This is a tutorial on how to remove blocks from blockmaker
If you need help removing blocks just PM me ill be glad to help.
To Search for words in a code press
CTRL+F!
For a better example scroll down and view NoFallDamage Example
Example on erasing a simple block:
Search & Erase
Code:
new const gszBlockModelNAME[] = "models/blockmaker/bm_block_name.mdl";
Search
Erase One Number from gBlockMax
Example:
Code:
const gBlockMax = 24;
to
Code:
const gBlockMax = 23;
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Should be around the area where BM_PLATFORM, // A is located
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Code:
gszBlockModels[BM_NAME] = gszBlockModelNAME;
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Block KEY: Search & Erase Under --> new const gBlockSaveIds[gBlockMax]
Code:
'KEYHERE', <--- The Blocks Key
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Code:
else if (equal(szType, "NAME")) blockType = BM_NAME;
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Code:
case BM_NAME: actionName(id);
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Code:
actionName(id)
{
//CODE HERE
}
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Code:
case 'KEYHERE': createBlock(0, BM_NAME, vVec1, axis, size);
********************************************* ***
Example on a No Fall Damage:
Some blocks may not be as difficult as nofalldamage
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Code:
new const gszBlockModelNoFallDamage[] = "models/blockmaker/bm_block_nofalldamage.mdl";
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Code:
new bool:gbNoFallDamage[33];
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Search
Erase One Number from gBlockMax
Example:
Code:
const gBlockMax = 24;
to
Code:
const gBlockMax = 23;
=========================================
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Code:
BM_NOFALLDAMAGE, //I
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Code:
gszBlockModels[BM_NOFALLDAMAGE] = gszBlockModelNoFallDamage;
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Search & Erase Under --> new const gBlockSaveIds[gBlockMax]
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Code:
else if (equal(szType, "NOFALLDAMAGE")) blockType = BM_NOFALLDAMAGE;
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Code:
gbNoFallDamage[id] = false;
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Code:
case BM_NOFALLDAMAGE: actionNoFallDamage(id);
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"Hard Part" Search & Erase
Code:
//if player is set to not get fall damage
if (gbNoFallDamage[id])
{
entity_set_int(id, EV_INT_watertype, -3);
gbNoFallDamage[id] = false;
My way in erasing the "Hard Part":
Code:
public client_PostThink(id)
{
//if player is alive
if (is_user_alive(id))
{
//Nada
}
}
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Code:
actionNoFallDamage(id)
{
//set the player to not receive any fall damage (handled in client_PostThink)
gbNoFallDamage[id] = true;
}
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Code:
case 'I': createBlock(0, BM_NOFALLDAMAGE, vVec1, axis, size);