Advanced Bullet Time - 12/8/06
2 Attachment(s)
Advanced Bullet Time V1.0.0
- By knekter Description: This plugin simulates the bullet time effect from the movies series The Matrix. Cvars: bt_bulletspeed - Normal bullet speed. default: 800 bt_sniperspeed - Sniper bullet speed. default: 2000 bt_red - Amount of red in bullet trail. default: 193 bt_green - Amount of green in bullet trail. default: 193 bt_blue - Amount of blue in bullet trail. default: 191 Commands: bt_toggle - <1/on | 0/off>. default: on Compiling: If you wish to compile this plugin by yourself you'll need to download the FakeMeta Utilities by VEN. It took me a while to finally update this so sorry to all of you who have been waiting. I plan on adding functionality for shotguns and weapons who have burst fire. I will also add some voting to this plugin just for some kicks. This plugin hasn't been extensivley tested so be sure to post any bugs you find in this forum. Enjoy! |
Re: Advanced Bullet Time - 12/8/06
Correct me if I'm wrong but wasn't that already made? I think so. There is a plugin called something very similar to this.
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Re: Advanced Bullet Time - 12/8/06
no...you rong ....that is "bullet glow efect"! ;)
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Re: Advanced Bullet Time - 12/8/06
Quote:
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Re: Advanced Bullet Time - 12/8/06
when i have this plugin,after i exit,in server console,apear a lots of msg. something with debug,i add "debug" ater the name o plugins but not working!!!what should i do?? :-??:cry:
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Re: Advanced Bullet Time - 12/8/06
If you are using the latest version of AMXX and fakemeta_utils you will need to change fm_velocity_by_aim to velocity_by_aim before compiling.
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Re: Advanced Bullet Time - 12/8/06
http://forums.alliedmods.net/showthread.php?p=204454
That is what I thought it was, never mind, scratch that. |
Re: Advanced Bullet Time - 12/8/06
Very nice. It puts The Fag (err... Specialist) in his place too!
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Re: Advanced Bullet Time - 12/8/06
hahah nice plugin knekter ;)
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Re: Advanced Bullet Time - 12/8/06
You should make sure that your code compatible with the latest FMU.
All vector natives had already been moved to the core, so fm_velocity_by_aim are not in the FMU anymore. You should pass sizeof array - 1 instead of sizeof(array) - remember about zero terminator. Don't hardcode view offset, it's a non-constant value, you have to retrieve it from the view_ofs pev. Your bullet fire detection method isn't accurate. Bullet hit spot and aim spot are different, i don't think i should say why. I recommend you to hook the TraceLine and filter out the fire trace. So it will also allow to create a multiple fake shells for the shotgun/burst fire. |
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