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    !rpopmenu


    la mafia
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    Donne moi le résultat de es_load

     

     

    Et as tu bien installé EST ?

     

    Ou est ce que je voie sa ?

    EST c'est quelle pugin sa ?

     

     

     

     

    Je l'ai déja testé sur un serveur et il fonctionne sans problème. Donc sa ne vient pas d script. Surement une petite erreur de ta pars.

     

     

     

    Oui surement que sa viens de ma part

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    Salut la Mafia comme je te les déja dit faut regarder sur zombiemode pour avoir le même que celui qui se trouve sur mon serveur

    Est je doit cherche quoi dans le zombiemod ?

     

    car si c'est le fichier "zombiemod.cfg" j'ai sa dedans

    // ZombieMod Configuation file.
    // Executed at server start and on every map load.
    // www.ZombieMod.com
    // To load your settings once you've finished, use the console command zombie_loadsettings
    
    // File with list of models to use for zombie mod.
    // If headless models are enabled, each model must have a _head and a _hs counterpart.
    // ZombieMod will detect the heads automatically so both types of models may be used together.
    zombie_model_file  "cfg/zombiemod/models.cfg"
    
    // File with list of materials. Clients download everything in this list when they connect.
    zombie_download_file  "cfg/zombiemod/downloads.cfg"
    
    // How often zombies play zombie sounds. The lower the value, the more often they emit a sound.
    zombie_sound_rand  50    
    
    // Health that zombies get. First zombie is this times two.
    zombie_health   4000    
    
    // The speed that zombies travel at.
    zombie_speed   325    
    
    // Field of vision of the zombies. Normal human FOV is 90.
    zombie_fov   125    
    
    // The knockback multiplier of zombies. Set to 0 to disable knockback.
    zombie_knockback  4
    
    // Space separated list of guns that are restricted during zombie mode. Takes effect immediately on change.
    // Can be any combination of the following
    // all - All weapons
    // equip - Equipment
    // pistol - All pistols
    // shotgun - All shotguns.
    // smg - All SMG's
    // rifles - All rifles.
    // sniper - All sniper rifles.
    // Or each weapons short name. Ex: famas, awp, mac etc etc.
    zombie_restrictions  "flash"  
    
    // Makes maps very dark if enabled. If disabled, the map doesn't have to be reloaded to start zombiemode.
    zombie_dark   0   
    
    // When enabled, ZombieMod will use the scoreboard to display which players are a zombie and which are humans.
    // The CT team shows the humans and the T team shows the Zombies.
    // On round_end everyone is randomly placed onto either team to allow for buying at the start of the next round.
    // The teams are not changed again until the first Zombie is chosen and then everyone else is moved to the CT team.
    zombie_teams   1
    
    // If enabled, zombies who are killed respawn as a human after zombie_respawn_delay seconds.
    zombie_respawn   0
    
    // Time before players are respawned in autorespawn mode.
    zombie_respawn_delay  1
    
    // If enabled, ammo is set to 1000 clip.
    zombie_unlimited_ammo  1
    
    // If enabled, zombies can only voice with zombies and humans with humans.
    zombie_talk   1 
    
    // When enabled, disables players from suiciding.
    zombie_suicide   1
    
    // When enabled, disables players from suiciding by switching teams.
    zombie_changeteam_block  1
    
    // Text for suiciding assholes.
    zombie_suicide_text  "Soit pas un ****** !"
    
    // If this is in your config.cfg ZombieMod attempts to auto load itself at first round_start.
    zombie_startup   1
    
    // Maximum amount of seconds after round_freeze_end for first random Zombification.
    zombie_timer_max  6
    
    // Minimum amount of seconds after round_freeze_end for first random Zombification.
    zombie_timer_min  4
    
    // Amount of extra frags awarded for killing a zombie.
    // 1 kill is awarded regardless, but some people feel that when health is as high as it is, more kills should be awarded.
    // So, if this is 0, 1 kill is awarded.
    // If it is 1, 2 kills are awarded, and so on,
    zombie_kill_bonus  2
    
    // Amount of headshots before a zombie's head comes off. 0 means on death only.
    zombie_headshot_count  6
    
    // If enabled, zombies heads get blown off on headshot deaths.
    zombie_headshots  1 
    
    // When 1, allows zombies to disable their own night vision.
    zombie_allow_disable_nv  0
    
    // When enabled, shows an icon in the top right corner of a players screen when someone gets turned into a zombie. (Thanks LDuke)
    // It also logs a player_death event using zombie_claws_of_death as the weapon name.
    // If you are a plugin developer, you should check for this weapon in FireEvent.
    // The actual Event_Dying and Event_Killed events are not fired and the player is not dead.
    zombie_notices   1
    
    // When enabled, over-rides fog for all maps with a predefined Zombie-Fog.
    zombie_fog   1
    
    // When enabled, over-rides the sky for all maps so it corresponds with the fog.
    zombie_fog_sky   1
    
    // Primary fog colour.
    zombie_fog_colour  "176 192 202"
    
    // Secondary fog colour.
    zombie_fog_colour2  "206 216 222"
    
    // How close to a players Point-Of-View fog is rendered.
    zombie_fog_start  30
    
    // How far from a players Point-Of-View that fog stops rendering.
    zombie_fog_end   4000
    
    // Enables fog blending between colours.
    zombie_fog_blend  1
    
    // Enables the cool smoke effect seen by all players when zombies are turned.
    zombie_effect   1
    
    // Enable screen shake on zombification.
    zombie_shake   1
    
    // Enables the JetPack for Zombies.
    zombie_jetpack   0
    
    // Enables the JetPack for Humans.
    humans_jetpack   0
    
    // Amount of seconds zombies are allowed to use the JetPack in one round.
    zombie_jetpack_timer  6
    
    // The material to use for the sky.
    // This material should have four vmt files located in materials/skybox.
    // Their naming scheme is as follows..
    // %MATERIALNAME%dn.vmt
    // %MATERIALNAME%ft.vmt
    // %MATERIALNAME%lf.vmt
    // %MATERIALNAME%rt.vmt
    // %MATERIALNAME%up.vmt
    // %MATERIALNAME%bk.vmt
    zombie_fog_sky_material  "zombie_sky"
    
    // The radius around a players location to check for other players on Zombification.
    zombie_stuckcheck_radius 35
    
    // Delay in seconds after a player joins a server to send the welcome message. 0 to disable.
    zombie_welcome_delay  2
    
    // The text to send to new players.
    zombie_welcome_text  "[ZOMBIE] Allez Gooo Goooo Gooo!"
    
    // The url to direct people to when they enter !zhelp in chat.
    zombie_help_url   "http://teambiggamer.forumactif.net/"
    
    // When enabled, all players hear 'undead ambient sounds'.
    zombie_undead_sound_enabled 1
    
    // Can be used to higher or lower the volume of the sound played.
    zombie_undead_sound_volume 0.7
    
    // The sound to play to players, is precached and added to the client download list automatically.
    zombie_undead_sound  "ambient/zombiemod/zombie_ambient.mp3"
    
    // A comma delimited string of maps with wich not to use zombie_undead_sound.
    zombie_undead_sound_exclusions "de_aztec"
    
    // When enabled, Zombies only take damage via headshots.
    zombie_headshots_only  0
    
    // When enabled, after zombie_balancer_player_ratio amount of players are zombies, each additional new zombies health is reduced by this percentage. 0 Disables.
    zombie_balancer_health_ratio 0
    
    // The ratio of players whom must be a zombie to start reducing new Zombies health. So when this percentage of the server is a zombie, new zombies health is reduced by the percentage of zombie_balancer_health_ratio.
    zombie_balancer_player_ratio 0
    
    // If this is 1, zombie_balancer_player_ratio is the ratio of players who must be zombies before health is decreased. Otherwise, zombie_balancer_player_ratio is the count of Zombies ex:6.
    zombie_balancer_type  1
    
    // This is the minimum health you want Zombies to ever end up with while using the balancer.
    zombie_balancer_min_health 100
    
    // Number of times a player can use zstuck per round.
    zombie_teleportcount  3
    
    // If enabled keeps tracks of damage that players do to zombies and shows them a list on round end or zombification.
    zombie_damagelist  1
    
    // Length of time to display damage list. -1 is forever.
    zombie_damagelist_time -1
    
    // Amount of red saturation to use for zombie vision.
    zombie_vision_r   0
    
    // Amount of green saturation to use for zombie vision.
    zombie_vision_g   160
    
    // Amount of blue saturation to use for zombie vision.
    zombie_vision_b   0
    
    // Alpha colour to use for zombie vision.
    zombie_vision_a   50
    
    // Time in seconds between checks to se if zombie_vision is still enabled on a client. If you notice it disabling often try reducing this number.
    zombie_vision_timer  20
    
    // If enabled, players are protected for this amount of time after they respawn.
    zombie_respawn_protection 10
    
    // If enabled, when players spawn in they respawn as a Zombie.
    zombie_respawn_as_zombie 0
    
    // If enabled, allows players to spawn in once when they join regardless of zombie_respawn value.
    zombie_respawn_onconnect 1
    
    // If enabled, the first time a player spawns in they will be spawned as a zombie. This removes the clients ability to 'retry' and spawn as a human.
    zombie_respawn_onconnect_as_zombie 1
    
    // When enabled only allows !zstuck to be used by zombies.
    zombie_teleport_zombies_only 0
    
    // If 1 sends a message to a zombie every time they zombify someone displaying their current health.
    zombie_show_health 1
    
    // This is the time between health regeneration for zombies. 0 disables.
    zombie_regen_timer 20
    
    // Amount of health to regen every health regen.
    zombie_regen_health 10
    
    // Primary weapon to give players who spawn after round start
    zombie_respawn_primary "weapon_tmp"
    
    // Secondary weapon to give players who spawn after round start.
    zombie_respawn_secondary "weapon_usp"
    
    // When enabled, gives players a frag grenade once their protection ends.
    zombie_respawn_grenades 1.0
    
    // When enabled, uses different zombie classes as defined in zombie_classes.cfg
    zombie_classes 1.0
    
    // Material to use for zombie_vision, located in vgui/hud/zombiemod/. If blank zombie_vision will be disabled. zombie_vision is also included with the release add it to downloads.cfg aswell as changing here if you want to use it.
    zombie_vision_material    "zombie_view"
    
    // If enabled saves players class selections to a file on map change and reloads it the next time the server starts. Also server command zombie_writeclasses.
    zombie_save_classlist 1.0
    
    // Percentage of specified health to give zombie classes. Usefull for balancing maps. Only applies when zombie classes are enabled.
    zombie_health_percent 100
    
    // Percentage of specified speed to give zombie classes. Usefull for balancing maps. Only applies when zombie classes are enabled.
    zombie_speed_percent 100
    
    // Percentage of specified jump height to give zombie classes. Usefull for balancing maps. Only applies when zombie classes are enabled.
    zombie_jump_height_percent 100
    
    // Percentage of specified knockback to give zombie classes. Usefull for balancing maps. Only applies when zombie classes are enabled.
    zombie_knockback_percent 100 
    
    // The file to use for end_round overlay, set blank to disable. If file names are 1024_zombies and 1024_humans this setting should be 1024. The _zombies and _humans must be there.
    zombie_end_round_overlay 1024
    
    // *EXPERIMENTAL* Amount of zombies to spawn at round_start, 0 for regular method. Defaults to ( player count - 2 ) if the total amount of players is less than this value.
    zombie_count 1
    
    // Type of double health to give first zombie(s):
    // 0 disable double health (also applies if zombie_count is 0 or 1
    // 1 first chosen gets double health
    // 2 all first zombies get daouble health.
    zombie_count_doublehp 1
    
    // Enables/Disabled the zstuck player command.
    zombie_zstuck_enabled 1

    Edited by la mafia
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    c'est pas sur ton serveur qu'il faut chercher

     

    c'est sur se site http://www.zombiemod.com/forums/forumdisplay.php?f=38

     

    regarde sur un des poste ya le !propmenu que tu cherche

     

    Je suis gentil je te passe un lien ou tu peut télécharger celui qui se trouver sur mon serveur avent que je change de Team

     

    http://www.megaupload.com/fr/?d=ARERICB6

     

    Tu a juste a modifier le nom du propmenu

     

    Cordialement Fanatik :mdrrr:

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    • 3 weeks later...

    je c'est pas si ya un script de se genre tu peut déjà utiliser les commande rcon pour donner 16000$

     

    rajoute cette ligne dans ton fichier rconlist.txt

     

    "Donner 16000$ ALL" ma_givecash #all 16000; es_msg #multi #lightgreen [ADMIN]: #green RCON #default "Tous les joueurs ont desormais 16000$"

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    REonjour je voudrais savoir un truc jai trouver un script (shop menu)

     

    http://addons.eventscripts.com/addons/view/es_ss

     

    Mais le probleme cest que dans ce shop il ya des arme vous crroyer que sa marche si jenlenve ces ligne dans le script

     

     

    //shopmenu1

    popup create shopmenu

    popup addline shopmenu "Admin Alexander`s Buymenu"

    popup addline shopmenu "->1. Pistols" }

    popup addline shopmenu "->2. Shotguns" }

    popup addline shopmenu "->3. SMG" }

    popup addline shopmenu "->4. Rifles" }

    popup addline shopmenu "->5. Snipers" } Supprimer

    popup addline shopmenu "Other Equipment" }

    popup addline shopmenu "->6. Ammo" }

    popup addline shopmenu "->7. Health" }

    popup addline shopmenu "->8. Grenades and Smoke" }

    popup addline shopmenu "->9. Barricades" }ET JE GARDE ces 2 lignes

    popup addline shopmenu "->0. Exit" }

     

     

    Merci de repondre

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    • 3 months later...

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