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Keydown not working?


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RollerBlades
Senior Member
Join Date: Feb 2011
Location: Sweden
Old 06-02-2011 , 13:14   Re: Keydown not working?
Reply With Quote #11

try this:

Code:
#include <superheromod> 

new gHeroID 
new gHeroName[] = "Ultimater" 
new bool:gHasUltimater[SH_MAXSLOTS+1]
new bool:gUsingLaser[SH_MAXSLOTS+1]
new const gReviveSound[] = "ambience/port_suckin1.wav"
new const gUltimaterKnife[] = "models/shmod/chucky_knife.mdl"
new const gUltimaterDeagle[] = "models/shmod/ultimater_deagle.mdl"
new gLaserSound[] = "weapons/electro5.wav" 

new gBeam 
new gSmoke
new gBurnDecal

new pCvarDmg, pCvarCool, pCvarMultiShot, pCvarBurnDecals, pCvarHealth, pCvarArmor, pCvarGrav, pCvarSpeed, pCvarKnifeMult, pCvarDeagleMult


public plugin_init() 
{ 
    
    register_plugin("SUPERHERO Beam Test", "0.1", "MuzzMikkel") 
    
    
    new pCvarLevel = register_cvar("Ultimater_level", "1") 
    pCvarHealth = register_cvar("Ultimater_health", "500")
    pCvarArmor = register_cvar("Ultimater_armor", "400")
    pCvarGrav = register_cvar("Ultimater_gravity", "0.4")
    pCvarSpeed = register_cvar("Ultimater_speed", "350")
    pCvarKnifeMult = register_cvar("Ultimater_knifemult", "3.5")
    pCvarDeagleMult = register_cvar("Ultimater_deaglemult", "3.0")
    pCvarCool = register_cvar("Ultimater_cooldown", "0.1") 
    pCvarDmg = register_cvar("Ultimater_dmg", "100")
    pCvarMultiShot = register_cvar("Ultimater_multishot", "0.1")
    pCvarBurnDecals = register_cvar("Ultimater_burndecals", "1")
    
    gHeroID = sh_create_hero(gHeroName, pCvarLevel)  
    sh_set_hero_info(gHeroID, "Ultimater strongest hero in town!", "Beam, Respawn upon death, Powerfull knife & deagle.") 
    sh_set_hero_bind(gHeroID)
    
    sh_set_hero_hpap(gHeroID, pCvarHealth, pCvarArmor)
    sh_set_hero_grav(gHeroID, pCvarGrav)
    sh_set_hero_speed(gHeroID, pCvarSpeed)
    sh_set_hero_dmgmult(gHeroID, pCvarKnifeMult, CSW_KNIFE)
    sh_set_hero_dmgmult(gHeroID, pCvarDeagleMult, CSW_DEAGLE)
    
    // Set to correct burn decals if mod is CZ or CS
    gBurnDecal = engfunc(EngFunc_DecalIndex, "{bigshot5")
    
    //CurWeapon
    register_event("CurWeapon", "weapon_change", "be", "1=1")
} 

public plugin_precache()  
{  
    gBeam = precache_model("sprites/shmod/beam.spr") 
    gSmoke = precache_model("sprites/steam1.spr")
    precache_sound(gLaserSound)
    precache_sound(gReviveSound)
    precache_model(gUltimaterKnife)
    precache_model(gUltimaterDeagle)
}   

public sh_hero_init(id, heroid, mode)
{
    if ( heroid == gHeroID )
        
    switch(mode)
    {
        case SH_HERO_ADD:
        {
            gHasUltimater[id] = true
            gPlayerInCooldown[id] = false
            Ultimater_weapons(id)
            switch_model(id)
            }
        case SH_HERO_DROP:
        {
            gHasUltimater[id] = false 
            sh_drop_weapon(id, CSW_DEAGLE, true)
        }
    }
}

public sh_hero_key(id, heroID, key)  
{  
    
    if (gHeroID != heroID || gPlayerInCooldown[id] || !is_user_alive(id)) return  
    
    switch(key)
    {
        case SH_KEYDOWN:
        {
            new Float:delayTime = get_pcvar_float(pCvarMultiShot)
            if ( delayTime >= 0.1 )
            {
                set_task(delayTime, "fire_attack", id, _, _, "b")
            }
            
       fire_attack(id)
       
            if ( gPlayerInCooldown[id] )
            {
                sh_sound_deny(id)
                return
            }
       
       gUsingLaser[id] = true
        }
        case SH_KEYUP: {
            remove_task(id)
            
            if ( sh_is_freezetime() || !gUsingLaser[id] ) return
            
            new Float:seconds = get_pcvar_float(pCvarCool)
            if ( seconds > 0.0 ) sh_set_cooldown(id, seconds)
            
            gUsingLaser[id] = false
        }
    }
}

public sh_client_spawn(id)   
{   
    if (gHasUltimater[id])  
    {
        remove_task(id)
        gUsingLaser[id] = false
        gPlayerInCooldown[id] = false   
        Ultimater_weapons(id)
    }  
}   

public fire_attack(id)  
{   
    new aimvec[3] 
    new tid, tbody, damage  
    
    damage = get_pcvar_num(pCvarDmg)   
    
    get_user_aiming(id, tid, tbody) 
    get_user_origin(id, aimvec, 3)
    
    attack_effects(id, aimvec)
    
    if ( is_user_alive(tid) && (cs_get_user_team(id) != cs_get_user_team(tid) || sh_friendlyfire_on()) )  
    {  
        sh_extra_damage(tid, id, damage, "Ultimater", SH_DMG_NORM)  
    }
}

public attack_effects(id, aimvec[3])
{   
    emit_sound(id, CHAN_ITEM, gLaserSound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
    
    new origin[3]
    get_user_origin(id, origin, 1)
    
    // Beam effect between two points
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(TE_BEAMPOINTS)    // 0
    write_coord(origin[0])
    write_coord(origin[1])
    write_coord(origin[2])
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    write_short(gBeam)
    write_byte(1)        // framestart
    write_byte(5)        // framerate
    write_byte(2)        // life
    write_byte(40)        // width
    write_byte(0)        // noise
    write_byte(255)        // r, g, b
    write_byte(250)        // r, g, b
    write_byte(250)        // r, g, b
    write_byte(200)        // brightness
    write_byte(200)        // speed
    message_end()
    
    // DELIGHT
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(27)
    write_coord(origin[0])    //pos
    write_coord(origin[1])
    write_coord(origin[2])
    write_byte(10)
    write_byte(255)            // r, g, b
    write_byte(250)        // r, g, b
    write_byte(250)            // r, g, b
    write_byte(2)            // life
    write_byte(1)            // decay
    message_end()
    
    // Sparks
    message_begin(MSG_PVS, SVC_TEMPENTITY)
    write_byte(TE_SPARKS)    // 9
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    message_end()
    
    // Smoke
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
    write_byte(TE_SMOKE)    // 5
    write_coord(aimvec[0])
    write_coord(aimvec[1])
    write_coord(aimvec[2])
    write_short(gSmoke)
    write_byte(22)        // 10
    write_byte(10)        // 10
    message_end()
    
    if ( get_pcvar_num(pCvarBurnDecals) )
    {
        // decal and ricochet sound
        message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
        write_byte(109)    // TE_GUNSHOTDECAL
        write_coord(aimvec[0])    //pos
        write_coord(aimvec[1])
        write_coord(aimvec[2])
        write_short(0)        // I have no idea what thats supposed to be
        write_byte(gBurnDecal == (28))    //decal
        message_end()
        
    }
}

public weapon_change(id) 
{ 
    
    if ( !sh_is_active() || !gHasUltimater[id] ) return   
    
    if(read_data(2) == CSW_KNIFE || read_data(2) == CSW_DEAGLE)
    {
        switch_model(id) 
            
        if (read_data(3) == 0) 
        { 
            sh_reload_ammo(id, 1) 
        } 
    } 
}

Ultimater_weapons(id) 
{ 
if (sh_is_active() && is_user_alive(id) && gHasUltimater[id] ) 
{  
    sh_give_weapon(id, CSW_DEAGLE) 
} 
}

switch_model(id) 
{ 
if (!sh_is_active() || !is_user_alive(id) || !gHasUltimater[id] ) return 

if ( get_user_weapon(id) == CSW_KNIFE)  
{ 
    set_pev(id, pev_viewmodel2, gUltimaterKnife)  
} 

else if ( get_user_weapon(id) == CSW_DEAGLE ) 
{ 
    set_pev(id, pev_viewmodel2, gUltimaterDeagle) 
} 
}

public sh_client_death(victim, attacker)
{
if ( !sh_is_active() || !sh_is_inround() ) return
if ( !is_user_connected(victim) || is_user_alive(victim) || !gHasUltimater[victim] || random_num(1, 2) != 1 || gPlayerInCooldown[victim]) return
if ( victim == attacker ) return

set_task(0.5, "Ultimater_respawn", victim)
}

public Ultimater_respawn(id)
{
if ( !is_user_connected(id) || is_user_alive(id) || !sh_is_inround() ) return

ExecuteHamB(Ham_CS_RoundRespawn, id)

emit_sound(id, CHAN_STATIC, gReviveSound, 1.0, ATTN_NORM, 0, PITCH_NORM)

sh_chat_message(id, gHeroID, "You used Ultimater's powers to revive yourself.")

new Float:cooldown = get_pcvar_float(pCvarCool)
if ( cooldown > 0.0 ) {
    gPlayerInCooldown[id] = true
    set_task(cooldown, "enable_ultimater", id)
}
}

public enable_ultimater(id) 
{
      gPlayerInCooldown[id] = false
}
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MuzzMikkel
Member
Join Date: Aug 2010
Location: Denmark
Old 06-02-2011 , 14:33   Re: Keydown not working?
Reply With Quote #12

It is still not working
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RollerBlades
Senior Member
Join Date: Feb 2011
Location: Sweden
Old 06-02-2011 , 15:40   Re: Keydown not working?
Reply With Quote #13

why is it making a B burndecal? and why is the laser white?? little more info please....
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MuzzMikkel
Member
Join Date: Aug 2010
Location: Denmark
Old 06-02-2011 , 16:47   Re: Keydown not working?
Reply With Quote #14

Quote:
Originally Posted by RollerBlades View Post
why is it making a B burndecal? and why is the laser white?? little more info please....
Don't know why its making B burndecals, i i have changed the color of the beam.
So its white xD
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Jelle
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Join Date: Aug 2009
Location: Denmark
Old 06-02-2011 , 18:23   Re: Keydown not working?
Reply With Quote #15

Quote:
Originally Posted by RollerBlades View Post
why is it making a B burndecal? and why is the laser white?? little more info please....
You have no idea of what you are doing. Please don't help when you really don't know what its about. You are not even close to be solving this problem

Quote:
Originally Posted by MuzzMikkel View Post
Don't know why its making B burndecals, i i have changed the color of the beam.
So its white xD
This line:
write_byte(gBurnDecal == (18)) //decal

I believe that is the line which is making it a B.
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G-Dog
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Join Date: Dec 2005
Location: Thunderstorm Central
Old 06-02-2011 , 18:39   Re: Keydown not working?
Reply With Quote #16

PHP Code:
write_byte(gBurnDecal == (18)) 
words can't even describe my feeling right now


edit: Jelle got it in just before me... but honestly how is he the only one even looking at what actually sets which burn decal is used? Instead of everything else that has no bearing on the issue at all?
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Last edited by G-Dog; 06-02-2011 at 18:42.
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Jelle
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Join Date: Aug 2009
Location: Denmark
Old 06-02-2011 , 18:50   Re: Keydown not working?
Reply With Quote #17

This might call for a triple facepalm dude.
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G-Dog
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Old 06-02-2011 , 21:15   Re: Keydown not working?
Reply With Quote #18

Quote:
Originally Posted by Jelle View Post
This might call for a triple facepalm dude.
good point... nah still not enough! Must use the

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RollerBlades
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Join Date: Feb 2011
Location: Sweden
Old 06-03-2011 , 02:43   Re: Keydown not working?
Reply With Quote #19

how can that make a B? seriously thats so weird! does this happens on other laser heroes muzzmikkel?
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MuzzMikkel
Member
Join Date: Aug 2010
Location: Denmark
Old 06-03-2011 , 02:58   Re: Keydown not working?
Reply With Quote #20

The problem with the B burn decal is, starting when i add models...
becuase i tryied to take my Beam hero and add models on.
And it did make B burn decals too.
Quote:
Originally Posted by RollerBlades View Post
how can that make a B? seriously thats so weird! does this happens on other laser heroes muzzmikkel?
No it dosen't
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