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need plugin , grenade effect


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M Youcef
Member
Join Date: Dec 2012
Location: ALG
Old 12-26-2012 , 06:19   need plugin , grenade effect
Reply With Quote #1

Hello every one , i like this effect in aliNNN's server

http://img600.**************/img600/3762/74967590.png

&

http://img442.**************/img442/4862/77255796.png

please help ME
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Shumaxer96
Senior Member
Join Date: Jun 2011
Old 12-26-2012 , 10:24   Re: need plugin , grenade effect
Reply With Quote #2

you have zombie plague advance?
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TheDS1337
Veteran Member
Join Date: Jun 2012
Old 12-26-2012 , 10:26   Re: need plugin , grenade effect
Reply With Quote #3

I Will Help You My Friend When I Have Free Time
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myusername
Senior Member
Join Date: Aug 2012
Old 12-27-2012 , 02:33   Re: need plugin , grenade effect
Reply With Quote #4

Too easy
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Rest in piece.

Last edited by myusername; 12-27-2012 at 02:33.
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TheDS1337
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Join Date: Jun 2012
Old 12-27-2012 , 03:24   Re: need plugin , grenade effect
Reply With Quote #5

Quote:
Originally Posted by myusername View Post
Too easy
So, make it for him
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Sprit3x
Senior Member
Join Date: Sep 2010
Location: Romania, Constanta
Old 12-27-2012 , 04:14   Re: need plugin , grenade effect
Reply With Quote #6

Go to ur main source code and search for
Code:
cvar_frostdamage, Float:cvar_gravity
Add ur new variables now
PHP Code:
cvar_frostdamageFloat:cvar_gravityfrostgibfiregibinfectgibg_explosfrg_explofre 
You need to precache them afterwards
Search for:
Code:
// Custom sound
Add after this comment

PHP Code:
// Nade Effects
    
frostgib precache_model("sprites/frostgib.spr")
    
firegib precache_model("sprites/firegib.spr")
    
infectgib precache_model("sprites/infectgib.spr")
    
g_explosfr precache_model("sprites/frost_exp.spr")
    
g_explofre precache_model("sprites/fireexplo.spr"
Create blast time
Search for:
Code:
 // Frost Grenade: Freeze Blast
and replace all public like this

PHP Code:
create_blast3(const Float:originF[3])
{
    
// Medium ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+470.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(0// red
    
write_byte(191// green
    
write_byte(255// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Largest ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+555.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(0// red
    
write_byte(191// green
    
write_byte(255// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Luz Dinamica
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_DLIGHT// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
write_byte(50// radio
    
write_byte(0// red
    
write_byte(191// green
    
write_byte(255// blue
    
write_byte(30// vida en 0.1, 30 = 3 segundos
    
write_byte(30// velocidad de decaimiento
    
message_end()

    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
    
write_byte(TE_EXPLOSION)
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+75// z axis
    
write_short(g_explosfr)
    
write_byte(17)
    
write_byte(15)
    
write_byte(TE_EXPLFLAG_NOSOUND)
    
message_end();
    
    
    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
    
write_byte(TE_SPRITETRAIL// TE ID
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2] + 40// z axis
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z axis
    
write_short(frostgib// Sprite Index
    
write_byte(30// Count
    
write_byte(10// Life
    
write_byte(2// Scale
    
write_byte(50// Velocity Along Vector
    
write_byte(10// Rendomness of Velocity
    
message_end();

For fire and infection blast effect:

PHP Code:
// Infection Bomb: Green Blast
create_blast(const Float:originF[3])
{
    
// Medium ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+470.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(0// red
    
write_byte(250// green
    
write_byte(50// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Largest ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+555.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(0// red
    
write_byte(250// green
    
write_byte(50// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Luz Dinamica
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_DLIGHT// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
write_byte(50// radio
    
write_byte(0// red
    
write_byte(150// green
    
write_byte(0// blue
    
write_byte(30// vida en 0.1, 30 = 3 segundos
    
write_byte(30// velocidad de decaimiento
    
message_end()
    
    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
    
write_byte(TE_SPRITETRAIL// TE ID
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2] + 40// z axis
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z axis
    
write_short(infectgib// Sprite Index
    
write_byte(30// Count
    
write_byte(10// Life
    
write_byte(2// Scale
    
write_byte(50// Velocity Along Vector
    
write_byte(10// Rendomness of Velocity
    
message_end();
}

// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{
    
// Medium ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+470.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(255// red
    
write_byte(127// green
    
write_byte(80// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Largest ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+555.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(255// red
    
write_byte(127// green
    
write_byte(80// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Luz Dinamica
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_DLIGHT// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
write_byte(50// radio
    
write_byte(255// red
    
write_byte(127// green
    
write_byte(80// blue
    
write_byte(30// vida en 0.1, 30 = 3 segundos
    
write_byte(30// velocidad de decaimiento
    
message_end()

    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
    
write_byte(TE_EXPLOSION)
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+75// z axis
    
write_short(g_explofre)
    
write_byte(17)
    
write_byte(15)
    
write_byte(TE_EXPLFLAG_NOSOUND)
    
message_end();    
    
    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
    
write_byte(TE_SPRITETRAIL// TE ID
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2] + 40// z axis
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z axis
    
write_short(firegib// Sprite Index
    
write_byte(30// Count
    
write_byte(10// Life
    
write_byte(2// Scale
    
write_byte(50// Velocity Along Vector
    
write_byte(10// Rendomness of Velocity
    
message_end();

And add sprite effects for explo and spritetrail
Thanks goes to Daredevil for his release
And that's all im going to try WoW C++ scripts
GL & HF All
Thank you for ur support
Attached Files
File Type: zip sprites.zip (128.3 KB, 537 views)

Last edited by Sprit3x; 12-27-2012 at 05:19.
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Miljan9
Member
Join Date: Dec 2011
Location: Belgrade / Serbia
Old 12-27-2012 , 04:56   Re: need plugin , grenade effect
Reply With Quote #7

please tut of this for Zombie Plague 4.3
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Last edited by Miljan9; 12-27-2012 at 04:57.
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Sprit3x
Senior Member
Join Date: Sep 2010
Location: Romania, Constanta
Old 12-27-2012 , 05:18   Re: need plugin , grenade effect
Reply With Quote #8

You can use it on all zp version even with zp5.0.x
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Miljan9
Member
Join Date: Dec 2011
Location: Belgrade / Serbia
Old 12-27-2012 , 05:51   Re: need plugin , grenade effect
Reply With Quote #9

I can't find
cvar_frostdamage, Float:cvar_gravity


please give me number of line of all element.


.
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Last edited by Miljan9; 12-27-2012 at 05:53.
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Miljan9
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Join Date: Dec 2011
Location: Belgrade / Serbia
Old 12-27-2012 , 06:37   Re: need plugin , grenade effect
Reply With Quote #10

it work, but i have a new problem.

Please give me download link for infectgib.spr.

Sorry for double post.
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