hey scriptersss!!! i have one request... please anyone can make auto save zombie class after disconect change map? i need somthing like plagun.. i dont like the zp_save_stats 1 on zombieplague.cfg.. make on plagun or somthing like this... i need save my zm class every map change disconect i use zombie plague 4.3
==> Save Ammo Packs ==> Save Last Chosen Zombie Class ==> Show remaining health of the attacked zombie ==> Command for seeing your amount of your ammo packs. ==> Command for giving ammo packs to another player. ==> Admin command for giving ammo packs to other players. ==> Command for seeing another player's amount of ammo packs. ==> Admin command for taking ammo packs from other players.
This plugin is better than other plugins for save. Here is the code - pastebin.com/7e7EY4qg
P.S: you can run the plugin as the option only for save the classes or all options
--------------------------------------- -*- Zombie Plague 4.3 Includes File -*- ---------------------------------------
~~~~~~~~~~ - How To - ~~~~~~~~~~
To make use of the Zombie Plague API features in your plugin, just add the following line at the beginning of your script:
#include <zombieplague>
~~~~~~~~~~~ - Natives - ~~~~~~~~~~~
These work just like any other functions: you may have to pass parameters and they usually return values.
Example:
if ( is_user_alive( id ) && zp_get_user_zombie( id ) ) { server_print( "Player %d is alive and a zombie", id ) }
~~~~~~~~~~~~ - Forwards - ~~~~~~~~~~~~
Forwards get called whenever an event happens during the game. You need to make a public callback somewhere on your script, and it will automatically be triggered when the event occurs.
Example:
public zp_user_infected_post( id, infector, nemesis ) { if ( !infector || nemesis ) return;
server_print( "Player %d just got infected by %d!", id, infector ) }
Also, take note of cases when there's a suffix:
* _pre : means the forward will be called BEFORE the event happens * _post : means it will be called AFTER the event takes place
/** * 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 an assassin. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_assassin(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 a sniper. * * @param id Player index. * @return True if it is, false otherwise. */ native zp_get_user_sniper(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_zclass(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 current human class ID. * * @param id Player index. * @return Internal human class ID, or -1 if not yet chosen. */ native zp_get_user_human_class(id)
/** * Returns a player's next human class ID (for the next round). * * @param id Player index. * @return Internal human class ID, or -1 if not yet chosen. */ native zp_get_user_next_hclass(id)
/** * Sets a player's next human class ID (for the next round). * * @param id Player index. * @param classid A valid human class ID. * @return True on success, false otherwise. */ native zp_set_user_human_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. * * @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/assassin. * * @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. * * @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 an 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 survivor. * * Note: Unavailable for last zombie/nemesis/assassin. * * @param id Player index to turn into survivor. * @return True on success, false otherwise. */ native zp_make_user_survivor(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)
/** * 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 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 an assassin round. * * @return True if it is, false otherwise. */ native zp_is_assassin_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 sniper round. * * @return True if it is, false otherwise. */ native zp_is_sniper_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 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 assassins. * * @return Assassin count. */ native zp_get_assassin_count()
/** * Returns number of alive survivors. * * @return Survivor count. */ native zp_get_survivor_count()
/** * Returns number of alive snipers. * * @return Sniper count. */ native zp_get_sniper_count()
/** * 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_ASSASSIN and ZP_TEAM_SURVIVOR/ZP_TEAM_SNIPER can be used to make * an item available to Nemesis/Assassins and Survivors/Snipers respectively. * * @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)
/** * 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)
/** * Registers a custom class which will be added to the human classes menu of ZP. * * Note: The returned human class ID can be later used to identify * the class when calling the zp_get_user_human_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 hp Initial health points. * @param speed Maximum speed. * @param gravity Gravity multiplier. * @return An internal human class ID, or -1 on failure. */ native zp_register_human_class(const name[], const info[], const model[], const handmodel[], hp, speed, Float:gravity)
/** * 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[])
/** * Returns a human class' ID. * * @param name Class name to look for. * @return Internal human class ID, or -1 if not found. */ native zp_get_human_class_id(const name[])
/** * 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 when the round ends. * * @param winteam Team which has won the round. */ forward zp_round_ended(winteam)
/** * Called when a player spawned. * * @param id Player index who was cured. */ forward zp_user_spawned_pre(id) forward zp_user_spawned_post(id)
/** * Called when a player killed. * * @param victim Player who was killed. * @param attacker Player who kill. * @param shouldgib Whether the player was turned into a survivor. */ forward zp_user_killed_pre(victim, attacker, shouldgib) forward zp_user_killed_post(victim, attacker, shouldgib)
/** * 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. * @param assassin Whether the player was turned into an assassin. */ forward zp_user_infected_pre(id, infector, nemesis, assassin) forward zp_user_infected_post(id, infector, nemesis, assassin)
/** * 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. * @param sniper Whether the player was turned into a sniper. */ forward zp_user_humanized_pre(id, survivor, sniper) forward zp_user_humanized_post(id, survivor, sniper)
/** * 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_kill_attempt(victim, attacker, shouldgib) forward zp_user_spawn_attempt(id) forward zp_user_infect_attempt(id, infector, nemesis, assassin) forward zp_user_humanize_attempt(id, survivor, sniper) forward zp_user_infect_nade_attempt(victim, attacker) forward zp_user_fire_nade_attempt(victim) forward zp_user_frost_nade_attempt(victim)
/** * 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)
/** * 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)
/** * @deprecated - Do not use! * For backwards compatibility only. */ #define ZP_TEAM_ANY 0
==> Save Ammo Packs ==> Save Last Chosen Zombie Class ==> Show remaining health of the attacked zombie ==> Command for seeing your amount of your ammo packs. ==> Command for giving ammo packs to another player. ==> Admin command for giving ammo packs to other players. ==> Command for seeing another player's amount of ammo packs. ==> Admin command for taking ammo packs from other players.
This plugin is better than other plugins for save. Here is the code - pastebin.com/7e7EY4qg
P.S: you can run the plugin as the option only for save the classes or all options
So this work only on zp5.0 ? no in zpa 1.8.3?
If it work , what should i disable i emention this is my plugin list:
plugins.ini:
;Security Krond-Functions.amxx
cmd.amxx
; Basic
admin.amxx ; admin base (required for any admin-related)
adminslots.amxx
plmenu.amxx ; players menu (kick, ban, client cmds.)
mapsmenu.amxx ; maps menu (vote, changelevel)
; Chat / Messages
adminchat.amxx ; console chat commands
adminvote.amxx ; vote commands
deagsmapmanager.amxx
timeleft.amxx ; displays time left on map
; Configuration
statscfg.amxx ; allows to manage stats plugins via menu and commands