Szerző Téma: Zombiscript  (Megtekintve 910 alkalommal)

Zombiscript
« Dátum: 2010. április 27. - 17:02:23 »
0 Show voters
Üdv! Kérésem lenne hozzátok. Méghozzá az, hogy a lent megadott zeruel angel által irt filterscripte kéne javitani. A lenti már általam kicsit át van irva tehát ebbe javitsatok ha megteszitek... A következő kellene. Azt szeretném, hogy a zombik úgy viselkedjenek, hogy amint belép a játékos mindenki kap 1dbot maga mellé és az követi mindenhova, persze ne úgy mint egy object ami melleted van fixen és mozdulatlan, hanem hogy szépen sétáljon mellettem és kövessen. Ha lesprintelem maradjon le stb (de a script alapból igy van megirva tehát ez nem gond) és ne kelljen elinditani mint az apokalipszist (látsd.: /apon) hanem automatice jöjjön a gyerek mellé... Az már bevan állitva, h a zombik ne támadjanak tehát ezen sem kell semmit. Kérlek ha nincs kedvetek ne csináljátok meg, de ne azt mondjátok, h próbálkozzak én mert nem sikerült és nem is fog....

Ha a fent leirt dolog tól bonyolult akkor azt is megköszönném ha vki megcsinálná, h a zombik ott sétáljanak mindenütt össze vissza csak designnak. Úgy is megfelelne.


Előre is köszönöm: Zsombor

 
//------------------------------------------------------------------------------
//
//   Zombie Filter Script v1.4
//   Designed for SA-MP v0.2.2
//
//   Created by zeruel_angel
//   If you speak spanish, please visit SPANISH forum in samp.tilens.com
//   Si hablas espańol, por favor visita el foro en ESPAŃOL samp.tilens.com
//   Honositás: Endrődi Zsombor
//------------------------------------------------------------------------------
#include <a_samp>
#define PRESS 123
#define HOLD 456
#define COLOR_GREY 0xAFAFAFAA
#define COLOR_GREEN 0x33AA33AA
#define COLOR_DARKGREEN 0x00721CFF
#define COLOR_YELLOW 0xFFFF00AA
#define COLOR_WHITE 0xFFFFFFAA
#define COLOR_CREAM 0xF8BD6DFF
#define COLOR_SILVER 0xC0C0C0FF
#define COLOR_TEAL 0x00FFFFFF
#define COLOR_BERG 0x804040FF
#define COLOR_PINK 0xFF66FFAA
#define COLOR_SPEW 0x808040FF
#define COLOR_LIGHTBLUE 0x33CCFFAA
#define COLOR_COPPER 0x804000FF
#define COLOR_RAREZ 0x06A7B9FF
#define COLOR_RED 0xFF0000AA
#define COLOR_PURPLE 0xCC00CCAA
#define COLOR_BLUE 0x0000FFAA
#define COLOR_LIGHTBLUE 0x33CCFFAA
#define COLOR_ORANGE 0xFF9900AA
new Ticket[MAX_PLAYERS];
forward HoldingFire();
enum weapParts
{
WeapId,
allow,
Float:range,
Float:wide,
damageMin,
damageMax,
cutting,
instaGib,
continua,
mnsg[150]
};
new weapL[55][weapParts]=
{
//  ID                     allow   hatótáv   wide   dMin   dMax   cutting   insGib   continua    msng
{0,                     true,   1.0,    45.0,    5,      10,       false,   false,   false,  \"~n~~n~~n~~n~~n~~n~~n~~w~Punch!!!\"},
{WEAPON_BRASSKNUCKLE,   true,   1.5,   45.0,   5,      15,      false,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~y~Plack~w~!!!\"},
{WEAPON_GOLFCLUB,      true,   2.0,   35.0,   20,      25,      false,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~w~Fiuuuff!!! ~b~~h~Fiuuuff~w~!!!\"},
{WEAPON_NITESTICK,      true,   1.5,   35.0,   10,      15,      false,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~b~~h~Plafff~w~!!!\"},
{WEAPON_KNIFE,         true,   1.5,   15.0,   10,      15,      false,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~r~Fisss~w~!!!\"},
{WEAPON_BAT,         true,   2.0,   35.0,   10,      15,      false,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~g~~h~Paffffff~w~!!!\"},
{WEAPON_SHOVEL,         true,   2.0,   35.0,   10,      25,      true,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~r~~h~~h~PlanK~w~!!!\"},
{WEAPON_POOLSTICK,      true,   2.0,   35.0,   10,      15,      false,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~g~~h~Paffffff~w~!!!\"},
{WEAPON_KATANA,         true,   2.0,   45.0,   20,      45,      true,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~b~SWIFT~w~! ~b~SWIFT~w~!\"},
{WEAPON_CHAINSAW,      true,   2.5,   35.0,   20,      35,      true,   false,   true,   \"~n~~n~~n~~n~~n~~n~~n~~g~BRRRRRRRNNNNNN~w~!!!!\"},
{WEAPON_DILDO,         false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_DILDO2,         false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_VIBRATOR,      false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_VIBRATOR2,      false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_FLOWER,         false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_CANE,         true,   2.0,   35.0,   10,      15,      false,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~g~~h~Paffffff~w~!!!\"},
{WEAPON_GRENADE,        false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_TEARGAS,      false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_MOLTOV,         false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_COLT45,         true,   20.0,   7.0,   10,      15,      false,   false,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~Bang~w~!!~r~Bang~w~!!\"},
{WEAPON_SILENCED,      true,   20.0,   3.0,   10,      15,      false,   false,   false,   \"~n~~n~~n~~n~~n~~n~~n~~r~Piuufff~w~!!\"},
{WEAPON_DEAGLE,         true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~BANG~w~!!!!!\"},
{WEAPON_SHOTGUN,      true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~BANG~w~!!!!!\"},
{WEAPON_SAWEDOFF,      true,   12.0,   10.0,   12,      18,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~BUM~w~!!~r~BUM~w~!!\"},
{WEAPON_SHOTGSPA,      true,   18.0,   7.0,   25,      45,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~BUUUM~w~!!!!\"},
{WEAPON_UZI,            true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~BANG~w~!!!!!\"},
{WEAPON_MP5,            true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~BANGG~w~!!!!!\"},
{WEAPON_AK47,         true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~MUAJAJAJAJAJAJ~w~!!!!!\"},
{WEAPON_M4,            true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~MUAJAJAJAJAJAJ~w~!!!!!\"},
{WEAPON_TEC9,           true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~BANG~w~!!!!!\"},
{WEAPON_RIFLE,         true,   50.0,   2.0,   0,      50,      false,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~g~PUUUM~w~!!!!\"},
{WEAPON_SNIPER,         true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~BANG~w~!!!!!\"},
{WEAPON_ROCKETLAUNCHER,   false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_HEATSEEKER,      false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_FLAMETHROWER,   true,   8.0,   15.0,   10,      20,      false,   false,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~Fuuu~y~uffffff~w~!!!!\"},
{WEAPON_MINIGUN,      true,   25.0,   3.0,   1,      99,      true,   true,   true,   \"~n~~n~~n~~n~~n~~n~~n~~r~MUAJAJAJAJAJAJ~w~!!!!!\"},
{WEAPON_SATCHEL,      false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_BOMB,         false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_SPRAYCAN,      true,   3.5,   15.0,   10,      0,      false,   false,   true,   \"~n~~n~~n~~n~~n~~n~~n~~w~Fuuuusssshhh~b~!!!!\"},
{WEAPON_FIREEXTINGUISHER,true,   3.5,   15.0,   10,      0,      false,   false,   true,   \"~n~~n~~n~~n~~n~~n~~n~~w~Fuuuusssshhh~b~!!!!\"},
{WEAPON_CAMERA,         false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_PARACHUTE,      false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_VEHICLE,      false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{-1,               false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_DROWN,         false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"},
{WEAPON_COLLISION,      false,   0.0,   0.0,   0,      0,      false,   false,   false,   \" \"}
};
new setNumber = 0;
new set[6][3][2]=
{
    {{WEAPON_KATANA,1000},      {WEAPON_SHOTGUN,50},         {WEAPON_FIREEXTINGUISHER,500}},
{{WEAPON_KATANA,1000},      {WEAPON_SILENCED,100},         {WEAPON_SAWEDOFF,25}},
{{WEAPON_NITESTICK,1000},   {WEAPON_COLT45,100},         {WEAPON_SHOTGUN,25}},
{{WEAPON_GOLFCLUB,1000},   {WEAPON_FIREEXTINGUISHER,400},   {WEAPON_FLAMETHROWER,50}},
{{WEAPON_SHOVEL,1000},      {WEAPON_SHOTGSPA,100},         {WEAPON_RIFLE,25}},
{{WEAPON_KNIFE,1000},      {WEAPON_SHOTGSPA,100},         {WEAPON_SNIPER,25}}
};
new NOFZombies=0;
new TOTALZombies=10;
new Float:Zspeed = 2.0;
new ZTimerSpeed = 500;
new Float:vaiven = 5.0;
new Float:X,Float:Y,Float:Z;
#define MAX_ZOMBIES 100
#define brazo1 1
#define brazo2 2
#define pierna1 4
#define pierna2 8
enum zombiParts
{
rArm,
lArm,
rLeg,
lLeg,
head,
torso,
pedazos,
HP,
Float:ArmAngle,
Float:ArmStatus,
Float:angulo,
Float:speed,
LegsH,
undead,
target
};
new zombie[MAX_ZOMBIES][zombiParts];
enum zombiPos
{
partModel,
Float:RelX,
Float:RelY,
Float:RelZ,
Float:RelrX,
Float:RelrY,
Float:RelrZ
}
enum zpart
{
    rLegZ,
rArmZ,
torsoZ,
lArmZ,
headZ,
lLegZ
}
new z1[zpart][zombiPos]=
{
{2905,-0.115479,-0.023924, -1.280131, -90.000000, 90.000000,0.000000},
{2906, -0.218995, 0.200928, -0.253135, 0.000000, 180.000000, 0.000000},
{2907, -0.032227, -0.045897, -0.544213, 270.000000, 0.000000, 0.000000},
{2906, 0.187987, 0.158448, -0.265793, 0.000000, 0.000000, 0.000000},
{2908, 0.000000, 0.000000, 0.000000, 270.000000, 90.000000, 0.000000},
{2905, 0.101074, -0.012694, -1.288253, 270.000000, 90.000000, 0.000000}
};
new z2[6][zombiPos]=
{
{2905, 0.005614, -0.110107, -1.280131, -90.000000, 90.000000, 90.000000},
{2906, -0.148926, -0.180663, -0.253135, 0.000000, 180.000000, 90.000000},
{2907, 0.047852, -0.039061, -0.544213, 270.000000, 0.000000, 90.000000},
{2906, -0.152343, 0.171387, -0.265793, 0.000000, 0.000000, 90.000000},
{2908, 0.000000, 0.000000, 0.000000, 270.000000, 90.000000, 90.000000},
{2905, 0.000977, 0.090332, -1.288253, 270.000000, 90.000000, 90.000000}
};
enum zArm
{
Float:AZ,
Float:AA
};
enum tipo
{
der,
izq
};
new A1[tipo][zArm]=
{
    {-0.253135,0.0},
{-0.265793,0.0}
};
new A2[tipo][zArm]=
{
{-0.359635, -90.0},
{-0.338874, -90.0}
};
forward zombieAtaca(playerid);
forward attacknearest();
new TimerAtaca=-1;
new TimerAPO=-1;
new PlayerDeath[MAX_PLAYERS];
new apocalipsis = false;
enum WeaponType
{
pWeapId,
pAmmo
};
new WeaponList[MAX_PLAYERS][12][WeaponType];
new LastWeaponUsed[MAX_PLAYERS];
forward QuitarArmasZombie(playerid);
forward DevolverArmasZombie(playerid);
forward CreateRandomZombie();
new money[MAX_PLAYERS];
new scorez=0;
new scorep=0;
#define delay 500
//------------------------------------------------------------------------------
public OnFilterScriptInit()
{
print(\"\\n ZOMBIE Filter Script v1.2 Loading...\\n**********************\\n      (Zeruel_Angel)\\n\");
return 1;
}
public OnGameModeInit()
 
{
Zspeed=0.5;
 
return 1;
}
//------------------------------------------------------------------------------
public OnFilterScriptExit()
{
    print(\"\\n*********** ZOMBIE (zeruel_angel) ***********\\n\");
cleanZombies();
return 1;
}
public OnGameModeExit()
{
    cleanZombies();
return 1;
}
//------------------------------------------------------------------------------
public attacknearest()
{
    new Float:pX,Float:pY,Float:pZ;
    new Float:distNew,Float:distOld;
    new candidato;
for (new j=0;j<TOTALZombies;j++)
{
    if (zombie[j][undead])
    {
    distOld=9999.9;
    candidato=-1;
    GetObjectPos(zombie[j][head],X,Y,Z);
   for(new i=0;i<MAX_PLAYERS;i++)
   {
       if(IsPlayerConnected(i))
       {
           GetPlayerPos(i,pX,pY,pZ);
         distNew = floatabs(pX-X) + floatabs(pY-Y);
         if (distNew<distOld)
         {
         distOld = distNew;
         candidato = i;
         }
       }
   }
   if (distOld>100.0)
   {
      DestroyObject(zombie[j][head]);
      DestroyObject(zombie[j][rLeg]);
      DestroyObject(zombie[j][lLeg]);
      DestroyObject(zombie[j][rArm]);
      DestroyObject(zombie[j][lArm]);
      DestroyObject(zombie[j][torso]);
      NOFZombies--;
      zombie[j][undead]=false;
       SetTimer(\"CreateRandomZombie\",1000,0);
   }
   zombie[j][target]=candidato;
}
}
}
//------------------------------------------------------------------------------
cleanZombies()
{
for (new j=0;j<TOTALZombies;j++)
{
    zombie[j][undead]=false;
if (IsValidObject(zombie[j][torso]))DestroyObject(zombie[j][torso]);
if (IsValidObject(zombie[j][head]))   DestroyObject(zombie[j][head]);
if (IsValidObject(zombie[j][rLeg]))   DestroyObject(zombie[j][rLeg]);
if (IsValidObject(zombie[j][lLeg]))   DestroyObject(zombie[j][lLeg]);
if (IsValidObject(zombie[j][rArm]))   DestroyObject(zombie[j][rArm]);
if (IsValidObject(zombie[j][lArm]))   DestroyObject(zombie[j][lArm]);
NOFZombies--;
}
if (TimerAPO!=-1){KillTimer(TimerAPO);}
if (TimerAtaca!=-1){KillTimer(TimerAtaca);}
}
//------------------------------------------------------------------------------
strtok(const string[], &index)
{
new length = strlen(string);
while ((index < length) && (string[index] <= \' \'))
{
index++;
}
new offset = index;
new result[20];
while ((index < length) && (string[index] > \' \') && ((index - offset) < (sizeof(result) - 1)))
{
result[index - offset] = string[index];
index++;
}
result[index - offset] = EOS;
return result;
}
//------------------------------------------------------------------------------
CrearZombie(Float:pX,Float:pY,Float:pZ,Float:angle)
{
new Float:PEPE = floatsin((angle*3.14159/180.0));
new Float:PIPO = floatcos((angle*3.14159/180.0));
if (NOFZombies<TOTALZombies)
{
    new j=0;
while ((zombie[j][undead])){j++;}
if (IsValidObject(zombie[j][torso]))
{
   DestroyObject(zombie[j][head]);
   DestroyObject(zombie[j][rLeg]);
   DestroyObject(zombie[j][lLeg]);
   DestroyObject(zombie[j][rArm]);
   DestroyObject(zombie[j][lArm]);
   DestroyObject(zombie[j][torso]);
}
zombie[j][head]=CreateObject(z1[headZ][partModel],pX,pY,pZ,z1[headZ][RelrX],z1[headZ][RelrY],angle);
zombie[j][torso]=CreateObject(z1[torsoZ][partModel],pX+z1[torsoZ][RelX]*PIPO+PEPE*z2[torsoZ][RelX],pY+z1[torsoZ][RelY]*PIPO+PEPE*z2[torsoZ][RelY],pZ+z1[torsoZ][RelZ],z1[torsoZ][RelrX],z1[torsoZ][RelrY],angle);
        zombie[j][lArm]=CreateObject(z1[lArmZ][partModel],pX+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],pY+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],pZ+z1[lArmZ][RelZ],z1[lArmZ][RelrX],z1[lArmZ][RelrY],angle);
        zombie[j][rArm]=CreateObject(z1[rArmZ][partModel],pX+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],pY+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],pZ+z1[rArmZ][RelZ],z1[rArmZ][RelrX],z1[rArmZ][RelrY],angle);
zombie[j][rLeg]=CreateObject(z1[rLegZ][partModel],pX+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],pY+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],pZ+z1[rLegZ][RelZ],z1[rLegZ][RelrX],z1[rLegZ][RelrY],angle);
        zombie[j][lLeg]=CreateObject(z1[lLegZ][partModel],pX+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],pY+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],pZ+z1[lLegZ][RelZ],z1[lLegZ][RelrX],z1[lLegZ][RelrY],angle);
zombie[j][LegsH]=true;
zombie[j][speed]=random(100)+50;
zombie[j][ArmAngle]=0;
zombie[j][ArmStatus]=random(5)+5;
zombie[j][undead]=true;
zombie[j][HP]=100;
zombie[j][pedazos]= brazo1 + brazo2 + pierna1 + pierna2;
zombie[j][angulo]=angle;
NOFZombies++;
}
return 1;
}
//------------------------------------------------------------------------------
public zombieAtaca()
{
    new Float:pX,Float:pY,Float:pZ,Float:angle,Float:PEPE,Float:PIPO,Float:AA1,Float:AA2,Float:H;
    new vehicleStatus;
if (NOFZombies<1 && !apocalipsis)
    {
        if (TimerAPO!=-1){KillTimer(TimerAPO);}
if (TimerAtaca!=-1){KillTimer(TimerAtaca);}
    }
    HoldingFire();
for (new j=0;j<TOTALZombies;j++)
{
if(zombie[j][undead]&&IsPlayerConnected(zombie[j][target]) && GetPlayerInterior(zombie[j][target])==0)
{
    vehicleStatus = IsPlayerInAnyVehicle(zombie[j][target]);
   GetPlayerPos(zombie[j][target],pX,pY,pZ);
   pZ+=0.7;
   GetObjectPos(zombie[j][head],X,Y,Z);
   angle = 180.0-atan2(X-pX,Y-pY);
   angle+=vaiven;
   vaiven*=-1;
   PEPE = floatsin((angle*3.14159/180.0));
   PIPO = floatcos((angle*3.14159/180.0));
   zombie[j][angulo]=angle;
   if(floatabs(zombie[j][ArmAngle])>10.0){zombie[j][ArmStatus]*=-1;}
   zombie[j][ArmAngle]+=zombie[j][ArmStatus];
   zombie[j][LegsH]=!zombie[j][LegsH];
   AA1 = floatcos(zombie[j][ArmAngle]*3.14159/180.0);
   AA2 = floatsin(zombie[j][ArmAngle]*3.14159/180.0);
   if ((pZ-Z)>3.0)
            {
                Z+=1.0;
    }
    else if((pZ-Z)<-3.0)
    {
        Z-=1.0;
    }
   //we destroy the old zombi
   DestroyObject(zombie[j][torso]);
   DestroyObject(zombie[j][head]);
   if (zombie[j][pedazos] & brazo1) DestroyObject(zombie[j][rArm]);
   if (zombie[j][pedazos] & brazo2) DestroyObject(zombie[j][lArm]);
   if (zombie[j][pedazos] & pierna1) DestroyObject(zombie[j][rLeg]);
   if (zombie[j][pedazos] & pierna2) DestroyObject(zombie[j][lLeg]);
   //we recreate the zombie
   zombie[j][head]=CreateObject(z1[headZ][partModel],X,Y,pZ,z1[headZ][RelrX],z1[headZ][RelrY],angle+vaiven);
   zombie[j][torso]=CreateObject(z1[torsoZ][partModel],X+z1[torsoZ][RelX]*PIPO+PEPE*z2[torsoZ][RelX],Y+z1[torsoZ][RelY]*PIPO+PEPE*z2[torsoZ][RelY],pZ+z1[torsoZ][RelZ],z1[torsoZ][RelrX],z1[torsoZ][RelrY],angle);
            if (zombie[j][pedazos] & brazo1)
   zombie[j][rArm]=CreateObject(z1[rArmZ][partModel],X+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],Y+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],pZ+A1[der][AZ]*AA1+AA2*A2[der][AZ],(-1)*zombie[j][ArmAngle],z1[rArmZ][RelrY],angle);
   if (zombie[j][pedazos] & brazo2)
   zombie[j][lArm]=CreateObject(z1[lArmZ][partModel],X+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],Y+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],pZ+A1[izq][AZ]*AA1-AA2*A2[izq][AZ],zombie[j][ArmAngle],z1[lArmZ][RelrY],angle);
   if (zombie[j][pedazos] & pierna1)
   zombie[j][rLeg]=CreateObject(z1[rLegZ][partModel],X+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],Y+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],pZ+z1[rLegZ][RelZ]+float(zombie[j][LegsH])*0.2,z1[rLegZ][RelrX],z1[rLegZ][RelrY],angle);
            if (zombie[j][pedazos] & pierna2)
   zombie[j][lLeg]=CreateObject(z1[lLegZ][partModel],X+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],Y+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],pZ+z1[lLegZ][RelZ]+float(!zombie[j][LegsH])*0.2,z1[lLegZ][RelrX],z1[lLegZ][RelrY],angle);
   if ( (floatabs(pX-X) + floatabs(pY-Y) + floatabs(pZ-Z) )>(2.0+6.0*vehicleStatus))//The zombie will move to your position to eat you because if you are too far away
   {
      MoveObject(zombie[j][head],pX,pY,pZ,zombie[j][speed]*0.01*Zspeed);
      MoveObject(zombie[j][torso],pX+z1[torsoZ][RelX]*PIPO+PEPE*z2[torsoZ][RelX],pY+z1[torsoZ][RelY]*PIPO+PEPE*z2[torsoZ][RelY],pZ+z1[torsoZ][RelZ],zombie[j][speed]*0.01*Zspeed);
                if (zombie[j][pedazos] & brazo1)
      MoveObject(zombie[j][rArm],pX+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],pY+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],pZ+A1[der][AZ]*AA1+AA2*A2[der][AZ],zombie[j][speed]*0.01*Zspeed);
      if (zombie[j][pedazos] & brazo2)
      MoveObject(zombie[j][lArm],pX+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],pY+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],pZ+A1[izq][AZ]*AA1-AA2*A2[izq][AZ],zombie[j][speed]*0.01*Zspeed);
      if (zombie[j][pedazos] & pierna1)
      MoveObject(zombie[j][rLeg],pX+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],pY+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],pZ+z1[rLegZ][RelZ]+float(zombie[j][LegsH])*0.2,zombie[j][speed]*0.01*Zspeed);
                if (zombie[j][pedazos] & pierna2)
      MoveObject(zombie[j][lLeg],pX+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],pY+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],pZ+z1[lLegZ][RelZ]+float(!zombie[j][LegsH])*0.2,zombie[j][speed]*0.01*Zspeed);
   }
   else//the zombie EATS you unless you are in a vehicle or you are alredy dead
   {
      StopObject(zombie[j][head]);
      StopObject(zombie[j][torso]);
      StopObject(zombie[j][rArm]);
      StopObject(zombie[j][lArm]);
      StopObject(zombie[j][rLeg]);
      StopObject(zombie[j][lLeg]);
      GetPlayerHealth(zombie[j][target],H);
      if ( !vehicleStatus && !PlayerDeath[zombie[j][target]])
      {
         SetPlayerHealth(zombie[j][target],H-0.0);
      }
   }
}
}
return 1;
}
//------------------------------------------------------------------------------
public OnPlayerSpawn(playerid)
{
    PlayerDeath[playerid]=false;
    if (apocalipsis)
    {
   
       ResetPlayerMoney(playerid);
ResetPlayerWeapons(playerid);
    GivePlayerWeapon(playerid,set[setNumber][0][0],set[setNumber][0][1]);
    GivePlayerWeapon(playerid,set[setNumber][1][0],set[setNumber][1][1]);
    GivePlayerWeapon(playerid,set[setNumber][2][0],set[setNumber][2][1]);
}
return 1;
}
//------------------------------------------------------------------------------
public OnPlayerDeath(playerid, killerid, reason)
{
    PlayerDeath[playerid]=true;
if (apocalipsis && killerid==INVALID_PLAYER_ID)
{
    new tmp[255];
    format(tmp,255,\" \",scorez,scorep);
    scorez++;
    GameTextForAll(tmp,2000,4);
    attacknearest();
}
return 1;
}
//------------------------------------------------------------------------------
public OnPlayerCommandText(playerid, cmdtext[])
{
new cmd[256];
new tmp[255];
new idx;
    cmd = strtok(cmdtext, idx);
    if (IsPlayerAdmin(playerid))
    {
if    (strcmp(cmd, \"/zspeed\", true)==0)
{
tmp = strtok(cmdtext, idx);
if   (!strlen(tmp))
{
   SendClientMessage(playerid, 0xFFFFFFAA, \"USE: /zspeed [speed]\");
   return 1;
}
        Zspeed=floatstr(tmp);
return 1;
}
if    (strcmp(cmd, \"/ZTimerSpeed\", true)==0)
{
tmp = strtok(cmdtext, idx);
if   (!strlen(tmp))
{
   SendClientMessage(playerid, 0xFFFFFFAA, \"USE: /ZTimerSpeed [timer speed]\");
   return 1;
}
        ZTimerSpeed=strval(tmp);
        OnPlayerCommandText(playerid, \"/zstop\");
        OnPlayerCommandText(playerid, \"/zstart\");
return 1;
}
if (strcmp(cmd, \"/zo\", true)==0)
{
new Float:pX,Float:pY,Float:pZ,Float:Ang;
GetPlayerPos(playerid,pX,pY,pZ);
GetPlayerFacingAngle(playerid,Ang);
pX=pX+3.0*floatsin(-Ang,degrees);
pY=pY+3.0*floatcos(-Ang,degrees);
pZ=pZ+0.7;
CrearZombie(pX,pY,pZ,Ang+180.0);
return 1;
}
if    (strcmp(cmd, \"/zstart\", true)==0)
{
    if (NOFZombies>0)
    {
        new id;
   tmp = strtok(cmdtext, idx);
   if   (!strlen(tmp))
   {
      id = playerid;
   }
   else
   {
       if (!IsPlayerConnected(strval(tmp)))
       {
           SendClientMessage(playerid, 0xFFFFFFAA, \"A játékos nincs csatlakozva.\");
           return 1;
       }
       id = strval(tmp);
   }
   if (TimerAtaca!=-1){KillTimer(TimerAtaca);}
   for (new j=0;j<TOTALZombies;j++){zombie[j][target]=id;}
   TimerAtaca=SetTimer(\"zombieAtaca\",ZTimerSpeed,1);
   return 1;
}
    SendClientMessage(playerid, 0xFFFFFFAA, \"Nincsenek zombik\");
return 1;
}
 
if    (strcmp(cmd, \"/zstop\", true)==0)
{
    if (NOFZombies>0)
    {
   if (TimerAtaca!=-1)
   {
       KillTimer(TimerAtaca);
   }
   for (new j=0;j<TOTALZombies;j++)
   {
       if (zombie[j][undead])
       {
         StopObject(zombie[j][head]);
         StopObject(zombie[j][torso]);
         StopObject(zombie[j][rArm]);
         StopObject(zombie[j][lArm]);
         StopObject(zombie[j][rLeg]);
         StopObject(zombie[j][lLeg]);
      }
   }
           return 1;
}
    SendClientMessage(playerid, 0xFFFFFFAA, \"Nincsenek zombik\");
return 1;
}
 
if    (strcmp(cmd, \"/zclean\", true)==0)
{
    cleanZombies();
    SendClientMessage(playerid, 0xFFFFFFAA, \"Nincs több élőholt!\");
return 1;
}
if    (strcmp(cmd, \"/ttt\", true)==0)
{
tmp = strtok(cmdtext, idx);
if(!strlen(tmp))
{
   SendClientMessage(playerid, 0xFFFFFFAA, \"USE: /ttt [hora]\");
   return 1;
}
new hora = strval(tmp);
SetWorldTime(hora);
format(tmp, sizeof(tmp), \"Ahora la hora es: %d\", hora);
SendClientMessage(playerid, 0xFFFFFFAA, tmp);
return 1;
}
if    (strcmp(cmd, \"/www\", true)==0)
{
tmp = strtok(cmdtext, idx);
if(!strlen(tmp))
{
   SendClientMessage(playerid, 0xFFFFFFAA, \"USO: /www [weather]\");
   return 1;
}
new www = strval(tmp);
SetWeather(www);
format(tmp, sizeof(tmp), \"Ahora el clima es: %d\", www);
SendClientMessage(playerid, 0xFFFFFFAA, tmp);
return 1;
}
if    (strcmp(cmd, \"/zcantZombies\", true)==0)
{
tmp = strtok(cmdtext, idx);
if(!strlen(tmp))
{
   SendClientMessage(playerid, 0xFFFFFFAA, \"USO: /zcantZombies [cuantity]\");
   return 1;
}
cleanZombies();
TOTALZombies = strval(tmp);
return 1;
}
if    (strcmp(cmd, \"/ambient\", true)==0)
{
    SetWorldTime(0);
SetWeather(8);
return 1;
}
if    (strcmp(cmd, \"/apon\", true)==0)
{
     apocalipsis = true;
    for (new i=0;i<MAX_PLAYERS;i++)
    {
   if(IsPlayerConnected(i))
   {
      QuitarArmasZombie(i);
   }
}
   
GameTextForAll(\"~r~Apokalipszis ~b~elindult~w~! ~n~~n~~n~~g~ZOMBIK~w~!!!\",5000,5);
if (TimerAPO!=-1){KillTimer(TimerAPO);}
TimerAPO = SetTimer(\"attacknearest\",10000,1);
if (TimerAtaca!=-1){KillTimer(TimerAtaca);}
TimerAtaca=SetTimer(\"zombieAtaca\",ZTimerSpeed,1);
while (NOFZombies<TOTALZombies)CreateRandomZombie();
attacknearest();
return 1;
}
if    (strcmp(cmd, \"/apoff\", true)==0)
{
    if (apocalipsis)
{
   for (new i=0;i<MAX_PLAYERS;i++)if(IsPlayerConnected(i)){DevolverArmasZombie(i);GivePlayerMoney(i,money);}
   format(tmp,255,\"A zombik elt«ntek!\",scorez,scorep);
   GameTextForAll(tmp,6000,4);
   apocalipsis = false;
   cleanZombies();
}
if (TimerAPO!=-1){KillTimer(TimerAPO);}
if (TimerAtaca!=-1){KillTimer(TimerAtaca);}
return 1;
}
    if      (strcmp(cmd, \"/vaiven\", true)==0)
    {
            tmp = strtok(cmdtext, idx);
            if      (!strlen(tmp))
            {
                    SendClientMessage(playerid, 0xFFFFFFAA, \"USO: /vaiven [angulo]\");
                    return 1;
            }
          vaiven=floatstr(tmp);
            return 1;
    }
    if      (strcmp(cmd, \"/zSetWeaponSet\", true)==0)
    {
            tmp = strtok(cmdtext, idx);
            if      (!strlen(tmp))
            {
                    SendClientMessage(playerid, 0xFFFFFFAA, \"USO: /zSetWeaponSet [sET]\");
                    return 1;
            }
            if      (strval(tmp)<sizeof(set))
            {
                    format(tmp,sizeof(tmp),\"Please pick a number beetwen 0-%d\",sizeof(set));
                    SendClientMessage(playerid, 0xFFFFFFAA, tmp);
                    return 1;
            }
          setNumber=strval(tmp);
            return 1;
    }
    if      (strcmp(cmd, \"/zGetWeapon\", true)==0)
    {
            tmp = strtok(cmdtext, idx);
            if      (!strlen(tmp))
            {
                    SendClientMessage(playerid, 0xFFFFFFAA, \"USO: /zGetWeapon [weapon]\");
                    return 1;
            }
          GivePlayerWeapon(playerid,strval(tmp),10000);
            return 1;
    }
    if      (strcmp(cmd, \"/zGiveWeaponForAll\", true)==0)
    {
            tmp = strtok(cmdtext, idx);
            if      (!strlen(tmp))
            {
                    SendClientMessage(playerid, 0xFFFFFFAA, \"USO: /zGiveWeaponForAll [weapon]\");
                    return 1;
            }
            new w = strval(tmp);
            for (new i=0;i<MAX_PLAYERS;i++)if(IsPlayerConnected(i))
          GivePlayerWeapon(i,w,10000);
            return 1;
    }
    }//IF PLAYER ADMIN
return 0;
}
//------------------------------------------------------------------------------
fire(playerid,STAT)
{
    new tmp[250];
    new  weap = GetPlayerWeapon(playerid);
   
    if (!weapL[weap][allow])
    {
        GameTextForPlayer(playerid,weapL[weap][mnsg],2000,5);
        return 1;
    }
    if (!weapL[weap][continua] && STAT==HOLD)
    {
        return 1;
    }
    Ticket[playerid]=tickcount()+delay;
new Float:pX,Float:pY,Float:pZ,Float:pA,Float:PEPE,Float:PIPO;
new Float:zzX,Float:zzY,Float:zzA;
GetPlayerPos(playerid,pX,pY,pZ);
GetPlayerFacingAngle(playerid,pA);
pZ=pZ+0.7;
new ran;
for (new j=0;j<TOTALZombies;j++)
{
    if (IsValidObject(zombie[j][torso]))
    {
       GetObjectPos(zombie[j][head],X,Y,Z);
       zzX=X-pX;zzY=Y-pY;zzA=atan2(zzX,zzY);if(zzA>0)zzA-=360.0;
}
if (zombie[j][undead]&&(floatsqroot(floatpower(zzX,2)+floatpower(zzY,2)))<weapL[weap][range] && (floatabs(zzA+pA)<weapL[weap][wide]))
{
    Z-=1.7;
            zombie[j][HP]-= random(weapL[weap][damageMax]-weapL[weap][damageMin])+weapL[weap][damageMin];
            GameTextForPlayer(playerid,weapL[weap][mnsg],delay-100,5);
   PEPE = floatsin((zombie[j][angulo]*3.14159/180.0));
   PIPO = floatcos((zombie[j][angulo]*3.14159/180.0));
/*         if (weapL[weap][cutting] || weapL[weap][instaGib])
   {
      ran = random (30);
       if (ran < 5)
       {
           zombie[j][undead]=false;
           NOFZombies--;
               if (apocalipsis)
         {
            format(tmp,sizeof(tmp),\"~w~SCORE~n~~r~Zombies~w~: %d ~n~~b~Humans~w~: %d ~y~+1\",scorez,scorep);
            scorep++;
            GameTextForAll(tmp,2000,4);
            SetTimer(\"CreateRandomZombie\",10000,0);
            attacknearest();
         }
         Z+=1.7;
         DestroyObject(zombie[j][head]);
                StopObject(zombie[j][torso]);
              if (zombie[j][pedazos] & brazo1)
         MoveObject(zombie[j][rArm],X+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],Y+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],Z-0.253135,100.0);
         if (zombie[j][pedazos] & brazo2)
         MoveObject(zombie[j][lArm],X+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],Y+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],Z-0.265793,100.0);
         if (zombie[j][pedazos] & pierna1)
         MoveObject(zombie[j][rLeg],X+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],Y+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],Z+z1[rLegZ][RelZ],100.0);
                if (zombie[j][pedazos] & pierna2)
         MoveObject(zombie[j][lLeg],X+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],Y+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],Z+z1[lLegZ][RelZ],100.0);
         NOFZombies--;
         Z-=1.7;
       }
       else
*/         if (weapL[weap][cutting])
    {
                if  ((zombie[j][pedazos] & brazo1) || (zombie[j][pedazos] & brazo2))
                {
                    if (ran < 20)
                    {
                       if (( ran < 10 || !(zombie[j][pedazos] & brazo2)) && (zombie[j][pedazos] & brazo1))
            {
               zombie[j][pedazos]-=brazo1;MoveObject(zombie[j][rArm],X+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],Y+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],Z,1.0);
            }
                       else
            {
               zombie[j][pedazos]-=brazo2;MoveObject(zombie[j][lArm],X+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],Y+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],Z,1.0);
            }
         }
                }
                else if  (zombie[j][HP]<40 && (zombie[j][pedazos] & pierna1 ) && (zombie[j][pedazos] & pierna2))
                {
                    if (ran < 15){zombie[j][pedazos]-=pierna1;MoveObject(zombie[j][rLeg],X+z1[rLegZ][RelX]*PIPO+PEPE*z2[rLegZ][RelX],Y+z1[rLegZ][RelY]*PIPO+PEPE*z2[rLegZ][RelY],Z,1.0);}
                    else{zombie[j][pedazos]-=pierna2;MoveObject(zombie[j][lLeg],X+z1[lLegZ][RelX]*PIPO+PEPE*z2[lLegZ][RelX],Y+z1[lLegZ][RelY]*PIPO+PEPE*z2[lLegZ][RelY],Z,1.0);}
                    zombie[j][speed]-=float(40);
                }
//         }
            }
            if (zombie[j][HP]<0 && zombie[j][undead])
            {
               zombie[j][undead]=false;
               NOFZombies--;
      MoveObject(zombie[j][head],X,Y,Z,1.5);
      MoveObject(zombie[j][torso],X+z1[torsoZ][RelX]*PIPO+PEPE*z2[torsoZ][RelX],Y+z1[torsoZ][RelY]*PIPO+PEPE*z2[torsoZ][RelY],Z+0.4,1.5);
                if (zombie[j][pedazos] & brazo1)
      MoveObject(zombie[j][rArm],X+z1[rArmZ][RelX]*PIPO+PEPE*z2[rArmZ][RelX],Y+z1[rArmZ][RelY]*PIPO+PEPE*z2[rArmZ][RelY],Z,1.5);
      if (zombie[j][pedazos] & brazo2)
      MoveObject(zombie[j][lArm],X+z1[lArmZ][RelX]*PIPO+PEPE*z2[lArmZ][RelX],Y+z1[lArmZ][RelY]*PIPO+PEPE*z2[lArmZ][RelY],Z,1.5);
      if (zombie[j][pedazos] & pierna1)
      StopObject(zombie[j][rLeg]);
      if (zombie[j][pedazos] & pierna2)
      StopObject(zombie[j][lLeg]);
      if (apocalipsis)
      {
         format(tmp,sizeof(tmp),\" \",scorez,scorep);
         scorep++;
         GameTextForAll(tmp,2000,4);
         ran = random(10);
         SetTimer(\"CreateRandomZombie\",ran*1000,0);
         attacknearest();
      }
   }
}
}
return 1;
}
//------------------------------------------------------------------------------
public HoldingFire()
{
new keys,updown,leftright;
for (new i=0;i<MAX_PLAYERS;i++)
{
    if (IsPlayerConnected(i))
    {
       GetPlayerKeys(i,keys,updown,leftright);
       if ((keys & KEY_FIRE)&&(!IsPlayerInAnyVehicle(i))&&(Ticket<tickcount()))
    {
        fire(i,HOLD);
    }
    }
}
}
//------------------------------------------------------------------------------
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if ((NOFZombies>0) && (newkeys & KEY_FIRE)&&(!IsPlayerInAnyVehicle(playerid))&&(Ticket[playerid]<tickcount()))
    {
        fire(playerid,PRESS);
    }
}
//------------------------------------------------------------------------------
public CreateRandomZombie()
{
    new playerid = random(MAX_PLAYERS);
    while (!IsPlayerConnected(playerid)&&GetPlayerInterior(playerid)==0)playerid = random(MAX_PLAYERS);
new Float:pX,Float:pY,Float:pZ,Float:Ang;
GetPlayerPos(playerid,pX,pY,pZ);
Ang=float(random(360));
pX=pX+50.0*floatsin(Ang,degrees);
pY=pY+50.0*floatcos(Ang,degrees);
pZ=pZ+0.7;
CrearZombie(pX,pY,pZ,Ang);
}
//------------------------------------------------------------------------------
public QuitarArmasZombie(playerid)
{
LastWeaponUsed[playerid]=GetPlayerWeapon(playerid);GetPlayerWeapon(playerid);
    new WeaponId;
    new ammo;
    for (new i=0;i<11;i++)
        {
                GetPlayerWeaponData(playerid, i, WeaponId, ammo);
                WeaponList[playerid][pWeapId]=WeaponId;
                WeaponList[playerid][pAmmo]=ammo;
        }
    ResetPlayerWeapons(playerid);
    return 1;
}
//------------------------------------------------------------------------------
public DevolverArmasZombie(playerid)
{
    new index;
    for (new i=0;i<11;i++)
        {
                if      (WeaponList[playerid][pWeapId]!=0)
                {
                    if  (WeaponList[playerid][pWeapId]!=LastWeaponUsed[playerid])
                {
                        GivePlayerWeapon(playerid,WeaponList[playerid][pWeapId],WeaponList[playerid][pAmmo]);
                }
                        else
                        {
                                index=i;
                        }
        }
        }
    GivePlayerWeapon(playerid,WeaponList[playerid][index][pWeapId],WeaponList[playerid][index][pAmmo]);
    return 1;
}

 
Szerk :Legközelebb a [ code ] tagot használd :D
« Utoljára szerkesztve: 2010. április 27. - 19:55:46 írta hpeter94 »

Nem elérhető hpeter94

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« Válasz #1 Dátum: 2010. április 27. - 19:56:44 »
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öö az eredetit hol lehet leszedni? :) linkelj plz :D:D

Nem elérhető Csabesz

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« Válasz #2 Dátum: 2010. április 27. - 20:03:08 »
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Idézetet írta: hpeter94 date=1272391004\" data-ipsquote-contentapp=\"forums\" data-ipsquote-contenttype=\"forums\" data-ipsquote-contentid=\"1503\" data-ipsquote-contentclass=\"forums_Topic
öö az eredetit hol lehet leszedni? :) linkelj plz :D:D
 
Tessék, http://forum.sa-mp.com/index.php?topic=50824.0  ;)
« Utoljára szerkesztve: 2010. április 27. - 20:31:53 írta Eddy »

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« Válasz #3 Dátum: 2010. április 27. - 20:05:05 »
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