| Doc-Holiday |
11-08-2009 14:31 |
Re: Slaylosers help!
Quote:
Originally Posted by IcaCat
(Post 983911)
Hello
Im new in scripting on the pawn language and i need help about plugin called slaylosers.
In
PHP Code:
#include <amxmodx> #include <amxmisc> new white new lightning new g_sModelIndexSmoke public plugin_init(){ register_plugin("AMX Slay Losers","1.0","[email protected]") register_event("SendAudio","end_round","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw") register_cvar("mp_slaylosers","1",FCVAR_SERVER) return PLUGIN_CONTINUE } public end_round(){ // Only active if CVAR is not equal to 0 if( get_cvar_num("mp_slaylosers") ){ new parm[32] new len = read_data(2,parm,31) set_task(1.0,"slay_those_losers",0,parm, len + 1) } return PLUGIN_CONTINUE } // Slays each player who failed to stop the other team from completing the objective. // A random slay method is chosen for each player. public slay_those_losers(parm[]) { new origin[3], srco[3] new player[32], playersnum new id get_players(player,playersnum,"ea",(parm[7] == 't') ? "CT" : "TERRORIST" ) for(new i = 0; i < playersnum; ++i){ id = player[i] get_user_origin(id,origin) origin[2] -= 26 srco[0]=origin[0]+150 srco[1]=origin[1]+150 srco[2]=origin[2]+800 switch(random_num(1,3)){ case 1:{ slay_lightning(srco,origin) emit_sound(id,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) } case 2:{ slay_blood(origin) emit_sound(id,CHAN_ITEM, "weapons/headshot2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) } case 3: { slay_explode(origin) emit_sound(id,CHAN_ITEM, "weapons/explode3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) } } set_hudmessage(178, 14, 41, -1.0, -0.4, 1, 0.5, 1.7, 0.2, 0.2,5); show_hudmessage(id, "Objective Failed^nFailure Is Not An Option^nYou Die Now" ); user_kill(id,1) } } slay_explode(vec1[3]) { // blast circles message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) write_byte( 21 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2] + 16) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2] + 1936) write_short( white ) write_byte( 0 ) // startframe write_byte( 0 ) // framerate write_byte( 2 ) // life write_byte( 16 ) // width write_byte( 0 ) // noise write_byte( 188 ) // r write_byte( 220 ) // g write_byte( 255 ) // b write_byte( 255 ) //brightness write_byte( 0 ) // speed message_end() //Explosion2 message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( 12 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_byte( 188 ) // byte (scale in 0.1's) write_byte( 10 ) // byte (framerate) message_end() //Smoke message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) write_byte( 5 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_short( g_sModelIndexSmoke ) write_byte( 2 ) write_byte( 10 ) message_end() } slay_blood(vec1[3]) { //LAVASPLASH message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( 10 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) message_end() } slay_lightning(vec1[3],vec2[3]) { //Lightning message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( 0 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( lightning ) write_byte( 1 ) // framestart write_byte( 5 ) // framerate write_byte( 2 ) // life write_byte( 20 ) // width write_byte( 30 ) // noise write_byte( 200 ) // r, g, b write_byte( 200 ) // r, g, b write_byte( 200 ) // r, g, b write_byte( 200 ) // brightness write_byte( 200 ) // speed message_end() //Sparks message_begin( MSG_PVS, SVC_TEMPENTITY,vec2) write_byte( 9 ) write_coord( vec2[0] ) write_coord( vec2[1] ) write_coord( vec2[2] ) message_end() //Smoke message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec2) write_byte( 5 ) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( g_sModelIndexSmoke ) write_byte( 10 ) write_byte( 10 ) message_end() } public plugin_precache() { g_sModelIndexSmoke = precache_model("sprites/steam1.spr") lightning = precache_model("sprites/lgtning.spr") white = precache_model("sprites/white.spr") precache_sound( "ambience/thunder_clap.wav") precache_sound( "weapons/headshot2.wav") precache_sound( "weapons/explode3.wav") return PLUGIN_CONTINUE }
I have added
PHP Code:
client_print(id, print_chat, "my message")
so it looked like that
PHP Code:
#include <amxmodx> #include <amxmisc> new white new lightning new g_sModelIndexSmoke public plugin_init(){ register_plugin("AMX Slay Losers","1.0","[email protected]") register_event("SendAudio","end_round","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw") register_cvar("mp_slaylosers","1",FCVAR_SERVER) return PLUGIN_CONTINUE } public end_round(){ // Only active if CVAR is not equal to 0 if( get_cvar_num("mp_slaylosers") ){ new parm[32] new len = read_data(2,parm,31) set_task(1.0,"slay_those_losers",0,parm, len + 1) } return PLUGIN_CONTINUE } // Slays each player who failed to stop the other team from completing the objective. // A random slay method is chosen for each player. public slay_those_losers(parm[]) { new origin[3], srco[3] new player[32], playersnum new id get_players(player,playersnum,"ea",(parm[7] == 't') ? "CT" : "TERRORIST" ) for(new i = 0; i < playersnum; ++i){ id = player[i] get_user_origin(id,origin) origin[2] -= 26 srco[0]=origin[0]+150 srco[1]=origin[1]+150 srco[2]=origin[2]+800 switch(random_num(1,3)){ case 1:{ slay_lightning(srco,origin) emit_sound(id,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) } case 2:{ slay_blood(origin) emit_sound(id,CHAN_ITEM, "weapons/headshot2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) } case 3: { slay_explode(origin) emit_sound(id,CHAN_ITEM, "weapons/explode3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) } } client_print(id, print_chat, "my message.") set_hudmessage(178, 14, 41, -1.0, -0.4, 1, 0.5, 1.7, 0.2, 0.2,5); show_hudmessage(id, "Objective Failed^nFailure Is Not An Option^nYou Die Now" ); user_kill(id,1) } } slay_explode(vec1[3]) { // blast circles message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) write_byte( 21 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2] + 16) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2] + 1936) write_short( white ) write_byte( 0 ) // startframe write_byte( 0 ) // framerate write_byte( 2 ) // life write_byte( 16 ) // width write_byte( 0 ) // noise write_byte( 188 ) // r write_byte( 220 ) // g write_byte( 255 ) // b write_byte( 255 ) //brightness write_byte( 0 ) // speed message_end() //Explosion2 message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( 12 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_byte( 188 ) // byte (scale in 0.1's) write_byte( 10 ) // byte (framerate) message_end() //Smoke message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) write_byte( 5 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_short( g_sModelIndexSmoke ) write_byte( 2 ) write_byte( 10 ) message_end() } slay_blood(vec1[3]) { //LAVASPLASH message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( 10 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) message_end() } slay_lightning(vec1[3],vec2[3]) { //Lightning message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( 0 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( lightning ) write_byte( 1 ) // framestart write_byte( 5 ) // framerate write_byte( 2 ) // life write_byte( 20 ) // width write_byte( 30 ) // noise write_byte( 200 ) // r, g, b write_byte( 200 ) // r, g, b write_byte( 200 ) // r, g, b write_byte( 200 ) // brightness write_byte( 200 ) // speed message_end() //Sparks message_begin( MSG_PVS, SVC_TEMPENTITY,vec2) write_byte( 9 ) write_coord( vec2[0] ) write_coord( vec2[1] ) write_coord( vec2[2] ) message_end() //Smoke message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec2) write_byte( 5 ) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( g_sModelIndexSmoke ) write_byte( 10 ) write_byte( 10 ) message_end() } public plugin_precache() { g_sModelIndexSmoke = precache_model("sprites/steam1.spr") lightning = precache_model("sprites/lgtning.spr") white = precache_model("sprites/white.spr") precache_sound( "ambience/thunder_clap.wav") precache_sound( "weapons/headshot2.wav") precache_sound( "weapons/explode3.wav") return PLUGIN_CONTINUE }
And everything is fine i can compile it but i dont know how to set id on 0 so all players can see it. Right now only players who die can see it.
Also i want my message show in blue on CTs and show in red on Ts.
Thanks in advance :)
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Bumps are only allowed after 2 weeks. and also please use php and /php tags next time you post your code so we can read :)
PHP Code:
client_print(index, print_type, Message)
So setting index to 0
PHP Code:
client_print(0, print_chat, "my message")
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