Advanced system minigames -
BrianFaria - 21.11.2016
Hi, well, I came to bring a system of minigames that I did, it cost me a lot of work, it is very advanced the system, it has varieties of minigames.
Zombies
- Minigun
- Zone ww / rw
- Rocket DM
- And much more.
It has varieties of maps in Counter strike.
I hope you like and respect credits.
Images:
Download
Mediafire:
http://www.mediafire.com/file/byr2dj...+minigames.pwn
Pastebin:
http://pastebin.com/raw/krAfUaBN
INCLUDES:
ProgressBar:
http://www.mediafire.com/file/lww6ux...rogressBar.inc
xFireworks:
http://www.mediafire.com/file/vjbc2w...xFireworks.inc
Re: Advanced system minigames -
RyderX - 21.11.2016
Good job thanks i'll use it for my server
Respuesta: Advanced system minigames -
BrianFaria - 21.11.2016
Thanks
Re: Advanced system minigames -
Eoussama - 21.11.2016
Noice, keep up
Re: Advanced system minigames -
EdgarHN - 21.11.2016
Good job
Re: Advanced system minigames -
BrianFaria - 21.11.2016
Thanks bro
Re: Advanced system minigames -
SyS - 22.11.2016
Good job i like it but i also have some suggestions to this script.
You can use switch in many places instead of if and else statements as it is much more efficient and faster.
You can also use foreach instead of normal for loop to loop through connected players.
Respuesta: Advanced system minigames -
BrianFaria - 22.11.2016
Thanks brother and thanks for your advice
Respuesta: Advanced system minigames -
Swedky - 25.11.2016
Just some suggstions:
1.
pawn Code:
CMD:exit(playerid, params[])
{
SpawnPlayer(playerid);
ActualizarJuegos();
EsHumano[playerid] = 0;
EsZombie[playerid] = 0;
Carnes[playerid] = 0;
MediKits[playerid] = 0;
Game[playerid][Zhomviez] = 0;
Game[playerid][CSMap1] = 0;
Game[playerid][CSMap2] = 0;
Game[playerid][CSMap3] = 0;
Game[playerid][CSMap4] = 0;
Game[playerid][CSMap5] = 0;
Game[playerid][CSMap6] = 0;
Game[playerid][CSMap7] = 0;
Game[playerid][CSMap8] = 0;
Game[playerid][CSMap9] = 0;
Game[playerid][CSMap10] = 0;
Game[playerid][CSMap11] = 0;
Game[playerid][MinigunDM] = 0;
Game[playerid][Minigun2DM] = 0;
Game[playerid][RocketDM] = 0;
Game[playerid][RocketDM2] = 0;
Game[playerid][ZonaWW] = 0;
Game[playerid][ZonaRW] = 0;
Game[playerid][Counter] = 0;
return 1;
}
//...
CALLBACK: ActualizarJuegos()
{
SetTimer("UsersCS", 1000, true);
SetTimer("UsersCS11", 1000, true);
SetTimer("UsersCS10", 1000, true);
SetTimer("UsersCS9", 1000, true);
SetTimer("UsersCS8", 1000, true);
SetTimer("UsersCS7", 1000, true);
SetTimer("UsersCS6", 1000, true);
SetTimer("UsersCS5", 1000, true);
SetTimer("UsersCS4", 1000, true);
SetTimer("UsersCS3", 1000, true);
SetTimer("UsersCS2", 1000, true);
SetTimer("UsersCS1", 1000, true);
SetTimer("UsersMinigun", 1000, true);
SetTimer("UsersMinigun2", 1000, true);
SetTimer("UsersRocket", 1000, true);
SetTimer("UsersRocket2", 1000, true);
SetTimer("UsersMDM", 1000, true);
SetTimer("UsersZonaWW", 1000, true);
SetTimer("UsersZonaRW", 1000, true);
SetTimer("UsersZombieAttack", 1000, true);
return 1;
}
That may over-load your server because it will be called often by players and will update these mini-games. You only need one timer, and use it for update all mini-games.
2. What Sreyas said.
3. What Sreyas said x2, or this:
pawn Code:
stock UsersCS6()
{
new Gaim12;
for(new i, g = GetMaxPlayers(); i < g; i++)
{
//if(IsPlayerConnected(i)) You doesn't check if it's connected, cause "CSMap6" can verify that in some way.
if(Game[i][CSMap6] == 1) Gaim12++;
}
return Gaim12;
}
3. Don't use "CALLBACK:" for callbacks that are pre-defined by SA-MP includes. Use "public" instead.
4. You have many arrays size problems.
But don't get mad! You will improve this in a future
It's a nice system, so keep it up
Re: Respuesta: Advanced system minigames - Jelly23 - 25.11.2016
Quote:
Originally Posted by EnzoMetlc
Just some suggstions:
1.
pawn Code:
CMD:exit(playerid, params[]) { SpawnPlayer(playerid); ActualizarJuegos(); EsHumano[playerid] = 0; EsZombie[playerid] = 0; Carnes[playerid] = 0; MediKits[playerid] = 0; Game[playerid][Zhomviez] = 0; Game[playerid][CSMap1] = 0; Game[playerid][CSMap2] = 0; Game[playerid][CSMap3] = 0; Game[playerid][CSMap4] = 0; Game[playerid][CSMap5] = 0; Game[playerid][CSMap6] = 0; Game[playerid][CSMap7] = 0; Game[playerid][CSMap8] = 0; Game[playerid][CSMap9] = 0; Game[playerid][CSMap10] = 0; Game[playerid][CSMap11] = 0; Game[playerid][MinigunDM] = 0; Game[playerid][Minigun2DM] = 0; Game[playerid][RocketDM] = 0; Game[playerid][RocketDM2] = 0; Game[playerid][ZonaWW] = 0; Game[playerid][ZonaRW] = 0; Game[playerid][Counter] = 0; return 1; }
//... CALLBACK: ActualizarJuegos() { SetTimer("UsersCS", 1000, true); SetTimer("UsersCS11", 1000, true); SetTimer("UsersCS10", 1000, true); SetTimer("UsersCS9", 1000, true); SetTimer("UsersCS8", 1000, true); SetTimer("UsersCS7", 1000, true); SetTimer("UsersCS6", 1000, true); SetTimer("UsersCS5", 1000, true); SetTimer("UsersCS4", 1000, true); SetTimer("UsersCS3", 1000, true); SetTimer("UsersCS2", 1000, true); SetTimer("UsersCS1", 1000, true); SetTimer("UsersMinigun", 1000, true); SetTimer("UsersMinigun2", 1000, true); SetTimer("UsersRocket", 1000, true); SetTimer("UsersRocket2", 1000, true); SetTimer("UsersMDM", 1000, true); SetTimer("UsersZonaWW", 1000, true); SetTimer("UsersZonaRW", 1000, true); SetTimer("UsersZombieAttack", 1000, true); return 1; }
That may over-load your server because it will be called often by players and will update these mini-games. You only need one timer, and use it for update all mini-games.
2. What Sreyas said.
3. What Sreyas said x2, or this:
pawn Code:
stock UsersCS6() { new Gaim12; for(new i, g = GetMaxPlayers(); i < g; i++) { //if(IsPlayerConnected(i)) You doesn't check if it's connected, cause "CSMap6" can verify that in some way. if(Game[i][CSMap6] == 1) Gaim12++; } return Gaim12; }
3. Don't use "CALLBACK:" for callbacks that are pre-defined by SA-MP includes. Use "public" instead.
4. You have many arrays size problems.
But don't get mad! You will improve this in a future
It's a nice system, so keep it up
|
Other than that, nice system.
Re: Respuesta: Advanced system minigames -
BrianFaria - 26.11.2016
Quote:
Originally Posted by EnzoMetlc
Just some suggstions:
1.
pawn Код:
CMD:exit(playerid, params[]) { SpawnPlayer(playerid); ActualizarJuegos(); EsHumano[playerid] = 0; EsZombie[playerid] = 0; Carnes[playerid] = 0; MediKits[playerid] = 0; Game[playerid][Zhomviez] = 0; Game[playerid][CSMap1] = 0; Game[playerid][CSMap2] = 0; Game[playerid][CSMap3] = 0; Game[playerid][CSMap4] = 0; Game[playerid][CSMap5] = 0; Game[playerid][CSMap6] = 0; Game[playerid][CSMap7] = 0; Game[playerid][CSMap8] = 0; Game[playerid][CSMap9] = 0; Game[playerid][CSMap10] = 0; Game[playerid][CSMap11] = 0; Game[playerid][MinigunDM] = 0; Game[playerid][Minigun2DM] = 0; Game[playerid][RocketDM] = 0; Game[playerid][RocketDM2] = 0; Game[playerid][ZonaWW] = 0; Game[playerid][ZonaRW] = 0; Game[playerid][Counter] = 0; return 1; }
//... CALLBACK: ActualizarJuegos() { SetTimer("UsersCS", 1000, true); SetTimer("UsersCS11", 1000, true); SetTimer("UsersCS10", 1000, true); SetTimer("UsersCS9", 1000, true); SetTimer("UsersCS8", 1000, true); SetTimer("UsersCS7", 1000, true); SetTimer("UsersCS6", 1000, true); SetTimer("UsersCS5", 1000, true); SetTimer("UsersCS4", 1000, true); SetTimer("UsersCS3", 1000, true); SetTimer("UsersCS2", 1000, true); SetTimer("UsersCS1", 1000, true); SetTimer("UsersMinigun", 1000, true); SetTimer("UsersMinigun2", 1000, true); SetTimer("UsersRocket", 1000, true); SetTimer("UsersRocket2", 1000, true); SetTimer("UsersMDM", 1000, true); SetTimer("UsersZonaWW", 1000, true); SetTimer("UsersZonaRW", 1000, true); SetTimer("UsersZombieAttack", 1000, true); return 1; }
That may over-load your server because it will be called often by players and will update these mini-games. You only need one timer, and use it for update all mini-games.
2. What Sreyas said.
3. What Sreyas said x2, or this:
pawn Код:
stock UsersCS6() { new Gaim12; for(new i, g = GetMaxPlayers(); i < g; i++) { //if(IsPlayerConnected(i)) You doesn't check if it's connected, cause "CSMap6" can verify that in some way. if(Game[i][CSMap6] == 1) Gaim12++; } return Gaim12; }
3. Don't use "CALLBACK:" for callbacks that are pre-defined by SA-MP includes. Use "public" instead.
4. You have many arrays size problems.
But don't get mad! You will improve this in a future
It's a nice system, so keep it up
|
I do not get angry, everything is learned. Thank you!
Re: Advanced system minigames -
Alpay0098 - 01.12.2016
Well done.
Re: Advanced system minigames -
BrianFaria - 01.12.2016
Thanks
Re: Advanced system minigames -
SeeD - 12.05.2018
Muy bueno, principalmente el juego de zombies el cual usare en mi GM respetando créditos!