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Veteran Member
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04-10-2011
, 13:26
Add w Granate Model In Zombie Plague 4.3
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#1
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Hello.
Need Some Scripting help 
My script not working
What i did wrong ?
PHP Code:
// Customization vars new model_fire_nade_w[64], model_frost_nade_w[64], model_flare_nade_w[64], model_infect_nade_w[64]
PHP Code:
public plugin_precache() { engfunc(EngFunc_PrecacheModel, model_fire_nade_w) engfunc(EngFunc_PrecacheModel, model_frost_nade_w) engfunc(EngFunc_PrecacheModel, model_flare_nade_w)
PHP Code:
load_customization_from_files() { case SECTION_WEAPON_MODELS: { else if (equal(key, "FIRE NADE-W")) copy(model_fire_nade_w, charsmax(model_fire_nade_w), value) else if (equal(key, "FROST NADE-W")) copy(model_frost_nade_w, charsmax(model_frost_nade_w), value) else if (equal(key, "FLARE NADE-W")) copy(model_flare_nade_w, charsmax(model_flare_nade_w), value) else if (equal(key, "INFECT NADE-W")) copy(model_infect_nade_w, charsmax(model_infect_nade_w), value)
PHP Code:
public fw_SetModel(entity, const model[]) { // We don't care if (strlen(model) < 8) return; // Remove weapons? if (get_pcvar_float(cvar_removedropped) > 0.0) { // Get entity's classname static classname[10] pev(entity, pev_classname, classname, charsmax(classname)) // Check if it's a weapon box if (equal(classname, "weaponbox")) { // They get automatically removed when thinking set_pev(entity, pev_nextthink, get_gametime() + get_pcvar_float(cvar_removedropped)) return; } } // Narrow down our matches a bit if (model[7] != 'w' || model[8] != '_') return; // Get damage time of grenade static Float:dmgtime pev(entity, pev_dmgtime, dmgtime) // Grenade not yet thrown if (dmgtime == 0.0) return; // Get whether grenade's owner is a zombie if (g_zombie[pev(entity, pev_owner)]) { if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb { // Give W Model - By Dare-Devil engfunc(EngFunc_SetModel, entity, model_infect_nade_w) // Give it a glow fm_set_rendering(entity, kRenderFxGlowShell, 0, 250, 0, kRenderNormal, 16); // And a colored trail message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) // TE id write_short(entity) // entity write_short(g_trailSpr) // sprite write_byte(10) // life write_byte(10) // width write_byte(0) // r write_byte(250) // g write_byte(0) // b write_byte(200) // brightness message_end() // Set grenade type on the thrown grenade entity set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION) } } else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade { // Give W Model - By Dare-Devil engfunc(EngFunc_SetModel, entity, model_fire_nade_w) // Give it a glow fm_set_rendering(entity, kRenderFxGlowShell, 215, 37, 6, kRenderNormal, 16); // And a colored trail message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) // TE id write_short(entity) // entity write_short(g_trailSpr) // sprite write_byte(10) // life write_byte(10) // width write_byte(215) // r write_byte(37) // g write_byte(6) // b write_byte(200) // brightness message_end() // Set grenade type on the thrown grenade entity set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM) } else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade { // Give W Model - By Dare-Devil engfunc(EngFunc_SetModel, entity, model_frost_nade_w) // Give it a glow fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16); // And a colored trail message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) // TE id write_short(entity) // entity write_short(g_trailSpr) // sprite write_byte(10) // life write_byte(10) // width write_byte(0) // r write_byte(100) // g write_byte(200) // b write_byte(200) // brightness message_end() // Set grenade type on the thrown grenade entity set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST) } else if (model[9] == 's' && model[10] == 'm' && get_pcvar_num(cvar_flaregrenades)) // Flare { // Build flare's color static rgb[3] switch (get_pcvar_num(cvar_flarecolor)) { case 0: // white { rgb[0] = 255 // r rgb[1] = 255 // g rgb[2] = 255 // b } case 1: // red { rgb[0] = random_num(50,255) // r rgb[1] = 0 // g rgb[2] = 0 // b } case 2: // green { rgb[0] = 0 // r rgb[1] = random_num(50,255) // g rgb[2] = 0 // b } case 3: // blue { rgb[0] = 0 // r rgb[1] = 0 // g rgb[2] = random_num(50,255) // b } case 4: // random (all colors) { rgb[0] = random_num(50,200) // r rgb[1] = random_num(50,200) // g rgb[2] = random_num(50,200) // b } case 5: // random (r,g,b) { switch (random_num(1, 6)) { case 1: // red { rgb[0] = 250 // r rgb[1] = 0 // g rgb[2] = 0 // b } case 2: // green { rgb[0] = 0 // r rgb[1] = 250 // g rgb[2] = 0 // b } case 3: // blue { rgb[0] = 0 // r rgb[1] = 0 // g rgb[2] = 250 // b } case 4: // cyan { rgb[0] = 0 // r rgb[1] = 250 // g rgb[2] = 250 // b } case 5: // pink { rgb[0] = 250 // r rgb[1] = 0 // g rgb[2] = 250 // b } case 6: // yellow { rgb[0] = 250 // r rgb[1] = 250 // g rgb[2] = 0 // b } } } } // Give W Model - By Dare-Devil engfunc(EngFunc_SetModel, entity, model_flare_nade_w) // Give it a glow fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16); // And a colored trail message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) // TE id write_short(entity) // entity write_short(g_trailSpr) // sprite write_byte(10) // life write_byte(10) // width write_byte(rgb[0]) // r write_byte(rgb[1]) // g write_byte(rgb[2]) // b write_byte(200) // brightness message_end() // Set grenade type on the thrown grenade entity set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE) // Set flare color on the thrown grenade entity set_pev(entity, PEV_FLARE_COLOR, rgb) } }
why it does not work?
- No errors on compile
- No errors in game console & Amxmodx Logs.
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