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-   -   [ZP] Zombie Class : Invisible Cat (https://forums.alliedmods.net/showthread.php?t=90096)

Anggara_nothing 04-14-2009 02:29

[ZP] Zombie Class : Invisible Cat
 
2 Attachment(s)
http://www.pollsb.com/photos/o/324788-zombie_cat.jpg
[ZP] Zombie Class : Invisible Cat

Description:
The zombie can invisible if he/she not move, jump or attack. Have long jump.

Cvar:
zp_inviscat_amount 45 --> amount of invisible.

Credit:
Hello-World
arkshine

update logs:
1.1 ---> using fun code, thanks arkshine.:)
1.2 ---> add a cvar.

tuty 04-14-2009 05:17

Re: [ZP] Zombie Class : Invisible Cat
 
sorry but the cat sequences looks like shit :|

Nextra 04-14-2009 05:39

Re: [ZP] Zombie Class : Invisible Cat
 
PHP Code:

    new button pev(idpev_button)

    if(!
is_user_alive(id))
        return ;
 
//... 

-->

PHP Code:

    if(!is_user_alive(id))
        return ;
        
    if(!
zp_get_user_zombie(id))
        return ;
    
    if(
zp_get_user_zombie_class(id) != g_cat_class)
        return;

    new 
button pev(idpev_button

and


PHP Code:

stock fm_set_rendering(entityfx kRenderFxNone255255255render kRenderNormalamount 16
{
    new 
Float:RenderColor[3];
    
RenderColor[0] = float(r);
    
RenderColor[1] = float(g);
    
RenderColor[2] = float(b);

    
set_pev(entitypev_renderfxfx);
    
set_pev(entitypev_rendercolorRenderColor);
    
set_pev(entitypev_rendermoderender);
    
set_pev(entitypev_renderamtfloat(amount));

    return 
1;


-->


PHP Code:

stock fm_set_rendering(entityfx kRenderFxNoneFloat:RenderColor[3] = {255.0,255.0,255.0}, render kRenderNormalFloat:amount 16.0
{
    
set_pev(entitypev_renderfxfx);
    
set_pev(entitypev_rendercolorRenderColor);
    
set_pev(entitypev_rendermoderender);
    
set_pev(entitypev_renderamtamount);

    return 
1;


and:

PHP Code:

fm_set_rendering(idkRenderFxNone0,0,0,kRenderNormal255)
//..
fm_set_rendering(idkRenderFxGlowShell,0,0,0,kRenderTransAlpha45

-->

PHP Code:

fm_set_rendering(idkRenderFxNoneFloat:{0.0,0.0,0.0},kRenderNormal255.0)
//..
fm_set_rendering(idkRenderFxGlowShell,Float:{0.0,0.0,0.0},kRenderTransAlpha45.0


Arkshine 04-14-2009 05:59

Re: [ZP] Zombie Class : Invisible Cat
 
- You should use set_user_rendering() from fun instead of fakemeta, it will be more efficient.
- You should use FM_CmdStart instead of PlayerPreThink, but is really need just to glow ?
- Like said Nextra, you should move pev_button, but I would reorganize like this to avoid returs :

Code:
const MOVE_BUTTONS = ( IN_ATTACK | IN_ATTACK2 | IN_BACK | IN_FORWARD | IN_RUN | IN_JUMP | IN_MOVELEFT | IN_MOVERIGHT | IN_LEFT | IN_RIGHT );

Code:
    if ( is_user_alive( id ) && zp_get_user_zombie( id ) && zp_get_user_zombie_class(id) == g_cat_class )     {         pev( id, pev_button ) & MOVE_BUTTONS ?                     set_user_rendering(id, kRenderFxNone, 0,0,0,kRenderNormal, 255) :             set_user_rendering(id, kRenderFxGlowShell,0,0,0,kRenderTransAlpha, 45);     }

Anggara_nothing 04-14-2009 06:03

Re: [ZP] Zombie Class : Invisible Cat
 
Quote:

Originally Posted by Nextra (Post 805045)
PHP Code:

    new button pev(idpev_button)

    if(!
is_user_alive(id))
        return ;
 
//... 

-->

PHP Code:

    if(!is_user_alive(id))
        return ;
        
    if(!
zp_get_user_zombie(id))
        return ;
    
    if(
zp_get_user_zombie_class(id) != g_cat_class)
        return;

    new 
button pev(idpev_button

and


PHP Code:

stock fm_set_rendering(entityfx kRenderFxNone255255255render kRenderNormalamount 16
{
    new 
Float:RenderColor[3];
    
RenderColor[0] = float(r);
    
RenderColor[1] = float(g);
    
RenderColor[2] = float(b);

    
set_pev(entitypev_renderfxfx);
    
set_pev(entitypev_rendercolorRenderColor);
    
set_pev(entitypev_rendermoderender);
    
set_pev(entitypev_renderamtfloat(amount));

    return 
1;


-->


PHP Code:

stock fm_set_rendering(entityfx kRenderFxNoneFloat:RenderColor[3] = {255.0,255.0,255,0}, render kRenderNormalFloat:amount 16.0
{
    
set_pev(entitypev_renderfxfx);
    
set_pev(entitypev_rendercolorRenderColor);
    
set_pev(entitypev_rendermoderender);
    
set_pev(entitypev_renderamtamount);

    return 
1;


and:

PHP Code:

fm_set_rendering(idkRenderFxNone0,0,0,kRenderNormal255)
//..
fm_set_rendering(idkRenderFxGlowShell,0,0,0,kRenderTransAlpha45

-->

PHP Code:

fm_set_rendering(idkRenderFxNoneFloat:{0.0,0.0,0.0},kRenderNormal255.0)
//..
fm_set_rendering(idkRenderFxGlowShell,Float:{0.0,0.0,0.0},kRenderTransAlpha45.0


i get error about "stock fm_set_rendering"
Quote:

Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2006 ITB CompuPhase, AMX Mod X Team

Warning: Tag mismatch on line 76
Warning: Tag mismatch on line 76
Error: Initialization data exceeds declared size on line 76

1 Error.

Anggara_nothing 04-14-2009 06:03

Re: [ZP] Zombie Class : Invisible Cat
 
Quote:

Originally Posted by tuty (Post 805036)
sorry but the cat sequences looks like shit :|

Because i'm not modeller.:mrgreen:

Anggara_nothing 04-14-2009 06:09

Re: [ZP] Zombie Class : Invisible Cat
 
Quote:

Originally Posted by arkshine (Post 805061)
- You should use set_user_rendering() from fun instead of fakemeta, it will be more efficient.
- You should use FM_CmdStart instead of PlayerPreThink, but is really need just to glow ?
- Like said Nextra, you should move pev_button, but I would reorganize like this to avoid returs :

Code:
#define MOVE_BUTTONS ( IN_ATTACK | IN_ATTACK2 | IN_BACK | IN_FORWARD | IN_RUN | IN_JUMP | IN_MOVELEFT | IN_MOVERIGHT | IN_LEFT | IN_RIGHT )

Code:
    if ( is_user_alive( id ) && zp_get_user_zombie( id ) && zp_get_user_zombie_class(id) == g_cat_class )     {         pev( id, pev_button ) & MOVE_BUTTONS ?                     set_user_rendering(id, kRenderFxNone, 0,0,0,kRenderNormal, 255) :             set_user_rendering(id, kRenderFxGlowShell,0,0,0,kRenderTransAlpha, 45);     }

1. you're right. thanks.
2. i don't understand, sorry.
3. why?

Nextra 04-14-2009 06:35

Re: [ZP] Zombie Class : Invisible Cat
 
Quote:

Originally Posted by Anggara_nothing (Post 805064)
i get error about "stock fm_set_rendering"

Was just a typo (255,0 instead of 255.0). Fixed now but you don't need it anymore anyway ;)

D-TOX 04-14-2009 06:43

Re: [ZP] Zombie Class : Invisible Cat
 
Quote:

Originally Posted by tuty (Post 805036)
sorry but the cat sequences looks like shit :|

I've made a simple retexture of the actual cat. Though the whole model needs to be re-done ^^

http://data.fuskbugg.se/skalman01/cat2.bmp

Its a 256-colours BMP.

Arkshine 04-14-2009 06:44

Re: [ZP] Zombie Class : Invisible Cat
 
2. Forget, for your need Prethink is fine actually. But I'm still wondering if there is not a more appropriate way to do that instead applying a lot of times the glow when it needs only one time. You could use the provided ZP forward when player becomes zombie and back human, then applying glow at this time.
3. You have to do the checks before retrieving player's buttons and about the returns, it will just generate less code.


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