iA7bk# Posted December 29, 2013 Share Posted December 29, 2013 (edited) شباب ابي احط الزومبي بعالم وهمي رقم 4 وما ابيه يظهر الا فيه بس كيف ؟؟ الله لا يهينكم اذا في احد يعرف يسويه لي او يعطيني الكود ويقولي وين احطه !! كلنت myZombies = { } helmetzombies = { 27, 51, 52, 99, 27, 137, 153, 167, 205, 260, 277, 278, 279, 284, 285 } resourceRoot = getResourceRootElement() --FORCES ZOMBIES TO MOVE ALONG AFTER THEIR TARGET PLAYER DIES function playerdead () setTimer ( Zomb_release, 4000, 1 ) end addEventHandler ( "onClientPlayerWasted", getLocalPlayer(), playerdead ) function Zomb_release () for k, ped in pairs( myZombies ) do if (isElement(ped)) then if (getElementData (ped, "zombie") == true) then setElementData ( ped, "target", nil ) setElementData ( ped, "status", "idle" ) table.remove(myZombies,k) end end end end --REMOVES A ZOMBIE FROM INFLUENCE AFTER ITS KILLED function pedkilled ( killer, weapon, bodypart ) if (getElementData (source, "zombie") == true) and (getElementData (source, "status") ~= "dead" ) then setElementData ( source, "target", nil ) setElementData ( source, "status", "dead" ) end end addEventHandler ( "onClientPedWasted", getRootElement(), pedkilled ) --THIS CHECKS ALL ZOMBIES EVERY SECOND TO SEE IF THEY ARE IN SIGHT function zombie_check () if (getElementData (getLocalPlayer (), "zombie") ~= true) and ( isPlayerDead ( getLocalPlayer () ) == false ) then local zombies = getElementsByType ( "ped",getRootElement(),true ) local Px,Py,Pz = getElementPosition( getLocalPlayer () ) if isPedDucked ( getLocalPlayer ()) then local Pz = Pz-1 end for theKey,theZomb in ipairs(zombies) do if (isElement(theZomb)) then local Zx,Zy,Zz = getElementPosition( theZomb ) if (getDistanceBetweenPoints3D(Px, Py, Pz, Zx, Zy, Zz) < 45 ) then if (getElementData (theZomb, "zombie") == true) then if ( getElementData ( theZomb, "status" ) == "idle" ) then --CHECKS IF AN IDLE ZOMBIE IS IN SIGHT local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz +1, true, false, false, true, false, false, false) if (isclear == true) then setElementData ( theZomb, "status", "chasing" ) setElementData ( theZomb, "target", getLocalPlayer() ) table.insert( myZombies, theZomb ) --ADDS ZOMBIE TO PLAYERS COLLECTION table.remove( zombies, theKey) zombieradiusalert (theZomb) end elseif (getElementData(theZomb,"status") == "chasing") and (getElementData(theZomb,"target") == nil) then --CHECKS IF AN AGGRESSIVE LOST ZOMBIE IS IN SIGHT local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz +1, true, false, false, true, false, false, false) if (isclear == true) then setElementData ( theZomb, "target", getLocalPlayer() ) isthere = "no" for k, ped in pairs( myZombies ) do if ped == theZomb then isthere = "yes" end end if isthere == "no" then table.insert( myZombies, theZomb ) --ADDS THE WAYWARD ZOMBIE TO THE PLAYERS COLLECTION table.remove( zombies, theKey) end end elseif ( getElementData ( theZomb, "target" ) == getLocalPlayer() ) then --CHECKS IF AN ALREADY AGGRESSIVE ZOMBIE IS IN SIGHT local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz +1, true, false, false, true, false, false, false) if (isclear == false) then --IF YOUR ZOMBIE LOST YOU, MAKES IT REMEMBER YOUR LAST COORDS setElementData ( theZomb, "target", nil ) triggerServerEvent ("onZombieLostPlayer", theZomb, oldPx, oldPy, oldPz) end end end end end end --this second half is for checking peds and zombies local nonzombies = getElementsByType ( "ped",getRootElement(),true ) for theKey,theZomb in ipairs(zombies) do if (isElement(theZomb)) then if (getElementData (theZomb, "zombie") == true) then local Zx,Zy,Zz = getElementPosition( theZomb ) for theKey,theNonZomb in ipairs(nonzombies) do if (getElementData (theNonZomb, "zombie") ~= true) then -- if the ped isnt a zombie local Px,Py,Pz = getElementPosition( theNonZomb ) if (getDistanceBetweenPoints3D(Px, Py, Pz, Zx, Zy, Zz) < 45 ) then local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz +1, true, false, false, true, false, false, false ) if (isclear == true) and ( getElementHealth ( theNonZomb ) > 0) then if ( getElementData ( theZomb, "status" ) == "idle" ) then --CHECKS IF AN IDLE ZOMBIE IS IN SIGHT triggerServerEvent ("onZombieLostPlayer", theZomb, Px, Py, Pz) setElementData ( theZomb, "status", "chasing" ) setElementData ( theZomb, "target", theNonZomb ) zombieradiusalert (theZomb) elseif ( getElementData ( theZomb, "status" ) == "chasing" ) and ( getElementData ( theZomb, "target" ) == nil) then triggerServerEvent ("onZombieLostPlayer", theZomb, Px, Py, Pz) setElementData ( theZomb, "target", theNonZomb ) end end end if ( getElementData ( theZomb, "target" ) == theNonZomb ) then --CHECKS IF AN ALREADY AGGRESSIVE ZOMBIE IS IN SIGHT OF THE PED local Px,Py,Pz = getElementPosition( theNonZomb ) if (getDistanceBetweenPoints3D(Px, Py, Pz, Zx, Zy, Zz) < 45 ) then local isclear = isLineOfSightClear (Px, Py, Pz+1, Zx, Zy, Zz+1, true, false, false, true, false, false, false) if (isclear == false) then --IF YOUR ZOMBIE LOST THE PED, MAKES IT REMEMBER the peds LAST COORDS triggerServerEvent ("onZombieLostPlayer", theZomb, Px, Py, Pz) setElementData ( theZomb, "target", nil ) end end end end end end end end end for k, ped in pairs( myZombies ) do if (isElement(ped) == false) then table.remove( myZombies, k) end end oldPx,oldPy,oldPz = getElementPosition( getLocalPlayer () ) end --INITAL SETUP function clientsetupstarter(startedresource) if startedresource == getThisResource() then setTimer ( clientsetup, 1234, 1) MainClientTimer1 = setTimer ( zombie_check, 1000, 0) --STARTS THE TIMER TO CHECK FOR ZOMBIES end end addEventHandler("onClientResourceStart", getRootElement(), clientsetupstarter) function clientsetup() oldPx,oldPy,oldPz = getElementPosition( getLocalPlayer () ) throatcol = createColSphere ( 0, 0, 0, .3) woodpic = guiCreateStaticImage( .65, .06, .1, .12, "zombiewood.png", true ) guiSetVisible ( woodpic, false ) --ALL ZOMBIES STFU local zombies = getElementsByType ( "ped" ) for theKey,theZomb in ipairs(zombies) do if (isElement(theZomb)) then if (getElementData (theZomb, "zombie") == true) then setPedVoice(theZomb, "PED_TYPE_DISABLED") end end end --SKIN REPLACEMENTS local skin = engineLoadTXD ( "skins/13.txd" ) --bleedin eyes 31 by Slothman engineImportTXD ( skin, 13 ) local skin = engineLoadTXD ( "skins/22.txd" ) -- slashed 12 by Wall-E engineImportTXD ( skin, 22 ) local skin = engineLoadTXD ( "skins/56.txd" ) --young and blue by Slothman engineImportTXD ( skin, 56 ) local skin = engineLoadTXD ( "skins/67.txd" ) -- slit r* employee engineImportTXD ( skin, 67 ) local skin = engineLoadTXD ( "skins/68.txd" ) -- shredded preist by Deixell engineImportTXD ( skin, 68 ) local skin = engineLoadTXD ( "skins/69.txd" ) --bleedin eyes in denim by Capitanazop engineImportTXD ( skin, 69 ) local skin = engineLoadTXD ( "skins/70.txd" ) --ultra gory scientist by 50p engineImportTXD ( skin, 70 ) local skin = engineLoadTXD ( "skins/84.txd" ) --guitar wolf (nonzombie) by Slothman engineImportTXD ( skin, 84 ) local skin = engineLoadTXD ( "skins/92.txd" ) -- peeled flesh by xbost engineImportTXD ( skin, 92 ) local skin = engineLoadTXD ( "skins/97.txd" ) -- easterboy by Slothman engineImportTXD ( skin, 97 ) local skin = engineLoadTXD ( "skins/105.txd" ) --Scarred Grove Gangster by Wall-E engineImportTXD ( skin, 105 ) local skin = engineLoadTXD ( "skins/107.txd" ) --ripped and slashed grove by Wall-E engineImportTXD ( skin, 107 ) local skin = engineLoadTXD ( "skins/108.txd" ) -- skeleton thug by Deixell engineImportTXD ( skin, 108 ) local skin = engineLoadTXD ( "skins/111.txd" ) --Frank West from dead rising (nonzombie) by Slothman engineImportTXD ( skin, 111 ) local skin = engineLoadTXD ( "skins/126.txd" ) -- bullet ridden wiseguy by Slothman engineImportTXD ( skin, 126 ) local skin = engineLoadTXD ( "skins/127.txd" ) --flyboy from dawn of the dead by Slothman engineImportTXD ( skin, 127 ) local skin = engineLoadTXD ( "skins/128.txd" ) --holy native by Slothman engineImportTXD ( skin, 128 ) local skin = engineLoadTXD ( "skins/152.txd" ) --bitten schoolgirl by Slothman engineImportTXD ( skin, 152 ) local skin = engineLoadTXD ( "skins/162.txd" ) --shirtless redneck by Slothman engineImportTXD ( skin, 162 ) local skin = engineLoadTXD ( "skins/167.txd" ) --dead chickenman by 50p engineImportTXD ( skin, 167 ) local skin = engineLoadTXD ( "skins/188.txd" ) --burnt greenshirt by Slothman engineImportTXD ( skin, 188 ) local skin = engineLoadTXD ( "skins/192.txd" ) --Alice from resident evil (nonzombie) by Slothman engineImportTXD ( skin, 192 ) local skin = engineLoadTXD ( "skins/195.txd" ) --bloody ex by Slothman engineImportTXD ( skin, 195 ) local skin = engineLoadTXD ( "skins/206.txd" ) -- faceless zombie by Slothman engineImportTXD ( skin, 206 ) local skin = engineLoadTXD ( "skins/209.txd" ) --Noodle vendor by 50p engineImportTXD ( skin, 209 ) local skin = engineLoadTXD ( "skins/212.txd" ) --brainy hobo by Slothman engineImportTXD ( skin, 212 ) local skin = engineLoadTXD ( "skins/229.txd" ) --infected tourist by Slothman engineImportTXD ( skin, 229 ) local skin = engineLoadTXD ( "skins/230.txd" ) --will work for brains hobo by Slothman engineImportTXD ( skin, 230 ) local skin = engineLoadTXD ( "skins/258.txd" ) --bloody sided suburbanite by Slothman engineImportTXD ( skin, 258 ) local skin = engineLoadTXD ( "skins/264.txd" ) --scary clown by 50p engineImportTXD ( skin, 264 ) local skin = engineLoadTXD ( "skins/274.txd" ) --Ash Williams (nonzombie) by Slothman engineImportTXD ( skin, 274 ) local skin = engineLoadTXD ( "skins/277.txd" ) -- gutted firefighter by Wall-E engineImportTXD ( skin, 277 ) local skin = engineLoadTXD ( "skins/280.txd" ) --infected cop by Lordy engineImportTXD ( skin, 280 ) local skin = engineLoadTXD ( "skins/287.txd" ) --torn army by Deixell engineImportTXD ( skin, 287 ) end --UPDATES PLAYERS COUNT OF AGGRESIVE ZOMBIES addEventHandler ( "onClientElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then local thestatus = (getElementData ( source, "status" )) if (thestatus == "idle") or (thestatus == "dead") then for k, ped in pairs( myZombies ) do if ped == source and (getElementData (ped, "zombie") == true) then setElementData ( ped, "target", nil ) table.remove( myZombies, k) setElementData ( getLocalPlayer(), "dangercount", tonumber(table.getn( myZombies )) ) end end end end end ) --MAKES A ZOMBIE JUMP addEvent( "Zomb_Jump", true ) function Zjump ( ped ) if (isElement(ped)) then setPedControlState( ped, "jump", true ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedControlState ( ped, "jump", false) end end, 800, 1, ped ) end end Edited January 3, 2014 by Guest Link to comment
#DRAGON!FIRE Posted December 29, 2013 Share Posted December 29, 2013 # ولله , اعتقد من النادر انك تقدر تعدل عليه : " لأنه ممعقد جدا , ويبي اللي سواه يسوي طلبكـ Link to comment
iA7bk# Posted December 30, 2013 Author Share Posted December 30, 2013 # ولله , اعتقد من النادر انك تقدر تعدل عليه : " لأنه ممعقد جدا , ويبي اللي سواه يسوي طلبكـ طيب ما اقدر اخليه بمنطقه او ساحه انا اصممها وما يخرجون منها ؟؟ غير مود احمد فيف لان مكان االساحه الي بمود احمد فيف ما عجبني Link to comment
#DRAGON!FIRE Posted December 30, 2013 Share Posted December 30, 2013 # ولله , اعتقد من النادر انك تقدر تعدل عليه : " لأنه ممعقد جدا , ويبي اللي سواه يسوي طلبكـ طيب ما اقدر اخليه بمنطقه او ساحه انا اصممها وما يخرجون منها ؟؟ غير مود احمد فيف لان مكان االساحه الي بمود احمد فيف ما عجبني # لأ ولله , لأنه المممود معقد جدا يبي له واحد خبرة عاليةة جدأ , او صاحب المود نفسه يقدر يسوي لك كذا Link to comment
iA7bk# Posted December 30, 2013 Author Share Posted December 30, 2013 # ولله , اعتقد من النادر انك تقدر تعدل عليه : " لأنه ممعقد جدا , ويبي اللي سواه يسوي طلبكـ طيب ما اقدر اخليه بمنطقه او ساحه انا اصممها وما يخرجون منها ؟؟ غير مود احمد فيف لان مكان االساحه الي بمود احمد فيف ما عجبني # لأ ولله , لأنه المممود معقد جدا يبي له واحد خبرة عاليةة جدأ , او صاحب المود نفسه يقدر يسوي لك كذا اها عموماً يعطيك العافيه على اهتمامك وما قصرت والله Link to comment
iMr.Dawix~# Posted December 30, 2013 Share Posted December 30, 2013 دور عن الفنكشن الي يسوي سباون للزومبي وخله يتأكد يتاكد من ععالم اللاعب الي بيسويهم عنده وعفسه مابي انا تعب ووجع راس دور انت وتلقاه ورانا اختبارات والكود حق الزومبي طويل وعريض Link to comment
TAPL Posted January 1, 2014 Share Posted January 1, 2014 جرب سيرفر: ZombieLimit = get("zombies.MaxZombies")-- HOW MANY ZOMBIES SHOULD EXIST AT MAXIMUM? ZombieStreaming = get("zombies.StreamMethod") -- 1 to constantly stream zombies, 0 to only allow zombies to spawn via createZombie function, 2 to only allow spawning at set spawnpoints ZombiePedSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280,287 } --ALTERNATE SKIN LISTS FOR ZOMBIES (SHORTER LIST IS TEXTURED ZOMBIES ONLY) --ZombiePedSkins = {7,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,43,44,45,36,37,38,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,66,67,68,69,70,71,72,73,75,76,77,78,79,80,81,82,83,85,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,112,113,114,115,116,117,118,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,150,151,152,153,154,155,156,157,158,159,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,209,210,211,212,213,214,215,216,217,218,219,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,275,276,277,278,279,280,281,282,283,284,285,286,287,288 } ZombieSpeed = get("zombies.Speed") if ZombieSpeed == 0 then --super slow zombies (goofy looking) chaseanim = "WALK_drunk" checkspeed = 2000 elseif ZombieSpeed == 1 then -- normal speed chaseanim = "run_old" checkspeed = 1000 elseif ZombieSpeed == 2 then -- rocket zombies (possibly stressful on server) chaseanim = "Run_Wuzi" checkspeed = 680 else -- defaults back to normal chaseanim = "run_old" checkspeed = 1000 end resourceRoot = getResourceRootElement() moancount =0 moanlimit = 10 everyZombie = { } --IDLE BEHAVIOUR OF A ZOMBIE function Zomb_Idle (ped) if isElement(ped) then if ( getElementData ( ped, "status" ) == "idle" ) and ( isPedDead ( ped ) == false ) and (getElementData (ped, "zombie") == true) then local action = math.random( 1, 6 ) if action < 4 then -- walk a random direction local rdmangle = math.random( 1, 359 ) setPedRotation( ped, rdmangle ) setPedAnimation ( ped, "PED", "Player_Sneak", -1, true, true, true) setTimer ( Zomb_Idle, 7000, 1, ped ) elseif action == 4 then -- get on the ground setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, true) setTimer ( Zomb_Idle, 4000, 1, ped ) elseif action == 5 then -- stand still doing nothing setPedAnimation ( ped ) setTimer ( Zomb_Idle, 4000, 1, ped ) end end end end --BEHAVIOUR WHILE CHASING PLAYERS function Zomb_chase (ped, Zx, Zy, Zz ) if isElement(ped) then if (getElementData ( ped, "status" ) == "chasing") and (getElementData (ped, "zombie") == true) then local x, y, z = getElementPosition( ped ) if (getElementData ( ped, "target" ) == nil) and getElementData ( ped, "Tx" ) ~= false then local Px = getElementData ( ped, "Tx" ) local Py = getElementData ( ped, "Ty" ) local Pz = getElementData ( ped, "Tz" ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, x, y, z )) if (Pdistance < 1.5 ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) end end local distance = (getDistanceBetweenPoints3D( x, y, z, Zx, Zy, Zz )) if (distance < 1 ) then -- IF THE PED HASNT MOVED if (getElementData ( ped, "target" ) == nil) then local giveup = math.random( 1, 15 ) if giveup == 1 then setElementData ( ped, "status", "idle" ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 3500, 1, ped, x, y, z ) end end else local Ptarget = (getElementData ( ped, "target" )) if isElement(Ptarget) then local Px, Py, Pz = getElementPosition( Ptarget ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, Zx, Zy, Zz )) if (Pdistance < 1.2 ) then -- ATTACK A PLAYER IF THEY ARE CLOSE if ( isPedDead ( Ptarget ) ) then --EAT A DEAD PLAYER setPedAnimation ( ped ) setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, false) setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 10000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 10000, 1, ped ) zmoan(ped) else local action = math.random( 1, 6 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) else setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end else if ( isPedDead (Ptarget) ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 1800, 1, ped ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end end else setElementData ( ped, "status", "idle" ) end end else setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true) --KEEP WALKING setTimer ( Zomb_chase, checkspeed, 1, ped, x, y, z ) --CHECK AGAIN end end end end --SET THE DIRECTION OF THE ZOMBIE function setangle () for theKey,ped in ipairs(everyZombie) do if isElement(ped) then if ( getElementData ( ped, "status" ) == "chasing" ) then local x local y local z local px local py local pz if ( getElementData ( ped, "target" ) ~= nil ) then local ptarget = getElementData ( ped, "target" ) if isElement(ptarget) then x, y, z = getElementPosition( ptarget ) px, py, pz = getElementPosition( ped ) else setElementData ( ped, "status", "idle" ) x, y, z = getElementPosition( ped ) px, py, pz = getElementPosition( ped ) end zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) elseif ( getElementData ( ped, "target" ) == nil ) and (getElementData ( ped, "Tx" ) ~= false) then --IF THE PED IS AFTER THE PLAYERS LAST KNOWN WHEREABOUTS x = getElementData ( ped, "Tx" ) y = getElementData ( ped, "Ty" ) z = getElementData ( ped, "Tz" ) px, py, pz = getElementPosition( ped ) zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) end end end end end --SETS THE ZOMBIE ACTIVITY WHEN STATUS CHANGES addEventHandler ( "onElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then if (getElementData (source, "zombie") == true) then if ( isPedDead ( source ) == false ) then if (getElementData ( source, "status" ) == "chasing" ) then local Zx, Zy, Zz = getElementPosition( source ) setTimer ( Zomb_chase, 1000, 1, source, Zx, Zy, Zz ) local newtarget = (getElementData ( source, "target" )) if isElement (newtarget) then if getElementType ( newtarget ) == "player" then setElementSyncer ( source, newtarget ) end end zmoan(source) elseif (getElementData ( source, "status" ) == "idle" ) then setTimer ( Zomb_Idle, 1000, 1, source) elseif (getElementData ( source, "status" ) == "throatslashing" ) then local tx,ty,tz = getElementPosition( source ) local ptarget = getElementData ( source, "target" ) if isElement(ptarget) then local vx,vy,vz = getElementPosition( ptarget ) local zombdistance = (getDistanceBetweenPoints3D (tx, ty, tz, vx, vy, vz)) if (zombdistance < .-- s8) --> then zmoan(source) setPedAnimation ( source, "knife", "KILL_Knife_Player", -1, false, false, true) setPedAnimation ( ptarget, "knife", "KILL_Knife_Ped_Damage", -1, false, false, true) setTimer ( Playerthroatbitten, 2300, 1, ptarget, source) setTimer ( function (source) if ( isElement ( source ) ) then setElementData ( source, "status", "idle" ) end end, 5000, 1, source ) else setElementData ( source, "status", "idle" ) end else setElementData ( source, "status", "idle" ) end end elseif (getElementData ( source, "status" ) == "dead" ) then setTimer ( Zomb_delete, 10000, 1, source) end end end end) --RESOURCE START/INITIAL SETUP function outbreak(startedResource) newZombieLimit = get("" .. getResourceName(startedResource) .. ".Zlimit") if newZombieLimit ~= false then if newZombieLimit > ZombieLimit then newZombieLimit = ZombieLimit end else newZombieLimit = ZombieLimit end WoodTimer = setTimer ( WoodSetup, 2000, 1) -- CHECKS FOR BARRIERS if startedResource == getThisResource() then -- call(getResourceFromName("scoreboard"), "scoreboardAddColumn", "Zombie kills") --ADDS TO SCOREBOARD local allplayers = getElementsByType ( "player" ) for pKey,thep in ipairs(allplayers) do setElementData ( thep, "dangercount", 0 ) end local alivePlayers = getAlivePlayers () for playerKey, playerValue in ipairs(alivePlayers) do setElementData ( playerValue, "alreadyspawned", true ) end if ZombieSpeed == 2 then MainTimer1 = setTimer ( setangle, 200, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION (fast) else MainTimer1 = setTimer ( setangle, 400, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION end MainTimer3 = setTimer ( clearFarZombies, 3000, 0) --KEEPS ALL THE ZOMBIES CLOSE TO PLAYERS if ZombieStreaming == 1 then MainTimer2 = setTimer ( SpawnZombie, 2500, 0 ) --Spawns zombies in random locations elseif ZombieStreaming == 2 then MainTimer2 = setTimer ( SpawnpointZombie, 2500, 0 ) --spawns zombies in zombie spawnpoints end end end addEventHandler("onResourceStart", getRootElement(), outbreak) function player_Connect() setElementData ( source, "dangercount", 0 ) end Link to comment
iA7bk# Posted January 2, 2014 Author Share Posted January 2, 2014 جربسيرفر: ZombieLimit = get("zombies.MaxZombies")-- HOW MANY ZOMBIES SHOULD EXIST AT MAXIMUM? ZombieStreaming = get("zombies.StreamMethod") -- 1 to constantly stream zombies, 0 to only allow zombies to spawn via createZombie function, 2 to only allow spawning at set spawnpoints ZombiePedSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280,287 } --ALTERNATE SKIN LISTS FOR ZOMBIES (SHORTER LIST IS TEXTURED ZOMBIES ONLY) --ZombiePedSkins = {7,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,43,44,45,36,37,38,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,66,67,68,69,70,71,72,73,75,76,77,78,79,80,81,82,83,85,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,112,113,114,115,116,117,118,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,150,151,152,153,154,155,156,157,158,159,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,209,210,211,212,213,214,215,216,217,218,219,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,275,276,277,278,279,280,281,282,283,284,285,286,287,288 } ZombieSpeed = get("zombies.Speed") if ZombieSpeed == 0 then --super slow zombies (goofy looking) chaseanim = "WALK_drunk" checkspeed = 2000 elseif ZombieSpeed == 1 then -- normal speed chaseanim = "run_old" checkspeed = 1000 elseif ZombieSpeed == 2 then -- rocket zombies (possibly stressful on server) chaseanim = "Run_Wuzi" checkspeed = 680 else -- defaults back to normal chaseanim = "run_old" checkspeed = 1000 end resourceRoot = getResourceRootElement() moancount =0 moanlimit = 10 everyZombie = { } --IDLE BEHAVIOUR OF A ZOMBIE function Zomb_Idle (ped) if isElement(ped) then if ( getElementData ( ped, "status" ) == "idle" ) and ( isPedDead ( ped ) == false ) and (getElementData (ped, "zombie") == true) then local action = math.random( 1, 6 ) if action < 4 then -- walk a random direction local rdmangle = math.random( 1, 359 ) setPedRotation( ped, rdmangle ) setPedAnimation ( ped, "PED", "Player_Sneak", -1, true, true, true) setTimer ( Zomb_Idle, 7000, 1, ped ) elseif action == 4 then -- get on the ground setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, true) setTimer ( Zomb_Idle, 4000, 1, ped ) elseif action == 5 then -- stand still doing nothing setPedAnimation ( ped ) setTimer ( Zomb_Idle, 4000, 1, ped ) end end end end --BEHAVIOUR WHILE CHASING PLAYERS function Zomb_chase (ped, Zx, Zy, Zz ) if isElement(ped) then if (getElementData ( ped, "status" ) == "chasing") and (getElementData (ped, "zombie") == true) then local x, y, z = getElementPosition( ped ) if (getElementData ( ped, "target" ) == nil) and getElementData ( ped, "Tx" ) ~= false then local Px = getElementData ( ped, "Tx" ) local Py = getElementData ( ped, "Ty" ) local Pz = getElementData ( ped, "Tz" ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, x, y, z )) if (Pdistance < 1.5 ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) end end local distance = (getDistanceBetweenPoints3D( x, y, z, Zx, Zy, Zz )) if (distance < 1 ) then -- IF THE PED HASNT MOVED if (getElementData ( ped, "target" ) == nil) then local giveup = math.random( 1, 15 ) if giveup == 1 then setElementData ( ped, "status", "idle" ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 3500, 1, ped, x, y, z ) end end else local Ptarget = (getElementData ( ped, "target" )) if isElement(Ptarget) then local Px, Py, Pz = getElementPosition( Ptarget ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, Zx, Zy, Zz )) if (Pdistance < 1.2 ) then -- ATTACK A PLAYER IF THEY ARE CLOSE if ( isPedDead ( Ptarget ) ) then --EAT A DEAD PLAYER setPedAnimation ( ped ) setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, false) setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 10000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 10000, 1, ped ) zmoan(ped) else local action = math.random( 1, 6 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) else setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end else if ( isPedDead (Ptarget) ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 1800, 1, ped ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end end else setElementData ( ped, "status", "idle" ) end end else setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true) --KEEP WALKING setTimer ( Zomb_chase, checkspeed, 1, ped, x, y, z ) --CHECK AGAIN end end end end --SET THE DIRECTION OF THE ZOMBIE function setangle () for theKey,ped in ipairs(everyZombie) do if isElement(ped) then if ( getElementData ( ped, "status" ) == "chasing" ) then local x local y local z local px local py local pz if ( getElementData ( ped, "target" ) ~= nil ) then local ptarget = getElementData ( ped, "target" ) if isElement(ptarget) then x, y, z = getElementPosition( ptarget ) px, py, pz = getElementPosition( ped ) else setElementData ( ped, "status", "idle" ) x, y, z = getElementPosition( ped ) px, py, pz = getElementPosition( ped ) end zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) elseif ( getElementData ( ped, "target" ) == nil ) and (getElementData ( ped, "Tx" ) ~= false) then --IF THE PED IS AFTER THE PLAYERS LAST KNOWN WHEREABOUTS x = getElementData ( ped, "Tx" ) y = getElementData ( ped, "Ty" ) z = getElementData ( ped, "Tz" ) px, py, pz = getElementPosition( ped ) zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) end end end end end --SETS THE ZOMBIE ACTIVITY WHEN STATUS CHANGES addEventHandler ( "onElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then if (getElementData (source, "zombie") == true) then if ( isPedDead ( source ) == false ) then if (getElementData ( source, "status" ) == "chasing" ) then local Zx, Zy, Zz = getElementPosition( source ) setTimer ( Zomb_chase, 1000, 1, source, Zx, Zy, Zz ) local newtarget = (getElementData ( source, "target" )) if isElement (newtarget) then if getElementType ( newtarget ) == "player" then setElementSyncer ( source, newtarget ) end end zmoan(source) elseif (getElementData ( source, "status" ) == "idle" ) then setTimer ( Zomb_Idle, 1000, 1, source) elseif (getElementData ( source, "status" ) == "throatslashing" ) then local tx,ty,tz = getElementPosition( source ) local ptarget = getElementData ( source, "target" ) if isElement(ptarget) then local vx,vy,vz = getElementPosition( ptarget ) local zombdistance = (getDistanceBetweenPoints3D (tx, ty, tz, vx, vy, vz)) if (zombdistance < .-- s8) --> then zmoan(source) setPedAnimation ( source, "knife", "KILL_Knife_Player", -1, false, false, true) setPedAnimation ( ptarget, "knife", "KILL_Knife_Ped_Damage", -1, false, false, true) setTimer ( Playerthroatbitten, 2300, 1, ptarget, source) setTimer ( function (source) if ( isElement ( source ) ) then setElementData ( source, "status", "idle" ) end end, 5000, 1, source ) else setElementData ( source, "status", "idle" ) end else setElementData ( source, "status", "idle" ) end end elseif (getElementData ( source, "status" ) == "dead" ) then setTimer ( Zomb_delete, 10000, 1, source) end end end end) --RESOURCE START/INITIAL SETUP function outbreak(startedResource) newZombieLimit = get("" .. getResourceName(startedResource) .. ".Zlimit") if newZombieLimit ~= false then if newZombieLimit > ZombieLimit then newZombieLimit = ZombieLimit end else newZombieLimit = ZombieLimit end WoodTimer = setTimer ( WoodSetup, 2000, 1) -- CHECKS FOR BARRIERS if startedResource == getThisResource() then -- call(getResourceFromName("scoreboard"), "scoreboardAddColumn", "Zombie kills") --ADDS TO SCOREBOARD local allplayers = getElementsByType ( "player" ) for pKey,thep in ipairs(allplayers) do setElementData ( thep, "dangercount", 0 ) end local alivePlayers = getAlivePlayers () for playerKey, playerValue in ipairs(alivePlayers) do setElementData ( playerValue, "alreadyspawned", true ) end if ZombieSpeed == 2 then MainTimer1 = setTimer ( setangle, 200, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION (fast) else MainTimer1 = setTimer ( setangle, 400, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION end MainTimer3 = setTimer ( clearFarZombies, 3000, 0) --KEEPS ALL THE ZOMBIES CLOSE TO PLAYERS if ZombieStreaming == 1 then MainTimer2 = setTimer ( SpawnZombie, 2500, 0 ) --Spawns zombies in random locations elseif ZombieStreaming == 2 then MainTimer2 = setTimer ( SpawnpointZombie, 2500, 0 ) --spawns zombies in zombie spawnpoints end end end addEventHandler("onResourceStart", getRootElement(), outbreak) function player_Connect() Link to comment
iMr.Dawix~# Posted January 2, 2014 Share Posted January 2, 2014 جرب ZombieLimit = get("zombies.MaxZombies")-- HOW MANY ZOMBIES SHOULD EXIST AT MAXIMUM? ZombieStreaming = get("zombies.StreamMethod") -- 1 to constantly stream zombies, 0 to only allow zombies to spawn via createZombie function, 2 to only allow spawning at set spawnpoints ZombiePedSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280,287 } --ALTERNATE SKIN LISTS FOR ZOMBIES (SHORTER LIST IS TEXTURED ZOMBIES ONLY) --ZombiePedSkins = {7,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,43,44,45,36,37,38,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,66,67,68,69,70,71,72,73,75,76,77,78,79,80,81,82,83,85,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,112,113,114,115,116,117,118,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,150,151,152,153,154,155,156,157,158,159,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,209,210,211,212,213,214,215,216,217,218,219,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,275,276,277,278,279,280,281,282,283,284,285,286,287,288 } ZombieSpeed = get("zombies.Speed") if ZombieSpeed == 0 then --super slow zombies (goofy looking) chaseanim = "WALK_drunk" checkspeed = 2000 elseif ZombieSpeed == 1 then -- normal speed chaseanim = "run_old" checkspeed = 1000 elseif ZombieSpeed == 2 then -- rocket zombies (possibly stressful on server) chaseanim = "Run_Wuzi" checkspeed = 680 else -- defaults back to normal chaseanim = "run_old" checkspeed = 1000 end resourceRoot = getResourceRootElement() moancount =0 moanlimit = 10 everyZombie = { } --IDLE BEHAVIOUR OF A ZOMBIE function Zomb_Idle (ped) if isElement(ped) then if ( getElementData ( ped, "status" ) == "idle" ) and ( isPedDead ( ped ) == false ) and (getElementData (ped, "zombie") == true) then local action = math.random( 1, 6 ) if action < 4 then -- walk a random direction local rdmangle = math.random( 1, 359 ) setPedRotation( ped, rdmangle ) setPedAnimation ( ped, "PED", "Player_Sneak", -1, true, true, true) setTimer ( Zomb_Idle, 7000, 1, ped ) elseif action == 4 then -- get on the ground setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, true) setTimer ( Zomb_Idle, 4000, 1, ped ) elseif action == 5 then -- stand still doing nothing setPedAnimation ( ped ) setTimer ( Zomb_Idle, 4000, 1, ped ) end end end end --BEHAVIOUR WHILE CHASING PLAYERS function Zomb_chase (ped, Zx, Zy, Zz ) if isElement(ped) then if (getElementData ( ped, "status" ) == "chasing") and (getElementData (ped, "zombie") == true) then local x, y, z = getElementPosition( ped ) if (getElementData ( ped, "target" ) == nil) and getElementData ( ped, "Tx" ) ~= false then local Px = getElementData ( ped, "Tx" ) local Py = getElementData ( ped, "Ty" ) local Pz = getElementData ( ped, "Tz" ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, x, y, z )) if (Pdistance < 1.5 ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) end end local distance = (getDistanceBetweenPoints3D( x, y, z, Zx, Zy, Zz )) if (distance < 1 ) then -- IF THE PED HASNT MOVED if (getElementData ( ped, "target" ) == nil) then local giveup = math.random( 1, 15 ) if giveup == 1 then setElementData ( ped, "status", "idle" ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 3500, 1, ped, x, y, z ) end end else local Ptarget = (getElementData ( ped, "target" )) if isElement(Ptarget) then local Px, Py, Pz = getElementPosition( Ptarget ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, Zx, Zy, Zz )) if (Pdistance < 1.2 ) then -- ATTACK A PLAYER IF THEY ARE CLOSE if ( isPedDead ( Ptarget ) ) then --EAT A DEAD PLAYER setPedAnimation ( ped ) setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, false) setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 10000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 10000, 1, ped ) zmoan(ped) else local action = math.random( 1, 6 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) else setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end else if ( isPedDead (Ptarget) ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 1800, 1, ped ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end end else setElementData ( ped, "status", "idle" ) end end else setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true) --KEEP WALKING setTimer ( Zomb_chase, checkspeed, 1, ped, x, y, z ) --CHECK AGAIN end end end end --SET THE DIRECTION OF THE ZOMBIE function setangle () for theKey,ped in ipairs(everyZombie) do if isElement(ped) then if ( getElementData ( ped, "status" ) == "chasing" ) then local x local y local z local px local py local pz if ( getElementData ( ped, "target" ) ~= nil ) then local ptarget = getElementData ( ped, "target" ) if isElement(ptarget) then x, y, z = getElementPosition( ptarget ) px, py, pz = getElementPosition( ped ) else setElementData ( ped, "status", "idle" ) x, y, z = getElementPosition( ped ) px, py, pz = getElementPosition( ped ) end zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) elseif ( getElementData ( ped, "target" ) == nil ) and (getElementData ( ped, "Tx" ) ~= false) then --IF THE PED IS AFTER THE PLAYERS LAST KNOWN WHEREABOUTS x = getElementData ( ped, "Tx" ) y = getElementData ( ped, "Ty" ) z = getElementData ( ped, "Tz" ) px, py, pz = getElementPosition( ped ) zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) end end end end end --SETS THE ZOMBIE ACTIVITY WHEN STATUS CHANGES addEventHandler ( "onElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then if (getElementData (source, "zombie") == true) then if ( isPedDead ( source ) == false ) then if (getElementData ( source, "status" ) == "chasing" ) then local Zx, Zy, Zz = getElementPosition( source ) setTimer ( Zomb_chase, 1000, 1, source, Zx, Zy, Zz ) local newtarget = (getElementData ( source, "target" )) if isElement (newtarget) then if getElementType ( newtarget ) == "player" then setElementSyncer ( source, newtarget ) end end zmoan(source) elseif (getElementData ( source, "status" ) == "idle" ) then setTimer ( Zomb_Idle, 1000, 1, source) elseif (getElementData ( source, "status" ) == "throatslashing" ) then local tx,ty,tz = getElementPosition( source ) local ptarget = getElementData ( source, "target" ) if isElement(ptarget) then local vx,vy,vz = getElementPosition( ptarget ) local zombdistance = (getDistanceBetweenPoints3D (tx, ty, tz, vx, vy, vz)) if (zombdistance < .-- s8) --> then zmoan(source) setPedAnimation ( source, "knife", "KILL_Knife_Player", -1, false, false, true) setPedAnimation ( ptarget, "knife", "KILL_Knife_Ped_Damage", -1, false, false, true) setTimer ( Playerthroatbitten, 2300, 1, ptarget, source) setTimer ( function (source) if ( isElement ( source ) ) then setElementData ( source, "status", "idle" ) end end, 5000, 1, source ) else setElementData ( source, "status", "idle" ) end else setElementData ( source, "status", "idle" ) end end elseif (getElementData ( source, "status" ) == "dead" ) then setTimer ( Zomb_delete, 10000, 1, source) end end end end) --RESOURCE START/INITIAL SETUP function outbreak(startedResource) newZombieLimit = get("" .. getResourceName(startedResource) .. ".Zlimit") if newZombieLimit ~= false then if newZombieLimit > ZombieLimit then newZombieLimit = ZombieLimit end else newZombieLimit = ZombieLimit end WoodTimer = setTimer ( WoodSetup, 2000, 1) -- CHECKS FOR BARRIERS if startedResource == getThisResource() then -- call(getResourceFromName("scoreboard"), "scoreboardAddColumn", "Zombie kills") --ADDS TO SCOREBOARD local allplayers = getElementsByType ( "player" ) for pKey,thep in ipairs(allplayers) do setElementData ( thep, "dangercount", 0 ) end local alivePlayers = getAlivePlayers () for playerKey, playerValue in ipairs(alivePlayers) do setElementData ( playerValue, "alreadyspawned", true ) end if ZombieSpeed == 2 then MainTimer1 = setTimer ( setangle, 200, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION (fast) else MainTimer1 = setTimer ( setangle, 400, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION end MainTimer3 = setTimer ( clearFarZombies, 3000, 0) --KEEPS ALL THE ZOMBIES CLOSE TO PLAYERS if ZombieStreaming == 1 then MainTimer2 = setTimer ( SpawnZombie, 2500, 0 ) --Spawns zombies in random locations elseif ZombieStreaming == 2 then MainTimer2 = setTimer ( SpawnpointZombie, 2500, 0 ) --spawns zombies in zombie spawnpoints end end end addEventHandler("onResourceStart", getRootElement(), outbreak) function player_Connect() Link to comment
iA7bk# Posted January 2, 2014 Author Share Posted January 2, 2014 جرب ZombieLimit = get("zombies.MaxZombies")-- HOW MANY ZOMBIES SHOULD EXIST AT MAXIMUM? ZombieStreaming = get("zombies.StreamMethod") -- 1 to constantly stream zombies, 0 to only allow zombies to spawn via createZombie function, 2 to only allow spawning at set spawnpoints ZombiePedSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280,287 } --ALTERNATE SKIN LISTS FOR ZOMBIES (SHORTER LIST IS TEXTURED ZOMBIES ONLY) --ZombiePedSkins = {7,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,43,44,45,36,37,38,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,66,67,68,69,70,71,72,73,75,76,77,78,79,80,81,82,83,85,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,112,113,114,115,116,117,118,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,150,151,152,153,154,155,156,157,158,159,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,209,210,211,212,213,214,215,216,217,218,219,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,275,276,277,278,279,280,281,282,283,284,285,286,287,288 } ZombieSpeed = get("zombies.Speed") if ZombieSpeed == 0 then --super slow zombies (goofy looking) chaseanim = "WALK_drunk" checkspeed = 2000 elseif ZombieSpeed == 1 then -- normal speed chaseanim = "run_old" checkspeed = 1000 elseif ZombieSpeed == 2 then -- rocket zombies (possibly stressful on server) chaseanim = "Run_Wuzi" checkspeed = 680 else -- defaults back to normal chaseanim = "run_old" checkspeed = 1000 end resourceRoot = getResourceRootElement() moancount =0 moanlimit = 10 everyZombie = { } --IDLE BEHAVIOUR OF A ZOMBIE function Zomb_Idle (ped) if isElement(ped) then if ( getElementData ( ped, "status" ) == "idle" ) and ( isPedDead ( ped ) == false ) and (getElementData (ped, "zombie") == true) then local action = math.random( 1, 6 ) if action < 4 then -- walk a random direction local rdmangle = math.random( 1, 359 ) setPedRotation( ped, rdmangle ) setPedAnimation ( ped, "PED", "Player_Sneak", -1, true, true, true) setTimer ( Zomb_Idle, 7000, 1, ped ) elseif action == 4 then -- get on the ground setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, true) setTimer ( Zomb_Idle, 4000, 1, ped ) elseif action == 5 then -- stand still doing nothing setPedAnimation ( ped ) setTimer ( Zomb_Idle, 4000, 1, ped ) end end end end --BEHAVIOUR WHILE CHASING PLAYERS function Zomb_chase (ped, Zx, Zy, Zz ) if isElement(ped) then if (getElementData ( ped, "status" ) == "chasing") and (getElementData (ped, "zombie") == true) then local x, y, z = getElementPosition( ped ) if (getElementData ( ped, "target" ) == nil) and getElementData ( ped, "Tx" ) ~= false then local Px = getElementData ( ped, "Tx" ) local Py = getElementData ( ped, "Ty" ) local Pz = getElementData ( ped, "Tz" ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, x, y, z )) if (Pdistance < 1.5 ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) end end local distance = (getDistanceBetweenPoints3D( x, y, z, Zx, Zy, Zz )) if (distance < 1 ) then -- IF THE PED HASNT MOVED if (getElementData ( ped, "target" ) == nil) then local giveup = math.random( 1, 15 ) if giveup == 1 then setElementData ( ped, "status", "idle" ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 3500, 1, ped, x, y, z ) end end else local Ptarget = (getElementData ( ped, "target" )) if isElement(Ptarget) then local Px, Py, Pz = getElementPosition( Ptarget ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, Zx, Zy, Zz )) if (Pdistance < 1.2 ) then -- ATTACK A PLAYER IF THEY ARE CLOSE if ( isPedDead ( Ptarget ) ) then --EAT A DEAD PLAYER setPedAnimation ( ped ) setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, false) setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 10000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 10000, 1, ped ) zmoan(ped) else local action = math.random( 1, 6 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) else setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end else if ( isPedDead (Ptarget) ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 1800, 1, ped ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end end else setElementData ( ped, "status", "idle" ) end end else setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true) --KEEP WALKING setTimer ( Zomb_chase, checkspeed, 1, ped, x, y, z ) --CHECK AGAIN end end end end --SET THE DIRECTION OF THE ZOMBIE function setangle () for theKey,ped in ipairs(everyZombie) do if isElement(ped) then if ( getElementData ( ped, "status" ) == "chasing" ) then local x local y local z local px local py local pz if ( getElementData ( ped, "target" ) ~= nil ) then local ptarget = getElementData ( ped, "target" ) if isElement(ptarget) then x, y, z = getElementPosition( ptarget ) px, py, pz = getElementPosition( ped ) else setElementData ( ped, "status", "idle" ) x, y, z = getElementPosition( ped ) px, py, pz = getElementPosition( ped ) end zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) elseif ( getElementData ( ped, "target" ) == nil ) and (getElementData ( ped, "Tx" ) ~= false) then --IF THE PED IS AFTER THE PLAYERS LAST KNOWN WHEREABOUTS x = getElementData ( ped, "Tx" ) y = getElementData ( ped, "Ty" ) z = getElementData ( ped, "Tz" ) px, py, pz = getElementPosition( ped ) zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) end end end end end --SETS THE ZOMBIE ACTIVITY WHEN STATUS CHANGES addEventHandler ( "onElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then if (getElementData (source, "zombie") == true) then if ( isPedDead ( source ) == false ) then if (getElementData ( source, "status" ) == "chasing" ) then local Zx, Zy, Zz = getElementPosition( source ) setTimer ( Zomb_chase, 1000, 1, source, Zx, Zy, Zz ) local newtarget = (getElementData ( source, "target" )) if isElement (newtarget) then if getElementType ( newtarget ) == "player" then setElementSyncer ( source, newtarget ) end end zmoan(source) elseif (getElementData ( source, "status" ) == "idle" ) then setTimer ( Zomb_Idle, 1000, 1, source) elseif (getElementData ( source, "status" ) == "throatslashing" ) then local tx,ty,tz = getElementPosition( source ) local ptarget = getElementData ( source, "target" ) if isElement(ptarget) then local vx,vy,vz = getElementPosition( ptarget ) local zombdistance = (getDistanceBetweenPoints3D (tx, ty, tz, vx, vy, vz)) if (zombdistance < .-- s8) --> then zmoan(source) setPedAnimation ( source, "knife", "KILL_Knife_Player", -1, false, false, true) setPedAnimation ( ptarget, "knife", "KILL_Knife_Ped_Damage", -1, false, false, true) setTimer ( Playerthroatbitten, 2300, 1, ptarget, source) setTimer ( function (source) if ( isElement ( source ) ) then setElementData ( source, "status", "idle" ) end end, 5000, 1, source ) else setElementData ( source, "status", "idle" ) end else setElementData ( source, "status", "idle" ) end end elseif (getElementData ( source, "status" ) == "dead" ) then setTimer ( Zomb_delete, 10000, 1, source) end end end end) --RESOURCE START/INITIAL SETUP function outbreak(startedResource) newZombieLimit = get("" .. getResourceName(startedResource) .. ".Zlimit") if newZombieLimit ~= false then if newZombieLimit > ZombieLimit then newZombieLimit = ZombieLimit end else newZombieLimit = ZombieLimit end WoodTimer = setTimer ( WoodSetup, 2000, 1) -- CHECKS FOR BARRIERS if startedResource == getThisResource() then -- call(getResourceFromName("scoreboard"), "scoreboardAddColumn", "Zombie kills") --ADDS TO SCOREBOARD local allplayers = getElementsByType ( "player" ) for pKey,thep in ipairs(allplayers) do setElementData ( thep, "dangercount", 0 ) end local alivePlayers = getAlivePlayers () for playerKey, playerValue in ipairs(alivePlayers) do setElementData ( playerValue, "alreadyspawned", true ) end if ZombieSpeed == 2 then MainTimer1 = setTimer ( setangle, 200, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION (fast) else MainTimer1 = setTimer ( setangle, 400, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION end MainTimer3 = setTimer ( clearFarZombies, 3000, 0) --KEEPS ALL THE ZOMBIES CLOSE TO PLAYERS if ZombieStreaming == 1 then MainTimer2 = setTimer ( SpawnZombie, 2500, 0 ) --Spawns zombies in random locations elseif ZombieStreaming == 2 then MainTimer2 = setTimer ( SpawnpointZombie, 2500, 0 ) --spawns zombies in zombie spawnpoints end end end addEventHandler("onResourceStart", getRootElement(), outbreak) Link to comment
TAPL Posted January 2, 2014 Share Posted January 2, 2014 اهااا المشكلة من المنتدى رقم 8 يصير ايقونه و يخرب الكود .-- s8) --> then جرب الحين ZombieLimit = get("zombies.MaxZombies")-- HOW MANY ZOMBIES SHOULD EXIST AT MAXIMUM? ZombieStreaming = get("zombies.StreamMethod") -- 1 to constantly stream zombies, 0 to only allow zombies to spawn via createZombie function, 2 to only allow spawning at set spawnpoints ZombiePedSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280,287 } --ALTERNATE SKIN LISTS FOR ZOMBIES (SHORTER LIST IS TEXTURED ZOMBIES ONLY) --ZombiePedSkins = {7,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,43,44,45,36,37,38,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,66,67,68,69,70,71,72,73,75,76,77,78,79,80,81,82,83,85,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,112,113,114,115,116,117,118,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,150,151,152,153,154,155,156,157,158,159,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,209,210,211,212,213,214,215,216,217,218,219,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,275,276,277,278,279,280,281,282,283,284,285,286,287,288 } ZombieSpeed = get("zombies.Speed") if ZombieSpeed == 0 then --super slow zombies (goofy looking) chaseanim = "WALK_drunk" checkspeed = 2000 elseif ZombieSpeed == 1 then -- normal speed chaseanim = "run_old" checkspeed = 1000 elseif ZombieSpeed == 2 then -- rocket zombies (possibly stressful on server) chaseanim = "Run_Wuzi" checkspeed = 680 else -- defaults back to normal chaseanim = "run_old" checkspeed = 1000 end resourceRoot = getResourceRootElement() moancount =0 moanlimit = 10 everyZombie = { } --IDLE BEHAVIOUR OF A ZOMBIE function Zomb_Idle (ped) if isElement(ped) then if ( getElementData ( ped, "status" ) == "idle" ) and ( isPedDead ( ped ) == false ) and (getElementData (ped, "zombie") == true) then local action = math.random( 1, 6 ) if action < 4 then -- walk a random direction local rdmangle = math.random( 1, 359 ) setPedRotation( ped, rdmangle ) setPedAnimation ( ped, "PED", "Player_Sneak", -1, true, true, true) setTimer ( Zomb_Idle, 7000, 1, ped ) elseif action == 4 then -- get on the ground setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, true) setTimer ( Zomb_Idle, 4000, 1, ped ) elseif action == 5 then -- stand still doing nothing setPedAnimation ( ped ) setTimer ( Zomb_Idle, 4000, 1, ped ) end end end end --BEHAVIOUR WHILE CHASING PLAYERS function Zomb_chase (ped, Zx, Zy, Zz ) if isElement(ped) then if (getElementData ( ped, "status" ) == "chasing") and (getElementData (ped, "zombie") == true) then local x, y, z = getElementPosition( ped ) if (getElementData ( ped, "target" ) == nil) and getElementData ( ped, "Tx" ) ~= false then local Px = getElementData ( ped, "Tx" ) local Py = getElementData ( ped, "Ty" ) local Pz = getElementData ( ped, "Tz" ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, x, y, z )) if (Pdistance < 1.5 ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) end end local distance = (getDistanceBetweenPoints3D( x, y, z, Zx, Zy, Zz )) if (distance < 1 ) then -- IF THE PED HASNT MOVED if (getElementData ( ped, "target" ) == nil) then local giveup = math.random( 1, 15 ) if giveup == 1 then setElementData ( ped, "status", "idle" ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 3500, 1, ped, x, y, z ) end end else local Ptarget = (getElementData ( ped, "target" )) if isElement(Ptarget) then local Px, Py, Pz = getElementPosition( Ptarget ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, Zx, Zy, Zz )) if (Pdistance < 1.2 ) then -- ATTACK A PLAYER IF THEY ARE CLOSE if ( isPedDead ( Ptarget ) ) then --EAT A DEAD PLAYER setPedAnimation ( ped ) setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, false) setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 10000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 10000, 1, ped ) zmoan(ped) else local action = math.random( 1, 6 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) else setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end else if ( isPedDead (Ptarget) ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 1800, 1, ped ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end end else setElementData ( ped, "status", "idle" ) end end else setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true) --KEEP WALKING setTimer ( Zomb_chase, checkspeed, 1, ped, x, y, z ) --CHECK AGAIN end end end end --SET THE DIRECTION OF THE ZOMBIE function setangle () for theKey,ped in ipairs(everyZombie) do if isElement(ped) then if ( getElementData ( ped, "status" ) == "chasing" ) then local x local y local z local px local py local pz if ( getElementData ( ped, "target" ) ~= nil ) then local ptarget = getElementData ( ped, "target" ) if isElement(ptarget) then x, y, z = getElementPosition( ptarget ) px, py, pz = getElementPosition( ped ) else setElementData ( ped, "status", "idle" ) x, y, z = getElementPosition( ped ) px, py, pz = getElementPosition( ped ) end zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) elseif ( getElementData ( ped, "target" ) == nil ) and (getElementData ( ped, "Tx" ) ~= false) then --IF THE PED IS AFTER THE PLAYERS LAST KNOWN WHEREABOUTS x = getElementData ( ped, "Tx" ) y = getElementData ( ped, "Ty" ) z = getElementData ( ped, "Tz" ) px, py, pz = getElementPosition( ped ) zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) end end end end end --SETS THE ZOMBIE ACTIVITY WHEN STATUS CHANGES addEventHandler ( "onElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then if (getElementData (source, "zombie") == true) then if ( isPedDead ( source ) == false ) then if (getElementData ( source, "status" ) == "chasing" ) then local Zx, Zy, Zz = getElementPosition( source ) setTimer ( Zomb_chase, 1000, 1, source, Zx, Zy, Zz ) local newtarget = (getElementData ( source, "target" )) if isElement (newtarget) then if getElementType ( newtarget ) == "player" then setElementSyncer ( source, newtarget ) end end zmoan(source) elseif (getElementData ( source, "status" ) == "idle" ) then setTimer ( Zomb_Idle, 1000, 1, source) elseif (getElementData ( source, "status" ) == "throatslashing" ) then local tx,ty,tz = getElementPosition( source ) local ptarget = getElementData ( source, "target" ) if isElement(ptarget) then local vx,vy,vz = getElementPosition( ptarget ) local zombdistance = (getDistanceBetweenPoints3D (tx, ty, tz, vx, vy, vz)) if (zombdistance < . then zmoan(source) setPedAnimation ( source, "knife", "KILL_Knife_Player", -1, false, false, true) setPedAnimation ( ptarget, "knife", "KILL_Knife_Ped_Damage", -1, false, false, true) setTimer ( Playerthroatbitten, 2300, 1, ptarget, source) setTimer ( function (source) if ( isElement ( source ) ) then setElementData ( source, "status", "idle" ) end end, 5000, 1, source ) else setElementData ( source, "status", "idle" ) end else setElementData ( source, "status", "idle" ) end end elseif (getElementData ( source, "status" ) == "dead" ) then setTimer ( Zomb_delete, 10000, 1, source) end end end end) --RESOURCE START/INITIAL SETUP function outbreak(startedResource) newZombieLimit = get("" .. getResourceName(startedResource) .. ".Zlimit") if newZombieLimit ~= false then if newZombieLimit > ZombieLimit then newZombieLimit = ZombieLimit end else newZombieLimit = ZombieLimit end WoodTimer = setTimer ( WoodSetup, 2000, 1) -- CHECKS FOR BARRIERS if startedResource == getThisResource() then -- call(getResourceFromName("scoreboard"), "scoreboardAddColumn", "Zombie kills") --ADDS TO SCOREBOARD local allplayers = getElementsByType ( "player" ) for pKey,thep in ipairs(allplayers) do setElementData ( thep, "dangercount", 0 ) end local alivePlayers = getAlivePlayers () for playerKey, playerValue in ipairs(alivePlayers) do setElementData ( playerValue, "alreadyspawned", true ) end if ZombieSpeed == 2 then MainTimer1 = setTimer ( setangle, 200, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION (fast) else MainTimer1 = setTimer ( setangle, 400, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION end MainTimer3 = setTimer ( clearFarZombies, 3000, 0) --KEEPS ALL THE ZOMBIES CLOSE TO PLAYERS if ZombieStreaming == 1 then MainTimer2 = setTimer ( SpawnZombie, 2500, 0 ) --Spawns zombies in random locations elseif ZombieStreaming == 2 then MainTimer2 = setTimer ( SpawnpointZombie, 2500, 0 ) --spawns zombies in zombie spawnpoints end end end addEventHandler("onResourceStart", getRootElement(), outbreak) function player_Connect() setElementData ( source, "dangercount", 0 ) end addEventHandler ( "onPlayerConnect", getRootElement(), player_Connect ) Link to comment
iA7bk# Posted January 2, 2014 Author Share Posted January 2, 2014 اهاااالمشكلة من المنتدى رقم 8 يصير ايقونه و يخرب الكود .-- s8) --> then جرب الحين ZombieLimit = get("zombies.MaxZombies")-- HOW MANY ZOMBIES SHOULD EXIST AT MAXIMUM? ZombieStreaming = get("zombies.StreamMethod") -- 1 to constantly stream zombies, 0 to only allow zombies to spawn via createZombie function, 2 to only allow spawning at set spawnpoints ZombiePedSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280,287 } --ALTERNATE SKIN LISTS FOR ZOMBIES (SHORTER LIST IS TEXTURED ZOMBIES ONLY) --ZombiePedSkins = {7,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,43,44,45,36,37,38,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,66,67,68,69,70,71,72,73,75,76,77,78,79,80,81,82,83,85,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,112,113,114,115,116,117,118,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,150,151,152,153,154,155,156,157,158,159,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,209,210,211,212,213,214,215,216,217,218,219,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,275,276,277,278,279,280,281,282,283,284,285,286,287,288 } ZombieSpeed = get("zombies.Speed") if ZombieSpeed == 0 then --super slow zombies (goofy looking) chaseanim = "WALK_drunk" checkspeed = 2000 elseif ZombieSpeed == 1 then -- normal speed chaseanim = "run_old" checkspeed = 1000 elseif ZombieSpeed == 2 then -- rocket zombies (possibly stressful on server) chaseanim = "Run_Wuzi" checkspeed = 680 else -- defaults back to normal chaseanim = "run_old" checkspeed = 1000 end resourceRoot = getResourceRootElement() moancount =0 moanlimit = 10 everyZombie = { } --IDLE BEHAVIOUR OF A ZOMBIE function Zomb_Idle (ped) if isElement(ped) then if ( getElementData ( ped, "status" ) == "idle" ) and ( isPedDead ( ped ) == false ) and (getElementData (ped, "zombie") == true) then local action = math.random( 1, 6 ) if action < 4 then -- walk a random direction local rdmangle = math.random( 1, 359 ) setPedRotation( ped, rdmangle ) setPedAnimation ( ped, "PED", "Player_Sneak", -1, true, true, true) setTimer ( Zomb_Idle, 7000, 1, ped ) elseif action == 4 then -- get on the ground setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, true) setTimer ( Zomb_Idle, 4000, 1, ped ) elseif action == 5 then -- stand still doing nothing setPedAnimation ( ped ) setTimer ( Zomb_Idle, 4000, 1, ped ) end end end end --BEHAVIOUR WHILE CHASING PLAYERS function Zomb_chase (ped, Zx, Zy, Zz ) if isElement(ped) then if (getElementData ( ped, "status" ) == "chasing") and (getElementData (ped, "zombie") == true) then local x, y, z = getElementPosition( ped ) if (getElementData ( ped, "target" ) == nil) and getElementData ( ped, "Tx" ) ~= false then local Px = getElementData ( ped, "Tx" ) local Py = getElementData ( ped, "Ty" ) local Pz = getElementData ( ped, "Tz" ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, x, y, z )) if (Pdistance < 1.5 ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) end end local distance = (getDistanceBetweenPoints3D( x, y, z, Zx, Zy, Zz )) if (distance < 1 ) then -- IF THE PED HASNT MOVED if (getElementData ( ped, "target" ) == nil) then local giveup = math.random( 1, 15 ) if giveup == 1 then setElementData ( ped, "status", "idle" ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 3500, 1, ped, x, y, z ) end end else local Ptarget = (getElementData ( ped, "target" )) if isElement(Ptarget) then local Px, Py, Pz = getElementPosition( Ptarget ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, Zx, Zy, Zz )) if (Pdistance < 1.2 ) then -- ATTACK A PLAYER IF THEY ARE CLOSE if ( isPedDead ( Ptarget ) ) then --EAT A DEAD PLAYER setPedAnimation ( ped ) setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, false) setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 10000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 10000, 1, ped ) zmoan(ped) else local action = math.random( 1, 6 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) else setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end else if ( isPedDead (Ptarget) ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 1800, 1, ped ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end end else setElementData ( ped, "status", "idle" ) end end else setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true) --KEEP WALKING setTimer ( Zomb_chase, checkspeed, 1, ped, x, y, z ) --CHECK AGAIN end end end end --SET THE DIRECTION OF THE ZOMBIE function setangle () for theKey,ped in ipairs(everyZombie) do if isElement(ped) then if ( getElementData ( ped, "status" ) == "chasing" ) then local x local y local z local px local py local pz if ( getElementData ( ped, "target" ) ~= nil ) then local ptarget = getElementData ( ped, "target" ) if isElement(ptarget) then x, y, z = getElementPosition( ptarget ) px, py, pz = getElementPosition( ped ) else setElementData ( ped, "status", "idle" ) x, y, z = getElementPosition( ped ) px, py, pz = getElementPosition( ped ) end zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) elseif ( getElementData ( ped, "target" ) == nil ) and (getElementData ( ped, "Tx" ) ~= false) then --IF THE PED IS AFTER THE PLAYERS LAST KNOWN WHEREABOUTS x = getElementData ( ped, "Tx" ) y = getElementData ( ped, "Ty" ) z = getElementData ( ped, "Tz" ) px, py, pz = getElementPosition( ped ) zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) end end end end end --SETS THE ZOMBIE ACTIVITY WHEN STATUS CHANGES addEventHandler ( "onElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then if (getElementData (source, "zombie") == true) then if ( isPedDead ( source ) == false ) then if (getElementData ( source, "status" ) == "chasing" ) then local Zx, Zy, Zz = getElementPosition( source ) setTimer ( Zomb_chase, 1000, 1, source, Zx, Zy, Zz ) local newtarget = (getElementData ( source, "target" )) if isElement (newtarget) then if getElementType ( newtarget ) == "player" then setElementSyncer ( source, newtarget ) end end zmoan(source) elseif (getElementData ( source, "status" ) == "idle" ) then setTimer ( Zomb_Idle, 1000, 1, source) elseif (getElementData ( source, "status" ) == "throatslashing" ) then local tx,ty,tz = getElementPosition( source ) local ptarget = getElementData ( source, "target" ) if isElement(ptarget) then local vx,vy,vz = getElementPosition( ptarget ) local zombdistance = (getDistanceBetweenPoints3D (tx, ty, tz, vx, vy, vz)) if (zombdistance < . then zmoan(source) setPedAnimation ( source, "knife", "KILL_Knife_Player", -1, false, false, true) setPedAnimation ( ptarget, "knife", "KILL_Knife_Ped_Damage", -1, false, false, true) setTimer ( Playerthroatbitten, 2300, 1, ptarget, source) setTimer ( function (source) if ( isElement ( source ) ) then setElementData ( source, "status", "idle" ) end end, 5000, 1, source ) else setElementData ( source, "status", "idle" ) end else setElementData ( source, "status", "idle" ) end end elseif (getElementData ( source, "status" ) == "dead" ) then setTimer ( Zomb_delete, 10000, 1, source) end end end end) --RESOURCE START/INITIAL SETUP function outbreak(startedResource) newZombieLimit = get("" .. getResourceName(startedResource) .. ".Zlimit") if newZombieLimit ~= false then if newZombieLimit > ZombieLimit then newZombieLimit = ZombieLimit end else newZombieLimit = ZombieLimit end WoodTimer = setTimer ( WoodSetup, 2000, 1) -- CHECKS FOR BARRIERS if startedResource == getThisResource() then -- call(getResourceFromName("scoreboard"), "scoreboardAddColumn", "Zombie kills") --ADDS TO SCOREBOARD local allplayers = getElementsByType ( "player" ) for pKey,thep in ipairs(allplayers) do setElementData ( thep, "dangercount", 0 ) end local alivePlayers = getAlivePlayers () for playerKey, playerValue in ipairs(alivePlayers) do setElementData ( playerValue, "alreadyspawned", true ) end if ZombieSpeed == 2 then MainTimer1 = setTimer ( setangle, 200, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION (fast) else MainTimer1 = setTimer ( setangle, 400, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION end MainTimer3 = setTimer ( clearFarZombies, 3000, 0) --KEEPS ALL THE ZOMBIES CLOSE TO PLAYERS if ZombieStreaming == 1 then MainTimer2 = setTimer ( SpawnZombie, 2500, 0 ) --Spawns zombies in random locations elseif ZombieStreaming == 2 then MainTimer2 = setTimer ( SpawnpointZombie, 2500, 0 ) --spawns zombies in zombie spawnpoints end end end addEventHandler("onResourceStart", getRootElement(), outbreak) function player_Connect() setElementData ( source, "dangercount", 0 ) Link to comment
TAPL Posted January 2, 2014 Share Posted January 2, 2014 اجل شيل التايمر في سطر 403 و خله بدون تايمر Link to comment
iA7bk# Posted January 2, 2014 Author Share Posted January 2, 2014 اجل شيل التايمر في سطر 403 و خله بدون تايمر شلته وصار يجي بالعالم الحقيقي خخخخخخخخ شكله معقد مررره عموما تابل ما قصرت تعبتك معي Link to comment
AboShanab Posted January 2, 2014 Share Posted January 2, 2014 ممكن غلطت انت بالتعديل ,, اطرح كودكـ Link to comment
#DRAGON!FIRE Posted January 2, 2014 Share Posted January 2, 2014 ZombieLimit = get("zombies.MaxZombies")-- HOW MANY ZOMBIES SHOULD EXIST AT MAXIMUM? ZombieStreaming = get("zombies.StreamMethod") -- 1 to constantly stream zombies, 0 to only allow zombies to spawn via createZombie function, 2 to only allow spawning at set spawnpoints ZombiePedSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280,287 } --ALTERNATE SKIN LISTS FOR ZOMBIES (SHORTER LIST IS TEXTURED ZOMBIES ONLY) --ZombiePedSkins = {7,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,43,44,45,36,37,38,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,66,67,68,69,70,71,72,73,75,76,77,78,79,80,81,82,83,85,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,112,113,114,115,116,117,118,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,150,151,152,153,154,155,156,157,158,159,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,209,210,211,212,213,214,215,216,217,218,219,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,275,276,277,278,279,280,281,282,283,284,285,286,287,288 } ZombieSpeed = get("zombies.Speed") if ZombieSpeed == 0 then --super slow zombies (goofy looking) chaseanim = "WALK_drunk" checkspeed = 2000 elseif ZombieSpeed == 1 then -- normal speed chaseanim = "run_old" checkspeed = 1000 elseif ZombieSpeed == 2 then -- rocket zombies (possibly stressful on server) chaseanim = "Run_Wuzi" checkspeed = 680 else -- defaults back to normal chaseanim = "run_old" checkspeed = 1000 end resourceRoot = getResourceRootElement() moancount =0 moanlimit = 10 everyZombie = { } --IDLE BEHAVIOUR OF A ZOMBIE function Zomb_Idle (ped) if isElement(ped) then if ( getElementData ( ped, "status" ) == "idle" ) and ( isPedDead ( ped ) == false ) and (getElementData (ped, "zombie") == true) then local action = math.random( 1, 6 ) if action < 4 then -- walk a random direction local rdmangle = math.random( 1, 359 ) setPedRotation( ped, rdmangle ) setPedAnimation ( ped, "PED", "Player_Sneak", -1, true, true, true) setTimer ( Zomb_Idle, 7000, 1, ped ) elseif action == 4 then -- get on the ground setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, true) setTimer ( Zomb_Idle, 4000, 1, ped ) elseif action == 5 then -- stand still doing nothing setPedAnimation ( ped ) setTimer ( Zomb_Idle, 4000, 1, ped ) end end end end --BEHAVIOUR WHILE CHASING PLAYERS function Zomb_chase (ped, Zx, Zy, Zz ) if isElement(ped) then if (getElementData ( ped, "status" ) == "chasing") and (getElementData (ped, "zombie") == true) then local x, y, z = getElementPosition( ped ) if (getElementData ( ped, "target" ) == nil) and getElementData ( ped, "Tx" ) ~= false then local Px = getElementData ( ped, "Tx" ) local Py = getElementData ( ped, "Ty" ) local Pz = getElementData ( ped, "Tz" ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, x, y, z )) if (Pdistance < 1.5 ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) end end local distance = (getDistanceBetweenPoints3D( x, y, z, Zx, Zy, Zz )) if (distance < 1 ) then -- IF THE PED HASNT MOVED if (getElementData ( ped, "target" ) == nil) then local giveup = math.random( 1, 15 ) if giveup == 1 then setElementData ( ped, "status", "idle" ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 3500, 1, ped, x, y, z ) end end else local Ptarget = (getElementData ( ped, "target" )) if isElement(Ptarget) then local Px, Py, Pz = getElementPosition( Ptarget ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, Zx, Zy, Zz )) if (Pdistance < 1.2 ) then -- ATTACK A PLAYER IF THEY ARE CLOSE if ( isPedDead ( Ptarget ) ) then --EAT A DEAD PLAYER setPedAnimation ( ped ) setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, false) setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 10000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 10000, 1, ped ) zmoan(ped) else local action = math.random( 1, 6 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) else setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end else if ( isPedDead (Ptarget) ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 1800, 1, ped ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end end else setElementData ( ped, "status", "idle" ) end end else setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true) --KEEP WALKING setTimer ( Zomb_chase, checkspeed, 1, ped, x, y, z ) --CHECK AGAIN end end end end --SET THE DIRECTION OF THE ZOMBIE function setangle () for theKey,ped in ipairs(everyZombie) do if isElement(ped) then if ( getElementData ( ped, "status" ) == "chasing" ) then local x local y local z local px local py local pz if ( getElementData ( ped, "target" ) ~= nil ) then local ptarget = getElementData ( ped, "target" ) if isElement(ptarget) then x, y, z = getElementPosition( ptarget ) px, py, pz = getElementPosition( ped ) else setElementData ( ped, "status", "idle" ) x, y, z = getElementPosition( ped ) px, py, pz = getElementPosition( ped ) end zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) elseif ( getElementData ( ped, "target" ) == nil ) and (getElementData ( ped, "Tx" ) ~= false) then --IF THE PED IS AFTER THE PLAYERS LAST KNOWN WHEREABOUTS x = getElementData ( ped, "Tx" ) y = getElementData ( ped, "Ty" ) z = getElementData ( ped, "Tz" ) px, py, pz = getElementPosition( ped ) zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) end end end end end --SETS THE ZOMBIE ACTIVITY WHEN STATUS CHANGES addEventHandler ( "onElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then if (getElementData (source, "zombie") == true) then if ( isPedDead ( source ) == false ) then if (getElementData ( source, "status" ) == "chasing" ) then local Zx, Zy, Zz = getElementPosition( source ) setTimer ( Zomb_chase, 1000, 1, source, Zx, Zy, Zz ) local newtarget = (getElementData ( source, "target" )) if isElement (newtarget) then if getElementType ( newtarget ) == "player" then setElementSyncer ( source, newtarget ) end end zmoan(source) elseif (getElementData ( source, "status" ) == "idle" ) then setTimer ( Zomb_Idle, 1000, 1, source) elseif (getElementData ( source, "status" ) == "throatslashing" ) then local tx,ty,tz = getElementPosition( source ) local ptarget = getElementData ( source, "target" ) if isElement(ptarget) then local vx,vy,vz = getElementPosition( ptarget ) local zombdistance = (getDistanceBetweenPoints3D (tx, ty, tz, vx, vy, vz)) if (zombdistance < . then zmoan(source) setPedAnimation ( source, "knife", "KILL_Knife_Player", -1, false, false, true) setPedAnimation ( ptarget, "knife", "KILL_Knife_Ped_Damage", -1, false, false, true) setTimer ( Playerthroatbitten, 2300, 1, ptarget, source) setTimer ( function (source) if ( isElement ( source ) ) then setElementData ( source, "status", "idle" ) end end, 5000, 1, source ) else setElementData ( source, "status", "idle" ) end else setElementData ( source, "status", "idle" ) end end elseif (getElementData ( source, "status" ) == "dead" ) then setTimer ( Zomb_delete, 10000, 1, source) end end end end) --RESOURCE START/INITIAL SETUP function outbreak(startedResource) newZombieLimit = get("" .. getResourceName(startedResource) .. ".Zlimit") if newZombieLimit ~= false then if newZombieLimit > ZombieLimit then newZombieLimit = ZombieLimit end else newZombieLimit = ZombieLimit end WoodTimer = setTimer ( WoodSetup, 2000, 1) -- CHECKS FOR BARRIERS if startedResource == getThisResource() then -- call(getResourceFromName("scoreboard"), "scoreboardAddColumn", "Zombie kills") --ADDS TO SCOREBOARD local allplayers = getElementsByType ( "player" ) for pKey,thep in ipairs(allplayers) do setElementData ( thep, "dangercount", 0 ) end local alivePlayers = getAlivePlayers () for playerKey, playerValue in ipairs(alivePlayers) do setElementData ( playerValue, "alreadyspawned", true ) end if ZombieSpeed == 2 then MainTimer1 = setTimer ( setangle, 200, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION (fast) else MainTimer1 = setTimer ( setangle, 400, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION end MainTimer3 = setTimer ( clearFarZombies, 3000, 0) --KEEPS ALL THE ZOMBIES CLOSE TO PLAYERS if ZombieStreaming == 1 then MainTimer2 = setTimer ( SpawnZombie, 2500, 0 ) --Spawns zombies in random locations elseif ZombieStreaming == 2 then MainTimer2 = setTimer ( SpawnpointZombie, 2500, 0 ) --spawns zombies in zombie spawnpoints end end end addEventHandler("onResourceStart", getRootElement(), outbreak) function player_Connect() setElementData ( source, "dangercount", 0 ) end addEventHandler ( "onPlayerConnect", getRootElement(), player_Connect ) Link to comment
iA7bk# Posted January 3, 2014 Author Share Posted January 3, 2014 ZombieLimit = get("zombies.MaxZombies")-- HOW MANY ZOMBIES SHOULD EXIST AT MAXIMUM? ZombieStreaming = get("zombies.StreamMethod") -- 1 to constantly stream zombies, 0 to only allow zombies to spawn via createZombie function, 2 to only allow spawning at set spawnpoints ZombiePedSkins = {13,22,56,67,68,69,70,92,97,105,107,108,126,127,128,152,162,167,188,195,206,209,212,229,230,258,264,277,280,287 } --ALTERNATE SKIN LISTS FOR ZOMBIES (SHORTER LIST IS TEXTURED ZOMBIES ONLY) --ZombiePedSkins = {7,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,43,44,45,36,37,38,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,66,67,68,69,70,71,72,73,75,76,77,78,79,80,81,82,83,85,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,112,113,114,115,116,117,118,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,150,151,152,153,154,155,156,157,158,159,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,209,210,211,212,213,214,215,216,217,218,219,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,275,276,277,278,279,280,281,282,283,284,285,286,287,288 } ZombieSpeed = get("zombies.Speed") if ZombieSpeed == 0 then --super slow zombies (goofy looking) chaseanim = "WALK_drunk" checkspeed = 2000 elseif ZombieSpeed == 1 then -- normal speed chaseanim = "run_old" checkspeed = 1000 elseif ZombieSpeed == 2 then -- rocket zombies (possibly stressful on server) chaseanim = "Run_Wuzi" checkspeed = 680 else -- defaults back to normal chaseanim = "run_old" checkspeed = 1000 end resourceRoot = getResourceRootElement() moancount =0 moanlimit = 10 everyZombie = { } --IDLE BEHAVIOUR OF A ZOMBIE function Zomb_Idle (ped) if isElement(ped) then if ( getElementData ( ped, "status" ) == "idle" ) and ( isPedDead ( ped ) == false ) and (getElementData (ped, "zombie") == true) then local action = math.random( 1, 6 ) if action < 4 then -- walk a random direction local rdmangle = math.random( 1, 359 ) setPedRotation( ped, rdmangle ) setPedAnimation ( ped, "PED", "Player_Sneak", -1, true, true, true) setTimer ( Zomb_Idle, 7000, 1, ped ) elseif action == 4 then -- get on the ground setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, true) setTimer ( Zomb_Idle, 4000, 1, ped ) elseif action == 5 then -- stand still doing nothing setPedAnimation ( ped ) setTimer ( Zomb_Idle, 4000, 1, ped ) end end end end --BEHAVIOUR WHILE CHASING PLAYERS function Zomb_chase (ped, Zx, Zy, Zz ) if isElement(ped) then if (getElementData ( ped, "status" ) == "chasing") and (getElementData (ped, "zombie") == true) then local x, y, z = getElementPosition( ped ) if (getElementData ( ped, "target" ) == nil) and getElementData ( ped, "Tx" ) ~= false then local Px = getElementData ( ped, "Tx" ) local Py = getElementData ( ped, "Ty" ) local Pz = getElementData ( ped, "Tz" ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, x, y, z )) if (Pdistance < 1.5 ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) end end local distance = (getDistanceBetweenPoints3D( x, y, z, Zx, Zy, Zz )) if (distance < 1 ) then -- IF THE PED HASNT MOVED if (getElementData ( ped, "target" ) == nil) then local giveup = math.random( 1, 15 ) if giveup == 1 then setElementData ( ped, "status", "idle" ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped ) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 3500, 1, ped, x, y, z ) end end else local Ptarget = (getElementData ( ped, "target" )) if isElement(Ptarget) then local Px, Py, Pz = getElementPosition( Ptarget ) local Pdistance = (getDistanceBetweenPoints3D( Px, Py, Pz, Zx, Zy, Zz )) if (Pdistance < 1.2 ) then -- ATTACK A PLAYER IF THEY ARE CLOSE if ( isPedDead ( Ptarget ) ) then --EAT A DEAD PLAYER setPedAnimation ( ped ) setPedAnimation ( ped, "MEDIC", "cpr", -1, false, true, false) setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 10000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 10000, 1, ped ) zmoan(ped) else local action = math.random( 1, 6 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) else setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end else if ( isPedDead (Ptarget) ) then setTimer ( function (ped) if ( isElement ( ped ) ) then setElementData ( ped, "status", "idle" ) end end, 2000, 1, ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedRotation ( ped, getPedRotation(ped)-180) end end, 1800, 1, ped ) else local action = math.random( 1, 2 ) if action == 1 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Punch", getRootElement(), ped ) setTimer ( function (ped) if ( isElement ( ped ) ) then setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true ) end end, 800, 1, ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) elseif action == 2 then setPedAnimation ( ped) triggerClientEvent ( "Zomb_Jump", getRootElement(), ped ) setTimer ( Zomb_chase, 2000, 1, ped, x, y, z ) end end end else setElementData ( ped, "status", "idle" ) end end else setPedAnimation ( ped, "ped", chaseanim, -1, true, true, true) --KEEP WALKING setTimer ( Zomb_chase, checkspeed, 1, ped, x, y, z ) --CHECK AGAIN end end end end --SET THE DIRECTION OF THE ZOMBIE function setangle () for theKey,ped in ipairs(everyZombie) do if isElement(ped) then if ( getElementData ( ped, "status" ) == "chasing" ) then local x local y local z local px local py local pz if ( getElementData ( ped, "target" ) ~= nil ) then local ptarget = getElementData ( ped, "target" ) if isElement(ptarget) then x, y, z = getElementPosition( ptarget ) px, py, pz = getElementPosition( ped ) else setElementData ( ped, "status", "idle" ) x, y, z = getElementPosition( ped ) px, py, pz = getElementPosition( ped ) end zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) elseif ( getElementData ( ped, "target" ) == nil ) and (getElementData ( ped, "Tx" ) ~= false) then --IF THE PED IS AFTER THE PLAYERS LAST KNOWN WHEREABOUTS x = getElementData ( ped, "Tx" ) y = getElementData ( ped, "Ty" ) z = getElementData ( ped, "Tz" ) px, py, pz = getElementPosition( ped ) zombangle = ( 360 - math.deg ( math.atan2 ( ( x - px ), ( y - py ) ) ) ) % 360 --MAGIC SPELL TO MAKE PEDS LOOK AT YOU setPedRotation( ped, zombangle ) end end end end end --SETS THE ZOMBIE ACTIVITY WHEN STATUS CHANGES addEventHandler ( "onElementDataChange", getRootElement(), function ( dataName ) if getElementType ( source ) == "ped" and dataName == "status" then if (getElementData (source, "zombie") == true) then if ( isPedDead ( source ) == false ) then if (getElementData ( source, "status" ) == "chasing" ) then local Zx, Zy, Zz = getElementPosition( source ) setTimer ( Zomb_chase, 1000, 1, source, Zx, Zy, Zz ) local newtarget = (getElementData ( source, "target" )) if isElement (newtarget) then if getElementType ( newtarget ) == "player" then setElementSyncer ( source, newtarget ) end end zmoan(source) elseif (getElementData ( source, "status" ) == "idle" ) then setTimer ( Zomb_Idle, 1000, 1, source) elseif (getElementData ( source, "status" ) == "throatslashing" ) then local tx,ty,tz = getElementPosition( source ) local ptarget = getElementData ( source, "target" ) if isElement(ptarget) then local vx,vy,vz = getElementPosition( ptarget ) local zombdistance = (getDistanceBetweenPoints3D (tx, ty, tz, vx, vy, vz)) if (zombdistance < . then zmoan(source) setPedAnimation ( source, "knife", "KILL_Knife_Player", -1, false, false, true) setPedAnimation ( ptarget, "knife", "KILL_Knife_Ped_Damage", -1, false, false, true) setTimer ( Playerthroatbitten, 2300, 1, ptarget, source) setTimer ( function (source) if ( isElement ( source ) ) then setElementData ( source, "status", "idle" ) end end, 5000, 1, source ) else setElementData ( source, "status", "idle" ) end else setElementData ( source, "status", "idle" ) end end elseif (getElementData ( source, "status" ) == "dead" ) then setTimer ( Zomb_delete, 10000, 1, source) end end end end) --RESOURCE START/INITIAL SETUP function outbreak(startedResource) newZombieLimit = get("" .. getResourceName(startedResource) .. ".Zlimit") if newZombieLimit ~= false then if newZombieLimit > ZombieLimit then newZombieLimit = ZombieLimit end else newZombieLimit = ZombieLimit end WoodTimer = setTimer ( WoodSetup, 2000, 1) -- CHECKS FOR BARRIERS if startedResource == getThisResource() then -- call(getResourceFromName("scoreboard"), "scoreboardAddColumn", "Zombie kills") --ADDS TO SCOREBOARD local allplayers = getElementsByType ( "player" ) for pKey,thep in ipairs(allplayers) do setElementData ( thep, "dangercount", 0 ) end local alivePlayers = getAlivePlayers () for playerKey, playerValue in ipairs(alivePlayers) do setElementData ( playerValue, "alreadyspawned", true ) end if ZombieSpeed == 2 then MainTimer1 = setTimer ( setangle, 200, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION (fast) else MainTimer1 = setTimer ( setangle, 400, 0) -- KEEPS ZOMBIES FACING THE RIGHT DIRECTION end MainTimer3 = setTimer ( clearFarZombies, 3000, 0) --KEEPS ALL THE ZOMBIES CLOSE TO PLAYERS if ZombieStreaming == 1 then MainTimer2 = setTimer ( SpawnZombie, 2500, 0 ) --Spawns zombies in random locations elseif ZombieStreaming == 2 then MainTimer2 = setTimer ( SpawnpointZombie, 2500, 0 ) --spawns zombies in zombie spawnpoints end end end addEventHandler("onResourceStart", getRootElement(), outbreak) function player_Connect() setElementData ( source, "dangercount", 0 ) Link to comment
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