Datasets:
Tasks:
Text Generation
Modalities:
Text
Formats:
text
Languages:
Russian
Size:
10K - 100K
Tags:
code
License:
1- First we will include the necessary include files | |
Code: | |
#include < amxmodx > | |
#include < fun > | |
#include < zombie_plague_advance > | |
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. | |
2- Now we will make a customizations section where users can customize the game modes according to there requirements | |
Code: | |
// This is the chance value according to which this game mode will be called | |
// The higher the value the lesser the chance of calling this game mode | |
new const g_chance = 15 | |
// This is the access flag required to start the game mode | |
// through the admin menu. Look in users.ini for more details | |
new const g_access_flag[] = "a" | |
// This is the sound which is played when the game mode is triggered | |
// Add as many as you want [Randomly chosen if more than one] | |
new const g_play_sounds[][] = | |
{ | |
"zombie_plague/nemesis1.wav" , | |
"zombie_plague/survivor1.wav" | |
} | |
// Comment the following line to disable ambience sounds | |
// Just add two slashes ( // ) | |
#define AMBIENCE_SOUNDS | |
#if defined AMBIENCE_SOUNDS | |
// Ambience Sounds (only .wav and .mp3 formats supported) | |
// Add as many as you want [Randomly chosen if more than one] | |
new const g_sound_ambience[][] = | |
{ | |
"zombie_plague/swarm.mp3" , | |
"zombie_plague/plague.mp3" | |
} | |
// Duration in seconds of each sound | |
new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 } | |
#endif | |
Now were done with the customizations section we have added support for all necassary things which make a gamemode more enjoy able to play | |
3- Now we will create the plugin init and declare some variables | |
I have commented it well so it will be easy to understand: | |
Code: | |
// Variables | |
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_sniperhp, cvar_assahp, g_msg_sync | |
// Ambience sounds task | |
// This value should be different from other task values present in other plugins | |
// Change it every time you make a new game mode | |
#define TASK_AMB 2957 | |
public plugin_init( ) | |
{ | |
// Plugin registeration. | |
register_plugin ( "[ZP] Example Game Mode","1.0", "@bdul!" ) | |
// Register some cvars | |
// Edit these according to your liking | |
// Min players required for this game mode | |
cvar_minplayers = register_cvar ( "zp_avsm_minplayers", "2" ) | |
// Sniper's HP multiplier | |
cvar_sniperhp = register_cvar ( "zp_avsm_sniper_hp", "1.5" ) | |
// Assassin's HP multiplier | |
cvar_assahp = register_cvar ( "zp_avsm_assassin_hp", "1.0" ) | |
// Infection ratio i.e this number * alive players = no of assassins | |
cvar_ratio = register_cvar ( "zp_avsm_inf_ratio", "0.5" ) | |
// Get maxplayers | |
g_maxplayers = get_maxplayers( ) | |
// Hud stuff needed | |
g_msg_sync = CreateHudSyncObj( ) | |
} | |
4- Now we will precache our resources this is very necessary | |
Game Modes MUST be registered in plugin precache ONLY | |
Code: | |
public plugin_precache( ) | |
{ | |
// Read the access flags | |
// Convert them in to bitsums | |
new access_flag = read_flags( g_access_flag ) | |
new i | |
// Loop through all play sounds | |
// Precache the play sounds | |
for (i = 0; i < sizeof g_play_sounds; i++) | |
precache_sound( g_play_sounds[i] ) | |
// Precache the ambience sounds | |
#if defined AMBIENCE_SOUNDS | |
new sound[100] | |
for (i = 0; i < sizeof g_sound_ambience; i++) | |
{ | |
// If mp3 sounds then precache them seperately | |
if (equal(g_sound_ambience[i][strlen(g_sound_ambience[i])-4], ".mp3")) | |
{ | |
formatex(sound, sizeof sound - 1, "sound/%s", g_sound_ambience[i]) | |
// mp3 sounds are generic resources to half life | |
precache_generic( sound ) | |
} | |
else | |
{ | |
// Precache the sound normally | |
precache_sound( g_sound_ambience[i] ) | |
} | |
} | |
#endif | |
// Register our game mode | |
g_gameid = zp_register_game_mode( "Assassin vs Snipers Mode", access_flag, g_chance, 0, ZP_DM_BALANCE ) | |
} | |
Now we have registered our game mode | |
zp_register_game_mode takes 5 parameters | |
The first parameter is its normal name | |
The second parameter is the access flag required to activate this game mode manually through the admin menu | |
The third parameter is its chance level....setting this to zero will cause the game mode to be always called by the main plugin | |
The fourth parameter is whether to allow infection in this round or not | |
set this to 1 and attacks by zombies on humans will infect them instead of killing them | |
The fifth parameter is the type of deathmatch you want during this game mode | |
I will paste the code from Zombie Plague Advance's include file regarding deathmatch modes | |
Code: | |
/* Death Match modes for zp_register_game_mode */ | |
enum | |
{ | |
ZP_DM_NONE = 0, // Disable death match during the custom mode round | |
ZP_DM_HUMAN, // Respawn as human only | |
ZP_DM_ZOMBIE, // Respawn as zombie only | |
ZP_DM_RANDOM, // Respawn randomly as humans or zombies | |
ZP_DM_BALANCE // Respawn as humans or zombies to keep both team balanced | |
} | |
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. | |
Code: | |
public zp_round_started_pre( game ) | |
{ | |
// Check if it is our game mode | |
if( game == g_gameid ) | |
{ | |
// Check for min players | |
if( fn_get_alive_players() < get_pcvar_num(cvar_minplayers) ) | |
{ | |
/** | |
* Note: | |
* This very necessary, you should return ZP_PLUGIN_HANDLED if | |
* some conditions required by your game mode are not met | |
* This will inform the main plugin that you have rejected | |
* the offer and so the main plugin will allow other game modes | |
* to be given a chance | |
*/ | |
return ZP_PLUGIN_HANDLED | |
} | |
// Start our new mode | |
start_avs_mode( ) | |
} | |
// Make the compiler happy =) | |
return PLUGIN_CONTINUE | |
} | |
start_avs_mode is the function where our code for the game mode will be present | |
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. | |
Code: | |
public zp_round_started( game, id ) | |
{ | |
// Check if it is our game mode | |
if( game == g_gameid ) | |
{ | |
// Show HUD notice | |
set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1) | |
ShowSyncHudMsg(0, g_msg_sync, "Assassins vs Snipers Mode !!!") | |
// Play the starting sound | |
client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] ) | |
// Remove ambience task affects | |
remove_task( TASK_AMB ) | |
// Set task to start ambience sounds | |
#if defined AMBIENCE_SOUNDS | |
set_task( 2.0, "start_ambience_sounds", TASK_AMB ) | |
#endif | |
} | |
} | |
7- Next we will check if our game mode was manually selected | |
if so, then start our game mode with out any checks. | |
Code: | |
// This is called when an admin selects a custom game mode | |
public zp_game_mode_selected( gameid, id ) | |
{ | |
// Check if our game mode was called | |
if( gameid == g_gameid ) | |
start_avs_mode( ) | |
// Make the compiler happy again =) | |
return PLUGIN_CONTINUE | |
} | |
8- Now lets create a function where our actual game mode is hidden | |
Code: | |
// This function contains the whole code behind this game mode | |
start_avs_mode( ) | |
{ | |
// Create and initialize some important vars | |
static i_assassins, i_max_assassins, id, i_alive | |
// Get alive players | |
// This function will be discussed later in the tutorial | |
i_alive = fn_get_alive_players() | |
id = 0 | |
// Get the no of players we have to turn into assassins | |
i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil ) | |
i_assassins = 0 | |
// Randomly turn players into Assassins | |
while (i_assassins < i_max_assassins) | |
{ | |
// Keep looping through all players | |
// As the while loop continues, 1 is added to the "id" variable so every single time the | |
// while loop completes a new player is selected for the task of making him into an assassin | |
// If the variable "id" has exceeded max players number than its value is reset 1 so we | |
// can loop through the players again | |
if ( (++id) > g_maxplayers) id = 1 | |
// Dead | |
if ( !is_user_alive(id) ) | |
continue; | |
// Random chance to convert players so we dont convert players with a smaller id | |
if (random_num(1, 5) == 1) | |
{ | |
// Make user assassin | |
zp_make_user_assassin(id) | |
// Set his health | |
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) ) | |
// Increase counter | |
i_assassins++ | |
} | |
} | |
// Turn the remaining players into snipers | |
for (id = 1; id <= g_maxplayers; id++) | |
{ | |
// Only those of them who are alive and are not assassins | |
if ( !is_user_alive(id) || zp_get_user_assassin(id) ) | |
continue; | |
// Turn into a sniper | |
zp_make_user_sniper(id) | |
// Set his health | |
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) ) | |
} | |
} | |
9- Now i will display the code to start our ambience sound | |
i wont be explaning it more since i have commented it well. | |
Code: | |
#if defined AMBIENCE_SOUNDS | |
public start_ambience_sounds( ) | |
{ | |
// Variables | |
static amb_sound[64], sound, Float:duration | |
// Select our ambience sound randomly | |
sound = random_num( 0, sizeof g_sound_ambience - 1 ) | |
// Copy the string into the amb_sound variable | |
copy( amb_sound, sizeof amb_sound - 1 , g_sound_ambience[ sound ] ) | |
// Get the duration for the ambience sound | |
duration = g_sound_ambience_duration[ sound ] | |
// Check whether it's a wav or mp3, then play it on clients | |
if ( equal( amb_sound[ strlen( amb_sound ) - 4 ], ".mp3" ) ) | |
client_cmd( 0, "mp3 play ^"sound/%s^"", amb_sound ) | |
else | |
client_cmd( 0, "spk ^"%s^"", sound ) | |
// Start the ambience sounds again after the duration is completed | |
set_task( duration, "start_ambience_sounds", TASK_AMB ) | |
} | |
public zp_round_ended( winteam ) | |
{ | |
// Stop ambience sounds on round end | |
remove_task( TASK_AMB ) | |
} | |
#endif | |
10- Now we will transform a player into an assassin or a sniper after he respawns | |
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 | |
which wil not only lengthen the tutorial but will also confuse beginners | |
so we will use ZPA's own spawn forward which i made specially for game modes: | |
Code: | |
// Player spawn post | |
public zp_player_spawn_post( id, should_be_zombie ) | |
{ | |
// Check for current mode | |
if( zp_get_current_mode() == g_gameid ) | |
{ | |
// Check if the player was to be made a zombie | |
if( zp_get_user_zombie( id )) | |
{ | |
// Make him an assassin instead | |
zp_make_user_assassin( id ) | |
// Set his health | |
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) ) | |
} | |
else | |
{ | |
// Make him a sniper | |
zp_make_user_sniper( id ) | |
// Set his health | |
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) ) | |
} | |
} | |
} | |
The first parameter of this forward is the index of the player who is spawning | |
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 | |
11- The final step is to add a function to return the number of alive players | |
You can use this in your script to get no of alive players | |
Code: | |
// This function returns the no of alive players | |
fn_get_alive_players( ) | |
{ | |
static i_alive, id | |
i_alive = 0 | |
for ( id = 1; id <= g_maxplayers; id++ ) | |
{ | |
if ( is_user_alive ( id ) ) | |
i_alive++ | |
} | |
return i_alive; | |
} | |
So finally in the end it will look like this: | |
PHP Code: | |
#include < amxmodx > | |
#include < fun > | |
#include < zombie_plague_advance > | |
/****************[ Customizations Section ]***************/ | |
// This is the chance value according to which this game mode will be called | |
// The higher the value the lesser the chance of calling this game mode | |
new const g_chance = 15 | |
// This is the access flag required to start the game mode | |
// through the admin menu. Look in users.ini for more details | |
new const g_access_flag[] = "a" | |
// This is the sound which is played when the game mode is triggered | |
// Add as many as you want [Randomly chosen if more than one] | |
new const g_play_sounds[][] = | |
{ | |
"zombie_plague/nemesis1.wav" , | |
"zombie_plague/survivor1.wav" | |
} | |
// Comment the following line to disable ambience sounds | |
// Just add two slashes ( // ) | |
#define AMBIENCE_SOUNDS | |
#if defined AMBIENCE_SOUNDS | |
// Ambience Sounds (only .wav and .mp3 formats supported) | |
// Add as many as you want [Randomly chosen if more than one] | |
new const g_sound_ambience[][] = | |
{ | |
"zombie_plague/ambience.wav" | |
} | |
// Duration in seconds of each sound | |
new const Float:g_sound_ambience_duration[] = { 58.0 , 56.0 } | |
#endif | |
/****************[ Customizations End....!!! ]***************/ | |
// Variables | |
new g_gameid, g_maxplayers, cvar_minplayers, cvar_ratio, cvar_sniperhp, cvar_assahp, g_msg_sync | |
// Ambience sounds task | |
#define TASK_AMB 3256 | |
public plugin_init( ) | |
{ | |
// Plugin registeration. | |
register_plugin( "[ZP] Example Game Mode","1.0", "@bdul!" ) | |
// Register some cvars | |
// Edit these according to your liking | |
cvar_minplayers = register_cvar("zp_avsm_minplayers", "2") | |
cvar_sniperhp = register_cvar("zp_avsm_sniper_hp", "1.5") | |
cvar_assahp = register_cvar("zp_avsm_assassin_hp", "1.0") | |
cvar_ratio = register_cvar("zp_avsm_inf_ratio", "0.5") | |
// Get maxplayers | |
g_maxplayers = get_maxplayers( ) | |
// Hud stuff | |
g_msg_sync = CreateHudSyncObj() | |
} | |
// Game modes MUST be registered in plugin precache ONLY | |
public plugin_precache( ) | |
{ | |
// Read the access flag | |
new access_flag = read_flags( g_access_flag ) | |
new i | |
// Precache the play sounds | |
for (i = 0; i < sizeof g_play_sounds; i++) | |
precache_sound( g_play_sounds[i] ) | |
// Precache the ambience sounds | |
#if defined AMBIENCE_SOUNDS | |
new sound[100] | |
for (i = 0; i < sizeof g_sound_ambience; i++) | |
{ | |
if (equal(g_sound_ambience[i][strlen(g_sound_ambience[i])-4], ".mp3")) | |
{ | |
formatex(sound, sizeof sound - 1, "sound/%s", g_sound_ambience[i]) | |
precache_generic( sound ) | |
} | |
else | |
{ | |
precache_sound( g_sound_ambience[i] ) | |
} | |
} | |
#endif | |
// Register our game mode | |
g_gameid = zp_register_game_mode( "Assassin vs Snipers Mode", access_flag, g_chance, 0, ZP_DM_BALANCE ) | |
} | |
// Player spawn post | |
public zp_player_spawn_post( id, should_be_zombie ) | |
{ | |
// Check for current mode | |
if( zp_get_current_mode() == g_gameid ) | |
{ | |
// Check if the player was to be made a zombie | |
if( zp_get_user_zombie( id )) | |
{ | |
// Make him an assassin instead | |
zp_make_user_assassin( id ) | |
// Set his health | |
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) ) | |
} | |
else | |
{ | |
// Make him a sniper | |
zp_make_user_sniper( id ) | |
// Set his health | |
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) ) | |
} | |
} | |
} | |
public zp_round_started_pre( game ) | |
{ | |
// Check if it is our game mode | |
if( game == g_gameid ) | |
{ | |
// Check for min players | |
if( fn_get_alive_players() < get_pcvar_num(cvar_minplayers) ) | |
{ | |
/** | |
* Note: | |
* This very necessary, you should return ZP_PLUGIN_HANDLED if | |
* some conditions required by your game mode are not met | |
* This will inform the main plugin that you have rejected | |
* the offer and so the main plugin will allow other game modes | |
* to be given a chance | |
*/ | |
return ZP_PLUGIN_HANDLED | |
} | |
// Start our new mode | |
start_avs_mode( ) | |
} | |
// Make the compiler happy =) | |
return PLUGIN_CONTINUE | |
} | |
public zp_round_started( game, id ) | |
{ | |
// Check if it is our game mode | |
if( game == g_gameid ) | |
{ | |
// Show HUD notice | |
set_hudmessage(221, 156, 21, -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1) | |
ShowSyncHudMsg(0, g_msg_sync, "Assassins vs Snipers Mode !!!") | |
// Play the starting sound | |
client_cmd(0, "spk ^"%s^"", g_play_sounds[ random_num(0, sizeof g_play_sounds -1) ] ) | |
// Remove ambience task affects | |
remove_task( TASK_AMB ) | |
// Set task to start ambience sounds | |
#if defined AMBIENCE_SOUNDS | |
set_task( 2.0, "start_ambience_sounds", TASK_AMB ) | |
#endif | |
} | |
} | |
public zp_game_mode_selected( gameid, id ) | |
{ | |
// Check if our game mode was called | |
if( gameid == g_gameid ) | |
start_avs_mode( ) | |
// Make the compiler happy again =) | |
return PLUGIN_CONTINUE | |
} | |
// This function contains the whole code behind this game mode | |
start_avs_mode( ) | |
{ | |
// Create and initialize some important vars | |
static i_assassins, i_max_assassins, id, i_alive | |
i_alive = fn_get_alive_players() | |
id = 0 | |
// Get the no of players we have to turn into assassins | |
i_max_assassins = floatround( ( i_alive * get_pcvar_float( cvar_ratio ) ), floatround_ceil ) | |
i_assassins = 0 | |
// Randomly turn players into Assassins | |
while (i_assassins < i_max_assassins) | |
{ | |
// Keep looping through all players | |
if ( (++id) > g_maxplayers) id = 1 | |
// Dead | |
if ( !is_user_alive(id) ) | |
continue; | |
// Random chance | |
if (random_num(1, 5) == 1) | |
{ | |
// Make user assassin | |
zp_make_user_assassin(id) | |
// Set his health | |
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_assahp)) ) | |
// Increase counter | |
i_assassins++ | |
} | |
} | |
// Turn the remaining players into snipers | |
for (id = 1; id <= g_maxplayers; id++) | |
{ | |
// Only those of them who are alive and are not assassins | |
if ( !is_user_alive(id) || zp_get_user_assassin(id) ) | |
continue; | |
// Turn into a sniper | |
zp_make_user_sniper(id) | |
// Set his health | |
set_user_health( id, floatround(get_user_health(id) * get_pcvar_float(cvar_sniperhp)) ) | |
} | |
} | |
#if defined AMBIENCE_SOUNDS | |
public start_ambience_sounds( ) | |
{ | |
// Variables | |
static amb_sound[64], sound, Float:duration | |
// Select our ambience sound | |
sound = random_num( 0, sizeof g_sound_ambience - 1 ) | |
copy( amb_sound, sizeof amb_sound - 1 , g_sound_ambience[ sound ] ) | |
duration = g_sound_ambience_duration[ sound ] | |
// Check whether it's a wav or mp3, then play it on clients | |
if ( equal( amb_sound[ strlen( amb_sound ) - 4 ], ".mp3" ) ) | |
client_cmd( 0, "mp3 play ^"sound/%s^"", amb_sound ) | |
else | |
client_cmd( 0, "spk ^"%s^"", sound ) | |
// Start the ambience sounds | |
set_task( duration, "start_ambience_sounds", TASK_AMB ) | |
} | |
public zp_round_ended( winteam ) | |
{ | |
// Stop ambience sounds on round end | |
remove_task( TASK_AMB ) | |
} | |
#endif | |
// This function returns the no. of alive players | |
fn_get_alive_players( ) | |
{ | |
static i_alive, id | |
i_alive = 0 | |
for ( id = 1; id <= g_maxplayers; id++ ) | |
{ | |
if( is_user_alive( id ) ) | |
i_alive++ | |
} | |
return i_alive; | |
} |