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[REQ] Frostnova edit


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PinHeaDi
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Join Date: Jul 2013
Location: Bulgaria
Old 05-04-2015 , 11:17   [REQ] Frostnova edit
Reply With Quote #1

https://forums.alliedmods.net/showthread.php?t=41126

A want modified FrostNova to use different model and to remove that "think" thats on your legs when you are frozen, because when I use a new model, that part is empty (no model at all).

When I change "new const MODEL_FROZEN[] = "models/pi_shrub.mdl";" with my model, the model that I put is little upper, and the legs are actually empty without the frost block model.

The second edit:
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Krtola
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Join Date: Oct 2013
Location: Serbia
Old 05-04-2015 , 19:58   Re: [REQ] Frostnova edit
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PHP Code:
// make a frost nova at a player's feet
create_nova(id)
{
    new 
nova engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));

    
engfunc(EngFunc_SetSize,nova,Float:{-8.0,-8.0,-4.0},Float:{8.0,8.0,4.0});
    
engfunc(EngFunc_SetModel,nova,MODEL_FROZEN);

    
// random orientation
    
new Float:angles[3];
    
angles[1] = random_float(0.0,360.0);
    
set_pev(nova,pev_angles,angles);

    
// put it at their feet
    
new Float:novaOrigin[3];
    
pev(id,pev_origin,novaOrigin);
    
engfunc(EngFunc_SetOrigin,nova,novaOrigin);

    
// make it translucent
    
new rgb[3];
    
get_rgb_colors(isFrozen[id], rgb);
    
IVecFVec(rgbangles); // let's just use angles

    
set_pev(nova,pev_rendercolor,angles); // see above
    
set_pev(nova,pev_rendermode,kRenderTransAlpha);
    
set_pev(nova,pev_renderfx,kRenderFxGlowShell);
    
set_pev(nova,pev_renderamt,128.0);

    
novaDisplay[id] = nova;
    
drop_to_floor(nova)

I just add drop_to_floor(nova).if it does not work then add drop_to_floor(id)
Also you will need include <engine>
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PinHeaDi
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Old 05-05-2015 , 07:27   Re: [REQ] Frostnova edit
Reply With Quote #3



It's still that way. I want to cover all the body.
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Krtola
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Old 05-05-2015 , 08:12   Re: [REQ] Frostnova edit
Reply With Quote #4

Did you try both variants?

1.drop_to_floor(nova)
2.drop_to_floor(id)
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PinHeaDi
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Old 05-05-2015 , 08:16   Re: [REQ] Frostnova edit
Reply With Quote #5

Quote:
Originally Posted by Krtola View Post
Did you try both variants?

1.drop_to_floor(nova)
2.drop_to_floor(id)
I tried with both "drop_to_floor(nova)" and "drop_to_floor(id)", and still the same as on the picture.
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Krtola
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Old 05-05-2015 , 08:20   Re: [REQ] Frostnova edit
Reply With Quote #6

Then try this:
PHP Code:
freeze_player(id,attacker,nadeTeam)
{
    new 
fwdRetVal PLUGIN_CONTINUE;
    
ExecuteForward(fnFwdPlayerFrozenfwdRetValidattacker);
    
    if(
fwdRetVal == PLUGIN_HANDLED || fwdRetVal == PLUGIN_HANDLED_MAIN)
    {
        return 
0;
    }

    if(!
isFrozen[id])
    {
        
pev(id,pev_gravity,oldGravity[id]);

        
// register our forward only when we need it
        
if(!fmFwdPPT)
        {
            
fmFwdPPT register_forward(FM_PlayerPreThink,"fw_playerprethink",0);
        }
    }

    
isFrozen[id] = nadeTeam;
    
    
set_pev(id,pev_velocity,Float:{0.0,0.0,0.0});
    
set_user_chillfreeze_speed(id);
    
    new 
Float:duration get_pcvar_float(pcv_freeze_duration), Float:variance get_pcvar_float(pcv_freeze_variance);
    
duration += random_float(-variance,variance);

    
remove_task(TASK_REMOVE_FREEZE+id);
    
set_task(duration,"task_remove_freeze",TASK_REMOVE_FREEZE+id);
    
    if(!
pev_valid(novaDisplay[id])) 
        {
        
create_nova(id)
                
drop_to_floor(id)
    }
    
    if(
get_pcvar_num(pcv_icon) == ICON_ISCHILLED)
    {
        
show_icon(idSTATUS_FLASH);
    }
    
    return 
1;

anyway,for me work this:

PHP Code:
// make a frost nova at a player's feet 
create_nova(id

    new 
nova engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target")); 

    
engfunc(EngFunc_SetSize,nova,Float:{-8.0,-8.0,-4.0},Float:{8.0,8.0,4.0}); 
    
engfunc(EngFunc_SetModel,nova,MODEL_FROZEN); 

    
// random orientation 
    
new Float:angles[3]; 
    
angles[1] = random_float(0.0,360.0); 
    
set_pev(nova,pev_angles,angles); 

    
// put it at their feet 
    
new Float:novaOrigin[3]; 
    
pev(id,pev_origin,novaOrigin); 
    
engfunc(EngFunc_SetOrigin,nova,novaOrigin); 

    
// make it translucent 
    
new rgb[3]; 
    
get_rgb_colors(isFrozen[id], rgb); 
    
IVecFVec(rgbangles); // let's just use angles 

    
set_pev(nova,pev_rendercolor,angles); // see above 
    
set_pev(nova,pev_rendermode,kRenderTransAlpha); 
    
set_pev(nova,pev_renderfx,kRenderFxGlowShell); 
    
set_pev(nova,pev_renderamt,128.0); 

    
novaDisplay[id] = nova
    
drop_to_floor(nova


Last edited by Krtola; 05-05-2015 at 08:26.
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PinHeaDi
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Old 05-05-2015 , 11:30   Re: [REQ] Frostnova edit
Reply With Quote #7

Still the same..

This is the model, that I want to use:
Attached Files
File Type: zip dd_iceblock.zip (137.8 KB, 62 views)
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PinHeaDi
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Old 05-07-2015 , 11:38   Re: [REQ] Frostnova edit
Reply With Quote #8

Can someone fix it please.
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Depresie
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Join Date: Nov 2013
Old 05-09-2015 , 10:07   Re: [REQ] Frostnova edit
Reply With Quote #9

i think that the problem is the model =d
decompile model and add this to the .qc file, then recompile
Code:
$origin 0 0 -30
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PinHeaDi
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Old 05-09-2015 , 13:17   Re: [REQ] Frostnova edit
Reply With Quote #10



It looks quit different now. Is that normal?

This was the normal .qc file:

Code:
$modelname "E:\zombie_escape_server\cstrike\models\ze_modelsresource\grenades\dd_iceblock.mdl"
$cd "\zombie_escape_server\cstrike\models\ze_modelsresource\grenades\"
$cdtexture "\zombie_escape_server\cstrike\models\ze_modelsresource\grenades\"
$cliptotextures

$scale 1.0

// 0 attachments

// 0 bone controllers

// 1 hit boxes
$hbox 0 "Cylinder01" -4.670000 -4.040000 -4.620000  4.680000 4.050000 13.010000

$bodygroup modelparts
{
studio "icecube"
}

// 1 sequences
$sequence idle "idle" fps 30
When I added $origin 0 0 -30 , it looked like:

Code:
$modelname "E:\zombie_escape_server\cstrike\models\ze_modelsresource\grenades\dd_iceblock.mdl"
$cd "\zombie_escape_server\cstrike\models\ze_modelsresource\grenades\"
$cdtexture "\zombie_escape_server\cstrike\models\ze_modelsresource\grenades\"
$cliptotextures

$scale 1.0

// 0 attachments

// 0 bone controllers

// 1 hit boxes
$hbox 0 "Cylinder01" -4.670000 -4.040000 -4.620000  4.680000 4.050000 13.010000

$bodygroup modelparts
{
studio "icecube"
}

// 1 sequences
$sequence idle "idle" fps 30
$origin 0 0 -30
But yes, the recompile was successful.

P.S.: Nah, it's the same as the picture above.

Last edited by PinHeaDi; 05-09-2015 at 13:34.
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