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panxiaohai
Senior Member
Join Date: Mar 2010
Old 08-13-2011 , 07:02   Re: [L4D & L4D2] Intelligent Machine Gun
Reply With Quote #5

Quote:
Originally Posted by alexip121093 View Post
Just like my movable machine gun plugin that you can carry the gun
Anyway good plugin , another plugin using the info_particle_target

Here are some ideas.
Add a cvar to control the attack range and the angle of detection. Also add sone ammo types eg. Fire , explosive , heal , freeze,knockback
Thank you for your guidance.
The beginning of the idea is create a weapon auto attack inftects, the weapon is on your shoulder, like predators in movie, but I find no appropriate model to use, and my hammar tool do not work.
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Attack range and damage type are written directly in code , not yet make convars.

Another question to ask, the code below do not work in l4d1, the bullet track start from pos but not end with endpos, "info_particle_target" even do not exsit.
Code:
ShowTrack(  Float:pos[3], Float:endpos[3] )
{  
     decl String:temp[32];        
    new target =0;
    if(L4D2Version)target=CreateEntityByName("info_particle_target");
    else target=CreateEntityByName("info_target"); 
    Format(temp, 32, "cptarget%d", target);
    DispatchKeyValue(target, "targetname", temp);    
    TeleportEntity(target, endpos, NULL_VECTOR, NULL_VECTOR); 
    ActivateEntity(target); 
 
    new particle = CreateEntityByName("info_particle_system");
    if(L4D2Version)    DispatchKeyValue(particle, "effect_name", PARTICLE_WEAPON_TRACER2);
    else DispatchKeyValue(particle, "effect_name", PARTICLE_WEAPON_TRACER);
    DispatchKeyValue(particle, "cpoint1", temp);
    DispatchSpawn(particle);
    ActivateEntity(particle); 
    TeleportEntity(particle, pos, NULL_VECTOR, NULL_VECTOR);
    AcceptEntityInput(particle, "start");    
    CreateTimer(0.01, DeleteParticletargets, target, TIMER_FLAG_NO_MAPCHANGE);
    CreateTimer(0.01, DeleteParticles, particle, TIMER_FLAG_NO_MAPCHANGE);
}

Last edited by panxiaohai; 08-13-2011 at 07:17.
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