| Celena Luna |
06-24-2017 09:32 |
Can't play animation
1 Attachment(s)
Like the title I tried to play the attack animation but it didn't work.
Can anyone help me with this :(
PHP Code:
public cmd_light(id, level, cid) { static arg[32], player read_argv(1, arg, charsmax(arg)) player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
// Invalid target if(!player) return PLUGIN_HANDLED;
make_to_light(player)
return PLUGIN_HANDLED; }
public make_to_light(id) { Set_PlayerModel(id, "allstarlightboss") //My custom function, I used this on my Zombie Mod and it work perfectly g_light[id] = 1 }
public lightzb_menu(id) { new menu = menu_create("Light Menu", "lightmenu_handle") menu_additem(menu, "Attack1") menu_additem(menu, "Attack2") menu_additem(menu, "Attack3") menu_additem(menu, "Start Fly") menu_additem(menu, "Flying") menu_additem(menu, "Stop Fly") menu_display(id, menu) }
public lightmenu_handle(id, menu, item) { if(item == MENU_EXIT) { menu_destroy(menu) return PLUGIN_HANDLED }
switch(item) { case 0: { for(new i = 0; i < get_maxplayers(); i++) { if(g_light[i]) { set_weapons_timeidle(i, 2.1) set_player_nextattack(i, 2.1) set_entity_anim(i, 10, 0.30) } } } case 1: { for(new i = 0; i < get_maxplayers(); i++) { if(g_light[i]) { set_weapons_timeidle(i, 3.3) set_player_nextattack(i, 3.3) set_entity_anim(i, 11, 0.30) } } } case 2: { for(new i = 0; i < get_maxplayers(); i++) { if(g_light[i]) { set_weapons_timeidle(i, 1.1) set_player_nextattack(i, 1.1) set_entity_anim(i, 12, 0.30) } } } case 3: { for(new i = 0; i < get_maxplayers(); i++) { if(g_light[i]) { set_weapons_timeidle(i, 1.37) set_player_nextattack(i, 1.37) set_entity_anim(i, 13, 0.30) } } } case 4: { for(new i = 0; i < get_maxplayers(); i++) { if(g_light[i]) { set_weapons_timeidle(i, 5.0) set_player_nextattack(i, 5.0) set_entity_anim(i, 14, 0.30) } } } case 5: { for(new i = 0; i < get_maxplayers(); i++) { if(g_light[i]) { set_weapons_timeidle(i, 1.1) set_player_nextattack(i, 1.1) set_entity_anim(i, 15, 0.30) } } } }
menu_destroy(menu) return PLUGIN_HANDLED }
stock set_entity_anim(ent, anim, Float:framerate) { if(!pev_valid(ent)) return set_pev(ent, pev_animtime, get_gametime()) set_pev(ent, pev_framerate, framerate) set_pev(ent, pev_sequence, anim) }
stock set_weapons_timeidle(id, Float:TimeIdle) { if(!is_user_alive(id)) return const m_flTimeWeaponIdle = 48 new entwpn = fm_get_user_weapon_entity(id, CSW_KNIFE) if (pev_valid(entwpn)) set_pdata_float(entwpn, m_flTimeWeaponIdle, TimeIdle + 3.0, 4) }
stock set_player_nextattack(id, Float:nexttime) { if(!is_user_alive(id)) return const m_flNextAttack = 83 set_pdata_float(id, m_flNextAttack, nexttime, 5) }
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