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Ex3cuTioN
Member
Join Date: May 2010
Old 07-26-2010 , 09:08   ClipBlock
Reply With Quote #1

Like in mapping when you make a block with texture "clip" it's invisibile and you can not pass.

How can i make a invisibile solid and put it at some origins ?

Eg:I want on map dust2, players not to enter in tunel...

And i saw another thing on a server, when i go in some place under radar says the location.Like in zbot, how can i do that ?
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GXLZPGX
Veteran Member
Join Date: Sep 2009
Old 07-26-2010 , 09:12   Re: ClipBlock
Reply With Quote #2

Quote:
Originally Posted by Ex3cuTioN View Post
Like in mapping when you make a block with texture "clip" it's invisibile and you can not pass.

How can i make a invisibile solid and put it at some origins ?

Eg:I want on map dust2, players not to enter in tunel...

And i saw another thing on a server, when i go in some place under radar says the location.Like in zbot, how can i do that ?
http://forums.alliedmods.net/showthr...estricted+Area

Not exactly what you wanted, but something to take a look at. You can use the same method he used to check if a player is going into a tunnel, instead of a restricted area.
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xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 07-26-2010 , 09:18   Re: ClipBlock
Reply With Quote #3

WalkGuard
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Ex3cuTioN
Member
Join Date: May 2010
Old 07-26-2010 , 09:25   Re: ClipBlock
Reply With Quote #4

That's soo nice, but i really don't understand nothing from the .sma

PHP Code:
InsideZoneorigin[] )
{
    new 
ijnInsideIdx = (-1)
    new 
bool:bInsidePoint[3] = false

    
for( 0g_nNumLoadedZones*2i+=)
    {
        for( 
03j++ )
        {
            if( 
g_nZonePoints[i][j] < g_nZonePoints[i+1][j] )
            {
                if( (
g_nZonePoints[i][j]-1) <= origin[j] <= (g_nZonePoints[i+1][j]+1) )
                    
bInsidePoint[j] = true
            
}else
            {
                if( (
g_nZonePoints[i+1][j]-1) <= origin[j] <= (g_nZonePoints[i][j]+1) )
                    
bInsidePoint[j] = true
            
}
        }

        if( 
bInsidePoint[0] && bInsidePoint[1] && bInsidePoint[2] )
        {
            
nInsideIdx = (2)
            break
        }else 
bInsidePoint[0] = bInsidePoint[1] = bInsidePoint[2] = false
    
}

    return 
nInsideIdx

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GXLZPGX
Veteran Member
Join Date: Sep 2009
Old 07-26-2010 , 09:43   Re: ClipBlock
Reply With Quote #5

Quote:
Originally Posted by Ex3cuTioN View Post
That's soo nice, but i really don't understand nothing from the .sma

PHP Code:
InsideZoneorigin[] )
{
    new 
ijnInsideIdx = (-1)
    new 
bool:bInsidePoint[3] = false

    
for( 0g_nNumLoadedZones*2i+=)
    {
        for( 
03j++ )
        {
            if( 
g_nZonePoints[i][j] < g_nZonePoints[i+1][j] )
            {
                if( (
g_nZonePoints[i][j]-1) <= origin[j] <= (g_nZonePoints[i+1][j]+1) )
                    
bInsidePoint[j] = true
            
}else
            {
                if( (
g_nZonePoints[i+1][j]-1) <= origin[j] <= (g_nZonePoints[i][j]+1) )
                    
bInsidePoint[j] = true
            
}
        }

        if( 
bInsidePoint[0] && bInsidePoint[1] && bInsidePoint[2] )
        {
            
nInsideIdx = (2)
            break
        }else 
bInsidePoint[0] = bInsidePoint[1] = bInsidePoint[2] = false
    
}

    return 
nInsideIdx

If you retrieve the origins of the beginning of the tunnel, you can use that:

PHP Code:
if( InsideOriginOrigin ) )
{
     
//whatever

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Ex3cuTioN
Member
Join Date: May 2010
Old 07-26-2010 , 11:06   Re: ClipBlock
Reply With Quote #6

Thanks for the walk guard
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