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-   -   HELP Freeze Gun (https://forums.alliedmods.net/showthread.php?t=274636)

Danisoni 11-12-2015 04:27

HELP Freeze Gun
 
I am starter in scripting and i make freeze pistol, replacing gold ak47
My problem is when zombie freeze time expire, zombie can't move
My second problem is when i freeze zombie, zombie change his skin, not skin, zombies got 2 skin in one, sorry for my bad english; Photo 2 skins in one: http://i.imgur.com/eVQjamo.png
Please help me!!!

Code:

/* AMX Mod script
*
* (c) 2015 , QuiT - Danis
* Neox Freezing Pistol.
*
*/



#include <amxmodx>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <cstrike>
#include <amxmisc>
#include <biohazard>


#define is_valid_player(%1) (1 <= %1 <= 32)

new AK_V_MODEL[64] = "models/v_usp.mdl"
new AK_P_MODEL[64] = "models/p_usp.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets,  cvar_custommodel, cvar_uclip, cvar_cost

new bool:g_HasAk[33]

//new g_hasZoom[ 33 ]
new bullets[ 33 ]
new g_frozen[33], frost_spr
new cvar_frosttime

// Sprite
new m_spriteTexture

const Wep_usp = ((1<<CSW_USP))

public plugin_init()
{
       
        /* CVARS */
        cvar_dmgmultiplier = register_cvar("amx_neox_dmg", "1")
        cvar_custommodel = register_cvar("goldenak_custom_model", "1")
        cvar_goldbullets = register_cvar("goldenak_gold_bullets", "1")
        cvar_uclip = register_cvar("amx_neox_unlimited", "0")
        cvar_cost = register_cvar("goldenak_cost", "0")
        cvar_frosttime = register_cvar("amx_neox_time", "5.0")
       
        // Register The Buy Cmd
        register_clcmd("say /neox", "CmdBuyAk")
        register_clcmd("say_team /neox", "CmdBuyAk")
        register_concmd("amx_neox", "CmdGiveAk", ADMIN_BAN, "<name>")
       
        // Register The Plugin
        register_plugin("Neox", "1.0", "quiT")
        // Death Msg
        register_event("DeathMsg", "Death", "a")
        // Weapon Pick Up
        register_event("WeapPickup","checkModel","b","1=19")
        // Current Weapon Event
        register_event("CurWeapon","checkWeapon","be","1=1")
        register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
        // Ham TakeDamage
        RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
        register_forward( FM_CmdStart, "fw_CmdStart" )
        register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
        RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)
       
}

public client_connect(id)
{
        g_HasAk[id] = false
        RemoveFrost(id)
}

public client_disconnect(id)
{
        g_HasAk[id] = false
        RemoveFrost(id)
}

public Death()
{
        g_HasAk[read_data(2)] = false
        RemoveFrost(read_data(2))
}

public fwHamPlayerSpawnPost(id)
{
        g_HasAk[id] = false
        RemoveFrost(id)
}

public plugin_precache()
{
        precache_model(AK_V_MODEL)
        precache_model(AK_P_MODEL)
        m_spriteTexture = precache_model("sprites/dot.spr")
        precache_sound("weapons/zoom.wav")
}

public checkModel(id)
{
        if ( !g_HasAk[id] )
                return PLUGIN_HANDLED
       
        new szWeapID = read_data(2)
       
        if ( szWeapID == CSW_USP && g_HasAk[id] == true && get_pcvar_num(cvar_custommodel) )
        {
                set_pev(id, pev_viewmodel2, AK_V_MODEL)
                set_pev(id, pev_weaponmodel2, AK_P_MODEL)
        }
        return PLUGIN_HANDLED
}

public checkWeapon(id)
{
        new plrClip, plrAmmo, plrWeap[32]
        new plrWeapId
       
        plrWeapId = get_user_weapon(id, plrClip , plrAmmo)
       
        if (plrWeapId == CSW_USP && g_HasAk[id])
        {
                checkModel(id)
        }
        else
        {
                return PLUGIN_CONTINUE
        }
       
        if (plrClip == 0 && get_pcvar_num(cvar_uclip))
        {
                // If the user is out of ammo..
                get_weaponname(plrWeapId, plrWeap, 31)
                // Get the name of their weapon
                give_item(id, plrWeap)
                engclient_cmd(id, plrWeap)
                engclient_cmd(id, plrWeap)
                engclient_cmd(id, plrWeap)
        }
        return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
        if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_USP && g_HasAk[attacker] )
        {
                SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
                switch(random_num(0,100))
                {
                        case 0..30: set_user_frozen(victim)
                }
        }
}
public set_user_frozen(id)
{
        if(is_user_alive(id) && is_user_zombie(id) && !g_frozen[id])
        {
                // For Frost Effect Ring
                static Float:originF3[3];
                pev(id, pev_origin, originF3)
               
                // Screen Fade
                message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id)
                write_short((1<<12)*1) // duration
                write_short((1<<12)*1) // hold time
                write_short(0x0000) // fade type
                write_byte(0) // red
                write_byte(50) // green
                write_byte(200) // blue
                write_byte(100) // alpha
                message_end()
               
                // Largest ring
                engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0)
                write_byte(TE_BEAMCYLINDER) // TE id
                engfunc(EngFunc_WriteCoord, originF3[0]) // x
                engfunc(EngFunc_WriteCoord, originF3[1]) // y
                engfunc(EngFunc_WriteCoord, originF3[2]) // z
                engfunc(EngFunc_WriteCoord, originF3[0]) // x axis
                engfunc(EngFunc_WriteCoord, originF3[1]) // y axis
                engfunc(EngFunc_WriteCoord, originF3[2]+100.0) // z axis
                write_short(frost_spr) // sprite
                write_byte(0) // startframe
                write_byte(0) // framerate
                write_byte(4) // life
                write_byte(60) // width
                write_byte(0) // noise
                write_byte(41) // red
                write_byte(138) // green
                write_byte(255) // blue
                write_byte(200) // brightness
                write_byte(0) // speed
                message_end()
               
                // Aura Effect
                set_aura_effect(id, 0, 100, 255, 50)
                // Light blue glow while frozen
                fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
                g_frozen[id] = true
                set_task(get_pcvar_float(cvar_frosttime), "RemoveFrost", id) // Time to Remove Frost Effect
        }
}

// Remove Frost Effect
public RemoveFrost(id)
{
        // Not alive or not frozen anymore
        if (!is_user_alive(id) || !g_frozen[id]) return;
       
        g_frozen[id] = false; // Unfreeze
        fm_set_rendering(id) // Remove glow
}
public fw_CmdStart( id, uc_handle, seed )
{
        if( !is_user_alive( id ) )
                return PLUGIN_HANDLED
       
        /*if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
        {
                new szClip, szAmmo
                new szWeapID = get_user_weapon( id, szClip, szAmmo )
               
                if( szWeapID == CSW_USP && g_HasAk[id] == true && !g_hasZoom[id] == true)
                {
                        g_hasZoom[id] = true
                        cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
                        emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
                }
               
                else if ( szWeapID == CSW_USP && g_HasAk[id] == true && g_hasZoom[id])
                {
                        g_hasZoom[ id ] = false
                        cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
                       
                }
               
        }*/
        return PLUGIN_HANDLED
}

public fw_PlayerPreThink(id)
{
        // Not alive
        if (!is_user_alive(id) || !is_user_zombie(id) && !g_frozen[id]) return;

        // Set Player MaxSpeed
        if (g_frozen[id])
        {
                //set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
                set_pev(id, pev_maxspeed, 1.0) // prevent from moving
        }
}

public make_tracer(id)
{
        if (get_pcvar_num(cvar_goldbullets))
        {
                new clip,ammo
                new wpnid = get_user_weapon(id,clip,ammo)
                new pteam[16]
               
                get_user_team(id, pteam, 15)
               
                if ((bullets[id] > clip) && (wpnid == CSW_USP) && g_HasAk[id])
                {
                        new vec1[3], vec2[3]
                        get_user_origin(id, vec1, 1) // origin; your camera point.
                        get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)
                       
                       
                        //BEAMENTPOINTS
                        message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
                        write_byte (0)    //TE_BEAMENTPOINTS 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( m_spriteTexture )
                        write_byte(1) // framestart
                        write_byte(5) // framerate
                        write_byte(2) // life
                        write_byte(10) // width
                        write_byte(0) // noise
                        write_byte( 0 )    // r, g, b
                        write_byte( 42 )      // r, g, b
                        write_byte( 255 )      // r, g, b
                        write_byte(200) // brightness
                        write_byte(150) // speed
                        message_end()
                }
               
                bullets[id] = clip
        }
       
}

public CmdBuyAk(id)
{
        if ( !is_user_alive(id) )
        {
                client_print(id,print_chat, "You are die or you are not vip member.")
                return PLUGIN_HANDLED
        }
       
        new money = cs_get_user_money(id)
       
        if (money >= get_pcvar_num(cvar_cost))
        {
                cs_set_user_money(id, money - get_pcvar_num(cvar_cost))
                give_item(id, "weapon_usp")
                g_HasAk[id] = true
        }
       
        else
        {
                client_print(id, print_chat, "Not vip.", get_pcvar_num(cvar_cost))
        }
        return PLUGIN_HANDLED
}

public CmdGiveAk(id,level,cid)
{
        if (!cmd_access(id,level,cid,2))
                return PLUGIN_HANDLED;
        new arg[32];
        read_argv(1,arg,31);
       
        new player = cmd_target(id,arg,7);
        if (!player)
                return PLUGIN_HANDLED;
       
        new name[32];
        get_user_name(player,name,31);
       
        give_item(player, "weapon_usp")
        g_HasAk[player] = true
       
        return PLUGIN_HANDLED
}

stock drop_prim(id)
{
        new weapons[32], num
        get_user_weapons(id, weapons, num)
        for (new i = 0; i < num; i++) {
                if (Wep_usp & (1<<weapons[i]))
                {
                        static wname[32]
                        get_weaponname(weapons[i], wname, sizeof wname - 1)
                        engclient_cmd(id, "drop", wname)
                }
        }
}
stock set_aura_effect(id, r, g, b, size)
{
        static Float:originF3[3]; pev(id, pev_origin, originF3)
       
        // Efeito da Aura
        engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0)
        write_byte(TE_DLIGHT) // TE id
        engfunc(EngFunc_WriteCoord, originF3[0]) // x
        engfunc(EngFunc_WriteCoord, originF3[1]) // y
        engfunc(EngFunc_WriteCoord, originF3[2]) // z
        write_byte(size) // radio
        write_byte(r) // r
        write_byte(g) // g
        write_byte(b) // b
        write_byte(30) // vida en 0.1, 30 = 3 segundos
        write_byte(30) // velocidad de decaimiento
        message_end()
}
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
        static Float:color[3]
        color[0] = float(r)
        color[1] = float(g)
        color[2] = float(b)
       
        set_pev(entity, pev_renderfx, fx)
        set_pev(entity, pev_rendercolor, color)
        set_pev(entity, pev_rendermode, render)
        set_pev(entity, pev_renderamt, float(amount))
}


Mohamed null 10-17-2020 19:34

Re: HELP Freeze Gun
 
what u want ?

Mohamed null 10-17-2020 19:36

Re: HELP Freeze Gun
 
Quote:

give me sma + amxx about it will fix it

Supremache 10-18-2020 10:34

Re: HELP Freeze Gun
 
Lol, You want sma Or amx for fixing the isuse in this plugin, He already gave it in [CODE] tag :nono:

Mohamed null 10-18-2020 12:03

Re: HELP Freeze Gun
 
xd

Mohamed null 10-18-2020 12:04

Re: HELP Freeze Gun
 
Quote:

Originally Posted by Supremache (Post 2721787)
Lol, You want sma Or amx for fixing the isuse in this plugin, He already gave it in [CODE] tag :nono:

I want it too bro Neox its Freeze zombie for 5 sec after that zombie got slow
And bullet its not gold i want it blue if u want xd

Mohamed null 10-18-2020 12:10

Re: HELP Freeze Gun
 
Try this maybe will work idk
iam not pro xd
Quote:

/* AMX Mod script
*
* (c) 2015 , QuiT - Danis
* Neox Freezing Pistol.
*
*/



#include <amxmodx>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <cstrike>
#include <amxmisc>
#include <biohazard>


#define is_valid_player(%1) (1 <= %1 <= 32)
#define ADMIN_LEVEL_H

new USP_V_MODEL[64] = "models/v_neox.mdl"
new USP_P_MODEL[64] = "models/p_neox.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_bluebullets, cvar_custommodel, cvar_uclip, cvar_cost

new bool:g_HasUsp[33]

//new g_hasZoom[ 33 ]
new bullets[ 33 ]
new g_frozen[33], frost_spr
new cvar_frosttime

// Sprite
new m_spriteTexture

const Wep_usp = ((1<<CSW_USP))

public plugin_init()
{

/* CVARS */
cvar_dmgmultiplier = register_cvar("amx_neox_dmg", "5")
cvar_custommodel = register_cvar("blueusp_custom_model", "1")
cvar_bluebullets = register_cvar("blueusp_blue_bullets", "1")
cvar_uclip = register_cvar("amx_neox_unlimited", "0")
cvar_cost = register_cvar("blueusp_cost", "0")
cvar_frosttime = register_cvar("amx_neox_time", "5.0")

// Register The Buy Cmd
register_clcmd("say /neox", "CmdBuyUsp")
register_clcmd("say_team /neox", "CmdBuyUsp")
register_concmd("amx_neox", "CmdGiveUsp", ADMIN_BAN, "<name>")

// Register The Plugin
register_plugin("Neox", "1.0", "quiT")
// Death Msg
register_event("DeathMsg", "Death", "a")
// Weapon Pick Up
register_event("WeapPickup","checkModel","b", "1=19")
// Current Weapon Event
register_event("CurWeapon","checkWeapon","be" ,"1=1")
register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
// Ham TakeDamage
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
register_forward( FM_CmdStart, "fw_CmdStart" )
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)

}

public client_connect(id)
{
g_HasUsp[id] = false
RemoveFrost(id)
}

public client_disconnect(id)
{
g_HasUsp[id] = false
RemoveFrost(id)
}

public Death()
{
g_HasUsp[read_data(2)] = false
RemoveFrost(read_data(2))
}

public fwHamPlayerSpawnPost(id)
{
g_HasUsp[id] = false
RemoveFrost(id)
}

public plugin_precache()
{
precache_model(USP_V_MODEL)
precache_model(USP_P_MODEL)
m_spriteTexture = precache_model("sprites/dot.spr")
precache_sound("weapons/zoom.wav")
}

public checkModel(id)
{
if ( !g_HasUsp[id] )
return PLUGIN_HANDLED

new szWeapID = read_data(2)

if ( szWeapID == CSW_USP && g_HasUsp[id] == true && get_pcvar_num(cvar_custommodel) )
{
set_pev(id, pev_viewmodel2, USP_V_MODEL)
set_pev(id, pev_weaponmodel2, USP_P_MODEL)
}
return PLUGIN_HANDLED
}

public checkWeapon(id)
{
new plrClip, plrAmmo, plrWeap[32]
new plrWeapId

plrWeapId = get_user_weapon(id, plrClip , plrAmmo)

if (plrWeapId == CSW_USP && g_HasUsp[id])
{
checkModel(id)
}
else
{
return PLUGIN_CONTINUE
}

if (plrClip == 0 && get_pcvar_num(cvar_uclip))
{
// If the user is out of ammo..
get_weaponname(plrWeapId, plrWeap, 31)
// Get the name of their weapon
give_item(id, plrWeap)
engclient_cmd(id, plrWeap)
engclient_cmd(id, plrWeap)
engclient_cmd(id, plrWeap)
}
return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_USP && g_HasUsp[attacker] )
{
SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
switch(random_num(0,100))
{
case 0..30: set_user_frozen(victim)
}
}
}
public set_user_frozen(id)
{
if(is_user_alive(id) && is_user_zombie(id) && !g_frozen[id])
{
// For Frost Effect Ring
static Float:originF3[3];
pev(id, pev_origin, originF3)

// Screen Fade
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id)
write_short((1<<12)*1) // duration
write_short((1<<12)*1) // hold time
write_short(0x0000) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()

// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF3[0]) // x
engfunc(EngFunc_WriteCoord, originF3[1]) // y
engfunc(EngFunc_WriteCoord, originF3[2]) // z
engfunc(EngFunc_WriteCoord, originF3[0]) // x axis
engfunc(EngFunc_WriteCoord, originF3[1]) // y axis
engfunc(EngFunc_WriteCoord, originF3[2]+100.0) // z axis
write_short(frost_spr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(41) // red
write_byte(138) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()

// Aura Effect
set_aura_effect(id, 0, 100, 255, 50)
// Light blue glow while frozen
fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
g_frozen[id] = true
set_task(get_pcvar_float(cvar_frosttime), "RemoveFrost", id) // Time to Remove Frost Effect
}
}

// Remove Frost Effect
public RemoveFrost(id)
{
// Not alive or not frozen anymore
if (!is_user_alive(id) || !g_frozen[id]) return;

g_frozen[id] = false; // Unfreeze
fm_set_rendering(id) // Remove glow
}
public fw_CmdStart( id, uc_handle, seed )
{
if( !is_user_alive( id ) )
return PLUGIN_HANDLED

/*if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
{
new szClip, szAmmo
new szWeapID = get_user_weapon( id, szClip, szAmmo )

if( szWeapID == CSW_USP && g_HasUsp[id] == true && !g_hasZoom[id] == true)
{
g_hasZoom[id] = true
cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
}

else if ( szWeapID == CSW_USP && g_HasUsp[id] == true && g_hasZoom[id])
{
g_hasZoom[ id ] = false
cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )

}

}*/
return PLUGIN_HANDLED
}

public fw_PlayerPreThink(id)
{
// Not alive
if (!is_user_alive(id) || !is_user_zombie(id) && !g_frozen[id]) return;

// Set Player MaxSpeed
if (g_frozen[id])
{
//set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
set_pev(id, pev_maxspeed, 1.0) // prevent from moving
}
}

public make_tracer(id)
{
if (get_pcvar_num(cvar_bluebulletsbullets))
{
new clip,ammo
new wpnid = get_user_weapon(id,clip,ammo)
new pteam[16]

get_user_team(id, pteam, 15)

if ((bullets[id] > clip) && (wpnid == CSW_USP) && g_HasUsp[id])
{
new vec1[3], vec2[3]
get_user_origin(id, vec1, 1) // origin; your camera point.
get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)


//BEAMENTPOINTS
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (0) //TE_BEAMENTPOINTS 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( m_spriteTexture )
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(2) // life
write_byte(10) // width
write_byte(0) // noise
write_byte( 0 ) // r, g, b
write_byte( 42 ) // r, g, b
write_byte( 255 ) // r, g, b
write_byte(200) // brightness
write_byte(150) // speed
message_end()
}

bullets[id] = clip
}

}

public CmdBuyAk(id)
{
if ( !is_user_alive(id) )
{
client_print(id,print_chat, "You are die or you are not vip member.")
return PLUGIN_HANDLED
}

new money = cs_get_user_money(id)

if (money >= get_pcvar_num(cvar_cost))
{
cs_set_user_money(id, money - get_pcvar_num(cvar_cost))
give_item(id, "weapon_usp")
g_HasUsp[id] = true
}

else
{
client_print(id, print_chat, "Not vip.", get_pcvar_num(cvar_cost))
}
return PLUGIN_HANDLED
}

public CmdGiveUsp(id,level,cid)
{
if (!cmd_access(id,level,cid,2))
return PLUGIN_HANDLED;
new arg[32];
read_argv(1,arg,31);

new player = cmd_target(id,arg,7);
if (!player)
return PLUGIN_HANDLED;

new name[32];
get_user_name(player,name,31);

give_item(player, "weapon_usp")
g_HasUsp[player] = true

return PLUGIN_HANDLED
}

stock drop_prim(id)
{
new weapons[32], num
get_user_weapons(id, weapons, num)
for (new i = 0; i < num; i++) {
if (Wep_usp & (1<<weapons[i]))
{
static wname[32]
get_weaponname(weapons[i], wname, sizeof wname - 1)
engclient_cmd(id, "drop", wname)
}
}
}
stock set_aura_effect(id, r, g, b, size)
{
static Float:originF3[3]; pev(id, pev_origin, originF3)

// Efeito da Aura
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF3[0]) // x
engfunc(EngFunc_WriteCoord, originF3[1]) // y
engfunc(EngFunc_WriteCoord, originF3[2]) // z
write_byte(size) // radio
write_byte(r) // r
write_byte(g) // g
write_byte(b) // b
write_byte(30) // vida en 0.1, 30 = 3 segundos
write_byte(30) // velocidad de decaimiento
message_end()
}
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)

set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}

Mohamed null 10-18-2020 12:11

Re: HELP Freeze Gun
 
Its mod biohazard i using man
see this too bug
C:\Games\Counter-Strike\cstrike\addons\amxmodx\scripting\NEOXG .sma(16) : fatal error 100: cannot read from file: "biohazard"
cmd
compiling


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