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-   -   Weapons glow (v_weaponname.mdl) (https://forums.alliedmods.net/showthread.php?t=85884)

Speed! 02-17-2009 10:41

Weapons glow (v_weaponname.mdl)
 
possible?

Arkshine 02-17-2009 11:02

Re: Weapons glow (v_weaponname.mdl)
 
Probably possible but nobody found a way atm.

Speed! 02-17-2009 11:29

Re: Weapons glow (v_weaponname.mdl)
 
Quote:

Originally Posted by arkshine (Post 763250)
Probably possible but nobody found a way atm.

because many hacks enable it by hooking the opengl

Drak 02-17-2009 14:15

Re: Weapons glow (v_weaponname.mdl)
 
Code:
RenderWeapon(id) {     new szModel[33]     pev(id,pev_viewmodel2,szModel,32);     set_pev(id,pev_viewmodel2,"");         new ent = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));     if(!ent)         return         dllfunc(DLLFunc_Spawn,ent);         set_pev(ent,pev_classname,"fakeWeapon");     set_pev(ent,pev_movetype,MOVETYPE_FOLLOW);     set_pev(ent,pev_aiment,id);         engfunc(EngFunc_SetModel,ent,szModel);         // Render 'ent' here     set_pev(ent,pev_renderamt,16);     set_pev(ent,pev_rendercolor,{255.0,0.0,0.0});     set_pev(ent,pev_rendercolor,kRenderNormal);     set_pev(ent,pev_renderfx,kRenderFxGlowShell); }

Speed! 02-17-2009 14:37

Re: Weapons glow (v_weaponname.mdl)
 
Quote:

Originally Posted by Drak (Post 763364)
Code:
RenderWeapon(id) {     new szModel[33]     pev(id,pev_viewmodel2,szModel,32);     set_pev(id,pev_viewmodel2,"");         new ent = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));     if(!ent)         return         dllfunc(DLLFunc_Spawn,ent);         set_pev(ent,pev_classname,"fakeWeapon");     set_pev(ent,pev_movetype,MOVETYPE_FOLLOW);     set_pev(ent,pev_aiment,id);         engfunc(EngFunc_SetModel,ent,szModel);         // Render 'ent' here     set_pev(ent,pev_renderamt,16);     set_pev(ent,pev_rendercolor,{255.0,0.0,0.0});     set_pev(ent,pev_rendercolor,kRenderNormal);     set_pev(ent,pev_renderfx,kRenderFxGlowShell); }

woooooooooow when i use it.
KICKED: SERVER SHUTTING DOWN O.o

xPaw 02-17-2009 14:46

Re: Weapons glow (v_weaponname.mdl)
 
PHP Code:

set_pev(ent,pev_rendercolor,kRenderNormal);
// ->
set_pev(ent,pev_rendermode,kRenderNormal);

//

if(!ent)
// -> useless?
if( !pev_valid(ent) ) 


Drak 02-17-2009 15:00

Re: Weapons glow (v_weaponname.mdl)
 
No, it's not useless. It will return 0/-1 on invalid entity.
And oops, yeah, I typed that from memory. But It should work.

Speed! 02-17-2009 15:25

Re: Weapons glow (v_weaponname.mdl)
 
Quote:

Originally Posted by Drak (Post 763383)
No, it's not useless. It will return 0/-1 on invalid entity.
And oops, yeah, I typed that from memory. But It should work.

still shutdown

PHP Code:

#include <amxmodx>
#include <fakemeta>
#include <zombieplague>
#include <engine>
#include <fun>


new const zp_class_name[] = { "Zombie Radioactivo" 
new const 
zp_class_info[] = { "Brilla en la obscuridad" 
new const 
zp_class_model[] = { "zombie_radioact" 
new const 
zp_class_claw[] = { "v_knife_zombie2.mdl" 
const 
zp_class_health 4100
const zp_class_speed 260
const Float:zp_class_gravity 0.95 
const Float:zp_class_kb 1.5 

new zp_class_rage

public plugin_precache()
{
    
zp_class_rage zp_register_zombie_class(zp_class_namezp_class_infozp_class_modelzp_class_clawzp_class_healthzp_class_speedzp_class_gravityzp_class_kb)
}

public 
plugin_init()
{
    
register_plugin("[ZP] Zombie Rage""1.0""Inhp")
}


public 
zp_user_infected_post(idinfector)
{
    
check(id)
}

public 
zp_user_humanized_post(id)
{
    
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
}

public 
NewRound(id)
{
    if (
is_user_connected(id))
    {
        
set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderTransAlpha,255)
        
set_task(3.0"check"id)
    }
}

public 
efectos(id)
{
    if (
zp_get_user_zombie_class(id) == zp_class_rage && zp_get_user_zombie(id) && !zp_get_user_nemesis(id) && is_user_connected(id))
    {
        if (
zp_get_user_freeze(id))
        {
            static 
Float:originF[3]            
            
pev(idpev_originoriginF)
            
// Colored Aura
            
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
            
write_byte(TE_DLIGHT// TE id
            
engfunc(EngFunc_WriteCoordoriginF[0]) // x
            
engfunc(EngFunc_WriteCoordoriginF[1]) // y
            
engfunc(EngFunc_WriteCoordoriginF[2]) // z
            
write_byte(10// radius asdasdasd
            
write_byte(0// r
            
write_byte(100// g
            
write_byte(200)  // b 
            
write_byte(2// life
            
write_byte(0// decay rate
            
message_end()
            
set_user_rendering(idkRenderFxGlowShell0100200kRenderNormal25)
        }
        else
        {
            static 
Float:originF[3]            
            
pev(idpev_originoriginF)
            
// Colored Aura
            
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
            
write_byte(TE_DLIGHT// TE id
            
engfunc(EngFunc_WriteCoordoriginF[0]) // x
            
engfunc(EngFunc_WriteCoordoriginF[1]) // y
            
engfunc(EngFunc_WriteCoordoriginF[2]) // z
            
write_byte(10// radius asdasdasd
            
write_byte(0// r
            
write_byte(255// g
            
write_byte(0)  // b 
            
write_byte(2// life
            
write_byte(0// decay rate
            
message_end()
            
set_user_rendering(idkRenderFxGlowShell02550kRenderNormal25)
            
//RenderWeapon(id)
        
}
        
set_task(0.1"efectos"id)
    }
}

public 
check(id)
{
    if (
zp_get_user_zombie_class(id) == zp_class_rage && zp_get_user_zombie(id) && !zp_get_user_nemesis(id))
    {
        
efectos(id)
    }
}

RenderWeapon(id)
{
    new 
szModel[33]
    
pev(id,pev_viewmodel2,szModel,32);
    
set_pev(id,pev_viewmodel2,"");
    
    new 
ent engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));
    if(!
ent)
    return
    
    
dllfunc(DLLFunc_Spawn,ent);
    
    
set_pev(ent,pev_classname,"fakeWeapon");
    
set_pev(ent,pev_movetype,MOVETYPE_FOLLOW);
    
set_pev(ent,pev_aiment,id);
    
    
engfunc(EngFunc_SetModel,ent,szModel);
    
    
// Render 'ent' here
    
fm_set_rendering(entkRenderFxGlowShell,0,255,0,kRenderTransAlpha,255)
}

// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entityfx kRenderFxNone255255255render kRenderNormalamount 16)
{
    static 
Float:color[3]
    
color[0] = float(r)
    
color[1] = float(g)
    
color[2] = float(b)
    
    
set_pev(entitypev_renderfxfx)
    
set_pev(entitypev_rendercolorcolor)
    
set_pev(entitypev_rendermoderender)
    
set_pev(entitypev_renderamtfloat(amount))


will look at ZP core but dont think its the problem

Dr.G 02-17-2009 16:32

Re: Weapons glow (v_weaponname.mdl)
 
try

Quote:

set_pev(ent, pev_renderfx, kRenderFxGlowShell)
set_pev(ent, pev_renderamt, 125.0)
set_pev(ent, pev_rendermode, kRenderTransAlpha)
set_pev(ent, pev_rendercolor, {0.0, 255.0, 0.0})

Drak 02-17-2009 17:38

Re: Weapons glow (v_weaponname.mdl)
 
I think it might be the model. What error happens?


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