- #include <zombie_escape>
- // Setting File
- new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
- // Defines
- #define MODEL_MAX_LENGTH 64
- #define PLAYERMODEL_MAX_LENGTH 32
- #define ACCESS_MAX_LENGTH 32
- /// Acess
- #define OWNER_MODEL ADMIN_IMMUNITY
- #define STAFF_MODEL ADMIN_LEVEL_D
- #define MOD_MODEL ADMIN_LEVEL_E
- #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B
- #define VIP_MODEL ADMIN_LEVEL_F
- // Added Models
- new const szOwnerHumanModel[][] =
- {
- "owner"
- }
- new const szStaffHumanModel[][] =
- {
- "Staff"
- }
- new const szModHumanModel[][] =
- {
- "Mod"
- }
- new const szAdminHumanModel[][] =
- {
- "Vdmin"
- }
- new const szVipHumanModel[][] =
- {
- "Vip"
- }
- // Default
- new const szAdminZombieModel[][] =
- {
- "zombie_admin"
- }
- new const v_szAdminZombieKnifeModel[][] =
- {
- "models/zombie_escape/v_knife_zombie_admin.mdl"
- }
- new const szHumanModel1[][] =
- {
- "human1"
- }
- new const szHumanModel2[][] =
- {
- "human2"
- }
- new const szHumanModel3[][] =
- {
- "human3"
- }
- new const szHumanModel4[][] =
- {
- "human4"
- }
- // Dynamic Arrays: Models
- new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel,
- Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4
- public plugin_init()
- {
- register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
- }
- public plugin_precache()
- {
- // Initialize Arrays
- g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
- g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- // Load From External File
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
- // Load our Default Values
- new iIndex
- if(ArraySize(g_szOwnerHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++)
- ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel)
- }
- if(ArraySize(g_szStaffHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++)
- ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel)
- }
- if(ArraySize(g_szModHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++)
- ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel)
- }
- if(ArraySize(g_szAdminHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++)
- ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel)
- }
- if(ArraySize(g_szVipHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++)
- ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel)
- }
- if(ArraySize(g_szAdminZombieModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
- ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
- }
- if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
- ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
- }
- if(ArraySize(g_szHumanModel1) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
- ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
- }
- if(ArraySize(g_szHumanModel2) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
- ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
- }
- if(ArraySize(g_szHumanModel3) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
- ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
- }
- if(ArraySize(g_szHumanModel4) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++)
- ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
- }
- // Precache
- new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
- for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++)
- {
- ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++)
- {
- ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++)
- {
- ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++)
- {
- ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++)
- {
- ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
- {
- ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++)
- {
- ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++)
- {
- ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++)
- {
- ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++)
- {
- ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
- {
- ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
- precache_model(szModel)
- }
- }
- public ze_user_humanized(id)
- {
- if(ze_is_user_zombie(id) || !is_user_alive(id))
- return
- new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
- // Player Admin?
- if(get_user_flags(id) & OWNER_MODEL)
- {
- // Set Admin Human Model
- ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- if(get_user_flags(id) & STAFF_MODEL)
- {
- // Set Admin Human Model
- ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- if(get_user_flags(id) & MOD_MODEL)
- {
- // Set Admin Human Model
- ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- if(get_user_flags(id) & ADMIN_MODELS_ACCESS)
- {
- // Set Admin Human Model
- ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- if(get_user_flags(id) & VIP_MODEL)
- {
- // Set Admin Human Model
- ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- else
- {
- // Rest Player Model (Model Randomly)
- switch(random_num(0, 130))
- {
- case 0..30:
- {
- ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- case 31..70:
- {
- ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- case 71..100:
- {
- ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- case 101..130:
- {
- ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- }
- }
- }
- public ze_user_infected(iVictim, iInfector)
- {
- if(!is_user_alive(iVictim))
- return
- // Set Zombie Models
- new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
- // Player Admin?
- if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS)
- {
- // Set Zombie Admin Model
- ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(iVictim, szPlayerModel)
- // Set Admin Zombie Knife Model
- ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
- cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
- cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
- }
- }
Special Models
This plugin causes serious bugs and crashes. Please fix it.
Approximately not from the plugin, it's lack of RAM i think.
How you made sure that this is which cause this error?
How you made sure that this is which cause this error?
He who fails to plan is planning to fail
Because when i disable the plugin this problem is gone
Somehow not related to the plugin because it's tested for years and no one get this issue, also the code is very simple, all it have set user model.
Maybe read more here: https://ugetfix.com/ask/how-to-fix-the- ... ten-error/
Maybe lack of memory, try disable many plugins to free some memory and try.
Maybe read more here: https://ugetfix.com/ask/how-to-fix-the- ... ten-error/
Maybe lack of memory, try disable many plugins to free some memory and try.
He who fails to plan is planning to fail
plz fix this code
the problem is just Owner Skin Work
VIP , ADMIN , KNIFE did not work plz fix
Edit: i now know why did not work
Just Owner Skin Work Here, but when i edit it to this
now Owner Skin Dose not Work anymore, now Just Admin Skin Work
why dose this happen and how to fix it ?
Code: Select all
#include <zombie_escape>
// Setting File
new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
// Defines
#define MODEL_MAX_LENGTH 64
#define PLAYERMODEL_MAX_LENGTH 32
#define ACCESS_MAX_LENGTH 32
#define VIP ADMIN_LEVEL_E
#define ADMIN ADMIN_LEVEL_F
#define OWNER ADMIN_LEVEL_A
#define All ADMIN_LEVEL_H
// Default Models
new const szHumanOwner[][] =
{
"Human_Owner"
}
new const szHumanAdmin[][] =
{
"Human_Admin"
}
new const szVipmodel[][] =
{
"jocker"
}
new const szAdminZombieModel[][] =
{
"zombie_vip"
}
new const v_szAdminHumanKnifeModel[][] =
{
"models/zombie_escape/v_knife_human_admin.mdl"
}
new const v_szAdminZombieKnifeModel[][] =
{
"models/zombie_escape/v_knife_zombie_admin.mdl"
}
new const szHumanModel1[][] =
{
"human1"
}
new const szHumanModel2[][] =
{
"human2"
}
new const szHumanModel3[][] =
{
"human3"
}
new const szHumanModel4[][] =
{
"human4"
}
// Dynamic Arrays: Models
new Array:g_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel,
Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4, Array:g_szVipmodel, Array:g_szHumanAdmin, Array:g_szHumanOwner
public plugin_init()
{
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
}
public plugin_precache()
{
// Initialize Arrays
g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szVipmodel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_v_szAdminHumanKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanAdmin = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanOwner = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
// Load From External File
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN", g_v_szAdminHumanKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE", g_v_szAdminZombieKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner)
// Load our Default Values
new iIndex
if(ArraySize(g_szAdminZombieModel) == 0)
{
for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
}
if(ArraySize(g_szVipmodel) == 0)
{
for(iIndex = 0; iIndex < sizeof szVipmodel; iIndex++)
ArrayPushString(g_szVipmodel, szVipmodel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel)
}
if(ArraySize(g_v_szAdminHumanKnifeModel) == 0)
{
for(iIndex = 0; iIndex < sizeof v_szAdminHumanKnifeModel; iIndex++)
ArrayPushString(g_v_szAdminHumanKnifeModel, v_szAdminHumanKnifeModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
}
if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
{
for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
}
if(ArraySize(g_szHumanModel1) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
}
if(ArraySize(g_szHumanModel2) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
}
if(ArraySize(g_szHumanModel3) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
}
if(ArraySize(g_szHumanModel4) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++)
ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
}
if(ArraySize(g_szHumanAdmin) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanAdmin; iIndex++)
ArrayPushString(g_szHumanAdmin, szHumanAdmin[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin)
}
if(ArraySize(g_szHumanOwner) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanOwner; iIndex++)
ArrayPushString(g_szHumanOwner, szHumanOwner[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner)
}
// Precache
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
{
ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szVipmodel); iIndex++)
{
ArrayGetString(g_szVipmodel, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++)
{
ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++)
{
ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++)
{
ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++)
{
ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_v_szAdminHumanKnifeModel); iIndex++)
{
ArrayGetString(g_v_szAdminHumanKnifeModel, iIndex, szModel, charsmax(szModel))
precache_model(szModel)
}
for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
{
ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
precache_model(szModel)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanAdmin); iIndex++)
{
ArrayGetString(g_szHumanAdmin, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanOwner); iIndex++)
{
ArrayGetString(g_szHumanOwner, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
}
public ze_user_humanized(id)
{
if(ze_is_user_zombie(id) || !is_user_alive(id))
return
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
if(get_user_flags(id) & VIP)
{
ArrayGetString(g_szVipmodel, random_num(0, ArraySize(g_szVipmodel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
if(get_user_flags(id) & All)
{
ArrayGetString(g_v_szAdminHumanKnifeModel, random_num(0, ArraySize(g_v_szAdminHumanKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(id, CSW_KNIFE, szModel)
}
if(get_user_flags(id) & ADMIN)
{
ArrayGetString(g_szHumanAdmin, random_num(0, ArraySize(g_szHumanAdmin) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
if(get_user_flags(id) & OWNER)
{
ArrayGetString(g_szHumanOwner, random_num(0, ArraySize(g_szHumanOwner) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else
{
switch(random_num(0, 130))
{
case 0..30:
{
ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 31..70:
{
ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 71..100:
{
ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 101..130:
{
ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
}
}
}
public ze_user_infected(iVictim, iInfector)
{
if(!is_user_alive(iVictim))
return
// Set Zombie Models
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
// Player Admin?
if(get_user_flags(iVictim) & All)
{
// Set Zombie Admin Model
ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(iVictim, szPlayerModel)
// Set Admin Zombie Knife Model
ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
}
}
VIP , ADMIN , KNIFE did not work plz fix
Edit: i now know why did not work
Code: Select all
if(get_user_flags(id) & OWNER)
{
ArrayGetString(g_szHumanOwner, random_num(0, ArraySize(g_szHumanOwner) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else
{
switch(random_num(0, 130))
{
case 0..30:
{
ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 31..70:
{
ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 71..100:
{
ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 101..130:
{
ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
}
}
}
Code: Select all
if(get_user_flags(id) & ADMIN)
{
ArrayGetString(g_szHumanAdmin, random_num(0, ArraySize(g_szHumanAdmin) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else
{
switch(random_num(0, 130))
{
case 0..30:
{
ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 31..70:
{
ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 71..100:
{
ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 101..130:
{
ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
}
}
}
why dose this happen and how to fix it ?
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
Try this:
Code: Select all
#include <zombie_escape>
// Setting File
new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
// Defines
#define MODEL_MAX_LENGTH 64
#define PLAYERMODEL_MAX_LENGTH 32
#define ACCESS_MAX_LENGTH 32
#define VIP ADMIN_LEVEL_E
#define ADMIN ADMIN_LEVEL_F
#define OWNER ADMIN_LEVEL_A
#define All ADMIN_LEVEL_H
// Default Models
new const szHumanOwner[][] =
{
"Human_Owner"
}
new const szHumanAdmin[][] =
{
"Human_Admin"
}
new const szVipmodel[][] =
{
"jocker"
}
new const szAdminZombieModel[][] =
{
"zombie_vip"
}
new const v_szAdminHumanKnifeModel[][] =
{
"models/zombie_escape/v_knife_human_admin.mdl"
}
new const v_szAdminZombieKnifeModel[][] =
{
"models/zombie_escape/v_knife_zombie_admin.mdl"
}
new const szHumanModel1[][] =
{
"human1"
}
new const szHumanModel2[][] =
{
"human2"
}
new const szHumanModel3[][] =
{
"human3"
}
new const szHumanModel4[][] =
{
"human4"
}
// Dynamic Arrays: Models
new Array:g_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel,
Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4, Array:g_szVipmodel, Array:g_szHumanAdmin, Array:g_szHumanOwner
public plugin_init()
{
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
}
public plugin_precache()
{
// Initialize Arrays
g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szVipmodel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_v_szAdminHumanKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanAdmin = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
g_szHumanOwner = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
// Load From External File
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN", g_v_szAdminHumanKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE", g_v_szAdminZombieKnifeModel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin)
amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner)
// Load our Default Values
new iIndex
if(ArraySize(g_szAdminZombieModel) == 0)
{
for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
}
if(ArraySize(g_szVipmodel) == 0)
{
for(iIndex = 0; iIndex < sizeof szVipmodel; iIndex++)
ArrayPushString(g_szVipmodel, szVipmodel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel)
}
if(ArraySize(g_v_szAdminHumanKnifeModel) == 0)
{
for(iIndex = 0; iIndex < sizeof v_szAdminHumanKnifeModel; iIndex++)
ArrayPushString(g_v_szAdminHumanKnifeModel, v_szAdminHumanKnifeModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel)
}
if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
{
for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
}
if(ArraySize(g_szHumanModel1) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
}
if(ArraySize(g_szHumanModel2) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
}
if(ArraySize(g_szHumanModel3) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
}
if(ArraySize(g_szHumanModel4) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++)
ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
}
if(ArraySize(g_szHumanAdmin) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanAdmin; iIndex++)
ArrayPushString(g_szHumanAdmin, szHumanAdmin[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin)
}
if(ArraySize(g_szHumanOwner) == 0)
{
for(iIndex = 0; iIndex < sizeof szHumanOwner; iIndex++)
ArrayPushString(g_szHumanOwner, szHumanOwner[iIndex])
// Save to external file
amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner)
}
// Precache
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
{
ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szVipmodel); iIndex++)
{
ArrayGetString(g_szVipmodel, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++)
{
ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++)
{
ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++)
{
ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++)
{
ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_v_szAdminHumanKnifeModel); iIndex++)
{
ArrayGetString(g_v_szAdminHumanKnifeModel, iIndex, szModel, charsmax(szModel))
precache_model(szModel)
}
for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
{
ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
precache_model(szModel)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanAdmin); iIndex++)
{
ArrayGetString(g_szHumanAdmin, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
for (iIndex = 0; iIndex < ArraySize(g_szHumanOwner); iIndex++)
{
ArrayGetString(g_szHumanOwner, iIndex, szPlayerModel, charsmax(szPlayerModel))
formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
precache_model(szModelPath)
}
}
public ze_user_humanized(id)
{
if(ze_is_user_zombie(id) || !is_user_alive(id))
return
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
if(get_user_flags(id) & OWNER)
{
ArrayGetString(g_szHumanOwner, random_num(0, ArraySize(g_szHumanOwner) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else if(get_user_flags(id) & VIP)
{
ArrayGetString(g_szVipmodel, random_num(0, ArraySize(g_szVipmodel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else if(get_user_flags(id) & All)
{
ArrayGetString(g_v_szAdminHumanKnifeModel, random_num(0, ArraySize(g_v_szAdminHumanKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(id, CSW_KNIFE, szModel)
}
else if(get_user_flags(id) & ADMIN)
{
ArrayGetString(g_szHumanAdmin, random_num(0, ArraySize(g_szHumanAdmin) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
else
{
switch(random_num(0, 130))
{
case 0..30:
{
ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 31..70:
{
ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 71..100:
{
ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
case 101..130:
{
ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(id, szPlayerModel)
}
}
}
}
public ze_user_infected(iVictim, iInfector)
{
if(!is_user_alive(iVictim))
return
// Set Zombie Models
new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
// Player Admin?
if(get_user_flags(iVictim) & All)
{
// Set Zombie Admin Model
ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
rg_set_user_model(iVictim, szPlayerModel)
// Set Admin Zombie Knife Model
ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
}
}
now Just Owner And Vip Skin workMohamed Alaa wrote: ↑4 years ago Try this:
Code: Select all
#include <zombie_escape> // Setting File new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini" // Defines #define MODEL_MAX_LENGTH 64 #define PLAYERMODEL_MAX_LENGTH 32 #define ACCESS_MAX_LENGTH 32 #define VIP ADMIN_LEVEL_E #define ADMIN ADMIN_LEVEL_F #define OWNER ADMIN_LEVEL_A #define All ADMIN_LEVEL_H // Default Models new const szHumanOwner[][] = { "Human_Owner" } new const szHumanAdmin[][] = { "Human_Admin" } new const szVipmodel[][] = { "jocker" } new const szAdminZombieModel[][] = { "zombie_vip" } new const v_szAdminHumanKnifeModel[][] = { "models/zombie_escape/v_knife_human_admin.mdl" } new const v_szAdminZombieKnifeModel[][] = { "models/zombie_escape/v_knife_zombie_admin.mdl" } new const szHumanModel1[][] = { "human1" } new const szHumanModel2[][] = { "human2" } new const szHumanModel3[][] = { "human3" } new const szHumanModel4[][] = { "human4" } // Dynamic Arrays: Models new Array:g_szAdminZombieModel, Array:g_v_szAdminHumanKnifeModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4, Array:g_szVipmodel, Array:g_szHumanAdmin, Array:g_szHumanOwner public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipmodel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_v_szAdminHumanKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanAdmin = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanOwner = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN", g_v_szAdminHumanKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner) // Load our Default Values new iIndex if(ArraySize(g_szAdminZombieModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++) ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) } if(ArraySize(g_szVipmodel) == 0) { for(iIndex = 0; iIndex < sizeof szVipmodel; iIndex++) ArrayPushString(g_szVipmodel, szVipmodel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN VIP", g_szVipmodel) } if(ArraySize(g_v_szAdminHumanKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminHumanKnifeModel; iIndex++) ArrayPushString(g_v_szAdminHumanKnifeModel, v_szAdminHumanKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE HUMAN ADMIN", g_v_szAdminHumanKnifeModel) } if(ArraySize(g_v_szAdminZombieKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++) ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) } if(ArraySize(g_szHumanModel1) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++) ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) } if(ArraySize(g_szHumanModel2) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++) ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) } if(ArraySize(g_szHumanModel3) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++) ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) } if(ArraySize(g_szHumanModel4) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++) ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) } if(ArraySize(g_szHumanAdmin) == 0) { for(iIndex = 0; iIndex < sizeof szHumanAdmin; iIndex++) ArrayPushString(g_szHumanAdmin, szHumanAdmin[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN ADMIN", g_szHumanAdmin) } if(ArraySize(g_szHumanOwner) == 0) { for(iIndex = 0; iIndex < sizeof szHumanOwner; iIndex++) ArrayPushString(g_szHumanOwner, szHumanOwner[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN OWNER", g_szHumanOwner) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++) { ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szVipmodel); iIndex++) { ArrayGetString(g_szVipmodel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++) { ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++) { ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++) { ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++) { ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminHumanKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminHumanKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } for (iIndex = 0; iIndex < ArraySize(g_szHumanAdmin); iIndex++) { ArrayGetString(g_szHumanAdmin, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanOwner); iIndex++) { ArrayGetString(g_szHumanOwner, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } } public ze_user_humanized(id) { if(ze_is_user_zombie(id) || !is_user_alive(id)) return new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] if(get_user_flags(id) & OWNER) { ArrayGetString(g_szHumanOwner, random_num(0, ArraySize(g_szHumanOwner) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & VIP) { ArrayGetString(g_szVipmodel, random_num(0, ArraySize(g_szVipmodel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & All) { ArrayGetString(g_v_szAdminHumanKnifeModel, random_num(0, ArraySize(g_v_szAdminHumanKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(id, CSW_KNIFE, szModel) } else if(get_user_flags(id) & ADMIN) { ArrayGetString(g_szHumanAdmin, random_num(0, ArraySize(g_szHumanAdmin) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { switch(random_num(0, 130)) { case 0..30: { ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 31..70: { ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 71..100: { ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 101..130: { ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } } } } public ze_user_infected(iVictim, iInfector) { if(!is_user_alive(iVictim)) return // Set Zombie Models new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(iVictim) & All) { // Set Zombie Admin Model ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(iVictim, szPlayerModel) // Set Admin Zombie Knife Model ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(iVictim, CSW_KNIFE, szModel) cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies } }
but knife , admin did not work
Edit: it's work ty
It's working bro.VicKy wrote: ↑3 years agoNot Working Help Please
#include <zombie_escape> // Setting File new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini" // Defines #define MODEL_MAX_LENGTH 64 #define PLAYERMODEL_MAX_LENGTH 32 #define ACCESS_MAX_LENGTH 32 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } new const v_szAdminZombieKnifeModel[][] = { "models/zombie_escape/v_knife_zombie_admin.mdl" } new const szHumanModel1[][] = { "human1" } new const szHumanModel2[][] = { "human2" } new const szHumanModel3[][] = { "human3" } new const szHumanModel4[][] = { "human4" } // Dynamic Arrays: Models new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4 public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) // Load our Default Values new iIndex if(ArraySize(g_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } if(ArraySize(g_szAdminHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++) ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } if(ArraySize(g_szAdminZombieModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++) ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) } if(ArraySize(g_v_szAdminZombieKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++) ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) } if(ArraySize(g_szHumanModel1) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++) ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) } if(ArraySize(g_szHumanModel2) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++) ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) } if(ArraySize(g_szHumanModel3) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++) ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) } if(ArraySize(g_szHumanModel4) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++) ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++) { ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++) { ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++) { ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++) { ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++) { ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++) { ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } } public ze_user_humanized(id) { if(ze_is_user_zombie(id) || !is_user_alive(id)) return new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(id) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & ADMIN_MODELS_ACCESS) { // Set Admin Human Model ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { // Rest Player Model (Model Randomly) switch(random_num(0, 130)) { case 0..30: { ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 31..70: { ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 71..100: { ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 101..130: { ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } } } } public ze_user_infected(iVictim, iInfector) { if(!is_user_alive(iVictim)) return // Set Zombie Models new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS) { // Set Zombie Admin Model ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(iVictim, szPlayerModel) // Set Admin Zombie Knife Model ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(iVictim, CSW_KNIFE, szModel) cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies } }
z0h1r-LK
Bro Am Not Getting Skin Which i setZ0uha1r_LK wrote: ↑3 years agoIt's working bro.VicKy wrote: ↑3 years agoNot Working Help Please
#include <zombie_escape> // Setting File new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini" // Defines #define MODEL_MAX_LENGTH 64 #define PLAYERMODEL_MAX_LENGTH 32 #define ACCESS_MAX_LENGTH 32 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } new const v_szAdminZombieKnifeModel[][] = { "models/zombie_escape/v_knife_zombie_admin.mdl" } new const szHumanModel1[][] = { "human1" } new const szHumanModel2[][] = { "human2" } new const szHumanModel3[][] = { "human3" } new const szHumanModel4[][] = { "human4" } // Dynamic Arrays: Models new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4 public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) // Load our Default Values new iIndex if(ArraySize(g_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } if(ArraySize(g_szAdminHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++) ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } if(ArraySize(g_szAdminZombieModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++) ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) } if(ArraySize(g_v_szAdminZombieKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++) ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) } if(ArraySize(g_szHumanModel1) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++) ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) } if(ArraySize(g_szHumanModel2) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++) ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) } if(ArraySize(g_szHumanModel3) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++) ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) } if(ArraySize(g_szHumanModel4) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++) ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++) { ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++) { ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++) { ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++) { ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++) { ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++) { ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } } public ze_user_humanized(id) { if(ze_is_user_zombie(id) || !is_user_alive(id)) return new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(id) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & ADMIN_MODELS_ACCESS) { // Set Admin Human Model ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { // Rest Player Model (Model Randomly) switch(random_num(0, 130)) { case 0..30: { ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 31..70: { ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 71..100: { ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 101..130: { ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } } } } public ze_user_infected(iVictim, iInfector) { if(!is_user_alive(iVictim)) return // Set Zombie Models new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS) { // Set Zombie Admin Model ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(iVictim, szPlayerModel) // Set Admin Zombie Knife Model ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(iVictim, CSW_KNIFE, szModel) cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies } }
EDIT :- Fixed Problem Was In ze_user_humanized
Give me ze_resources.sma from your mod !
If you want skins of humans
z0h1r-LK
Rahhem bro help !
how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1
and knifes model there to please!
Code: Select all
[MAIN_CONFIG]
MIN_PLAYER = 3
DEFAULT_LIGHT = d
ZOMBIE_RELEASE_TIME = 10
HUMAN_FREEZE_TIME = 10
ROUND_TIME = 9
[FOG]
FOG_ENABLE = 1
FOG_DENSITY = 0.0010
FOG_COLOR = 100 100 100
[HUMAN_CONFIG]
HUMAN_HEALTH = 250.0
HUMAN_ARMOR = 100.0
HUMAN_GRAVITY = 1.0
HUMAN_SPEED = 250.0
[ZOMBIE_CONFIG]
ZOMBIE_HEALTH = 14000.0
ZOMBIE_ARMOR = 100.0
ZOMBIE_GRAVITY = 0.875
ZOMBIE_SPEED = 325.0
ZOMBIE_KNOCKBACK_POWER = 500.0
[SKY]
SKY_NAME = hk
[MODEL_CONFIG]
HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 ,
ZOMBIE_ORIGIN_MODEL = tank_zombi_origin
ZOMBIE_HOST_MODEL = tank_zombi_host
ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl
[SOUND_CONFIG]
READY = zombie_escape/ZE_Ready.mp3
AMBIENCE = zombie_escape/ZE_Ambience.mp3
ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav
PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav
ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav
COUNTDOWN = zombie_escape/count/%i.wav
ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav
ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav
ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav
ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav
ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav
[Objective Entities] (and anything that would affect gameplay that needs to be removed)
CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone
OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue
GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Bro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
- #include <zombie_escape>
- // Setting File
- new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini"
- // Defines
- #define MODEL_MAX_LENGTH 64
- #define PLAYERMODEL_MAX_LENGTH 32
- #define ACCESS_MAX_LENGTH 32
- /// Acess
- #define OWNER_MODEL ADMIN_IMMUNITY
- #define STAFF_MODEL ADMIN_LEVEL_D
- #define MOD_MODEL ADMIN_LEVEL_E
- #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B
- #define VIP_MODEL ADMIN_LEVEL_F
- // Added Models
- new const szOwnerHumanModel[][] =
- {
- "owner"
- }
- new const szStaffHumanModel[][] =
- {
- "Staff"
- }
- new const szModHumanModel[][] =
- {
- "Mod"
- }
- new const szAdminHumanModel[][] =
- {
- "Vdmin"
- }
- new const szVipHumanModel[][] =
- {
- "Vip"
- }
- // Default
- new const szAdminZombieModel[][] =
- {
- "zombie_admin"
- }
- new const v_szAdminZombieKnifeModel[][] =
- {
- "models/zombie_escape/v_knife_zombie_admin.mdl"
- }
- new const szHumanModel1[][] =
- {
- "human1"
- }
- new const szHumanModel2[][] =
- {
- "human2"
- }
- new const szHumanModel3[][] =
- {
- "human3"
- }
- new const szHumanModel4[][] =
- {
- "human4"
- }
- // Dynamic Arrays: Models
- new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel,
- Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4
- public plugin_init()
- {
- register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
- }
- public plugin_precache()
- {
- // Initialize Arrays
- g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1)
- g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1)
- // Load From External File
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
- amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
- // Load our Default Values
- new iIndex
- if(ArraySize(g_szOwnerHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++)
- ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel)
- }
- if(ArraySize(g_szStaffHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++)
- ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel)
- }
- if(ArraySize(g_szModHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++)
- ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel)
- }
- if(ArraySize(g_szAdminHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++)
- ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel)
- }
- if(ArraySize(g_szVipHumanModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++)
- ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel)
- }
- if(ArraySize(g_szAdminZombieModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++)
- ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel)
- }
- if(ArraySize(g_v_szAdminZombieKnifeModel) == 0)
- {
- for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++)
- ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel)
- }
- if(ArraySize(g_szHumanModel1) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++)
- ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1)
- }
- if(ArraySize(g_szHumanModel2) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++)
- ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2)
- }
- if(ArraySize(g_szHumanModel3) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++)
- ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3)
- }
- if(ArraySize(g_szHumanModel4) == 0)
- {
- for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++)
- ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex])
- // Save to external file
- amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4)
- }
- // Precache
- new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128]
- for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++)
- {
- ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++)
- {
- ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++)
- {
- ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++)
- {
- ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++)
- {
- ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++)
- {
- ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++)
- {
- ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++)
- {
- ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++)
- {
- ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++)
- {
- ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel))
- formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel)
- precache_model(szModelPath)
- }
- for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++)
- {
- ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel))
- precache_model(szModel)
- }
- }
- public ze_user_humanized(id)
- {
- if(ze_is_user_zombie(id) || !is_user_alive(id))
- return
- new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
- // Player Admin?
- if(get_user_flags(id) & OWNER_MODEL)
- {
- // Set Admin Human Model
- ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- else if(get_user_flags(id) & STAFF_MODEL)
- {
- // Set Admin Human Model
- ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- else if(get_user_flags(id) & MOD_MODEL)
- {
- // Set Admin Human Model
- ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- else if(get_user_flags(id) & ADMIN_MODELS_ACCESS)
- {
- // Set Admin Human Model
- ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- else if(get_user_flags(id) & VIP_MODEL)
- {
- // Set Admin Human Model
- ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- else
- {
- // Rest Player Model (Model Randomly)
- switch(random_num(0, 130))
- {
- case 0..30:
- {
- ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- case 31..70:
- {
- ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- case 71..100:
- {
- ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- case 101..130:
- {
- ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(id, szPlayerModel)
- }
- }
- }
- }
- public ze_user_infected(iVictim, iInfector)
- {
- if(!is_user_alive(iVictim))
- return
- // Set Zombie Models
- new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH]
- // Player Admin?
- if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS)
- {
- // Set Zombie Admin Model
- ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel))
- rg_set_user_model(iVictim, szPlayerModel)
- // Set Admin Zombie Knife Model
- ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel))
- cs_set_player_view_model(iVictim, CSW_KNIFE, szModel)
- cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies
- }
- }
Hello , i tryed this plugin (special models) not working tbhVicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#include <zombie_escape> // Setting File new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini" // Defines #define MODEL_MAX_LENGTH 64 #define PLAYERMODEL_MAX_LENGTH 32 #define ACCESS_MAX_LENGTH 32 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } new const v_szAdminZombieKnifeModel[][] = { "models/zombie_escape/v_knife_zombie_admin.mdl" } new const szHumanModel1[][] = { "human1" } new const szHumanModel2[][] = { "human2" } new const szHumanModel3[][] = { "human3" } new const szHumanModel4[][] = { "human4" } // Dynamic Arrays: Models new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4 public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) // Load our Default Values new iIndex if(ArraySize(g_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } if(ArraySize(g_szAdminHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++) ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } if(ArraySize(g_szAdminZombieModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++) ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) } if(ArraySize(g_v_szAdminZombieKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++) ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) } if(ArraySize(g_szHumanModel1) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++) ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) } if(ArraySize(g_szHumanModel2) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++) ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) } if(ArraySize(g_szHumanModel3) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++) ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) } if(ArraySize(g_szHumanModel4) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++) ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++) { ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++) { ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++) { ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++) { ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++) { ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++) { ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } } public ze_user_humanized(id) { if(ze_is_user_zombie(id) || !is_user_alive(id)) return new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(id) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & ADMIN_MODELS_ACCESS) { // Set Admin Human Model ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { // Rest Player Model (Model Randomly) switch(random_num(0, 130)) { case 0..30: { ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 31..70: { ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 71..100: { ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 101..130: { ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } } } } public ze_user_infected(iVictim, iInfector) { if(!is_user_alive(iVictim)) return // Set Zombie Models new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS) { // Set Zombie Admin Model ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(iVictim, szPlayerModel) // Set Admin Zombie Knife Model ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(iVictim, CSW_KNIFE, szModel) cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies } }
[MAIN_CONFIG]VicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#include <zombie_escape> // Setting File new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini" // Defines #define MODEL_MAX_LENGTH 64 #define PLAYERMODEL_MAX_LENGTH 32 #define ACCESS_MAX_LENGTH 32 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } new const v_szAdminZombieKnifeModel[][] = { "models/zombie_escape/v_knife_zombie_admin.mdl" } new const szHumanModel1[][] = { "human1" } new const szHumanModel2[][] = { "human2" } new const szHumanModel3[][] = { "human3" } new const szHumanModel4[][] = { "human4" } // Dynamic Arrays: Models new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4 public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) // Load our Default Values new iIndex if(ArraySize(g_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } if(ArraySize(g_szAdminHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++) ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } if(ArraySize(g_szAdminZombieModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++) ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) } if(ArraySize(g_v_szAdminZombieKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++) ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) } if(ArraySize(g_szHumanModel1) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++) ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) } if(ArraySize(g_szHumanModel2) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++) ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) } if(ArraySize(g_szHumanModel3) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++) ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) } if(ArraySize(g_szHumanModel4) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++) ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++) { ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++) { ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++) { ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++) { ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++) { ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++) { ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } } public ze_user_humanized(id) { if(ze_is_user_zombie(id) || !is_user_alive(id)) return new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(id) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & ADMIN_MODELS_ACCESS) { // Set Admin Human Model ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { // Rest Player Model (Model Randomly) switch(random_num(0, 130)) { case 0..30: { ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 31..70: { ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 71..100: { ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 101..130: { ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } } } } public ze_user_infected(iVictim, iInfector) { if(!is_user_alive(iVictim)) return // Set Zombie Models new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS) { // Set Zombie Admin Model ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(iVictim, szPlayerModel) // Set Admin Zombie Knife Model ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(iVictim, CSW_KNIFE, szModel) cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies } }
MIN_PLAYER = 3
DEFAULT_LIGHT = d
ZOMBIE_RELEASE_TIME = 10
HUMAN_FREEZE_TIME = 10
ROUND_TIME = 9
[FOG]
FOG_ENABLE = 1
FOG_DENSITY = 0.0010
FOG_COLOR = 100 100 100
[HUMAN_CONFIG]
HUMAN_HEALTH = 250.0
HUMAN_ARMOR = 100.0
HUMAN_GRAVITY = 1.0
HUMAN_SPEED = 250.0
[ZOMBIE_CONFIG]
ZOMBIE_HEALTH = 14000.0
ZOMBIE_ARMOR = 100.0
ZOMBIE_GRAVITY = 0.875
ZOMBIE_SPEED = 325.0
ZOMBIE_KNOCKBACK_POWER = 500.0
[SKY]
SKY_NAME = hk
[MODEL_CONFIG]
HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 ,
ZOMBIE_ORIGIN_MODEL = tank_zombi_origin
ZOMBIE_HOST_MODEL = tank_zombi_host
ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl
[SOUND_CONFIG]
READY = zombie_escape/ZE_Ready.mp3
AMBIENCE = zombie_escape/ZE_Ambience.mp3
ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav
PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav
ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav
COUNTDOWN = zombie_escape/count/%i.wav
ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav
ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav
ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav
ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav
ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav
[Objective Entities] (and anything that would affect gameplay that needs to be removed)
CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone
OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue
GAMEPLAY = func_vehicle , item_longjump
this is my zombie-escape.ini , can you edit this and make it vipZombie , vip human , then i can edit like (HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 ,) just add my skins i hope you understand and thank you for helping me ^^
VicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#include <zombie_escape> // Setting File new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini" // Defines #define MODEL_MAX_LENGTH 64 #define PLAYERMODEL_MAX_LENGTH 32 #define ACCESS_MAX_LENGTH 32 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } new const v_szAdminZombieKnifeModel[][] = { "models/zombie_escape/v_knife_zombie_admin.mdl" } new const szHumanModel1[][] = { "human1" } new const szHumanModel2[][] = { "human2" } new const szHumanModel3[][] = { "human3" } new const szHumanModel4[][] = { "human4" } // Dynamic Arrays: Models new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4 public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) // Load our Default Values new iIndex if(ArraySize(g_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } if(ArraySize(g_szAdminHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++) ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } if(ArraySize(g_szAdminZombieModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++) ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) } if(ArraySize(g_v_szAdminZombieKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++) ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) } if(ArraySize(g_szHumanModel1) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++) ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) } if(ArraySize(g_szHumanModel2) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++) ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) } if(ArraySize(g_szHumanModel3) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++) ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) } if(ArraySize(g_szHumanModel4) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++) ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++) { ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++) { ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++) { ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++) { ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++) { ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++) { ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } } public ze_user_humanized(id) { if(ze_is_user_zombie(id) || !is_user_alive(id)) return new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(id) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & ADMIN_MODELS_ACCESS) { // Set Admin Human Model ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { // Rest Player Model (Model Randomly) switch(random_num(0, 130)) { case 0..30: { ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 31..70: { ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 71..100: { ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 101..130: { ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } } } } public ze_user_infected(iVictim, iInfector) { if(!is_user_alive(iVictim)) return // Set Zombie Models new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS) { // Set Zombie Admin Model ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(iVictim, szPlayerModel) // Set Admin Zombie Knife Model ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(iVictim, CSW_KNIFE, szModel) cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies } }
Code: Select all
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
update your includeAmnesia wrote: ↑2 years agoVicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#include <zombie_escape> // Setting File new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini" // Defines #define MODEL_MAX_LENGTH 64 #define PLAYERMODEL_MAX_LENGTH 32 #define ACCESS_MAX_LENGTH 32 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } new const v_szAdminZombieKnifeModel[][] = { "models/zombie_escape/v_knife_zombie_admin.mdl" } new const szHumanModel1[][] = { "human1" } new const szHumanModel2[][] = { "human2" } new const szHumanModel3[][] = { "human3" } new const szHumanModel4[][] = { "human4" } // Dynamic Arrays: Models new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4 public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) // Load our Default Values new iIndex if(ArraySize(g_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } if(ArraySize(g_szAdminHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++) ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } if(ArraySize(g_szAdminZombieModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++) ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) } if(ArraySize(g_v_szAdminZombieKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++) ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) } if(ArraySize(g_szHumanModel1) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++) ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) } if(ArraySize(g_szHumanModel2) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++) ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) } if(ArraySize(g_szHumanModel3) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++) ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) } if(ArraySize(g_szHumanModel4) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++) ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++) { ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++) { ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++) { ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++) { ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++) { ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++) { ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } } public ze_user_humanized(id) { if(ze_is_user_zombie(id) || !is_user_alive(id)) return new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(id) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & ADMIN_MODELS_ACCESS) { // Set Admin Human Model ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { // Rest Player Model (Model Randomly) switch(random_num(0, 130)) { case 0..30: { ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 31..70: { ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 71..100: { ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 101..130: { ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } } } } public ze_user_infected(iVictim, iInfector) { if(!is_user_alive(iVictim)) return // Set Zombie Models new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS) { // Set Zombie Admin Model ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(iVictim, szPlayerModel) // Set Admin Zombie Knife Model ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(iVictim, CSW_KNIFE, szModel) cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies } }Error HereCode: Select all
register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS)
Zombie_escape.ini will automatically updated when plugin worked successfuly in your server !!Amnesia wrote: ↑2 years ago[MAIN_CONFIG]VicKy wrote: ↑2 years agoBro Instead Of This You Can Use This viewtopic.php?f=15&t=32Amnesia wrote: ↑2 years ago Rahhem bro help !how i can change models i mean , Humans : player 1 , player2 , player3 random And about vip like this , VIP Human : viphuman1 , VIP Zombie : vipZe1Code: Select all
[MAIN_CONFIG] MIN_PLAYER = 3 DEFAULT_LIGHT = d ZOMBIE_RELEASE_TIME = 10 HUMAN_FREEZE_TIME = 10 ROUND_TIME = 9 [FOG] FOG_ENABLE = 1 FOG_DENSITY = 0.0010 FOG_COLOR = 100 100 100 [HUMAN_CONFIG] HUMAN_HEALTH = 250.0 HUMAN_ARMOR = 100.0 HUMAN_GRAVITY = 1.0 HUMAN_SPEED = 250.0 [ZOMBIE_CONFIG] ZOMBIE_HEALTH = 14000.0 ZOMBIE_ARMOR = 100.0 ZOMBIE_GRAVITY = 0.875 ZOMBIE_SPEED = 325.0 ZOMBIE_KNOCKBACK_POWER = 500.0 [SKY] SKY_NAME = hk [MODEL_CONFIG] HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 , ZOMBIE_ORIGIN_MODEL = tank_zombi_origin ZOMBIE_HOST_MODEL = tank_zombi_host ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl [SOUND_CONFIG] READY = zombie_escape/ZE_Ready.mp3 AMBIENCE = zombie_escape/ZE_Ambience.mp3 ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav COUNTDOWN = zombie_escape/count/%i.wav ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue GAMEPLAY = func_vehicle , item_longjump
and knifes model there to please!
Or Here ( Some Rank Skins Added ) You Can Skins From zombie_escape.ini :-
#include <zombie_escape> // Setting File new const ZE_SETTING_RESOURCES[] = "zombie_escape.ini" // Defines #define MODEL_MAX_LENGTH 64 #define PLAYERMODEL_MAX_LENGTH 32 #define ACCESS_MAX_LENGTH 32 /// Acess #define OWNER_MODEL ADMIN_IMMUNITY #define STAFF_MODEL ADMIN_LEVEL_D #define MOD_MODEL ADMIN_LEVEL_E #define ADMIN_MODELS_ACCESS ADMIN_LEVEL_B #define VIP_MODEL ADMIN_LEVEL_F // Added Models new const szOwnerHumanModel[][] = { "owner" } new const szStaffHumanModel[][] = { "Staff" } new const szModHumanModel[][] = { "Mod" } new const szAdminHumanModel[][] = { "Vdmin" } new const szVipHumanModel[][] = { "Vip" } // Default new const szAdminZombieModel[][] = { "zombie_admin" } new const v_szAdminZombieKnifeModel[][] = { "models/zombie_escape/v_knife_zombie_admin.mdl" } new const szHumanModel1[][] = { "human1" } new const szHumanModel2[][] = { "human2" } new const szHumanModel3[][] = { "human3" } new const szHumanModel4[][] = { "human4" } // Dynamic Arrays: Models new Array:g_szAdminZombieModel, Array:g_v_szAdminZombieKnifeModel, Array:g_szOwnerHumanModel,g_szStaffHumanModel,g_szModHumanModel,g_szAdminHumanModel,g_szVipHumanModel,g_szHumanModel1, Array:g_szHumanModel2, Array:g_szHumanModel3, Array:g_szHumanModel4 public plugin_init() { register_plugin("[ZE] Special Models", ZE_VERSION, AUTHORS) } public plugin_precache() { // Initialize Arrays g_szOwnerHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szStaffHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szModHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szVipHumanModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szAdminZombieModel = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_v_szAdminZombieKnifeModel = ArrayCreate(MODEL_MAX_LENGTH, 1) g_szHumanModel1 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel2 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel3 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) g_szHumanModel4 = ArrayCreate(PLAYERMODEL_MAX_LENGTH, 1) // Load From External File amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) amx_load_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) // Load our Default Values new iIndex if(ArraySize(g_szOwnerHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szOwnerHumanModel; iIndex++) ArrayPushString(g_szOwnerHumanModel, szOwnerHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "OWNER ( H )", g_szOwnerHumanModel) } if(ArraySize(g_szStaffHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szStaffHumanModel; iIndex++) ArrayPushString(g_szStaffHumanModel, szStaffHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "STAFF ( H )", g_szStaffHumanModel) } if(ArraySize(g_szModHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szModHumanModel; iIndex++) ArrayPushString(g_szModHumanModel, szModHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "MODERATOR ( H )", g_szModHumanModel) } if(ArraySize(g_szAdminHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminHumanModel; iIndex++) ArrayPushString(g_szAdminHumanModel, szAdminHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ADMIN ( H )", g_szAdminHumanModel) } if(ArraySize(g_szVipHumanModel) == 0) { for(iIndex = 0; iIndex < sizeof szVipHumanModel; iIndex++) ArrayPushString(g_szVipHumanModel, szVipHumanModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "VIP ( H )", g_szVipHumanModel) } if(ArraySize(g_szAdminZombieModel) == 0) { for(iIndex = 0; iIndex < sizeof szAdminZombieModel; iIndex++) ArrayPushString(g_szAdminZombieModel, szAdminZombieModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "ZOMBIE ADMIN", g_szAdminZombieModel) } if(ArraySize(g_v_szAdminZombieKnifeModel) == 0) { for(iIndex = 0; iIndex < sizeof v_szAdminZombieKnifeModel; iIndex++) ArrayPushString(g_v_szAdminZombieKnifeModel, v_szAdminZombieKnifeModel[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Weapon Models", "V_KNIFE ZOMBIE ADMIN", g_v_szAdminZombieKnifeModel) } if(ArraySize(g_szHumanModel1) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel1; iIndex++) ArrayPushString(g_szHumanModel1, szHumanModel1[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 1", g_szHumanModel1) } if(ArraySize(g_szHumanModel2) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel2; iIndex++) ArrayPushString(g_szHumanModel2, szHumanModel2[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 2", g_szHumanModel2) } if(ArraySize(g_szHumanModel3) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel3; iIndex++) ArrayPushString(g_szHumanModel3, szHumanModel3[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 3", g_szHumanModel3) } if(ArraySize(g_szHumanModel4) == 0) { for(iIndex = 0; iIndex < sizeof szHumanModel4; iIndex++) ArrayPushString(g_szHumanModel4, szHumanModel4[iIndex]) // Save to external file amx_save_setting_string_arr(ZE_SETTING_RESOURCES, "Player Models", "HUMAN 4", g_szHumanModel4) } // Precache new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH], szModelPath[128] for (iIndex = 0; iIndex < ArraySize(g_szOwnerHumanModel); iIndex++) { ArrayGetString(g_szOwnerHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szStaffHumanModel); iIndex++) { ArrayGetString(g_szStaffHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szModHumanModel); iIndex++) { ArrayGetString(g_szModHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminHumanModel); iIndex++) { ArrayGetString(g_szAdminHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szVipHumanModel); iIndex++) { ArrayGetString(g_szVipHumanModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szAdminZombieModel); iIndex++) { ArrayGetString(g_szAdminZombieModel, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel1); iIndex++) { ArrayGetString(g_szHumanModel1, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel2); iIndex++) { ArrayGetString(g_szHumanModel2, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel3); iIndex++) { ArrayGetString(g_szHumanModel3, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_szHumanModel4); iIndex++) { ArrayGetString(g_szHumanModel4, iIndex, szPlayerModel, charsmax(szPlayerModel)) formatex(szModelPath, charsmax(szModelPath), "models/player/%s/%s.mdl", szPlayerModel, szPlayerModel) precache_model(szModelPath) } for (iIndex = 0; iIndex < ArraySize(g_v_szAdminZombieKnifeModel); iIndex++) { ArrayGetString(g_v_szAdminZombieKnifeModel, iIndex, szModel, charsmax(szModel)) precache_model(szModel) } } public ze_user_humanized(id) { if(ze_is_user_zombie(id) || !is_user_alive(id)) return new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(id) & OWNER_MODEL) { // Set Admin Human Model ArrayGetString(g_szOwnerHumanModel, random_num(0, ArraySize(g_szOwnerHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & STAFF_MODEL) { // Set Admin Human Model ArrayGetString(g_szStaffHumanModel, random_num(0, ArraySize(g_szStaffHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & MOD_MODEL) { // Set Admin Human Model ArrayGetString(g_szModHumanModel, random_num(0, ArraySize(g_szModHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & ADMIN_MODELS_ACCESS) { // Set Admin Human Model ArrayGetString(g_szAdminHumanModel, random_num(0, ArraySize(g_szAdminHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else if(get_user_flags(id) & VIP_MODEL) { // Set Admin Human Model ArrayGetString(g_szVipHumanModel, random_num(0, ArraySize(g_szVipHumanModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } else { // Rest Player Model (Model Randomly) switch(random_num(0, 130)) { case 0..30: { ArrayGetString(g_szHumanModel1, random_num(0, ArraySize(g_szHumanModel1) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 31..70: { ArrayGetString(g_szHumanModel2, random_num(0, ArraySize(g_szHumanModel2) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 71..100: { ArrayGetString(g_szHumanModel3, random_num(0, ArraySize(g_szHumanModel3) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } case 101..130: { ArrayGetString(g_szHumanModel4, random_num(0, ArraySize(g_szHumanModel4) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(id, szPlayerModel) } } } } public ze_user_infected(iVictim, iInfector) { if(!is_user_alive(iVictim)) return // Set Zombie Models new szPlayerModel[PLAYERMODEL_MAX_LENGTH], szModel[MODEL_MAX_LENGTH] // Player Admin? if(get_user_flags(iVictim) & ADMIN_MODELS_ACCESS) { // Set Zombie Admin Model ArrayGetString(g_szAdminZombieModel, random_num(0, ArraySize(g_szAdminZombieModel) - 1), szPlayerModel, charsmax(szPlayerModel)) rg_set_user_model(iVictim, szPlayerModel) // Set Admin Zombie Knife Model ArrayGetString(g_v_szAdminZombieKnifeModel, random_num(0, ArraySize(g_v_szAdminZombieKnifeModel) - 1), szModel, charsmax(szModel)) cs_set_player_view_model(iVictim, CSW_KNIFE, szModel) cs_set_player_weap_model(iVictim, CSW_KNIFE, "") // Leave Blank so knife not appear with zombies } }
MIN_PLAYER = 3
DEFAULT_LIGHT = d
ZOMBIE_RELEASE_TIME = 10
HUMAN_FREEZE_TIME = 10
ROUND_TIME = 9
[FOG]
FOG_ENABLE = 1
FOG_DENSITY = 0.0010
FOG_COLOR = 100 100 100
[HUMAN_CONFIG]
HUMAN_HEALTH = 250.0
HUMAN_ARMOR = 100.0
HUMAN_GRAVITY = 1.0
HUMAN_SPEED = 250.0
[ZOMBIE_CONFIG]
ZOMBIE_HEALTH = 14000.0
ZOMBIE_ARMOR = 100.0
ZOMBIE_GRAVITY = 0.875
ZOMBIE_SPEED = 325.0
ZOMBIE_KNOCKBACK_POWER = 500.0
[SKY]
SKY_NAME = hk
[MODEL_CONFIG]
HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 ,
ZOMBIE_ORIGIN_MODEL = tank_zombi_origin
ZOMBIE_HOST_MODEL = tank_zombi_host
ZOMBIE_CLAW_MODEL = models/zombie_escape/v_knife_tank_zombi.mdl
[SOUND_CONFIG]
READY = zombie_escape/ZE_Ready.mp3
AMBIENCE = zombie_escape/ZE_Ambience.mp3
ZOMBIE_APPEAR = zombie_escape/zombi_coming_1.wav , zombie_escape/zombi_coming_2.wav
PLAYER_INFECT = zombie_escape/zombie/human_death_01.wav , zombie_escape/zombie/human_death_02.wav
ZOMBIE_PAIN = zombie_escape/zombie/zombi_hurt_01.wav , zombie_escape/zombie/zombi_hurt_02.wav
COUNTDOWN = zombie_escape/count/%i.wav
ESCAPE_SUCCESS = zombie_escape/zombi_escape_success.wav
ESCAPE_FAIL = zombie_escape/zombi_escape_fail.wav
ATTACK_HIT = zombie_escape/zombie/zombi_attack_1.wav , zombie_escape/zombie/zombi_attack_2.wav , zombie_escape/zombie/zombi_attack_3.wav
ATTACK_MISS = zombie_escape/zombie/zombi_swing_1.wav , zombie_escape/zombie/zombi_swing_2.wav , zombie_escape/zombie/zombi_swing_3.wav
ATTACK_WALL = zombie_escape/zombie/zombi_wall_1.wav , zombie_escape/zombie/zombi_wall_2.wav , zombie_escape/zombie/zombi_wall_3.wav
[Objective Entities] (and anything that would affect gameplay that needs to be removed)
CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_buyzone
OBJECTIVES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue
GAMEPLAY = func_vehicle , item_longjump
this is my zombie-escape.ini , can you edit this and make it vipZombie , vip human , then i can edit like (HUMAN_MODEL = roz_xmas_player1 , roz_xmas_player2 ,) just add my skins i hope you understand and thank you for helping me ^^
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