1 // Remove player's money zp_buy_custom 1 // Enable custom buy menus zp_random_weapons 0 // Whether players should get weapons randomly instead of buying them zp_admin_models_human 1 // Enable admin player models for humans zp_admin_knife_models_human 0 // Enable admin knife models for humans zp_vip_models_human 1 // Enable VIP player models for humans zp_vip_knife_models_human 0 // Enable VIP knife models for humans zp_admin_models_zombie 0 // Enable admin player models for zombies zp_admin_knife_models_zombie 0 // Enable admin knife models for zombies zp_zombie_classes 1 // Enable zombie classes zp_stats_save 1 // Temporarily save player's ammo packs and zombie class when they disconnect zp_starting_ammo_packs 5 // Starting amount of ammo packs for new players zp_prevent_consecutive_modes 1 // Prevent the same game mode from being played two rounds in a row zp_keep_health_on_disconnect 1 // Whether the health of the Nemesis/Survivor/Sniper chosen to keep the round going should be set to that of the leaving player's zp_human_survive 0 // If no one has won, should humans be given the score for survival [0-disabled] zp_aim_info 1 // Whether to show health, armor, ammo packs etc. when a player aims at some one zp_allow_human_unstuck 1 // Allow Human Unstuck zp_bot_max_extra_for_round 5 // Bots Max Extra Itens Buy for one round (0-disable bot item support) zp_bot_buy_extra_interval 60.0 // Interval for Buy Extra Item zp_hud_display 1 // Enable ZP custom HUD display zp_allow_buy_extra_before_start 1 // Buy Extra Item Berore Round Begins ? [0-disabled // 1-enable] zp_choose_zclass_instantanly 1 // Choose a Zombie Class Immediate ? [0-disabled // 1-enable]
// Deathmatch // ---------- zp_deathmatch 2 // Deathmatch mode, respawn as: [0-disabled // 1-human // 2-zombie // 3-randomly // 4-balance] zp_spawn_delay 3 // Delay before respawning on deathmatch mode in seconds zp_spawn_protection 1 // Spawn protection time for deathmatch in seconds [0-disabled] zp_respawn_on_suicide 1 // Respawn players if they commited suicide zp_respawn_after_last_human 1 // Respawn players if only the last human is left zp_infection_allow_respawn 1 // Allow respawning on infection rounds zp_nem_allow_respawn 0 // Allow respawning on nemesis rounds zp_surv_allow_respawn 0 // Allow respawning on survivor rounds zp_sniper_allow_respawn 0 // Allow respawning on sniper rounds zp_assassin_allow_respawn 0 // Allow respawning on assassin rounds zp_berserker_allow_respawn 0 // Allow respawning on berserker rounds zp_predator_allow_respawn 0 // Allow respawning on predator rounds zp_wesker_allow_respawn 0 // Allow respawning on wesker rounds zp_bombardier_allow_respawn 0 // Allow respawning on bombardier rounds zp_dragon_allow_respawn 0 // Allow respawning on dragon rounds zp_spy_allow_respawn 0 // Allow respawning on spy rounds zp_swarm_allow_respawn 0 // Allow respawning on swarm rounds zp_plague_allow_respawn 0 // Allow respawning on plague rounds zp_respawn_zombies 1 // Whether to respawn killed zombies zp_respawn_humans 1 // Whether to respawn killed humans zp_respawn_nemesis 0 // Whether to respawn killed nemesis zp_respawn_survivors 0 // Whether to respawn killed survivors zp_respawn_snipers 0 // Whether to respawn killed snipers zp_respawn_assassins 0 // Whether to respawn killed assassins zp_respawn_berserkers 0 // Whether to respawn killed berserkers zp_respawn_predators 0 // Whether to respawn killed predators zp_respawn_weskers 0 // Whether to respawn killed weskers zp_respawn_bombardiers 0 // Whether to respawn killed bombardiers zp_respawn_dragons 0 // Whether to respawn killed dragons zp_respawn_spys 0 // Whether to respawn killed spys zp_lnj_allow_respawn 0 // Allow respawning on armageddon rounds zp_lnj_respawn_surv 1 // Whether to turn a spawned human into a survivor during Armageddon mode zp_lnj_respawn_nem 1 // Whether to turn a spawned zombie into a nemesis during Armageddon mode
// Extra Items // ----------- zp_extra_items 1 // Enable extra items zp_extra_weapons 1 // Include weapons zp_extra_nvision 1 // Include night vision zp_extra_antidote 1 // Include antidote zp_extra_antidote_limit 3 // Antidote purchase limit per round zp_extra_antidote_min_zms 5 zp_extra_madness 1 // Include zombie madness zp_extra_madness_limit 10 // Zombie madness purchase limit per round zp_extra_madness_duration 5.0 // Zombie madness duration zp_extra_infbomb 1 // Include infection bomb zp_extra_infbomb_limit 1 // Infection bomb purchase limit per round
// Flashlight & Nightvision // ------------------------ zp_nvg_give 1 // Give nightvision [0-disabled // 1-enabled // 2-enabled, but no auto turning on] zp_nvg_custom 1 // Enable custom nightvision zp_nvg_size 80 // Nightvision size (radius) zp_flash_custom 1 // Enable custom flashlight zp_flash_size 20 // Custom flashlight size (radius) zp_flash_size_assassin 20 // Custom flashlight size (radius) in assassin round zp_flash_drain 1 // Custom flashlight drain rate [0-unlimited batteries] zp_flash_charge 5 // Custom flashlight charge rate [0-non chargeable batteries] zp_flash_distance 1000 // Custom flashlight max distance zp_flash_color_R 100 // Custom flashlight color (red) zp_flash_color_G 100 // Custom flashlight color (green) zp_flash_color_B 100 // Custom flashlight color (blue) zp_flash_color_assassin_R 150 // Custom flashlight color (red) in assassin round zp_flash_color_assassin_G 0 // Custom flashlight color (green) in assassin round zp_flash_color_assassin_B 0 // Custom flashlight color (blue) in assassin round zp_flash_show_all 1 // Let players see each other's flashlights
// Knockback // --------- zp_knockback 0 // Enable weapon knockback (note: pain shock free increases knockback effect) zp_knockback_damage 1 // Use damage on knockback calculation zp_knockback_power 1 // Use weapon power on knockback calculation zp_knockback_zvel 0 // Should knockback affect vertical velocity zp_knockback_ducking 0.25 // Knockback multiplier for crouched zombies [0-knockback disabled when ducking] zp_knockback_distance 500 // Max distance for knockback to take effect zp_knockback_nemesis 0.25 // Nemesis knockback multiplier [0-disable knockback for nemesis] zp_knockback_assassin 0.25 // Assassin knockback multiplier [0-disable knockback for assassin] zp_knockback_predator 0.25 // predator knockback multiplier [0-disable knockback for predator] zp_knockback_bombardier 0.25 // bombardier knockback multiplier [0-disable knockback for bombardier] zp_knockback_dragon 0.25 // dragon knockback multiplier [0-disable knockback for dragon]
// Longjump // -------- zp_leap_zombies 1 // Give leap to Zombies [0-disabled // 1-enabled // 2-only first zombie // 3-only last zombie] zp_leap_zombies_force 500 // Force multiplier zp_leap_zombies_height 300 // Upwards force zp_leap_zombies_cooldown 5.0 // Time between leap uses zp_leap_nemesis 1 // Give leap to Nemesis zp_leap_nemesis_force 500 // Force multiplier zp_leap_nemesis_height 300 // Upwards force zp_leap_nemesis_cooldown 5.0 // Time between leap uses zp_leap_survivor 1 // Give leap to Survivor zp_leap_survivor_force 500 // Force multiplier zp_leap_survivor_height 300 // Upwards force zp_leap_survivor_cooldown 5.0 // Time between leap uses zp_leap_sniper 1 // Give leap to Sniper zp_leap_sniper_force 500 // Force multiplier zp_leap_sniper_height 300 // Upwards force zp_leap_sniper_cooldown 5.0 // Time between leap uses zp_leap_assassin 1 // Give leap to Assassin zp_leap_assassin_force 500 // Force multiplier zp_leap_assassin_height 300 // Upwards force zp_leap_assassin_cooldown 5.0 // Time between leap uses zp_leap_berserker 1 // Give leap to berserker zp_leap_berserker_force 500 // Force multiplier zp_leap_berserker_height 300 // Upwards force zp_leap_berserker_cooldown 5.0 // Time between leap uses zp_leap_predator 1 // Give leap to predator zp_leap_predator_force 500 // Force multiplier zp_leap_predator_height 300 // Upwards force zp_leap_predator_cooldown 5.0 // Time between leap uses zp_leap_wesker 1 // Give leap to wesker zp_leap_wesker_force 500 // Force multiplier zp_leap_wesker_height 300 // Upwards force zp_leap_wesker_cooldown 5.0 // Time between leap uses zp_leap_spy 1 // Give leap to spy zp_leap_spy_force 500 // Force multiplier zp_leap_spy_height 300 // Upwards force zp_leap_spy_cooldown 5.0 // Time between leap uses zp_leap_bombardier 1 // Give leap to bombardier zp_leap_bombardier_force 500 // Force multiplier zp_leap_bombardier_height 300 // Upwards force zp_leap_bombardier_cooldown 5.0 // Time between leap uses zp_leap_dragon 1 // Give leap to dragon zp_leap_dragon_force 500 // Force multiplier zp_leap_dragon_height 300 // Upwards force zp_leap_dragon_cooldown 5.0 // Time between leap uses
// Humans // ------ zp_human_health 100 // Health zp_human_last_extrahp 250 // Last human's extra health reward zp_human_speed 250 // Speed zp_human_gravity 0.8 // Gravity (0.5 = half) zp_human_armor_protect 1 // Armor needs to be reduced completely in order to get infected zp_human_unlimited_ammo 1 // Unlimited ammo [0-disabled // 1-BP ammo // 2-clip ammo] zp_human_damage_reward 500 // How much damage humans must deal on zombies to get an ammo pack zp_human_frags_for_kill 1 // How many frags humans get for killing a zombie
// Custom Grenades // --------------- zp_fire_grenades 1 // Enable napalm grenades (overrides HE) zp_fire_duration 10 // Burning duration in seconds zp_fire_damage 5 // Burning damage (every 0.2 secs) zp_fire_slowdown 0.5 // Burning slowdown multiplier (0.5 = reduces velocity by a half) [0-disabled] zp_frost_grenades 1 // Enable frost grenades (overrides FB) zp_frost_duration 3 // Freeze duration in seconds zp_frost_hit 1 // Whether a zombie is hurt by bullets while he is frozen zp_flare_grenades 1 // Enable flare grenades (overrides SG) zp_flare_duration 9000 // Flare lightning duration in seconds zp_flare_size 40 // Flare lightning size (radius) zp_flare_color 0// Flare color [0-white // 1-red // 2-green // 3-blue // 4-full random // 5-random between r,g,b,y,c,p] zp_flare_size_assassin 15 // Flare lightning size (radius) on assassin round
// Zombies // ------- zp_zombie_first_hp 2.0 // First zombie HP multiplier (2.0 = double health) zp_zombie_armor 0.75 // Armor multiplier (0.75 = zombies take 75% damage only) zp_zombie_hitzones 0 // Allowed hitzones bitsum (look into fun.inc for body part bits) [0-disabled] zp_zombie_infect_health 200 // How much health a zombie regains with every infection zp_zombie_fov 110 // Field of view [0-dont change] zp_zombie_silent 1 // Enable silent footsteps zp_zombie_painfree 2 // Zombies are pain shock free [0-disabled // 1-enabled // 2-only last zombie] zp_zombie_bleeding 1 // Zombies leave footprints/bloodstains on the floor zp_zombie_infect_reward 3 // Ammo packs given to zombies for infecting/killing a human zp_zombie_frags_for_infect 1 // How many frags zombies get for infecting a human zp_zombie_madness_color_R 255 zp_zombie_madness_color_G 0 // Zombie Madness aura color (RGB) zp_zombie_madness_color_B 0
// Special Effects // --------------- zp_infection_screenfade 1 // Screen fade for infected player zp_infection_screenshake 1 // Screen shake for infected player zp_infection_sparkle 1 // Light sparkle on infection zp_infection_tracers 1 // Tracers on infection zp_infection_particles 1 // Particles on infection zp_hud_icons 1 // Display small HUD icons on infection, burning, and freeze events zp_sniper_frag_gore 1 // When killed by a Sniper, Zombies explode zp_assassin_frag_gore 1 // When killed by an Assassin, Humans are cut in pieces zp_zombies_aura_size 25 // Aura size of Nemesis/Assassin or a zombie (in zombie madness)
// Nemesis // ------- zp_nem_enabled 1 // Enable nemesis mode zp_nem_chance 90 // Chance (1 in X) zp_nem_min_players 1 // Minimum players required zp_nem_health 50000 // Health [0 - human count*base health] zp_nem_base_health 50000 // Base health [0 - use first zombie's health] zp_nem_speed 300 // Speed zp_nem_gravity 0.5 // Gravity (0.5 = half) zp_nem_damage 250 // Damage per hit zp_nem_glow 1 // Glow effect zp_nem_aura 0 // Halo effect zp_nem_painfree 0 // Pain shock free zp_nem_ignore_frags 0 // Whether to earn frags zp_nem_ignore_rewards 0 // Whether to earn ammo packs zp_nem_color_R 150 // Nemesis custom nightvision/glow/aura color (red) zp_nem_color_G 0 // Nemesis custom nightvision/glow/aura color (green) zp_nem_color_B 0 // Nemesis custom nightvision/glow/aura color (blue)
// Survivor // ------- zp_surv_enabled 1 // Enable survivor mode zp_surv_chance 90 // Chance (1 in X) zp_surv_min_players 1 // Minimum players required zp_surv_health 10000 // Health [0 - zombie count*base health] zp_surv_base_health 10000 // Base health [0 - use human's health] zp_surv_speed 280 // Speed zp_surv_gravity 1.0 // Gravity (0.5 = half) zp_surv_glow 1 // Glow effect zp_surv_aura 0 // Halo effect zp_surv_aura_R 10 // Color of aura [Red] zp_surv_aura_G 200 // Color of aura [Green] zp_surv_aura_B 200 // Color of aura [Blue] zp_surv_aura_size 25 // Size of aura zp_surv_painfree 1 // Pain shock free zp_surv_ignore_frags 0 // Whether to earn frags zp_surv_ignore_rewards 0 // Whether to earn ammo packs zp_surv_damage_multi 5.0 zp_surv_weapon "weapon_m249" // Survivor's weapon (given by default) zp_surv_unlimited_ammo 2 // Unlimited ammo for Survivor [0-disabled // 1-BP ammo // 2-clip ammo]
// Wesker // ------- zp_wesker_enabled 1 // Enable weskerivor mode zp_wesker_chance 90 // Chance (1 in X) zp_wesker_min_players 1 // Minimum players required zp_wesker_health 10000 // Health [0 - zombie count*base health] zp_wesker_base_health 10000 // Base health [0 - use human's health] zp_wesker_speed 300 // Speed zp_wesker_gravity 1.0 // Gravity (0.5 = half) zp_wesker_glow 0 // Glow effect zp_wesker_aura 0 // Halo effect zp_wesker_aura_R 255 // Color of aura [Red] zp_wesker_aura_G 255 // Color of aura [Green] zp_wesker_aura_B 0 // Color of aura [Blue] zp_wesker_aura_size 25 // Size of aura zp_wesker_painfree 1 // Pain shock free zp_wesker_ignore_frags 0 // Whether to earn frags zp_wesker_ignore_rewards 0 // Whether to earn ammo packs zp_wesker_damage_multi 5.0 zp_wesker_unlimited_ammo 2 // Unlimited ammo for weskerivor [0-disabled // 1-BP ammo // 2-clip ammo]
// Spy // ------- zp_spy_enabled 1 // Enable spy mode zp_spy_chance 90 // Chance (1 in X) zp_spy_min_players 1 // Minimum players required zp_spy_health 10000 // Health [0 - zombie count*base health] zp_spy_base_health 10000 // Base health [0 - use human's health] zp_spy_speed 300 // Speed zp_spy_gravity 1.0 // Gravity (0.5 = half) zp_spy_glow 0 // Glow effect zp_spy_aura 0 // Halo effect zp_spy_aura_R 0 // Color of aura [Red] zp_spy_aura_G 0 // Color of aura [Green] zp_spy_aura_B 250 // Color of aura [Blue] zp_spy_aura_size 25 // Size of aura zp_spy_painfree 1 // Pain shock free zp_spy_ignore_frags 0 // Whether to earn frags zp_spy_ignore_rewards 0 // Whether to earn ammo packs zp_spy_damage_multi 3.0 // Damage multi with m3 zp_spy_unlimited_ammo 2 // Unlimited ammo for spy [0-disabled // 1-BP ammo // 2-clip ammo]
// Berserker // ------- zp_berserker_enabled 1 // Enable berserker mode zp_berserker_chance 90 // Chance (1 in X) zp_berserker_min_players 1 // Minimum players required zp_berserker_health 10000 // Health [0 - zombie count*base health] zp_berserker_base_health 10000 // Base health [0 - use human's health] zp_berserker_speed 300 // Speed zp_berserker_gravity 1.0 // Gravity (0.5 = half) zp_berserker_glow 0 // Glow effect zp_berserker_aura 0 // Halo effect zp_berserker_aura_R 255 // Color of aura [Red] zp_berserker_aura_G 255 // Color of aura [Green] zp_berserker_aura_B 0 // Color of aura [Blue] zp_berserker_aura_size 25 // Size of aura zp_berserker_painfree 1 // Pain shock free zp_berserker_ignore_frags 0 // Whether to earn frags zp_berserker_ignore_rewards 0 // Whether to earn ammo packs zp_berserker_damage 1000 // Berserker knife damage
the problem when i add zombie xp plugin forums.alliedmods.net/showthread.php?t=84015 and when i add human class to sniper got the same hp "300" and never exceed unlike suvivor hp which is "3000" sorry for bothering u
Yeah I tried this but still didn't work but when I changed my human class base HP to 1000 it worked and sniper got 1000hp now I want to make the sniper has 1000hp only and my human class has only 300 Plz help me 🥺 and so sorry for bothering you
Last Edit: May 21, 2022 12:51:28 GMT by fbultimate
here is one from my human class (i have 14) /*================================================================================ Human Test ================================================================================*/
// Human Attributes new const hclass_name[] = { "Human1" } // name new const hclass_info[] = { "human" } // description new const hclass_model[] = { "" } // model new const hclass_weapons[] = { "" } // weapons const hclass_health = 300 // health const hclass_speed = 320 // speed const Float:hclass_gravity = 1.0 // gravity const hclass_level = 1 // level required to use
// Class IDs new g_hclassid
// Zombie Classes MUST be registered on plugin_precache public plugin_precache() { new registerText[32] formatex( registerText, sizeof registerText - 1, "[ZPXP] %s human", hclass_name)
register_plugin(registerText, "1.0", "N3messys")
// Register the new class and store ID for reference g_hclassid = zpxp_register_human_class(hclass_name, hclass_info, hclass_model, hclass_weapons, hclass_health, hclass_speed, hclass_gravity, hclass_level)
if(g_hclassid == -1) { server_print("[ZPXP] You have not properly setup your Zombie XP Mod."); } }
// User Infected forward public zp_user_infected_post(id, infector, nemesis) { // Check if the infected player is using our custom zombie class if (zp_get_user_human_class(id) != g_hclassid) return;
// Undo any settings we have saved here
}
public zp_user_humanized_post(id) { // Check if the infected player is using our custom zombie class if (zp_get_user_human_class(id) != g_hclassid) return;
// User turned human if (zp_get_user_survivor(id) == 1) { // He's survivor, remove any changes made in the plugin zp_user_infected_post(id, 0, 0) } else { zp_round_started_human(id) } }
//This is a forward from zpxp, as opposed to ZPs round_start (which is when infection begins) this is the true beginning of the round public zp_round_started_human(id) { if (zp_get_user_human_class(id) != g_hclassid) return;