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Size:
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License:
Upload How to create A Custom Mode.txt
Browse files- How to create A Custom Mode.txt +624 -0
How to create A Custom Mode.txt
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| 1 |
+
1- First we will include the necessary include files
|
| 2 |
+
Code:
|
| 3 |
+
#include < amxmodx >
|
| 4 |
+
#include < fun >
|
| 5 |
+
#include < zombie_plague_advance >
|
| 6 |
+
Instead of using fake meta to set the default attributes for players, i will be using fun because it is not only efficient but is also easy for beginners to understand.
|
| 7 |
+
|
| 8 |
+
2- Now we will make a customizations section where users can customize the game modes according to there requirements
|
| 9 |
+
Code:
|
| 10 |
+
// This is the chance value according to which this game mode will be called
|
| 11 |
+
// The higher the value the lesser the chance of calling this game mode
|
| 12 |
+
new const g_chance = 15
|
| 13 |
+
|
| 14 |
+
// This is the access flag required to start the game mode
|
| 15 |
+
// through the admin menu. Look in users.ini for more details
|
| 16 |
+
new const g_access_flag[] = "a"
|
| 17 |
+
|
| 18 |
+
// This is the sound which is played when the game mode is triggered
|
| 19 |
+
// Add as many as you want [Randomly chosen if more than one]
|
| 20 |
+
new const g_play_sounds[][] =
|
| 21 |
+
{
|
| 22 |
+
"zombie_plague/nemesis1.wav" ,
|
| 23 |
+
"zombie_plague/survivor1.wav"
|
| 24 |
+
}
|
| 25 |
+
|
| 26 |
+
// Comment the following line to disable ambience sounds
|
| 27 |
+
// Just add two slashes ( // )
|
| 28 |
+
#define AMBIENCE_SOUNDS
|
| 29 |
+
|
| 30 |
+
#if defined AMBIENCE_SOUNDS
|
| 31 |
+
// Ambience Sounds (only .wav and .mp3 formats supported)
|
| 32 |
+
// Add as many as you want [Randomly chosen if more than one]
|
| 33 |
+
new const g_sound_ambience[][] =
|
| 34 |
+
{
|
| 35 |
+
"zombie_plague/swarm.mp3" ,
|
| 36 |
+
"zombie_plague/plague.mp3"
|
| 37 |
+
}
|
| 38 |
+
// Duration in seconds of each sound
|
| 39 |
+
new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 }
|
| 40 |
+
#endif
|
| 41 |
+
Now were done with the customizations section we have added support for all necassary things which make a gamemode more enjoy able to play
|
| 42 |
+
|
| 43 |
+
3- Now we will create the plugin init and declare some variables
|
| 44 |
+
I have commented it well so it will be easy to understand:
|
| 45 |
+
Code:
|
| 46 |
+
// Variables
|
| 47 |
+
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_sniperhp, cvar_assahp, g_msg_sync
|
| 48 |
+
|
| 49 |
+
// Ambience sounds task
|
| 50 |
+
// This value should be different from other task values present in other plugins
|
| 51 |
+
// Change it every time you make a new game mode
|
| 52 |
+
#define TASK_AMB 2957
|
| 53 |
+
|
| 54 |
+
public plugin_init( )
|
| 55 |
+
{
|
| 56 |
+
// Plugin registeration.
|
| 57 |
+
register_plugin ( "[ZP] Example Game Mode","1.0", "@bdul!" )
|
| 58 |
+
|
| 59 |
+
// Register some cvars
|
| 60 |
+
// Edit these according to your liking
|
| 61 |
+
|
| 62 |
+
// Min players required for this game mode
|
| 63 |
+
cvar_minplayers = register_cvar ( "zp_avsm_minplayers", "2" )
|
| 64 |
+
|
| 65 |
+
// Sniper's HP multiplier
|
| 66 |
+
cvar_sniperhp = register_cvar ( "zp_avsm_sniper_hp", "1.5" )
|
| 67 |
+
|
| 68 |
+
// Assassin's HP multiplier
|
| 69 |
+
cvar_assahp = register_cvar ( "zp_avsm_assassin_hp", "1.0" )
|
| 70 |
+
|
| 71 |
+
// Infection ratio i.e this number * alive players = no of assassins
|
| 72 |
+
cvar_ratio = register_cvar ( "zp_avsm_inf_ratio", "0.5" )
|
| 73 |
+
|
| 74 |
+
// Get maxplayers
|
| 75 |
+
g_maxplayers = get_maxplayers( )
|
| 76 |
+
|
| 77 |
+
// Hud stuff needed
|
| 78 |
+
g_msg_sync = CreateHudSyncObj( )
|
| 79 |
+
}
|
| 80 |
+
|
| 81 |
+
4- Now we will precache our resources this is very necessary
|
| 82 |
+
Game Modes MUST be registered in plugin precache ONLY
|
| 83 |
+
Code:
|
| 84 |
+
public plugin_precache( )
|
| 85 |
+
{
|
| 86 |
+
// Read the access flags
|
| 87 |
+
// Convert them in to bitsums
|
| 88 |
+
new access_flag = read_flags( g_access_flag )
|
| 89 |
+
new i
|
| 90 |
+
|
| 91 |
+
// Loop through all play sounds
|
| 92 |
+
// Precache the play sounds
|
| 93 |
+
for (i = 0; i < sizeof g_play_sounds; i++)
|
| 94 |
+
precache_sound( g_play_sounds[i] )
|
| 95 |
+
|
| 96 |
+
// Precache the ambience sounds
|
| 97 |
+
#if defined AMBIENCE_SOUNDS
|
| 98 |
+
new sound[100]
|
| 99 |
+
for (i = 0; i < sizeof g_sound_ambience; i++)
|
| 100 |
+
{
|
| 101 |
+
// If mp3 sounds then precache them seperately
|
| 102 |
+
if (equal(g_sound_ambience[i][strlen(g_sound_ambience[i])-4], ".mp3"))
|
| 103 |
+
{
|
| 104 |
+
formatex(sound, sizeof sound - 1, "sound/%s", g_sound_ambience[i])
|
| 105 |
+
|
| 106 |
+
// mp3 sounds are generic resources to half life
|
| 107 |
+
precache_generic( sound )
|
| 108 |
+
}
|
| 109 |
+
else
|
| 110 |
+
{
|
| 111 |
+
// Precache the sound normally
|
| 112 |
+
precache_sound( g_sound_ambience[i] )
|
| 113 |
+
}
|
| 114 |
+
}
|
| 115 |
+
#endif
|
| 116 |
+
|
| 117 |
+
// Register our game mode
|
| 118 |
+
g_gameid = zp_register_game_mode( "Assassin vs Snipers Mode", access_flag, g_chance, 0, ZP_DM_BALANCE )
|
| 119 |
+
}
|
| 120 |
+
Now we have registered our game mode
|
| 121 |
+
zp_register_game_mode takes 5 parameters
|
| 122 |
+
The first parameter is its normal name
|
| 123 |
+
The second parameter is the access flag required to activate this game mode manually through the admin menu
|
| 124 |
+
The third parameter is its chance level....setting this to zero will cause the game mode to be always called by the main plugin
|
| 125 |
+
The fourth parameter is whether to allow infection in this round or not
|
| 126 |
+
set this to 1 and attacks by zombies on humans will infect them instead of killing them
|
| 127 |
+
The fifth parameter is the type of deathmatch you want during this game mode
|
| 128 |
+
I will paste the code from Zombie Plague Advance's include file regarding deathmatch modes
|
| 129 |
+
Code:
|
| 130 |
+
/* Death Match modes for zp_register_game_mode */
|
| 131 |
+
enum
|
| 132 |
+
{
|
| 133 |
+
ZP_DM_NONE = 0, // Disable death match during the custom mode round
|
| 134 |
+
ZP_DM_HUMAN, // Respawn as human only
|
| 135 |
+
ZP_DM_ZOMBIE, // Respawn as zombie only
|
| 136 |
+
ZP_DM_RANDOM, // Respawn randomly as humans or zombies
|
| 137 |
+
ZP_DM_BALANCE // Respawn as humans or zombies to keep both team balanced
|
| 138 |
+
}
|
| 139 |
+
|
| 140 |
+
5- In order to catch the game mode we will use the zp_round_started_pre forward instead of zp_round_started because the first one is called for custom game modes and allows them to either start or stop while informing the main plugin whether to give other game modes a chance or not.
|
| 141 |
+
Code:
|
| 142 |
+
public zp_round_started_pre( game )
|
| 143 |
+
{
|
| 144 |
+
// Check if it is our game mode
|
| 145 |
+
if( game == g_gameid )
|
| 146 |
+
{
|
| 147 |
+
// Check for min players
|
| 148 |
+
if( fn_get_alive_players() < get_pcvar_num(cvar_minplayers) )
|
| 149 |
+
{
|
| 150 |
+
/**
|
| 151 |
+
* Note:
|
| 152 |
+
* This very necessary, you should return ZP_PLUGIN_HANDLED if
|
| 153 |
+
* some conditions required by your game mode are not met
|
| 154 |
+
* This will inform the main plugin that you have rejected
|
| 155 |
+
* the offer and so the main plugin will allow other game modes
|
| 156 |
+
* to be given a chance
|
| 157 |
+
*/
|
| 158 |
+
return ZP_PLUGIN_HANDLED
|
| 159 |
+
}
|
| 160 |
+
// Start our new mode
|
| 161 |
+
start_avs_mode( )
|
| 162 |
+
}
|
| 163 |
+
|
| 164 |
+
// Make the compiler happy =)
|
| 165 |
+
return PLUGIN_CONTINUE
|
| 166 |
+
}
|
| 167 |
+
start_avs_mode is the function where our code for the game mode will be present
|
| 168 |
+
|
| 169 |
+
6- Now we will catch the round started forward from ZP to check if our game mode has started fully so we can show a hudmessage for it and start play sounds and ambience sounds.
|
| 170 |
+
Code:
|
| 171 |
+
public zp_round_started( game, id )
|
| 172 |
+
{
|
| 173 |
+
// Check if it is our game mode
|
| 174 |
+
if( game == g_gameid )
|
| 175 |
+
{
|
| 176 |
+
// Show HUD notice
|
| 177 |
+
set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
|
| 178 |
+
ShowSyncHudMsg(0, g_msg_sync, "Assassins vs Snipers Mode !!!")
|
| 179 |
+
|
| 180 |
+
// Play the starting sound
|
| 181 |
+
client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] )
|
| 182 |
+
|
| 183 |
+
// Remove ambience task affects
|
| 184 |
+
remove_task( TASK_AMB )
|
| 185 |
+
|
| 186 |
+
// Set task to start ambience sounds
|
| 187 |
+
#if defined AMBIENCE_SOUNDS
|
| 188 |
+
set_task( 2.0, "start_ambience_sounds", TASK_AMB )
|
| 189 |
+
#endif
|
| 190 |
+
}
|
| 191 |
+
}
|
| 192 |
+
|
| 193 |
+
7- Next we will check if our game mode was manually selected
|
| 194 |
+
if so, then start our game mode with out any checks.
|
| 195 |
+
Code:
|
| 196 |
+
// This is called when an admin selects a custom game mode
|
| 197 |
+
public zp_game_mode_selected( gameid, id )
|
| 198 |
+
{
|
| 199 |
+
// Check if our game mode was called
|
| 200 |
+
if( gameid == g_gameid )
|
| 201 |
+
start_avs_mode( )
|
| 202 |
+
|
| 203 |
+
// Make the compiler happy again =)
|
| 204 |
+
return PLUGIN_CONTINUE
|
| 205 |
+
}
|
| 206 |
+
|
| 207 |
+
8- Now lets create a function where our actual game mode is hidden
|
| 208 |
+
Code:
|
| 209 |
+
// This function contains the whole code behind this game mode
|
| 210 |
+
start_avs_mode( )
|
| 211 |
+
{
|
| 212 |
+
// Create and initialize some important vars
|
| 213 |
+
static i_assassins, i_max_assassins, id, i_alive
|
| 214 |
+
|
| 215 |
+
// Get alive players
|
| 216 |
+
// This function will be discussed later in the tutorial
|
| 217 |
+
i_alive = fn_get_alive_players()
|
| 218 |
+
id = 0
|
| 219 |
+
|
| 220 |
+
// Get the no of players we have to turn into assassins
|
| 221 |
+
i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
|
| 222 |
+
i_assassins = 0
|
| 223 |
+
|
| 224 |
+
// Randomly turn players into Assassins
|
| 225 |
+
while (i_assassins < i_max_assassins)
|
| 226 |
+
{
|
| 227 |
+
// Keep looping through all players
|
| 228 |
+
// As the while loop continues, 1 is added to the "id" variable so every single time the
|
| 229 |
+
// while loop completes a new player is selected for the task of making him into an assassin
|
| 230 |
+
// If the variable "id" has exceeded max players number than its value is reset 1 so we
|
| 231 |
+
// can loop through the players again
|
| 232 |
+
if ( (++id) > g_maxplayers) id = 1
|
| 233 |
+
|
| 234 |
+
// Dead
|
| 235 |
+
if ( !is_user_alive(id) )
|
| 236 |
+
continue;
|
| 237 |
+
|
| 238 |
+
// Random chance to convert players so we dont convert players with a smaller id
|
| 239 |
+
if (random_num(1, 5) == 1)
|
| 240 |
+
{
|
| 241 |
+
// Make user assassin
|
| 242 |
+
zp_make_user_assassin(id)
|
| 243 |
+
|
| 244 |
+
// Set his health
|
| 245 |
+
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
|
| 246 |
+
|
| 247 |
+
// Increase counter
|
| 248 |
+
i_assassins++
|
| 249 |
+
}
|
| 250 |
+
}
|
| 251 |
+
|
| 252 |
+
// Turn the remaining players into snipers
|
| 253 |
+
for (id = 1; id <= g_maxplayers; id++)
|
| 254 |
+
{
|
| 255 |
+
// Only those of them who are alive and are not assassins
|
| 256 |
+
if ( !is_user_alive(id) || zp_get_user_assassin(id) )
|
| 257 |
+
continue;
|
| 258 |
+
|
| 259 |
+
// Turn into a sniper
|
| 260 |
+
zp_make_user_sniper(id)
|
| 261 |
+
|
| 262 |
+
// Set his health
|
| 263 |
+
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
|
| 264 |
+
}
|
| 265 |
+
}
|
| 266 |
+
|
| 267 |
+
9- Now i will display the code to start our ambience sound
|
| 268 |
+
i wont be explaning it more since i have commented it well.
|
| 269 |
+
Code:
|
| 270 |
+
#if defined AMBIENCE_SOUNDS
|
| 271 |
+
public start_ambience_sounds( )
|
| 272 |
+
{
|
| 273 |
+
// Variables
|
| 274 |
+
static amb_sound[64], sound, Float:duration
|
| 275 |
+
|
| 276 |
+
// Select our ambience sound randomly
|
| 277 |
+
sound = random_num( 0, sizeof g_sound_ambience - 1 )
|
| 278 |
+
|
| 279 |
+
// Copy the string into the amb_sound variable
|
| 280 |
+
copy( amb_sound, sizeof amb_sound - 1 , g_sound_ambience[ sound ] )
|
| 281 |
+
|
| 282 |
+
// Get the duration for the ambience sound
|
| 283 |
+
duration = g_sound_ambience_duration[ sound ]
|
| 284 |
+
|
| 285 |
+
// Check whether it's a wav or mp3, then play it on clients
|
| 286 |
+
if ( equal( amb_sound[ strlen( amb_sound ) - 4 ], ".mp3" ) )
|
| 287 |
+
client_cmd( 0, "mp3 play ^"sound/%s^"", amb_sound )
|
| 288 |
+
else
|
| 289 |
+
client_cmd( 0, "spk ^"%s^"", sound )
|
| 290 |
+
|
| 291 |
+
// Start the ambience sounds again after the duration is completed
|
| 292 |
+
set_task( duration, "start_ambience_sounds", TASK_AMB )
|
| 293 |
+
}
|
| 294 |
+
public zp_round_ended( winteam )
|
| 295 |
+
{
|
| 296 |
+
// Stop ambience sounds on round end
|
| 297 |
+
remove_task( TASK_AMB )
|
| 298 |
+
}
|
| 299 |
+
#endif
|
| 300 |
+
|
| 301 |
+
10- Now we will transform a player into an assassin or a sniper after he respawns
|
| 302 |
+
We cant use Hamsandwich's spawn forward because it is not called for CZ bots and for CZ bots we need to register ham forwards seperately
|
| 303 |
+
which wil not only lengthen the tutorial but will also confuse beginners
|
| 304 |
+
so we will use ZPA's own spawn forward which i made specially for game modes:
|
| 305 |
+
Code:
|
| 306 |
+
// Player spawn post
|
| 307 |
+
public zp_player_spawn_post( id, should_be_zombie )
|
| 308 |
+
{
|
| 309 |
+
// Check for current mode
|
| 310 |
+
if( zp_get_current_mode() == g_gameid )
|
| 311 |
+
{
|
| 312 |
+
// Check if the player was to be made a zombie
|
| 313 |
+
if( zp_get_user_zombie( id ))
|
| 314 |
+
{
|
| 315 |
+
// Make him an assassin instead
|
| 316 |
+
zp_make_user_assassin( id )
|
| 317 |
+
|
| 318 |
+
// Set his health
|
| 319 |
+
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
|
| 320 |
+
}
|
| 321 |
+
else
|
| 322 |
+
{
|
| 323 |
+
// Make him a sniper
|
| 324 |
+
zp_make_user_sniper( id )
|
| 325 |
+
|
| 326 |
+
// Set his health
|
| 327 |
+
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
|
| 328 |
+
}
|
| 329 |
+
}
|
| 330 |
+
}
|
| 331 |
+
The first parameter of this forward is the index of the player who is spawning
|
| 332 |
+
if the second parameter is 1 then it means that the main plugin wanted the guy to be a zombie . If it is 0 than the player should be a human
|
| 333 |
+
|
| 334 |
+
11- The final step is to add a function to return the number of alive players
|
| 335 |
+
You can use this in your script to get no of alive players
|
| 336 |
+
Code:
|
| 337 |
+
// This function returns the no of alive players
|
| 338 |
+
fn_get_alive_players( )
|
| 339 |
+
{
|
| 340 |
+
static i_alive, id
|
| 341 |
+
i_alive = 0
|
| 342 |
+
|
| 343 |
+
for ( id = 1; id <= g_maxplayers; id++ )
|
| 344 |
+
{
|
| 345 |
+
if ( is_user_alive ( id ) )
|
| 346 |
+
i_alive++
|
| 347 |
+
}
|
| 348 |
+
return i_alive;
|
| 349 |
+
}
|
| 350 |
+
|
| 351 |
+
So finally in the end it will look like this:
|
| 352 |
+
PHP Code:
|
| 353 |
+
#include < amxmodx >
|
| 354 |
+
#include < fun >
|
| 355 |
+
#include < zombie_plague_advance >
|
| 356 |
+
|
| 357 |
+
/****************[ Customizations Section ]***************/
|
| 358 |
+
|
| 359 |
+
// This is the chance value according to which this game mode will be called
|
| 360 |
+
// The higher the value the lesser the chance of calling this game mode
|
| 361 |
+
new const g_chance = 15
|
| 362 |
+
|
| 363 |
+
// This is the access flag required to start the game mode
|
| 364 |
+
// through the admin menu. Look in users.ini for more details
|
| 365 |
+
new const g_access_flag[] = "a"
|
| 366 |
+
|
| 367 |
+
// This is the sound which is played when the game mode is triggered
|
| 368 |
+
// Add as many as you want [Randomly chosen if more than one]
|
| 369 |
+
new const g_play_sounds[][] =
|
| 370 |
+
{
|
| 371 |
+
"zombie_plague/nemesis1.wav" ,
|
| 372 |
+
"zombie_plague/survivor1.wav"
|
| 373 |
+
}
|
| 374 |
+
|
| 375 |
+
// Comment the following line to disable ambience sounds
|
| 376 |
+
// Just add two slashes ( // )
|
| 377 |
+
#define AMBIENCE_SOUNDS
|
| 378 |
+
|
| 379 |
+
#if defined AMBIENCE_SOUNDS
|
| 380 |
+
// Ambience Sounds (only .wav and .mp3 formats supported)
|
| 381 |
+
// Add as many as you want [Randomly chosen if more than one]
|
| 382 |
+
new const g_sound_ambience[][] =
|
| 383 |
+
{
|
| 384 |
+
"zombie_plague/ambience.wav"
|
| 385 |
+
}
|
| 386 |
+
|
| 387 |
+
// Duration in seconds of each sound
|
| 388 |
+
new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 }
|
| 389 |
+
#endif
|
| 390 |
+
|
| 391 |
+
/****************[ Customizations End....!!! ]***************/
|
| 392 |
+
|
| 393 |
+
// Variables
|
| 394 |
+
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_sniperhp, cvar_assahp, g_msg_sync
|
| 395 |
+
|
| 396 |
+
// Ambience sounds task
|
| 397 |
+
#define TASK_AMB 3256
|
| 398 |
+
|
| 399 |
+
public plugin_init( )
|
| 400 |
+
{
|
| 401 |
+
// Plugin registeration.
|
| 402 |
+
register_plugin( "[ZP] Example Game Mode","1.0", "@bdul!" )
|
| 403 |
+
|
| 404 |
+
// Register some cvars
|
| 405 |
+
// Edit these according to your liking
|
| 406 |
+
cvar_minplayers = register_cvar("zp_avsm_minplayers", "2")
|
| 407 |
+
cvar_sniperhp = register_cvar("zp_avsm_sniper_hp", "1.5")
|
| 408 |
+
cvar_assahp = register_cvar("zp_avsm_assassin_hp", "1.0")
|
| 409 |
+
cvar_ratio = register_cvar("zp_avsm_inf_ratio", "0.5")
|
| 410 |
+
|
| 411 |
+
// Get maxplayers
|
| 412 |
+
g_maxplayers = get_maxplayers( )
|
| 413 |
+
|
| 414 |
+
// Hud stuff
|
| 415 |
+
g_msg_sync = CreateHudSyncObj()
|
| 416 |
+
}
|
| 417 |
+
|
| 418 |
+
// Game modes MUST be registered in plugin precache ONLY
|
| 419 |
+
public plugin_precache( )
|
| 420 |
+
{
|
| 421 |
+
// Read the access flag
|
| 422 |
+
new access_flag = read_flags( g_access_flag )
|
| 423 |
+
new i
|
| 424 |
+
|
| 425 |
+
// Precache the play sounds
|
| 426 |
+
for (i = 0; i < sizeof g_play_sounds; i++)
|
| 427 |
+
precache_sound( g_play_sounds[i] )
|
| 428 |
+
|
| 429 |
+
// Precache the ambience sounds
|
| 430 |
+
#if defined AMBIENCE_SOUNDS
|
| 431 |
+
new sound[100]
|
| 432 |
+
for (i = 0; i < sizeof g_sound_ambience; i++)
|
| 433 |
+
{
|
| 434 |
+
if (equal(g_sound_ambience[i][strlen(g_sound_ambience[i])-4], ".mp3"))
|
| 435 |
+
{
|
| 436 |
+
formatex(sound, sizeof sound - 1, "sound/%s", g_sound_ambience[i])
|
| 437 |
+
precache_generic( sound )
|
| 438 |
+
}
|
| 439 |
+
else
|
| 440 |
+
{
|
| 441 |
+
precache_sound( g_sound_ambience[i] )
|
| 442 |
+
}
|
| 443 |
+
}
|
| 444 |
+
#endif
|
| 445 |
+
|
| 446 |
+
// Register our game mode
|
| 447 |
+
g_gameid = zp_register_game_mode( "Assassin vs Snipers Mode", access_flag, g_chance, 0, ZP_DM_BALANCE )
|
| 448 |
+
}
|
| 449 |
+
|
| 450 |
+
// Player spawn post
|
| 451 |
+
public zp_player_spawn_post( id, should_be_zombie )
|
| 452 |
+
{
|
| 453 |
+
// Check for current mode
|
| 454 |
+
if( zp_get_current_mode() == g_gameid )
|
| 455 |
+
{
|
| 456 |
+
// Check if the player was to be made a zombie
|
| 457 |
+
if( zp_get_user_zombie( id ))
|
| 458 |
+
{
|
| 459 |
+
// Make him an assassin instead
|
| 460 |
+
zp_make_user_assassin( id )
|
| 461 |
+
|
| 462 |
+
// Set his health
|
| 463 |
+
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
|
| 464 |
+
}
|
| 465 |
+
else
|
| 466 |
+
{
|
| 467 |
+
// Make him a sniper
|
| 468 |
+
zp_make_user_sniper( id )
|
| 469 |
+
|
| 470 |
+
// Set his health
|
| 471 |
+
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
|
| 472 |
+
}
|
| 473 |
+
}
|
| 474 |
+
}
|
| 475 |
+
|
| 476 |
+
public zp_round_started_pre( game )
|
| 477 |
+
{
|
| 478 |
+
// Check if it is our game mode
|
| 479 |
+
if( game == g_gameid )
|
| 480 |
+
{
|
| 481 |
+
// Check for min players
|
| 482 |
+
if( fn_get_alive_players() < get_pcvar_num(cvar_minplayers) )
|
| 483 |
+
{
|
| 484 |
+
/**
|
| 485 |
+
* Note:
|
| 486 |
+
* This very necessary, you should return ZP_PLUGIN_HANDLED if
|
| 487 |
+
* some conditions required by your game mode are not met
|
| 488 |
+
* This will inform the main plugin that you have rejected
|
| 489 |
+
* the offer and so the main plugin will allow other game modes
|
| 490 |
+
* to be given a chance
|
| 491 |
+
*/
|
| 492 |
+
return ZP_PLUGIN_HANDLED
|
| 493 |
+
}
|
| 494 |
+
// Start our new mode
|
| 495 |
+
start_avs_mode( )
|
| 496 |
+
}
|
| 497 |
+
// Make the compiler happy =)
|
| 498 |
+
return PLUGIN_CONTINUE
|
| 499 |
+
}
|
| 500 |
+
|
| 501 |
+
public zp_round_started( game, id )
|
| 502 |
+
{
|
| 503 |
+
// Check if it is our game mode
|
| 504 |
+
if( game == g_gameid )
|
| 505 |
+
{
|
| 506 |
+
// Show HUD notice
|
| 507 |
+
set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1)
|
| 508 |
+
ShowSyncHudMsg(0, g_msg_sync, "Assassins vs Snipers Mode !!!")
|
| 509 |
+
|
| 510 |
+
// Play the starting sound
|
| 511 |
+
client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] )
|
| 512 |
+
|
| 513 |
+
// Remove ambience task affects
|
| 514 |
+
remove_task( TASK_AMB )
|
| 515 |
+
|
| 516 |
+
// Set task to start ambience sounds
|
| 517 |
+
#if defined AMBIENCE_SOUNDS
|
| 518 |
+
set_task( 2.0, "start_ambience_sounds", TASK_AMB )
|
| 519 |
+
#endif
|
| 520 |
+
}
|
| 521 |
+
}
|
| 522 |
+
|
| 523 |
+
public zp_game_mode_selected( gameid, id )
|
| 524 |
+
{
|
| 525 |
+
// Check if our game mode was called
|
| 526 |
+
if( gameid == g_gameid )
|
| 527 |
+
start_avs_mode( )
|
| 528 |
+
|
| 529 |
+
// Make the compiler happy again =)
|
| 530 |
+
return PLUGIN_CONTINUE
|
| 531 |
+
}
|
| 532 |
+
|
| 533 |
+
// This function contains the whole code behind this game mode
|
| 534 |
+
start_avs_mode( )
|
| 535 |
+
{
|
| 536 |
+
// Create and initialize some important vars
|
| 537 |
+
static i_assassins, i_max_assassins, id, i_alive
|
| 538 |
+
i_alive = fn_get_alive_players()
|
| 539 |
+
id = 0
|
| 540 |
+
|
| 541 |
+
// Get the no of players we have to turn into assassins
|
| 542 |
+
i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil )
|
| 543 |
+
i_assassins = 0
|
| 544 |
+
|
| 545 |
+
// Randomly turn players into Assassins
|
| 546 |
+
while (i_assassins < i_max_assassins)
|
| 547 |
+
{
|
| 548 |
+
// Keep looping through all players
|
| 549 |
+
if ( (++id) > g_maxplayers) id = 1
|
| 550 |
+
|
| 551 |
+
// Dead
|
| 552 |
+
if ( !is_user_alive(id) )
|
| 553 |
+
continue;
|
| 554 |
+
|
| 555 |
+
// Random chance
|
| 556 |
+
if (random_num(1, 5) == 1)
|
| 557 |
+
{
|
| 558 |
+
// Make user assassin
|
| 559 |
+
zp_make_user_assassin(id)
|
| 560 |
+
|
| 561 |
+
// Set his health
|
| 562 |
+
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) )
|
| 563 |
+
|
| 564 |
+
// Increase counter
|
| 565 |
+
i_assassins++
|
| 566 |
+
}
|
| 567 |
+
}
|
| 568 |
+
|
| 569 |
+
// Turn the remaining players into snipers
|
| 570 |
+
for (id = 1; id <= g_maxplayers; id++)
|
| 571 |
+
{
|
| 572 |
+
// Only those of them who are alive and are not assassins
|
| 573 |
+
if ( !is_user_alive(id) || zp_get_user_assassin(id) )
|
| 574 |
+
continue;
|
| 575 |
+
|
| 576 |
+
// Turn into a sniper
|
| 577 |
+
zp_make_user_sniper(id)
|
| 578 |
+
|
| 579 |
+
// Set his health
|
| 580 |
+
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) )
|
| 581 |
+
}
|
| 582 |
+
}
|
| 583 |
+
|
| 584 |
+
#if defined AMBIENCE_SOUNDS
|
| 585 |
+
public start_ambience_sounds( )
|
| 586 |
+
{
|
| 587 |
+
// Variables
|
| 588 |
+
static amb_sound[64], sound, Float:duration
|
| 589 |
+
|
| 590 |
+
// Select our ambience sound
|
| 591 |
+
sound = random_num( 0, sizeof g_sound_ambience - 1 )
|
| 592 |
+
copy( amb_sound, sizeof amb_sound - 1 , g_sound_ambience[ sound ] )
|
| 593 |
+
duration = g_sound_ambience_duration[ sound ]
|
| 594 |
+
|
| 595 |
+
// Check whether it's a wav or mp3, then play it on clients
|
| 596 |
+
if ( equal( amb_sound[ strlen( amb_sound ) - 4 ], ".mp3" ) )
|
| 597 |
+
client_cmd( 0, "mp3 play ^"sound/%s^"", amb_sound )
|
| 598 |
+
else
|
| 599 |
+
client_cmd( 0, "spk ^"%s^"", sound )
|
| 600 |
+
|
| 601 |
+
// Start the ambience sounds
|
| 602 |
+
set_task( duration, "start_ambience_sounds", TASK_AMB )
|
| 603 |
+
}
|
| 604 |
+
|
| 605 |
+
public zp_round_ended( winteam )
|
| 606 |
+
{
|
| 607 |
+
// Stop ambience sounds on round end
|
| 608 |
+
remove_task( TASK_AMB )
|
| 609 |
+
}
|
| 610 |
+
#endif
|
| 611 |
+
|
| 612 |
+
// This function returns the no. of alive players
|
| 613 |
+
fn_get_alive_players( )
|
| 614 |
+
{
|
| 615 |
+
static i_alive, id
|
| 616 |
+
i_alive = 0
|
| 617 |
+
|
| 618 |
+
for ( id = 1; id <= g_maxplayers; id++ )
|
| 619 |
+
{
|
| 620 |
+
if( is_user_alive( id ) )
|
| 621 |
+
i_alive++
|
| 622 |
+
}
|
| 623 |
+
return i_alive;
|
| 624 |
+
}
|