dennis888
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[插件] [ZP4.2]彷Tig 感染模式出倖存者和復仇者
出復仇者的內容是根據Rubbish-Nec 大大寫的修改,出倖存者就是小弟自己寫,抱歉加漏了==(26/3修改了,應該沒有問題==) 1.尋找 // Game vars 2.在// Game vars上加上 // For Nemesis new g_nemesis_in_game[33] // 選定不幸的彊屍 new bool:g_nemesis_appear new bool:g_nemesis_die new bool:OK_to_make 3.尋找 public event_round_start(),開新一行加上 // Nemesis Something g_nemesis_appear = false g_nemesis_die = false OK_to_make = false set_task(random_float(20.0,180.0), "make_rubbish_nemesis") 4.在 public event_round_start() 這段完了,下面加上 public make_rubbish_nemesis() { OK_to_make = true } 5.尋找 public respawn_player(taskid),把我這個複製然後貼上 public respawn_player(taskid) { // Get player's team static team team = fm_get_user_team(ID_SPAWN) // Respawn on infection rounds only if (!g_endround && !g_survround && !g_swarmround && !g_nemround && !g_plagueround && team != CS_TEAM_SPECTATOR && team != CS_TEAM_UNASSIGNED && !is_user_alive(ID_SPAWN)) { // Set proper team before respawning, so that the TeamInfo message that's sent doesn't confuse PODBots if (g_respawn_as_zombie[ID_SPAWN]) { fm_set_user_team(ID_SPAWN, CS_TEAM_T) if(g_nemround) return; if (g_plagueround) return; if (g_nemesis_die) return; new g_hahachance = random_num(1,10) if(g_hahachance == 1 && fnGetZombies() <= 10) { if(!g_nemesis_appear && OK_to_make) { g_nemesis_in_game[ID_SPAWN] = true g_nemesis_appear = true } } } else fm_set_user_team(ID_SPAWN, CS_TEAM_CT) // Respawning a player has never been so easy ExecuteHamB(Ham_CS_RoundRespawn, ID_SPAWN) // 這指令是重生……能活動、能咬人的那種 if(g_nemesis_in_game[ID_SPAWN]) // 能活動就了召喚復仇者吧,嘿嘿嘿 { zombieme(ID_SPAWN, 0, 1, 0) set_hudmessage(200, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1) ShowSyncHudMsg(0, g_MsgSync, "NEMESIS 出現……各位小心!!", LANG_PLAYER) g_nemesis_in_game[ID_SPAWN] = false g_nemesis_appear = true remove_task(TASK_AMBIENCESOUNDS) ambience_sound_stop() set_task(0.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS) } if(!g_nemesis_appear && fnGetHumans() <= 4) { new g_leaderchance = random_num(1,8) if(g_leaderchance == 1) { humanme(ID_SPAWN, 1) set_hudmessage(0, 0, 200, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1) ShowSyncHudMsg(0, g_MsgSync, "SurvivorLeaderDetected!!", LANG_PLAYER) PlaySound(sound_survivor[random_num(0, sizeof sound_survivor -1)]); } } if(g_nemesis_appear && fnGetHumans() <= 4) { new g_chance = random_num(1,8) if(g_chance == 1) { humanme(ID_SPAWN, 1) set_hudmessage(0, 0, 200, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1) ShowSyncHudMsg(0, g_MsgSync, "SurvivorLeaderDetected!!", LANG_PLAYER) PlaySound(sound_survivor[random_num(0, sizeof sound_survivor -1)]); } } } } 6.尋找public ambience_sound_effects(taskid) 7.把if (g_nemround) // Nemesis Mode 變成else if (g_nemround) // Nemesis Mode 8.在else if (g_nemround) // Nemesis Mode上面加上 if(g_nemesis_die) { isound = random_num(0, sizeof sound_ambience1 - 1) copy(amb_sound, sizeof amb_sound -1, sound_ambience1[isound]) duration = sound_ambience1_duration[isound] } else if(g_nemesis_appear) { isound = random_num(0, sizeof sound_ambience2 - 1) copy(amb_sound, sizeof amb_sound -1, sound_ambience2[isound]) duration = sound_ambience2_duration[isound] } 9.尋找 if (g_nemesis[victim]),把我這個複製然後貼上 if (g_nemesis[victim]) { SetHamParamInteger(3, 2) set_hudmessage(200, 0, 0, HUD_EVENT_X, HUD_EVENT_Y, 0, 0.0, 3.0, 2.0, 1.0, -1) ShowSyncHudMsg(0, g_MsgSync, "NEMESIS 已被殺死,喪屍將不可再重生!", LANG_PLAYER) g_nemesis_die = true remove_task(TASK_AMBIENCESOUNDS) ambience_sound_stop() set_task(0.0, "ambience_sound_effects", TASK_AMBIENCESOUNDS) } 10.教學完。不過ZP4.2沒有fnGetNemesis()和fnGetSurvivor()的指令,出過倖存者會再出,如果已經有復仇者,也會出,不過出了復仇者後不會再出(因g_nemesis_in_game[ID_SPAWN] = false,由true變成false )
[ 此文章被dennis888在2011-03-27 12:37重新編輯 ]
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