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-   -   [HELP] Body explode dont work (https://forums.alliedmods.net/showthread.php?t=221901)

wicho 07-27-2013 19:17

[HELP] Body explode dont work
 
Hi everybody, well i have a class called survivor is from zombie plague, well a friend help me to add a traceattack so the zombie can die with one bullet with headshot but my problem is when i kill the zombie with headshot the body dont explode but if i kill the zombie without headshot the body explode, so my question is how i can make when the survivor make a headshot the body of zombie explode?

This is the code:

PHP Code:

#include <amxmodx>
#include <fun>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <amx_settings_api>
#include <cs_maxspeed_api>
#include <cs_player_models_api>
#include <cs_weap_models_api>
#include <cs_ham_bots_api>
#include <zp50_core>

// Settings file
new const ZP_SETTINGS_FILE[] = "zombieplague.ini"

// Default models
new const models_survivor_player[][] = { "leet""sas" }

new Array:
g_models_survivor_player

#define PLAYERMODEL_MAX_LENGTH 32
#define MODEL_MAX_LENGTH 64

new g_models_survivor_weapon[MODEL_MAX_LENGTH] = "models/deagle.mdl"

#define TASK_AURA 100
#define ID_AURA (taskid - TASK_AURA)

#define flag_get(%1,%2) (%1 & (1 << (%2 & 31)))
#define flag_get_boolean(%1,%2) (flag_get(%1,%2) ? true : false)
#define flag_set(%1,%2) %1 |= (1 << (%2 & 31))
#define flag_unset(%1,%2) %1 &= ~(1 << (%2 & 31))

const TASK_REMOVE 1893;

#define ID_REMOVE        ( taskid - TASK_REMOVE )

// CS Player CBase Offsets (win32)
const PDATA_SAFE 2
const OFFSET_ACTIVE_ITEM 373

// Weapon bitsums
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const 
SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
const 
GRENADES_WEAPONS_BIT_SUM = (1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)

// Ammo Type Names for weapons
new const AMMOTYPE[][] = { """357sig""""762nato""""buckshot""""45acp""556nato""""9mm""57mm""45acp",
            
"556nato""556nato""556nato""45acp""9mm""338magnum""9mm""556natobox""buckshot",
            
"556nato""9mm""762nato""""50ae""556nato""762nato""""57mm" }

// Max BP ammo for weapons
new const MAXBPAMMO[] = { -152, -1901321100901120100100909090100120,
            
301202003290120902359090, -1100 }

#define PRIMARY_ONLY 1
#define SECONDARY_ONLY 2
#define GRENADES_ONLY 4

new g_MaxPlayers
new g_IsSurvivor

new cvar_survivor_healthcvar_survivor_base_healthcvar_survivor_speedcvar_survivor_gravity
new cvar_survivor_glow
new cvar_survivor_auracvar_survivor_aura_color_Rcvar_survivor_aura_color_Gcvar_survivor_aura_color_B
new cvar_survivor_weaponcvar_survivor_weapon_block

public plugin_init()
{
    
register_plugin("[ZP] Class: Survivor"ZP_VERSION_STRING"ZP Dev Team")
    
    
register_clcmd("drop""clcmd_drop")
    
RegisterHam(Ham_Touch"weaponbox""fw_TouchWeapon")
    
RegisterHam(Ham_Touch"armoury_entity""fw_TouchWeapon")
    
RegisterHam(Ham_Touch"weapon_shield""fw_TouchWeapon")
    
RegisterHam(Ham_Killed"player""fw_PlayerKilled")
    
RegisterHamBots(Ham_Killed"fw_PlayerKilled")
    
RegisterHam(Ham_TakeDamage"player""fw_TakeDamage")
    
RegisterHam(Ham_TraceAttack"player""fw_TraceAttack")
    
register_forward(FM_ClientDisconnect"fw_ClientDisconnect_Post"1)
    
    
g_MaxPlayers get_maxplayers()
    
    
cvar_survivor_health register_cvar("zp_survivor_health""0")
    
cvar_survivor_base_health register_cvar("zp_survivor_base_health""100")
    
cvar_survivor_speed register_cvar("zp_survivor_speed""0.95")
    
cvar_survivor_gravity register_cvar("zp_survivor_gravity""1.25")
    
cvar_survivor_glow register_cvar("zp_survivor_glow""1")
    
cvar_survivor_aura register_cvar("zp_survivor_aura""1")
    
cvar_survivor_aura_color_R register_cvar("zp_survivor_aura_color_R""0")
    
cvar_survivor_aura_color_G register_cvar("zp_survivor_aura_color_G""0")
    
cvar_survivor_aura_color_B register_cvar("zp_survivor_aura_color_B""150")
    
cvar_survivor_weapon register_cvar("zp_survivor_weapon""weapon_deagle")
    
cvar_survivor_weapon_block register_cvar("zp_survivor_weapon_block""1")
}

public 
plugin_precache()
{
    
// Initialize arrays
    
g_models_survivor_player ArrayCreate(PLAYERMODEL_MAX_LENGTH1)
    
    
// Load from external file
    
amx_load_setting_string_arr(ZP_SETTINGS_FILE"Player Models""SURVIVOR"g_models_survivor_player)
    
    
// If we couldn't load from file, use and save default ones
    
new index
    
if (ArraySize(g_models_survivor_player) == 0)
    {
        for (
index 0index sizeof models_survivor_playerindex++)
            
ArrayPushString(g_models_survivor_playermodels_survivor_player[index])
        
        
// Save to external file
        
amx_save_setting_string_arr(ZP_SETTINGS_FILE"Player Models""SURVIVOR"g_models_survivor_player)
    }
    
    
// Load from external file, save if not found
    
if (!amx_load_setting_string(ZP_SETTINGS_FILE"Weapon Models""V_WEAPON SURVIVOR"g_models_survivor_weaponcharsmax(g_models_survivor_weapon)))
        
amx_save_setting_string(ZP_SETTINGS_FILE"Weapon Models""V_WEAPON SURVIVOR"g_models_survivor_weapon)
    
    
    
// Precache models
    
new player_model[PLAYERMODEL_MAX_LENGTH], model_path[128]
    for (
index 0index ArraySize(g_models_survivor_player); index++)
    {
        
ArrayGetString(g_models_survivor_playerindexplayer_modelcharsmax(player_model))
        
formatex(model_pathcharsmax(model_path), "models/player/%s/%s.mdl"player_modelplayer_model)
        
precache_model(model_path)
        
// Support modelT.mdl files
        
formatex(model_pathcharsmax(model_path), "models/player/%s/%sT.mdl"player_modelplayer_model)
        if (
file_exists(model_path)) precache_model(model_path)
    }
    
    
precache_model(g_models_survivor_weapon)
}

public 
plugin_natives()
{
    
register_library("zp50_class_survivor")
    
register_native("zp_class_survivor_get""native_class_survivor_get")
    
register_native("zp_class_survivor_set""native_class_survivor_set")
    
register_native("zp_class_survivor_get_count""native_class_survivor_get_count")
}

public 
client_disconnect(id)
{
    if (
flag_get(g_IsSurvivorid))
    {
        
// Remove survivor glow
        
if (get_pcvar_num(cvar_survivor_glow))
            
set_user_rendering(id)
        
        
// Remove survivor aura
        
if (get_pcvar_num(cvar_survivor_aura))
            
remove_task(id+TASK_AURA)
            
        
remove_task(id+TASK_REMOVE)    
                        
    }
}

public 
fw_ClientDisconnect_Post(id)
{
    
// Reset flags AFTER disconnect (to allow checking if the player was survivor before disconnecting)
    
flag_unset(g_IsSurvivorid)
}

public 
clcmd_drop(id)
{
    
// Should survivor stick to his weapon?
    
if (flag_get(g_IsSurvivorid) && get_pcvar_num(cvar_survivor_weapon_block))
        return 
PLUGIN_HANDLED;
    
    return 
PLUGIN_CONTINUE;
}

// Ham Weapon Touch Forward
public fw_TouchWeapon(weaponid)
{
    
// Should survivor stick to his weapon?
    
if (get_pcvar_num(cvar_survivor_weapon_block) && is_user_alive(id) && flag_get(g_IsSurvivorid))
        return 
HAM_SUPERCEDE;
    
    return 
HAM_IGNORED;
}

// Ham Trace Attack Forward
public fw_TraceAttack(victimattackerFloat:damageFloat:direction[3], tracedamagebits)
{
    new 
bool:isWeaponDeagle flag_get(g_IsSurvivorattacker) && get_user_weapon(attacker) == CSW_DEAGLE true false

    
// Avoid from self damage or it's not a deagle 
    
if (victim == attacker || !isWeaponDeagle)    
        return 
HAM_IGNORED;
    
    if (
get_tr2(traceTR_iHitgroup) == HIT_HEAD)         
        
ExecuteHam(Ham_Killedvictimattacker1)        
    
    return 
HAM_IGNORED
}

// Ham Player Killed Forward
public fw_PlayerKilled(victimattackershouldgib)
{
    if (
flag_get(g_IsSurvivorvictim))
    {
        
// Remove survivor aura
        
if (get_pcvar_num(cvar_survivor_aura))
            
remove_task(victim+TASK_AURA)        
    }
            
         if (
flag_get(g_IsSurvivorattacker)) 
         { 
              
          
SetHamParamInteger(32)
            
          
// Get his origin
          
static origin[3]
          
get_user_origin(victimorigin)
            
          
// Make some blood in the air
          
message_begin(MSG_PVSSVC_TEMPENTITYorigin)
          
write_byte(TE_LAVASPLASH// TE id
          
write_coord(origin[0]) // origin x
          
write_coord(origin[1]) // origin y
          
write_coord(origin[2] - 26// origin z
          
message_end()
    }  
         
                    
}

public 
fw_TakeDamage(victiminflictorattacker)
{
     if(
zp_core_is_zombie(attacker))
     {
          
    switch(
random_num(1100))
         {
          
                     case 
1..5:
                     {
                          
set_user_rendering(victimkRenderFxGlowShell000kRenderTransAlpha10);
                    
                          
set_task(10.0"remove_glow"victim+TASK_REMOVE)
                     }
                     default: return 
HAM_IGNORED;
         }  
        
     }
     return 
HAM_IGNORED;
}

public 
remove_glow(taskid

set_user_rendering(ID_REMOVEkRenderFxNone000kRenderTransAlpha255);


public 
zp_fw_core_spawn_post(id)
{
    if (
flag_get(g_IsSurvivorid))
    {
        
// Remove survivor glow
        
if (get_pcvar_num(cvar_survivor_glow))
            
set_user_rendering(id)
        
        
// Remove survivor aura
        
if (get_pcvar_num(cvar_survivor_aura))
            
remove_task(id+TASK_AURA)
        
        
// Remove survivor weapon model
        
new weapon_name[32]
        
get_pcvar_string(cvar_survivor_weaponweapon_namecharsmax(weapon_name))
        new 
weapon_id get_weaponid(weapon_name)
        
cs_reset_player_view_model(idweapon_id)
        
        
// Remove survivor flag
        
flag_unset(g_IsSurvivorid)
    }
}

public 
zp_fw_core_infect(idattacker)
{
    if (
flag_get(g_IsSurvivorid))
    {
        
// Remove survivor glow
        
if (get_pcvar_num(cvar_survivor_glow))
            
set_user_rendering(id)
        
        
// Remove survivor aura
        
if (get_pcvar_num(cvar_survivor_aura))
            
remove_task(id+TASK_AURA)
        
        
// Remove survivor weapon model
        
new weapon_name[32]
        
get_pcvar_string(cvar_survivor_weaponweapon_namecharsmax(weapon_name))
        new 
weapon_id get_weaponid(weapon_name)
        
cs_reset_player_view_model(idweapon_id)
        
        
// Remove survivor flag
        
flag_unset(g_IsSurvivorid)
    }
}

public 
zp_fw_core_cure_post(idattacker)
{
    
// Apply Survivor attributes?
    
if (!flag_get(g_IsSurvivorid))
        return;
    
    
// Health
    
if (get_pcvar_num(cvar_survivor_health) == 0)
        
set_user_health(idget_pcvar_num(cvar_survivor_base_health) * GetAliveCount())
    else
        
set_user_health(idget_pcvar_num(cvar_survivor_health))
    
    
// Gravity
    
set_user_gravity(idget_pcvar_float(cvar_survivor_gravity))
    
    
// Speed (if value between 0 and 10, consider it a multiplier)
    
cs_set_player_maxspeed_auto(idget_pcvar_float(cvar_survivor_speed))
    
    
// Apply survivor player model
    
new player_model[PLAYERMODEL_MAX_LENGTH]
    
ArrayGetString(g_models_survivor_playerrandom_num(0ArraySize(g_models_survivor_player) - 1), player_modelcharsmax(player_model))
    
cs_set_player_model(idplayer_model)
    
    
// Apply survivor weapon model
    
new weapon_name[32]
    
get_pcvar_string(cvar_survivor_weaponweapon_namecharsmax(weapon_name))
    new 
weapon_id get_weaponid(weapon_name)
    
cs_set_player_view_model(idweapon_idg_models_survivor_weapon)
    
    
// Survivor glow
    
if (get_pcvar_num(cvar_survivor_glow))
        
set_user_rendering(idkRenderFxGlowShell00255kRenderNormal25)
    
    
// Survivor aura task
    
if (get_pcvar_num(cvar_survivor_aura))
        
set_task(0.1"survivor_aura"id+TASK_AURA__"b")
    
    
// Strip current weapons and give survivor weapon
    
strip_weapons(idPRIMARY_ONLY)
    
strip_weapons(idSECONDARY_ONLY)
    
strip_weapons(idGRENADES_ONLY)
    
give_item(idweapon_name)
    
ExecuteHamB(Ham_GiveAmmoidMAXBPAMMO[weapon_id], AMMOTYPE[weapon_id], MAXBPAMMO[weapon_id])
}

public 
native_class_survivor_get(plugin_idnum_params)
{
    new 
id get_param(1)
    
    if (!
is_user_connected(id))
    {
        
log_error(AMX_ERR_NATIVE"[ZP] Invalid Player (%d)"id)
        return -
1;
    }
    
    return 
flag_get_boolean(g_IsSurvivorid);
}

public 
native_class_survivor_set(plugin_idnum_params)
{
    new 
id get_param(1)
    
    if (!
is_user_alive(id))
    {
        
log_error(AMX_ERR_NATIVE"[ZP] Invalid Player (%d)"id)
        return 
false;
    }
    
    if (
flag_get(g_IsSurvivorid))
    {
        
log_error(AMX_ERR_NATIVE"[ZP] Player already a survivor (%d)"id)
        return 
false;
    }
    
    
flag_set(g_IsSurvivorid)
    
zp_core_force_cure(id)
    return 
true;
}

public 
native_class_survivor_get_count(plugin_idnum_params)
{
    return 
GetSurvivorCount();
}

// Survivor aura task
public survivor_aura(taskid)
{
    
// Get player's origin
    
static origin[3]
    
get_user_origin(ID_AURAorigin)
    
    
// Colored Aura
    
message_begin(MSG_PVSSVC_TEMPENTITYorigin)
    
write_byte(TE_DLIGHT// TE id
    
write_coord(origin[0]) // x
    
write_coord(origin[1]) // y
    
write_coord(origin[2]) // z
    
write_byte(50// radius
    
write_byte(get_pcvar_num(cvar_survivor_aura_color_R)) // r
    
write_byte(get_pcvar_num(cvar_survivor_aura_color_G)) // g
    
write_byte(get_pcvar_num(cvar_survivor_aura_color_B)) // b
    
write_byte(2// life
    
write_byte(0// decay rate
    
message_end()
}

// Get Alive Count -returns alive players number-
GetAliveCount()
{
    new 
iAliveid
    
    
for (id 1id <= g_MaxPlayersid++)
    {
        if (
is_user_alive(id))
            
iAlive++
    }
    
    return 
iAlive;
}

// Get Survivor Count -returns alive survivors number-
GetSurvivorCount()
{
    new 
iSurvivorsid
    
    
for (id 1id <= g_MaxPlayersid++)
    {
        if (
is_user_alive(id) && flag_get(g_IsSurvivorid))
            
iSurvivors++
    }
    
    return 
iSurvivors;
}

// Strip primary/secondary/grenades
stock strip_weapons(idstripwhat)
{
    
// Get user weapons
    
new weapons[32], num_weaponsindexweaponid
    get_user_weapons
(idweaponsnum_weapons)
    
    
// Loop through them and drop primaries or secondaries
    
for (index 0index num_weaponsindex++)
    {
        
// Prevent re-indexing the array
        
weaponid weapons[index]
        
        if ((
stripwhat == PRIMARY_ONLY && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
        || (
stripwhat == SECONDARY_ONLY && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))
        || (
stripwhat == GRENADES_ONLY && ((1<<weaponid) & GRENADES_WEAPONS_BIT_SUM)))
        {
            
// Get weapon name
            
new wname[32]
            
get_weaponname(weaponidwnamecharsmax(wname))
            
            
// Strip weapon and remove bpammo
            
ham_strip_weapon(idwname)
            
cs_set_user_bpammo(idweaponid0)
        }
    }
}

stock ham_strip_weapon(index, const weapon[])
{
    
// Get weapon id
    
new weaponid get_weaponid(weapon)
    if (!
weaponid)
        return 
false;
    
    
// Get weapon entity
    
new weapon_ent fm_find_ent_by_owner(-1weaponindex)
    if (!
weapon_ent)
        return 
false;
    
    
// If it's the current weapon, retire first
    
new current_weapon_ent fm_cs_get_current_weapon_ent(index)
    new 
current_weapon pev_valid(current_weapon_ent) ? cs_get_weapon_id(current_weapon_ent) : -1
    
if (current_weapon == weaponid)
        
ExecuteHamB(Ham_Weapon_RetireWeaponweapon_ent)
    
    
// Remove weapon from player
    
if (!ExecuteHamB(Ham_RemovePlayerItemindexweapon_ent))
        return 
false;
    
    
// Kill weapon entity and fix pev_weapons bitsum
    
ExecuteHamB(Ham_Item_Killweapon_ent)
    
set_pev(indexpev_weaponspev(indexpev_weapons) & ~(1<<weaponid))
    return 
true;
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
    while ((
entity engfunc(EngFunc_FindEntityByStringentity"classname"classname)) && pev(entitypev_owner) != owner) { /* keep looping */ }
    return 
entity;
}

// Get User Current Weapon Entity
stock fm_cs_get_current_weapon_ent(id)
{
    
// Prevent server crash if entity's private data not initalized
    
if (pev_valid(id) != PDATA_SAFE)
        return -
1;
    
    return 
get_pdata_cbase(idOFFSET_ACTIVE_ITEM);



ConnorMcLeod 07-27-2013 19:24

Re: [HELP] Body explode dont work
 
ExecuteHam(Ham_Killed, victim, attacker, 1)

Try 2 instead of 1

wicho 07-27-2013 19:36

Re: [HELP] Body explode dont work
 
work thx, just another question can u give another method to kill instantly with headshot if is possible with deagle weapon? thx

ConnorMcLeod 07-28-2013 02:13

Re: [HELP] Body explode dont work
 
Your code is quite good, you could just alter functions params though, and make code more clear :

PHP Code:

// Ham Trace Attack Forward
public fw_TraceAttack(victimattackerFloat:damageFloat:direction[3], tracedamagebits)
{
    if(    
victim != attacker
    
&&    (<= attacker <= g_maxPlayers)
    &&    
flag_get(g_IsSurvivorattacker)
    &&    
get_user_weapon(attacker) == CSW_DEAGLE
    
&&    get_tr2(traceTR_iHitgroup) == HIT_HEAD    )
    {
        
SetHamParamFloat(39999.9);
        
SetHamParamInteger(6DMG_BULLET DMG_ALWAYSGIB);
        return 
HAM_HANDLED;
    }
    return 
HAM_IGNORED;




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