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License:
RichieBurundi
commited on
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 |
+
}
|