Like the title I tried to play the attack animation but it didn't work.
PHP Code:
public cmd_light(id, level, cid)
{
static arg[32], player
read_argv(1, arg, charsmax(arg))
player = cmd_target(id, arg, (CMDTARGET_ONLY_ALIVE | CMDTARGET_ALLOW_SELF))
// Invalid target
if(!player) return PLUGIN_HANDLED;
make_to_light(player)
return PLUGIN_HANDLED;
}
public make_to_light(id)
{
Set_PlayerModel(id, "allstarlightboss") //My custom function, I used this on my Zombie Mod and it work perfectly
g_light[id] = 1
}
public lightzb_menu(id)
{
new menu = menu_create("Light Menu", "lightmenu_handle")
menu_additem(menu, "Attack1")
menu_additem(menu, "Attack2")
menu_additem(menu, "Attack3")
menu_additem(menu, "Start Fly")
menu_additem(menu, "Flying")
menu_additem(menu, "Stop Fly")
menu_display(id, menu)
}
public lightmenu_handle(id, menu, item)
{
if(item == MENU_EXIT)
{
menu_destroy(menu)
return PLUGIN_HANDLED
}
switch(item)
{
case 0:
{
for(new i = 0; i < get_maxplayers(); i++)
{
if(g_light[i])
{
set_weapons_timeidle(i, 2.1)
set_player_nextattack(i, 2.1)
set_entity_anim(i, 10, 0.30)
}
}
}
case 1:
{
for(new i = 0; i < get_maxplayers(); i++)
{
if(g_light[i])
{
set_weapons_timeidle(i, 3.3)
set_player_nextattack(i, 3.3)
set_entity_anim(i, 11, 0.30)
}
}
}
case 2:
{
for(new i = 0; i < get_maxplayers(); i++)
{
if(g_light[i])
{
set_weapons_timeidle(i, 1.1)
set_player_nextattack(i, 1.1)
set_entity_anim(i, 12, 0.30)
}
}
}
case 3:
{
for(new i = 0; i < get_maxplayers(); i++)
{
if(g_light[i])
{
set_weapons_timeidle(i, 1.37)
set_player_nextattack(i, 1.37)
set_entity_anim(i, 13, 0.30)
}
}
}
case 4:
{
for(new i = 0; i < get_maxplayers(); i++)
{
if(g_light[i])
{
set_weapons_timeidle(i, 5.0)
set_player_nextattack(i, 5.0)
set_entity_anim(i, 14, 0.30)
}
}
}
case 5:
{
for(new i = 0; i < get_maxplayers(); i++)
{
if(g_light[i])
{
set_weapons_timeidle(i, 1.1)
set_player_nextattack(i, 1.1)
set_entity_anim(i, 15, 0.30)
}
}
}
}
menu_destroy(menu)
return PLUGIN_HANDLED
}
stock set_entity_anim(ent, anim, Float:framerate)
{
if(!pev_valid(ent))
return
set_pev(ent, pev_animtime, get_gametime())
set_pev(ent, pev_framerate, framerate)
set_pev(ent, pev_sequence, anim)
}
stock set_weapons_timeidle(id, Float:TimeIdle)
{
if(!is_user_alive(id))
return
const m_flTimeWeaponIdle = 48
new entwpn = fm_get_user_weapon_entity(id, CSW_KNIFE)
if (pev_valid(entwpn)) set_pdata_float(entwpn, m_flTimeWeaponIdle, TimeIdle + 3.0, 4)
}
stock set_player_nextattack(id, Float:nexttime)
{
if(!is_user_alive(id))
return
const m_flNextAttack = 83
set_pdata_float(id, m_flNextAttack, nexttime, 5)
}