Raised This Month: $ Target: $400
 0% 

Add w Granate Model In Zombie Plague 4.3


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 04-10-2011 , 13:26   Add w Granate Model In Zombie Plague 4.3
Reply With Quote #1

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_PrecacheModelmodel_fire_nade_w)
 
engfunc(EngFunc_PrecacheModelmodel_frost_nade_w)
 
engfunc(EngFunc_PrecacheModelmodel_flare_nade_w
PHP Code:
 
load_customization_from_files
()
{
 
   case 
SECTION_WEAPON_MODELS:
   {
    else if (
equal(key"FIRE NADE-W"))
     
copy(model_fire_nade_wcharsmax(model_fire_nade_w), value)
    else if (
equal(key"FROST NADE-W"))
     
copy(model_frost_nade_wcharsmax(model_frost_nade_w), value)
    else if (
equal(key"FLARE NADE-W"))
     
copy(model_flare_nade_wcharsmax(model_flare_nade_w), value)
    else if (
equal(key"INFECT NADE-W"))
     
copy(model_infect_nade_wcharsmax(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(entitypev_classnameclassnamecharsmax(classname))
  
  
// Check if it's a weapon box
  
if (equal(classname"weaponbox"))
  {
   
// They get automatically removed when thinking
   
set_pev(entitypev_nextthinkget_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
(entitypev_dmgtimedmgtime)
 
 
// Grenade not yet thrown
 
if (dmgtime == 0.0)
  return;
 
 
// Get whether grenade's owner is a zombie
 
if (g_zombie[pev(entitypev_owner)])
 {
  if (
model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
  
{
   
// Give W Model - By Dare-Devil
   
engfunc(EngFunc_SetModelentitymodel_infect_nade_w)
   
// Give it a glow
   
fm_set_rendering(entitykRenderFxGlowShell02500kRenderNormal16);
   
   
// And a colored trail
   
message_begin(MSG_BROADCASTSVC_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(entityPEV_NADE_TYPENADE_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_SetModelentitymodel_fire_nade_w)
  
// Give it a glow
  
fm_set_rendering(entitykRenderFxGlowShell215376kRenderNormal16);
  
  
// And a colored trail
  
message_begin(MSG_BROADCASTSVC_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(entityPEV_NADE_TYPENADE_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_SetModelentitymodel_frost_nade_w)
  
// Give it a glow
  
fm_set_rendering(entitykRenderFxGlowShell0100200kRenderNormal16);
  
  
// And a colored trail
  
message_begin(MSG_BROADCASTSVC_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(entityPEV_NADE_TYPENADE_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] = // g
    
rgb[2] = // b
   
}
   case 
2// green
   
{
    
rgb[0] = // r
    
rgb[1] = random_num(50,255// g
    
rgb[2] = // b
   
}
   case 
3// blue
   
{
    
rgb[0] = // r
    
rgb[1] = // 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(16))
    {
     case 
1// red
     
{
      
rgb[0] = 250 // r
      
rgb[1] = // g
      
rgb[2] = // b
     
}
     case 
2// green
     
{
      
rgb[0] = // r
      
rgb[1] = 250 // g
      
rgb[2] = // b
     
}
     case 
3// blue
     
{
      
rgb[0] = // r
      
rgb[1] = // g
      
rgb[2] = 250 // b
     
}
     case 
4// cyan
     
{
      
rgb[0] = // r
      
rgb[1] = 250 // g
      
rgb[2] = 250 // b
     
}
     case 
5// pink
     
{
      
rgb[0] = 250 // r
      
rgb[1] = // g
      
rgb[2] = 250 // b
     
}
     case 
6// yellow
     
{
      
rgb[0] = 250 // r
      
rgb[1] = 250 // g
      
rgb[2] = // b
     
}
    }
   }
  }
  
// Give W Model - By Dare-Devil
  
engfunc(EngFunc_SetModelentitymodel_flare_nade_w)
  
  
// Give it a glow
  
fm_set_rendering(entitykRenderFxGlowShellrgb[0], rgb[1], rgb[2], kRenderNormal16);
  
  
// And a colored trail
  
message_begin(MSG_BROADCASTSVC_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(entityPEV_NADE_TYPENADE_TYPE_FLARE)
  
  
// Set flare color on the thrown grenade entity
  
set_pev(entityPEV_FLARE_COLORrgb)
 }

why it does not work?

- No errors on compile
- No errors in game console & Amxmodx Logs.
.Dare Devil. is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 04-10-2011 , 14:51   Re: Add w Granate Model In Zombie Plague 4.3
Reply With Quote #2

New w model script formaat.

PHP Code:
 
// Forward Set Model
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(entitypev_classnameclassnamecharsmax(classname))
  
  
// Check if it's a weapon box
  
if (equal(classname"weaponbox"))
  {
   
// They get automatically removed when thinking
   
set_pev(entitypev_nextthinkget_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
(entitypev_dmgtimedmgtime)
 
 
// Grenade not yet thrown
 
if (dmgtime == 0.0)
  return;
 
 
// Get whether grenade's owner is a zombie
 
if (g_zombie[pev(entitypev_owner)])
 {
  if (
model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
  
{
   
// Give it a glow
   
fm_set_rendering(entitykRenderFxGlowShell02500kRenderNormal16);
   
   
// And a colored trail
   
message_begin(MSG_BROADCASTSVC_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(entityPEV_NADE_TYPENADE_TYPE_INFECTION)
   if(!
pev_valid(entity))
    return 
FMRES_IGNORED
   
static classname[32]; pev(entitypev_classnameclassname31)
   if(
equal(classname"grenade") && get_pcvar_num(cvar_extrainfbomb))
   {
    
engfunc(EngFunc_SetModelentitymodel_infect_nade_w)
  
    return 
FMRES_SUPERCEDE
   
}
   return 
FMRES_IGNORED
  
}
 }
 else if (
model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
 
{

  
// Give it a glow
  
fm_set_rendering(entitykRenderFxGlowShell215376kRenderNormal16);
  
  
// And a colored trail
  
message_begin(MSG_BROADCASTSVC_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(entityPEV_NADE_TYPENADE_TYPE_NAPALM)
  if(!
pev_valid(entity))
   return 
FMRES_IGNORED
  
static classname[32]; pev(entitypev_classnameclassname31)
  if(
equal(classname"grenade") && get_pcvar_num(cvar_firegrenades))
  {
   
engfunc(EngFunc_SetModelentitymodel_fire_nade_w)
  
   return 
FMRES_SUPERCEDE
  
}
  return 
FMRES_IGNORED
 
}
 else if (
model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
 
{

  
// Give it a glow
  
fm_set_rendering(entitykRenderFxGlowShell0100200kRenderNormal16);
  
  
// And a colored trail
  
message_begin(MSG_BROADCASTSVC_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(entityPEV_NADE_TYPENADE_TYPE_FROST)
  if(!
pev_valid(entity))
   return 
FMRES_IGNORED
  
static classname[32]; pev(entitypev_classnameclassname31)
  if(
equal(classname"grenade") && get_pcvar_num(cvar_frostgrenades))
  {
   
engfunc(EngFunc_SetModelentitymodel_frost_nade_w)
  
   return 
FMRES_SUPERCEDE
  
}
  return 
FMRES_IGNORED
 
}
 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] = // g
    
rgb[2] = // b
   
}
   case 
2// green
   
{
    
rgb[0] = // r
    
rgb[1] = random_num(50,255// g
    
rgb[2] = // b
   
}
   case 
3// blue
   
{
    
rgb[0] = // r
    
rgb[1] = // 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(16))
    {
     case 
1// red
     
{
      
rgb[0] = 250 // r
      
rgb[1] = // g
      
rgb[2] = // b
     
}
     case 
2// green
     
{
      
rgb[0] = // r
      
rgb[1] = 250 // g
      
rgb[2] = // b
     
}
     case 
3// blue
     
{
      
rgb[0] = // r
      
rgb[1] = // g
      
rgb[2] = 250 // b
     
}
     case 
4// cyan
     
{
      
rgb[0] = // r
      
rgb[1] = 250 // g
      
rgb[2] = 250 // b
     
}
     case 
5// pink
     
{
      
rgb[0] = 250 // r
      
rgb[1] = // g
      
rgb[2] = 250 // b
     
}
     case 
6// yellow
     
{
      
rgb[0] = 250 // r
      
rgb[1] = 250 // g
      
rgb[2] = // b
     
}
    }
   }
  }
  
  
// Give it a glow
  
fm_set_rendering(entitykRenderFxGlowShellrgb[0], rgb[1], rgb[2], kRenderNormal16);
  
  
// And a colored trail
  
message_begin(MSG_BROADCASTSVC_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(entityPEV_NADE_TYPENADE_TYPE_FLARE)
  
  
// Set flare color on the thrown grenade entity
  
set_pev(entityPEV_FLARE_COLORrgb)
  if(!
pev_valid(entity))
   return 
FMRES_IGNORED
  
static classname[32]; pev(entitypev_classnameclassname31)
  if(
equal(classname"grenade") && get_pcvar_num(cvar_flaregrenades))
  {
   
engfunc(EngFunc_SetModelentitymodel_flare_nade_w)
  
   return 
FMRES_SUPERCEDE
  
}
  return 
FMRES_IGNORED
 
}

Get On compile errors :

(3306) : warning 209 : function "fm_SetModel" should roturn a value

Same (3320)
Same (3326)
Same (3335)

(3362) : error 078 : function uses both "return" and "return value"

sad
.Dare Devil. is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 04-10-2011 , 15:18   Re: Add w Granate Model In Zombie Plague 4.3
Reply With Quote #3

Fixed.
Working now! xD
.Dare Devil. is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 19:48.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode