THIS IS NORMAL BLOCKMAKER WITH NEW BLOCKS AND LITTLE EDITS!
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Private blockmaker_v2.0 by Necro & Edited by RozeNi
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This plugin was inspired by FatalisDKs bunnyhop course maker (BCM).
Thanks to SpaceDude for the basics of the grab code from his JediGrab plugin.
I made this for use on hide n seek servers but of course you can use it however you please!
Massive thanks to 'crazyFingers Pat' and 'SloCal Jack Daniels' for help with the custom model textures.
Features:
- Say /pbm in chat to bring up the main menu.
- Bind a key to +pbmgrab to move the blocks around.
- While grabbing a block, press attack1 to copy a block, attack2 to delete, jump to move a block closer, and duck to move a block further away.
- Create a block by aiming at the floor or a wall.
- Convert block you are aiming at to the selected block type.
- Delete block you are aiming at.
- Rotate the block you are aiming at.
- Optional noclip and godmode to make creating blocks easier.
- Snapping option so when creating and moving blocks, they snap into place next to, above or below other nearby blocks.
- Snapping gap option to leave a gap between blocks when they snap together.
- Save all blocks to file using mapname, will load on map load. Save folder: \amxmodx\blockmaker\
- In game plugin help including server CVAR values.
- Look at a block to see what type of block it is.
- Server Ops can edit the 'blockmaker_models.ini' file to specify alternative block models and rendering
CVARs:
- bm_telefrags 1 (Players near teleport exit die if someone comes through)
- bm_firedamageamount 10.0 (How much the fire damage block hurts per half second)
- bm_damageamount 5.0 (How much the damage block hurts per half second)
- bm_healamount 1.0 (How much life the healer block gives per half second)
- bm_invincibletime 10.0 (How long invincibility lasts in seconds)
- bm_invinciblecooldown 60.0 (Seconds before invincibility can be used again)
- bm_stealthtime 10.0 (How long stealth lasts in seconds)
- bm_stealthcooldown 60.0 (Seconds before stealth can be used again)
- bm_camouflagetime 10.0 (How long camouflage lasts in seconds)
- bm_camouflagecooldown 60.0 (Seconds before camouflage can be used again)
- bm_nukecooldown 60.0 (Seconds before the nuke can be used again)
- bm_randomcooldown 30.0 (Seconds before the random block can be used again)
- bm_bootsofspeedtime 20.0 (How long the boots of speed last for in seconds)
- bm_bootsofspeedcooldown 60.0 (Seconds until boots can be used again)
- bm_autobhoptime 20.0 (How long the player has auto bhop)
- bm_autobhopcooldown 60.0 (Time before auto bhop can be used again)
- bm_slide 10.0 (how long you are uber noslowdowned)
- bm_slide_cooldown 80.0 (Time before you can use superslide again)
Block types:
- Platform (A platform you can stand on)
- Bunnyhop (A platform that disappears for a short period of time after touching it)
- Damage (Hurts you if you stand on top of it)
- Healer (Heals you if you stand on top of it)
- No Fall Damage (You don't take any damage if you fall onto it)
- Ice (You slide around like you're on ice)
- Trampoline (Throws you up in the air)
- Speed Boost (Throws you forwards in the direction you're looking)
- Invincibility (Player becomes invincible for a set amount of time)
- Stealth (Player becomes invisible for a set amount of time)
- Death (Player dies instantly)
- Nuke (Destroys all players on the other team unless a player has invincibility)
- Camouflage (Player looks like the other team for a set amount of time)
- Low Gravity (Jumping from this block you get low gravity until you land) (Thanks C$L for idea)
- Fire (Another damage block but nicer looking) =)
- Slap (You get slapped!) (Pat made this one)
- Random (Random between Invincibility, Stealth, Camouflage, Boots Of Speed, a slap, or death!)
- Honey (Player moves slowly like they're stuck in honey) (Thanks C$L for idea)
- CT Barrier (Only Terrorists can pass through these blocks, acts as solid for Counter-Terrorists)
- T Barrier (Only Counter-Terrorists can pass through these blocks, acts as solid for Terrorists)
- Boots Of Speed (Player runs fast for a set amount of time)
- Glass (Same as platform but looks like a transparent pane of glass)
- Bunnyhop - No slow down (Same as bunnyhop block but you don't slow down after landing)
- Auto bunnyhop (Player can hold jump to auto bunnyhop for 'bm_autobhoptime' amount of time)
- Delayed Bhop (Same as bunnyhop but 1 second cooldown)
- Damage Bhop (Same as bunnyhop but when you jump on this it takes from you "bm_damageamount")
- Anti Throw (Throws you faraway, little different than speedboost)
- Duck (Spams duck all the time you are in the block)
- SuperSlide (When you touch this it gives you for "bm_slide" uber noslowdown)
- Fence (Platform with different texture #1)
- Wall (Platform with different texture #2)
- Grass (Platform with different texture #3)
- Floor (Platform with different texture #4)
- Cube Solid (Platform Cube)
- Cube Bhop (Bhop Cube)
- Cube Healer (Healer Cube)
Changing Block Models:
- New in version 2.00 is the ability to change the block models and the rendering of the blocks without editing the code.
- To do this, edit the file called 'blockmaker_models.ini' in the '/amxmodx/configs/' folder.
- Each line in the file can have a maximum of 7 parameters separated by white space.
- The 1st is the ID of the block, 2nd is the path and filename of the model, 3rd is the rendering type, 4th, 5th, 6th & 7th are the
- red, green, blue and alpha values for various glowing styles.
- The path to the model is relative to the '/cstrike/' folder. Folders in the path can be separated with either / or \.
- If you want to use the default block model but want to change the rendering of it then use 'DEFAULT' as the path.
- If at any time no information is specified or is invalid then default values are used.
- The different rendering types are:
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- GLOWSHELL - Solid model with a glowing shell (The invincibility block uses this with white colour values and alpha 16)
- TRANSCOLOR - Transparent model with a glowing shell (No default block uses this rendering type)
- TRANSALPHA - Transparent model (By default the glass block looks like this with an alpha of 50)
- TRANSWHITE - Bright white transparent model (By default the stealth block looks like this with an alpha of 100)
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- The TRANSALPHA and TRANSWHITE rendering types do not make use of the red, green and blue values.
- Here is a short example of a 'blockmaker_models.ini' file:
PLATFORM models/blockmaker/myblock_platform.mdl GLOWSHELL 0 255 0 16
BHOP models/blockmaker/myblock_bhop2.mdl TRANSALPHA 255 255 255 150
DAMAGE models/steves_dmg_block.mdl
HEALER DEFAULT GLOWSHELL 0 0 255 16
- The platform block would use a different model in the '/models/blockmaker/' folder and would glow green with a magnitude of 16.
- The bhop block would use a different model in the '/models/blockmaker/' folder and would be semi-transparent with an alpha of 150.
- The damage block would use a different model in the '/models/' folder and wouldn't glow at all.
- The healer block would use the default model and would glow blue with a magnitude of 16.
- All other blocks would use their hard-coded default values.
- The speed boost, trampoline and fire blocks will always have their sprites on top.
- The only blocks with default rendering are the invincibility, stealth and glass blocks.
Change Log:
v2.00:
- Added 3 different cube types:
Cube Solid, Healer and Bhop
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v1.00: Added: Delayed-, Damage-, Glass Bunnyhop blocks, Duck, Superslide, Grass, Floor, Fence, Wall, AntiThrow blocks.
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/ RozeNi \
\SMA/\AMXX/\AMX/
Last edited by BAILOPAN; 06-04-2008 at 00:41.
Reason: Huge bug on V2
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