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CarMod


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pdoubleopdawg
Senior Member
Join Date: Aug 2005
Old 08-28-2005 , 16:23   CarMod
Reply With Quote #1

Hi, I don't know if this is possible. I'm no good coder for AmxModX so I was wondering if someone could help me out in making a car at the T/CT Spawn. This is what I've got so far (No work!!!)

Code:
#include <amxmodx> #include <amxmisc> #include <engine> public plugin_init() {     register_plugin("CarMod","0.1 Alpha","DahVid")     register_cvar("amx_carz","1")     register_logevent("roundstart",2,"0=World triggered","1=Round_Start") } public roundstart() {     new tspawn=find_ent_by_class(-1,"info_player_deathmatch")     new ctspawn=find_ent_by_class(-1,"info_player_start")     new model[]="models/chick.mdl"     new Float:torigin[3]     new Float:ctorigin[3]     entity_get_vector(tspawn,EV_VEC_origin,torigin)     entity_get_vector(ctspawn,EV_VEC_origin,ctorigin)         new tcar=create_entity("func_vehicle")     entity_set_origin(tcar,torigin)     entity_set_float(tcar,EV_FL_dmg,700.0)     entity_set_float(tcar,EV_FL_speed,500.0)     entity_set_string(tcar,EV_SZ_model,model)         new ctcar=create_entity("func_vehicle")     entity_set_origin(ctcar,ctorigin)     entity_set_float(ctcar,EV_FL_dmg,700.0)     entity_set_float(ctcar,EV_FL_speed,500.0)     entity_set_string(ctcar,EV_SZ_model,model) }
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XxAvalanchexX
Veteran Member
Join Date: Oct 2004
Location: abort73.com
Old 08-28-2005 , 20:34  
Reply With Quote #2

func_vehicle's dont work like that. At all. As far as I know you can't make a functional one with AMXx, but Suzuka will probably prove me wrong.
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pdoubleopdawg
Senior Member
Join Date: Aug 2005
Old 08-28-2005 , 20:47  
Reply With Quote #3

Ok, I wonder if ripenting them in the map will do any good.. Will try.
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Twilight Suzuka
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Join Date: Jul 2004
Location: CS lab
Old 08-28-2005 , 22:34  
Reply With Quote #4

Haha! Yes I will. But not right now.
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